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		<id>https://dwarffortresswiki.org/index.php?title=Library&amp;diff=288463</id>
		<title>Library</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Library&amp;diff=288463"/>
		<updated>2023-01-28T21:11:32Z</updated>

		<summary type="html">&lt;p&gt;Antilum: /* Making Quires (used for longer works) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Exceptional|10:05, 10 August 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
[[File:DnD Invisible stalker.png|thumb|illustration of a medieval library]]&lt;br /&gt;
&lt;br /&gt;
'''Libraries''' are [[locations]]. At a library, [[scholar]]s can write [[book]]s (quires, which are bound into codices, and scrolls) and [[scribe]]s can create copies. Any dwarves in your fortress will go to libraries to read books or idle around, giving them happy [[thought]]s.  You will need bookshelves to store books and chests to store writing materials. To attract visitors to your library, you can buy books from caravans or steal them using missions on the world map. Your dwarves will read books as a form of entertainment.&lt;br /&gt;
&lt;br /&gt;
==Obtaining Writing Materials==&lt;br /&gt;
There are several types of writing materials: scrolls, codex, quire, etc. Here is one setup.&lt;br /&gt;
&lt;br /&gt;
To make paper, you need 'slurry' which is pressed into paper sheets, then rolled into scrolls or assembled into 'quires' (which are like books without covers.) You can also create a cover for a quire and then bind it, but it's not necessary for producing writing. Scrolls can also be produced for shorter works. There is mention of a bug that will lower the quality of your quires after binding.&lt;br /&gt;
&lt;br /&gt;
=== Making Slurry ===&lt;br /&gt;
*Build stoneworker's workshop (Building &amp;gt; Workshops &amp;gt; Stoneworker)&lt;br /&gt;
*Produce stone quern using stoneworkers workshop (input: stone)&lt;br /&gt;
*Build quern (Building &amp;gt; Workshop &amp;gt; Farming &amp;gt; Quern)&lt;br /&gt;
*Add plant stockpile near your quern&lt;br /&gt;
*Have your dwarves gather plants&lt;br /&gt;
*Set a work order for your quern to produce 'slurry' if fewer than 10 'globs' exist (input: plants)&lt;br /&gt;
(Note: You need a dwarf with the 'Manager' role and an office assigned to use work orders. &lt;br /&gt;
You can do that from Citizens &amp;gt; Nobles and Administrators)&lt;br /&gt;
&lt;br /&gt;
=== Making Paper Sheets ===&lt;br /&gt;
*Build Mechanics workshop (Building &amp;gt; Workshops &amp;gt; Mechanics)&lt;br /&gt;
*Produce 2 mechanisms from Mechanics workshop&lt;br /&gt;
*Build screw press near your quern (Building &amp;gt; Workshops &amp;gt; Screw Press, input: 2 mechanisms)&lt;br /&gt;
*Set a work order on your screw press to produce paper if fewer than 10 exist (input: slurry)&lt;br /&gt;
&lt;br /&gt;
[[File:Using a screwpress to make slurries.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Making Scrolls (used for shorter works) ===&lt;br /&gt;
*Build a crafts workshop (Building &amp;gt; Workshops &amp;gt; Crafts)&lt;br /&gt;
*Set a work order on your crafts workshop to produce 'scroll rollers' if fewer than 10 exist (input: stone or wood)&lt;br /&gt;
*Set a work order on your crafts workshop to produce scrolls if fewer than 10 exist (input: scroll rollers + paper sheets)(note: The purpose of setting all these work orders with the condition 'if fewer than 10' is so that your dwarves will keep a small stock of items and replace them as needed. You don't end up with overstock like you do if you set the condition to produce infinitely or every day/month.)&lt;br /&gt;
&lt;br /&gt;
=== Making Quires (used for longer works) ===&lt;br /&gt;
*Build a crafts workshop (Building &amp;gt; Workshops &amp;gt; Crafts) if you haven't already&lt;br /&gt;
*Set a work order on your crafts workshop to produce 'quires' if fewer than 10 exist (input: paper sheet)&lt;br /&gt;
&lt;br /&gt;
==Setting up a library==&lt;br /&gt;
&lt;br /&gt;
*Create a room and set it as a 'Meeting Area' zone (Zones &amp;gt; Meeting Area)&lt;br /&gt;
*Click 'Zones' again and then click on your meeting area&lt;br /&gt;
*Click the + symbol and then 'New Library'&lt;br /&gt;
*Enjoy your randomly generated library name&lt;br /&gt;
*Click magnifying glass to change your library settings:&lt;br /&gt;
*Increase the desired number of writing materials to 20 (optional)&lt;br /&gt;
*Leave your library public so you can get visiting scholars (optional)&lt;br /&gt;
* Build [[bookcase]]s to store written books, and [[container]]s to store writing material (blank quires and [[scroll]]s). (not paper sheets, they ''must'' be made into blank scrolls/books ''before'' writing).&lt;br /&gt;
* Build [[table]]s and [[chair]]s.&lt;br /&gt;
* Designate [[scholar]]s and [[scribe]]s as desired (via the {{k|l}} Locations menu).&lt;br /&gt;
Libraries function best as a single activity zone - scholars in separate activity zones cannot discuss topics with each other, even if both zones belong to the same library. Scholars in the same activity zone can discuss topics together, regardless of distance, line of sight, or ability to path to each other. So, with the correct design, a scholar who must be separated from the general population for [[werebeast|whatever]] [[vampire|reason]] can still contribute to the research effort.&lt;br /&gt;
&lt;br /&gt;
[[File:Setting library to public.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Designating Scribes and Scholars ==&lt;br /&gt;
&lt;br /&gt;
=== Scholars ===&lt;br /&gt;
*Click 'Zones' and then click on your library&lt;br /&gt;
*Click the magnifying glass&lt;br /&gt;
*On the library menu, click the + sign next to scholar&lt;br /&gt;
*Assign a dwarf as a scholar (bonus if they have good writing skills)&lt;br /&gt;
*If your library has desks + chairs + writing materials, your dwarves will eventually write... when they feel like it. Mostly they will chat, learn new topics, and read books until they have decided there's something they want to write about.&lt;br /&gt;
*Assign as many scholars as your fortress can spare to increase the chance of one of them writing&lt;br /&gt;
*After assigning a scholar, check their thoughts to see if they enjoy the role. Some dwarves feel anxious when they learn new things or debate/argue with other scholars. If they don't like the role, they will become unhappy over time.&lt;br /&gt;
*On the 'assign' menu, you can't see if your dwarf has knowledge to write about, but you can see this information on the dwarf's profile under SKILLS &amp;gt; OTHER SKILLS&lt;br /&gt;
&lt;br /&gt;
=== Scribes ===&lt;br /&gt;
*Click 'Zones' and then click on your library&lt;br /&gt;
*Click the magnifying glass&lt;br /&gt;
*On the library menu, click the + sign next to scribe&lt;br /&gt;
*You probably won't need more than one or two scribes as they seem to copy a lot&lt;br /&gt;
*Set 'total number of each to scribe' to decide how many copies you would like of each original work&lt;br /&gt;
*You can sell copies to visiting traders and your scribes will produce more. (note: Finished scrolls are under 'tools' when you move goods to your trading depot.)&lt;br /&gt;
*Sell lots of copies of that book with a funny title to spread your culture across the world&lt;br /&gt;
&lt;br /&gt;
==Obtaining scholars and books==&lt;br /&gt;
If your library permits [[visitor]]s, scholars from civilizations around the world will come to your fort to study, often bringing books of their own. These scholars will engage in various [[topic]]s with your scholars and each other, and will sometimes write their own books while visiting (using your supplies of writing materials in the process). These books effectively become property of your fortress, as the author usually doesn't take their books away upon leaving, although they may take some of your own in return{{Bug|9221}}. Visiting scholars may petition to become a permanent part of your fortress for the purpose of studying. The rate at which they visit your library and apply for residency might be related to the number of books in your library.&lt;br /&gt;
&lt;br /&gt;
If you retire your fort, scholars will continue to visit your library during retirement even if the library does not permit visitors. On unretirement, those scholars will be bugged and unable to behave normally in your fort, so it's best to delete your library activity zone before retirement.&lt;br /&gt;
&lt;br /&gt;
Even with visitors, it takes a long, long time for your scholars to generate much knowledge or write many books in your fort. You can speed up this process by taking books from other libraries, with [[mission]]s or [[adventurer mode|adventurers]]. [[Legends mode]] can show you where the libraries are in your world.&lt;br /&gt;
&lt;br /&gt;
==Getting your Dwarves to write==&lt;br /&gt;
Coaxing your dwarves into writing can take some time. While writing-related skills improve the quality of their work, they seem to have more to 'write about' if they have skills like medicine or mechanics. It's much easier to get them write guides about scientific topics than to write poetry or novels. (There's actually an entire technology tree in the background that your dwarves can progress by reading books, chatting, and having breakthroughs.)&lt;br /&gt;
&lt;br /&gt;
==Urist's Lever==&lt;br /&gt;
It was [http://www.bay12forums.com/smf/index.php?topic=156319.420 discovered] that by putting an unlinked lever in the back of a library, assigning only the [[scholar]]s and [[scribe]]s to use it, then assigning them to pull the lever, with high priority on repeat... due to the vagaries of dwarven psychology, they will find themselves unable to resist reading, writing, or pondering something. This is a good way to increase the productivity of your fortresses' best and brightest.&lt;br /&gt;
&lt;br /&gt;
==Library Management==&lt;br /&gt;
In vanilla DF, it's rather difficult to get information about the books you own: who wrote them, how many copies you own, what topics they cover, etc. Fortunately, [http://www.bay12forums.com/smf/index.php?topic=170462.0 there's a DFHack script] that makes all that very clear.&lt;br /&gt;
&lt;br /&gt;
Visiting scholars will sometimes steal the books they're carrying when they leave, even books they did not write. If you unassign the tables (but not the chairs) from your library, the visitors can produce books but cannot touch them, but your own dwarves can still interact with them normally. The tables should still physically be in the library, just not within the painted library zone. (To unassign a section of library, click 'Zone' and then 'library' and use the eraser icon.) You can also have separate libraries for your citizens and for visitors and using stockpiles to keep the books out of the public one.&lt;br /&gt;
&lt;br /&gt;
Once your library is well-known enough, you'll start getting foreign scholars petitioning to join your fortress. A visiting necromancer may write a book that contains the 'secrets of life and death.' Any dwarf who reads this type of book will become a necromancer, which has... pretty serious consequences. You will need to find and forbid these books if you want to prevent this, or just sit back and wait for the Fun to happen.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
[[File:Humanlibrary_43.PNG|200px|thumb|right|The study area of a human library]]&lt;br /&gt;
[[File:Humanlibrary2_43.PNG|200px|thumb|right|An upper floor of a human library, dedicated to storing books]]&lt;br /&gt;
&lt;br /&gt;
In the rest of the world, libraries are generated [[structure]]s that can be found in human [[town]]s and dwarven [[fortress]]es. Like the libraries in fortress mode, they will be frequented by scholars who spend their days discussing scholarly topics. The number of books and scholars in a given generated library depends on the history of the site. A library found in a town with a poor history may be almost empty of books and scholars alike.&lt;br /&gt;
&lt;br /&gt;
The ground floor in a generated library is typically used as a study area, and furnished with chairs, tables and a container with usable writing materials. A [[ramp]]-staircase connects the ground floor to higher floors as well as a basement. Basements and higher floors are typically used to store the books, and contain several bookcases. Libraries found in fortresses only have two floors, while those found in towns can span many stories high.&lt;br /&gt;
&lt;br /&gt;
Libraries have an effect in world gen, based on the original and copied books that are there.  Every year, each library gets five turns to pick a book.  If the book has a poetic/music/dance form, it has a chance to make that form well-known in the entire parent civ, as a form of cultural diffusion.  If the book promotes a value at a certain level, it makes a roll against the author's skill roll when they wrote the book.  The local site civ can have their values shifted by 1-2 points (it takes 10 or more to change the visible text for the value), and the parent civ can also be shifted a point, and all sites under the parent civ have a chance to be shifted a point as well.  &lt;br /&gt;
&lt;br /&gt;
See also: https://www.reddit.com/r/dwarffortress/comments/zoj727/how_to_create_a_library_fortress/&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = koshosh&lt;br /&gt;
| elvish  = dethara&lt;br /&gt;
| goblin  = ruspdo&lt;br /&gt;
| human   = adith&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Locations}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
&lt;br /&gt;
[[Fr:Bibliothèque (library)]]&lt;br /&gt;
&lt;br /&gt;
15:24, 11 January 2023 (UTC)KingReyRoi&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Library&amp;diff=288462</id>
		<title>Library</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Library&amp;diff=288462"/>
		<updated>2023-01-28T21:11:26Z</updated>

		<summary type="html">&lt;p&gt;Antilum: /* Making Scrolls (used for shorter works) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Exceptional|10:05, 10 August 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
[[File:DnD Invisible stalker.png|thumb|illustration of a medieval library]]&lt;br /&gt;
&lt;br /&gt;
'''Libraries''' are [[locations]]. At a library, [[scholar]]s can write [[book]]s (quires, which are bound into codices, and scrolls) and [[scribe]]s can create copies. Any dwarves in your fortress will go to libraries to read books or idle around, giving them happy [[thought]]s.  You will need bookshelves to store books and chests to store writing materials. To attract visitors to your library, you can buy books from caravans or steal them using missions on the world map. Your dwarves will read books as a form of entertainment.&lt;br /&gt;
&lt;br /&gt;
==Obtaining Writing Materials==&lt;br /&gt;
There are several types of writing materials: scrolls, codex, quire, etc. Here is one setup.&lt;br /&gt;
&lt;br /&gt;
To make paper, you need 'slurry' which is pressed into paper sheets, then rolled into scrolls or assembled into 'quires' (which are like books without covers.) You can also create a cover for a quire and then bind it, but it's not necessary for producing writing. Scrolls can also be produced for shorter works. There is mention of a bug that will lower the quality of your quires after binding.&lt;br /&gt;
&lt;br /&gt;
=== Making Slurry ===&lt;br /&gt;
*Build stoneworker's workshop (Building &amp;gt; Workshops &amp;gt; Stoneworker)&lt;br /&gt;
*Produce stone quern using stoneworkers workshop (input: stone)&lt;br /&gt;
*Build quern (Building &amp;gt; Workshop &amp;gt; Farming &amp;gt; Quern)&lt;br /&gt;
*Add plant stockpile near your quern&lt;br /&gt;
*Have your dwarves gather plants&lt;br /&gt;
*Set a work order for your quern to produce 'slurry' if fewer than 10 'globs' exist (input: plants)&lt;br /&gt;
(Note: You need a dwarf with the 'Manager' role and an office assigned to use work orders. &lt;br /&gt;
You can do that from Citizens &amp;gt; Nobles and Administrators)&lt;br /&gt;
&lt;br /&gt;
=== Making Paper Sheets ===&lt;br /&gt;
*Build Mechanics workshop (Building &amp;gt; Workshops &amp;gt; Mechanics)&lt;br /&gt;
*Produce 2 mechanisms from Mechanics workshop&lt;br /&gt;
*Build screw press near your quern (Building &amp;gt; Workshops &amp;gt; Screw Press, input: 2 mechanisms)&lt;br /&gt;
*Set a work order on your screw press to produce paper if fewer than 10 exist (input: slurry)&lt;br /&gt;
&lt;br /&gt;
[[File:Using a screwpress to make slurries.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Making Scrolls (used for shorter works) ===&lt;br /&gt;
*Build a crafts workshop (Building &amp;gt; Workshops &amp;gt; Crafts)&lt;br /&gt;
*Set a work order on your crafts workshop to produce 'scroll rollers' if fewer than 10 exist (input: stone or wood)&lt;br /&gt;
*Set a work order on your crafts workshop to produce scrolls if fewer than 10 exist (input: scroll rollers + paper sheets)(note: The purpose of setting all these work orders with the condition 'if fewer than 10' is so that your dwarves will keep a small stock of items and replace them as needed. You don't end up with overstock like you do if you set the condition to produce infinitely or every day/month.)&lt;br /&gt;
&lt;br /&gt;
=== Making Quires (used for longer works) ===&lt;br /&gt;
*Build a crafts workshop (Building &amp;gt; Workshops &amp;gt; Craft) if you haven't already&lt;br /&gt;
*Set a work order on your crafts workshop to produce 'quires' if fewer than 10 exist (input: paper sheet)&lt;br /&gt;
&lt;br /&gt;
==Setting up a library==&lt;br /&gt;
&lt;br /&gt;
*Create a room and set it as a 'Meeting Area' zone (Zones &amp;gt; Meeting Area)&lt;br /&gt;
*Click 'Zones' again and then click on your meeting area&lt;br /&gt;
*Click the + symbol and then 'New Library'&lt;br /&gt;
*Enjoy your randomly generated library name&lt;br /&gt;
*Click magnifying glass to change your library settings:&lt;br /&gt;
*Increase the desired number of writing materials to 20 (optional)&lt;br /&gt;
*Leave your library public so you can get visiting scholars (optional)&lt;br /&gt;
* Build [[bookcase]]s to store written books, and [[container]]s to store writing material (blank quires and [[scroll]]s). (not paper sheets, they ''must'' be made into blank scrolls/books ''before'' writing).&lt;br /&gt;
* Build [[table]]s and [[chair]]s.&lt;br /&gt;
* Designate [[scholar]]s and [[scribe]]s as desired (via the {{k|l}} Locations menu).&lt;br /&gt;
Libraries function best as a single activity zone - scholars in separate activity zones cannot discuss topics with each other, even if both zones belong to the same library. Scholars in the same activity zone can discuss topics together, regardless of distance, line of sight, or ability to path to each other. So, with the correct design, a scholar who must be separated from the general population for [[werebeast|whatever]] [[vampire|reason]] can still contribute to the research effort.&lt;br /&gt;
&lt;br /&gt;
[[File:Setting library to public.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Designating Scribes and Scholars ==&lt;br /&gt;
&lt;br /&gt;
=== Scholars ===&lt;br /&gt;
*Click 'Zones' and then click on your library&lt;br /&gt;
*Click the magnifying glass&lt;br /&gt;
*On the library menu, click the + sign next to scholar&lt;br /&gt;
*Assign a dwarf as a scholar (bonus if they have good writing skills)&lt;br /&gt;
*If your library has desks + chairs + writing materials, your dwarves will eventually write... when they feel like it. Mostly they will chat, learn new topics, and read books until they have decided there's something they want to write about.&lt;br /&gt;
*Assign as many scholars as your fortress can spare to increase the chance of one of them writing&lt;br /&gt;
*After assigning a scholar, check their thoughts to see if they enjoy the role. Some dwarves feel anxious when they learn new things or debate/argue with other scholars. If they don't like the role, they will become unhappy over time.&lt;br /&gt;
*On the 'assign' menu, you can't see if your dwarf has knowledge to write about, but you can see this information on the dwarf's profile under SKILLS &amp;gt; OTHER SKILLS&lt;br /&gt;
&lt;br /&gt;
=== Scribes ===&lt;br /&gt;
*Click 'Zones' and then click on your library&lt;br /&gt;
*Click the magnifying glass&lt;br /&gt;
*On the library menu, click the + sign next to scribe&lt;br /&gt;
*You probably won't need more than one or two scribes as they seem to copy a lot&lt;br /&gt;
*Set 'total number of each to scribe' to decide how many copies you would like of each original work&lt;br /&gt;
*You can sell copies to visiting traders and your scribes will produce more. (note: Finished scrolls are under 'tools' when you move goods to your trading depot.)&lt;br /&gt;
*Sell lots of copies of that book with a funny title to spread your culture across the world&lt;br /&gt;
&lt;br /&gt;
==Obtaining scholars and books==&lt;br /&gt;
If your library permits [[visitor]]s, scholars from civilizations around the world will come to your fort to study, often bringing books of their own. These scholars will engage in various [[topic]]s with your scholars and each other, and will sometimes write their own books while visiting (using your supplies of writing materials in the process). These books effectively become property of your fortress, as the author usually doesn't take their books away upon leaving, although they may take some of your own in return{{Bug|9221}}. Visiting scholars may petition to become a permanent part of your fortress for the purpose of studying. The rate at which they visit your library and apply for residency might be related to the number of books in your library.&lt;br /&gt;
&lt;br /&gt;
If you retire your fort, scholars will continue to visit your library during retirement even if the library does not permit visitors. On unretirement, those scholars will be bugged and unable to behave normally in your fort, so it's best to delete your library activity zone before retirement.&lt;br /&gt;
&lt;br /&gt;
Even with visitors, it takes a long, long time for your scholars to generate much knowledge or write many books in your fort. You can speed up this process by taking books from other libraries, with [[mission]]s or [[adventurer mode|adventurers]]. [[Legends mode]] can show you where the libraries are in your world.&lt;br /&gt;
&lt;br /&gt;
==Getting your Dwarves to write==&lt;br /&gt;
Coaxing your dwarves into writing can take some time. While writing-related skills improve the quality of their work, they seem to have more to 'write about' if they have skills like medicine or mechanics. It's much easier to get them write guides about scientific topics than to write poetry or novels. (There's actually an entire technology tree in the background that your dwarves can progress by reading books, chatting, and having breakthroughs.)&lt;br /&gt;
&lt;br /&gt;
==Urist's Lever==&lt;br /&gt;
It was [http://www.bay12forums.com/smf/index.php?topic=156319.420 discovered] that by putting an unlinked lever in the back of a library, assigning only the [[scholar]]s and [[scribe]]s to use it, then assigning them to pull the lever, with high priority on repeat... due to the vagaries of dwarven psychology, they will find themselves unable to resist reading, writing, or pondering something. This is a good way to increase the productivity of your fortresses' best and brightest.&lt;br /&gt;
&lt;br /&gt;
==Library Management==&lt;br /&gt;
In vanilla DF, it's rather difficult to get information about the books you own: who wrote them, how many copies you own, what topics they cover, etc. Fortunately, [http://www.bay12forums.com/smf/index.php?topic=170462.0 there's a DFHack script] that makes all that very clear.&lt;br /&gt;
&lt;br /&gt;
Visiting scholars will sometimes steal the books they're carrying when they leave, even books they did not write. If you unassign the tables (but not the chairs) from your library, the visitors can produce books but cannot touch them, but your own dwarves can still interact with them normally. The tables should still physically be in the library, just not within the painted library zone. (To unassign a section of library, click 'Zone' and then 'library' and use the eraser icon.) You can also have separate libraries for your citizens and for visitors and using stockpiles to keep the books out of the public one.&lt;br /&gt;
&lt;br /&gt;
Once your library is well-known enough, you'll start getting foreign scholars petitioning to join your fortress. A visiting necromancer may write a book that contains the 'secrets of life and death.' Any dwarf who reads this type of book will become a necromancer, which has... pretty serious consequences. You will need to find and forbid these books if you want to prevent this, or just sit back and wait for the Fun to happen.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
[[File:Humanlibrary_43.PNG|200px|thumb|right|The study area of a human library]]&lt;br /&gt;
[[File:Humanlibrary2_43.PNG|200px|thumb|right|An upper floor of a human library, dedicated to storing books]]&lt;br /&gt;
&lt;br /&gt;
In the rest of the world, libraries are generated [[structure]]s that can be found in human [[town]]s and dwarven [[fortress]]es. Like the libraries in fortress mode, they will be frequented by scholars who spend their days discussing scholarly topics. The number of books and scholars in a given generated library depends on the history of the site. A library found in a town with a poor history may be almost empty of books and scholars alike.&lt;br /&gt;
&lt;br /&gt;
The ground floor in a generated library is typically used as a study area, and furnished with chairs, tables and a container with usable writing materials. A [[ramp]]-staircase connects the ground floor to higher floors as well as a basement. Basements and higher floors are typically used to store the books, and contain several bookcases. Libraries found in fortresses only have two floors, while those found in towns can span many stories high.&lt;br /&gt;
&lt;br /&gt;
Libraries have an effect in world gen, based on the original and copied books that are there.  Every year, each library gets five turns to pick a book.  If the book has a poetic/music/dance form, it has a chance to make that form well-known in the entire parent civ, as a form of cultural diffusion.  If the book promotes a value at a certain level, it makes a roll against the author's skill roll when they wrote the book.  The local site civ can have their values shifted by 1-2 points (it takes 10 or more to change the visible text for the value), and the parent civ can also be shifted a point, and all sites under the parent civ have a chance to be shifted a point as well.  &lt;br /&gt;
&lt;br /&gt;
See also: https://www.reddit.com/r/dwarffortress/comments/zoj727/how_to_create_a_library_fortress/&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = koshosh&lt;br /&gt;
| elvish  = dethara&lt;br /&gt;
| goblin  = ruspdo&lt;br /&gt;
| human   = adith&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Locations}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
&lt;br /&gt;
[[Fr:Bibliothèque (library)]]&lt;br /&gt;
&lt;br /&gt;
15:24, 11 January 2023 (UTC)KingReyRoi&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Vulture&amp;diff=287007</id>
		<title>Vulture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Vulture&amp;diff=287007"/>
		<updated>2023-01-22T18:39:10Z</updated>

		<summary type="html">&lt;p&gt;Antilum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=Red-headed vulture&lt;br /&gt;
|bone=6-8&lt;br /&gt;
|fat=9&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
|meat=9&lt;br /&gt;
|gizzard=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|intestines=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|lung=2&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Vultures''' are flying [[creature]]s found in [[desert]]s and some [[tropical]] plains. They spawn in flocks of 5 to 10 individuals, causing constant job interruption spam, scaring [[Domestic animal|livestock]] out of [[pasture]]s and, most notably, attempting to [[Steals food|steal your food]] before flying away with it. This can be quite nasty to a newly-embarked fortress which has not yet settled up their food industry or made [[farm plot]]s. Vultures are essentially tropical [[buzzard]]s, except they are considerably larger; nearly seven times bigger.&lt;br /&gt;
&lt;br /&gt;
Vultures may be captured with [[cage]] [[trap]]s and [[Animal trainer|trained]] into low-value pets. They lay a very low amount of [[egg]]s, making them poor targets for [[egg production]] unless the player is doing it for novelty's sake. [[Butcher]]ing a vulture yields far more than a buzzard however, with them being large enough to give products beyond [[skull]]s.&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] vultures for their ''patience''.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = tikis&lt;br /&gt;
| elvish  = rathóna&lt;br /&gt;
| goblin  = uzun&lt;br /&gt;
| human   = áspast&lt;br /&gt;
}}&lt;br /&gt;
[[File:Red-headed Vulture Adult Male Bandhavgrah National Park 16042013.jpg|thumb|300px|center|Admired for its ''patience''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Messenger&amp;diff=286855</id>
		<title>Messenger</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Messenger&amp;diff=286855"/>
		<updated>2023-01-21T19:58:44Z</updated>

		<summary type="html">&lt;p&gt;Antilum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Messenger&lt;br /&gt;
| function=&lt;br /&gt;
* Interact with [[holding]]s&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Messengers''' are an assigned [[occupation]] at your site. They can be assigned in the Nobles and Administration menu ({{key|n}}), and will act as liaisons with your [[holding]]s and conquered sites. When a messenger has been assigned, they can be sent on [[missions]] from World Screen ({{key|Y}}). Click on holdings under your control to request dwarves or demand conquered sites to become [[Citizenship|citizen]]s of your fortress. Only dwarves that are considered [[historical figure]]s may be summoned to join your fortress in this way.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Messengers can be distracted from missions by other jobs/needs.{{bug|10795}} &lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Occupation| }}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;br /&gt;
[[ru:Messenger]]&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Diorite&amp;diff=286660</id>
		<title>Diorite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Diorite&amp;diff=286660"/>
		<updated>2023-01-20T13:30:02Z</updated>

		<summary type="html">&lt;p&gt;Antilum: Mention that it's not magma-safe in main article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}{{layerlookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Diorite''' is an [[igneous intrusive layer|igneous intrusive]] [[stone]] which can form whole [[stone layers|layers]]. It is NOT [[magma-safe]].&lt;br /&gt;
&lt;br /&gt;
Because diorite does not contain a wide variety of large cluster and [[vein]]s, it is an interesting layer for players who insist on color uniformity. Digging and carving inside a Diorite layer will produce a uniformly dark gray area with occasional [[native gold|gold]] veins and small [[gem]] clusters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:diorite.jpg|Diorite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Block&amp;diff=286092</id>
		<title>Block</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Block&amp;diff=286092"/>
		<updated>2023-01-16T18:57:32Z</updated>

		<summary type="html">&lt;p&gt;Antilum: /* Blocks vs. rocks */ 30 blocks in each bin in v50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For &amp;quot;blocking&amp;quot; in combat, see [[Armor]].''&lt;br /&gt;
&lt;br /&gt;
[[File:stone_blocks_preview.jpg|thumb|230px|right|Not Minecraft related.]]A '''block''' is a type of building material that is more architecturally efficient than their non-processed counterparts. Blocks are lighter, faster building, and more valuable. This makes blocks especially useful for large construction projects. &lt;br /&gt;
&lt;br /&gt;
[[Stone]], [[wood]], [[glass]], [[ceramic]], and [[metal]] blocks can be created respectively in a [[Stoneworker's workshop]], a [[carpenter's workshop]], a [[glass furnace]], a [[kiln]], and a [[forge]].  One stone boulder or a wooden log can be shaped into 4 blocks, which makes them more useful for larger constructions.  All other materials only produce 1 block/task, and all blocks share the advantages in construction and value. Ceramic blocks are called &amp;quot;bricks&amp;quot;, though they behave the same as all other blocks.&lt;br /&gt;
&lt;br /&gt;
Blocks can be used as building materials for [[road]]s, [[bridge]]s, [[workshop]]s and [[construction]]s.  When a raw material (e.g. stone boulder) is used instead, the game will describe the result as &amp;quot;rough&amp;quot;, while buildings built from blocks are not given that adjective. Additionally, blocks are '''required''' to build [[well]]s, [[screw pump]]s, and [[ashery|asheries]]. &lt;br /&gt;
&lt;br /&gt;
Even though blocks are quite useful in terms of construction, they cannot replace other functions of the raw material. E.g: Stone blocks cannot be used for making furniture or craft goods, tools such as [[pot]]s or [[jug]]s, [[mechanism]]s, or [[catapult]] ammunition. Nor can wooden blocks be used to make furniture, craft goods, tools, siege weapon components, ballista arrowheads, or crossbow bolts, or be burned at a [[wood furnace]].  Metal blocks can't be used for [[metalsmith's forge]] jobs but '''can be melted down''' at a [[smelter]].&lt;br /&gt;
&lt;br /&gt;
==Blocks vs. rocks==&lt;br /&gt;
&lt;br /&gt;
The clearest distinction between a [[building]] built with [[stone|raw stone]] and a building built with a stone block is that more buildings can be built of blocks, as each stone produces 4 blocks. Note that this does not apply to [[glass]], or [[ceramic]] blocks/bricks, which are only made in sets of 1; [[metal]] blocks are also made in sets of 1, but since you get 4 bars at a time from smelting ore, the end result is equivalent to stone.&lt;br /&gt;
&lt;br /&gt;
Blocks have less volume, and thus [[weight|weigh]] much less than raw forms of construction materials - stone blocks weigh only 6% as much as a boulder, and wooden blocks weigh 12% as much as the log from which they are carved. This weight difference can dramatically reduce hauling time, especially if you are using large amounts of materials. Forming metal bars into blocks makes no difference in regards to weight, though it does simplify the tracking of resources - if you use metal bars to build workshops and constructions, your [[stocks]] screen will still list them in the summary view, potentially misleading you into believing you have more available bars than you actually have.&lt;br /&gt;
&lt;br /&gt;
Building a bridge out of blocks instead of rocks also '''cuts the building time by two thirds''', independent of clearing and hauling time. This difference in building time presumably extends to other buildings and constructions where you can choose between blocks and rocks. The appearance of [[bridge]]s and paved [[road]]s will be different depending on whether blocks or rocks are used. The use of blocks is indicated by the floor tile {{Tile|+|#FFF|#000}}, and the use of rocks is indicated by a rough ground tile {{Tile|≈|#FFF|#000}}.&lt;br /&gt;
&lt;br /&gt;
Unlike raw stone or wood, up to 30 blocks can be stored in each [[bin]] in bar/block [[stockpile]]s, which can improve hauling time between stockpiles. A [[minecart]] can carry up to 83 blocks.&lt;br /&gt;
&lt;br /&gt;
Blocks are more valuable than rocks, having a [[Value#Items with material but without quality|base value]] of 5, compared to the raw material value of 3 for stone, wood or glass, while metal bars already have a base value of 5.  This, combined with the yield of 4 blocks per stone, nets a value increase of 17 when using basic stones for blocks.&lt;br /&gt;
&lt;br /&gt;
Metal ores and economic stone will still produce multiple stone blocks if cut in a mason's workshop. However, this breaks use for any purpose other than building and [[strange mood]]s, such as [[reaction]]s: blocks of [[flux]] '''cannot''' be used for making [[pig iron]] or [[steel]], nor can blocks of [[ore]] be [[smelter|smelted]] into metal (without modding reactions). Note that &amp;quot;filler&amp;quot; blocks of [[raw adamantine]] are excellent for increasing [[artifact]] value without wasting too much adamantine on legendary doors, tables, etc.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = kastar&lt;br /&gt;
| elvish  = epuba&lt;br /&gt;
| goblin  = zobo&lt;br /&gt;
| human   = xugot&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
[[ru:Block]]&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dog&amp;diff=286080</id>
		<title>Dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dog&amp;diff=286080"/>
		<updated>2023-01-16T16:49:56Z</updated>

		<summary type="html">&lt;p&gt;Antilum: A bit more info about dogs as food...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=dogs_sprite_set.png&lt;br /&gt;
|bone=4-11&lt;br /&gt;
|meat=6-13&lt;br /&gt;
|fat=6-13&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=0-1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=0-1&lt;br /&gt;
|tripe=0-1&lt;br /&gt;
|sweetbread=0-1&lt;br /&gt;
|spleen=0-1&lt;br /&gt;
|kidney=0-2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Dogs''' are common [[domestic animal]]s that can be [[animal trainer|trained]] to assist your dwarves in [[combat]] or [[hunting]] as either war dogs or hunting dogs. Like all tame animals, they can serve as an [[butcher|emergency food supply]] and provide you with [[bones]], [[leather]], and [[skull]]s. Dogs do not require any food.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] dogs for their ''loyalty''.&lt;br /&gt;
&lt;br /&gt;
== Using dogs ==&lt;br /&gt;
[[File:dog_sprite.png|left]]Dogs left to their own devices will wander around, spending most of their time in [[Meeting hall|meeting areas]], and attacking any [[invader|hostiles]] they see.&lt;br /&gt;
&lt;br /&gt;
Newborn dogs will reach a size of 12,500 cm³ after one year, and 30,000 cm³ after two years. [[cat|Cats]] have a similar growth curve, and also require no food, however fully-grown dogs are six times larger than cats and will not adopt dwarves on their own, making them more suitable as livestock.&lt;br /&gt;
&lt;br /&gt;
As with any friendly creature, dogs can spot [[ambusher]]s and thieves. You can assign dogs to [[restraint]]s to act as guard dogs. Guard dogs work particularly well when placed behind a hall of [[trap]]s or other siege-breaking devices. The traps will prevent aggressive invaders from harming the dogs, while the dogs prevent thieves from sneaking past the traps into the base. (Ideally, the dogs should be out of view of the trap corridor to prevent injury from ranged weapons.) Hunting dogs may be particularly well-suited to guard duty because of their improved [[observer]] skills.&lt;br /&gt;
&lt;br /&gt;
You can assign a war dog or hunting dog to a dwarf via his preferences menu ({{K|v}}, select dwarf, {{K|p}}, {{K|a}}) to help him in combat. It will follow the dwarf like a [[pet]]. &lt;br /&gt;
&lt;br /&gt;
Once a dog is assigned to a dwarf, it cannot be unassigned nor placed in a [[cage]]. A workaround for this is to train the dog with the dwarf you want the dog to follow. Unassigned war dogs and hunting dogs follow the dwarf who trained them, but can still be caged. If you use one or two dedicated animal trainers to train dogs, you may notice they will be followed by a large pack of them, along with their puppies. Assigned dogs '''can''' be [[pasture]]d; this is another option for keeping them away from danger if you have some advance warning. It's also a good idea if you decide to train the owner in a [[danger room]]. War dogs can still be slaughtered for food, even if they have sustained serious injuries.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''Using a [[civilian alert]] to keep civilians away from fighting affects war dogs as well, stopping them from following your soldiers into combat.''{{bug|1058}}&lt;br /&gt;
&lt;br /&gt;
== Hunting dogs ==&lt;br /&gt;
[[File:hunting_dog_sprite.png|left]]''&amp;quot;A hunting animal will target the creature its owner is targeting if the owner is hunting, and it will be sneaking without a movement penalty if it is reasonably close to its hunting owner. A hunting animal notices creatures from farther away, although this isn't exactly effective if it decides to target what its owner is targeting. It all needs a bit of work, but that is true of hunting in general.&amp;quot;'' -[[Main:Toady One|Toady One]], long ago &amp;lt;!-- still relevant? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== War dogs ==&lt;br /&gt;
[[File:war_dog_sprite.png|left]]Because of their training, war dogs do more damage in combat than untrained dogs.&lt;br /&gt;
&lt;br /&gt;
Against heavily [[armor]]ed and armed opponents, dogs (war or hunting) can die quite easily, but that doesn't mean they are ''useless''. Also, although a war dog is not nearly as dangerous against an armored opponent as an axe lord, they occasionally get lucky, and a pack of war dogs can be very dangerous indeed. They can also be used as walking meatshields, taking hits that would have otherwise injured your dwarves.&lt;br /&gt;
&lt;br /&gt;
For this reason, some players attach them to any permanent close-combat military, and/or to any dwarf that regularly steps outside. However, the down side to assigning them to military dwarves is that they are very likely to die, since dogs move much faster than fully-armored dwarves and thus frequently charge in unassisted. A dead pet causes a serious unhappiness spike, and [[tantrum]]s with legendary weapon skills mixed in can really maximize the [[fun]]. Fortunately they're not cats so you can make them unavailable as pets.&lt;br /&gt;
&lt;br /&gt;
For breeding purposes, female war dogs are no worse than any other animal: they can give birth to, in this case, puppies as well. Male war dogs also can play the role of their civil counterparts. You probably don't want to train the female dogs though, so you can keep them as breeding stock along with a few studs, just like you do with any other animal.&lt;br /&gt;
&lt;br /&gt;
== In real life ==&lt;br /&gt;
In real life, the dog (''Canis lupus familiaris'') is recognized as a subspecies of the [[wolf]] (''Canis lupus lupus''), having undergone gradual genetic divergence from wild wolves due to domestication by humans. Human-dog companionship has existed as far back as 20,000 BC.  In ''Dwarf Fortress'', taming wolves will not, no matter how much time passes, result in dogs.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Dogs sometimes won't bite, but only scratch, greatly reducing their combat effectiveness. This seems to happen against wildlife.{{bug|7541}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = idar&lt;br /&gt;
| elvish  = macetha&lt;br /&gt;
| goblin  = anot&lt;br /&gt;
| human   = sheka&lt;br /&gt;
}}&lt;br /&gt;
[[Image:GoldenRetrieverSnow.jpg|thumb|center|400px|Admired for its ''loyalty''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Rattlesnake_man&amp;diff=286074</id>
		<title>Rattlesnake man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Rattlesnake_man&amp;diff=286074"/>
		<updated>2023-01-16T07:20:15Z</updated>

		<summary type="html">&lt;p&gt;Antilum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Rattlesnake men''' are [[animal people]] versions of the common [[rattlesnake]], who can be found in any non-freezing [[savage]] region. They spawn in groups of 1-3 individuals and are generally content to keep to themselves, but like their animal versions, their bite possesses a strong [[syndrome]] which should be avoided. In terms of size, they are a little over half the weight of the average [[dwarf]].&lt;br /&gt;
&lt;br /&gt;
Rattlesnake men will attempt to attack your livestock, but not your dwarves.&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, they can join [[civilization]]s, become [[historical figure]]s, appear as [[visitor]]s and be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] rattlesnake men for their ''warning rattle''.&lt;br /&gt;
&lt;br /&gt;
[[File:rattlesnake_man.jpg|thumb|320px|center|Rattle also doubles as a metronome.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Rattlesnake_man&amp;diff=286073</id>
		<title>Rattlesnake man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Rattlesnake_man&amp;diff=286073"/>
		<updated>2023-01-16T07:20:04Z</updated>

		<summary type="html">&lt;p&gt;Antilum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Rattlesnake men''' are [[animal people]] versions of the common [[rattlesnake]], who can be found in any non-freezing [[savage]] region. They spawn in groups of 1-3 individuals and are generally content to keep to themselves, but like their animal versions, their bite possesses a strong [[syndrome]] which should be avoided. In terms of size, they are a little over half the weight of the average [[dwarf]].&lt;br /&gt;
&lt;br /&gt;
Rattlesnake men will attempt to attack your livestock.&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, they can join [[civilization]]s, become [[historical figure]]s, appear as [[visitor]]s and be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] rattlesnake men for their ''warning rattle''.&lt;br /&gt;
&lt;br /&gt;
[[File:rattlesnake_man.jpg|thumb|320px|center|Rattle also doubles as a metronome.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Necromancer&amp;diff=284701</id>
		<title>Necromancer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Necromancer&amp;diff=284701"/>
		<updated>2023-01-08T18:34:28Z</updated>

		<summary type="html">&lt;p&gt;Antilum: /* Raise corpse/intelligent undead */ grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
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[[File:necromancer_sprite_preview.png|right]]'''Necromancers''' {{Tile|Ñ|5:1}} are [[immortal]] beings blessed with the [[secret]]s of life and death. These [[night creature]]s are [[magic]] users who raise legions of [[undead]] and seclude themselves in [[Tower_(necromancy)|tower]]s. Most [[creatures]] that are necromancers will have their sprite appear with pale purple-like skin.&lt;br /&gt;
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==The Origin of Necromancers==&lt;br /&gt;
Necromancers initially begin as normal [[historical figure]]s who are [[Creature_token#MAXAGE|mortal]], [[Creature_token#CAN_SPEAK|can speak]], [[Creature_token#CAN_LEARN| learn]] and are also part of an [[civilization|entity]]; in unmodded games these are [[dwarf|dwarves]], [[human]]s and civilized [[animal people]]. At some point in its life, one of these creatures may suddenly become &amp;quot;obsessed with his/her/its own mortality&amp;quot; and seek to become immortal. Shortly afterwards, it will begin (if it does not do so already) worshiping a [[deity]] (or a creature with the  {{token|SUPERNATURAL|c}} tag) who has a [[sphere|DEATH sphere]]. Once the deity/supernatural creature becomes an object of ardent worship to the figure, it will reward the worshipper with an artifact [[slab]] containing the secrets of life and death, which is then swiftly claimed by the recipient for diligent learning, thus becoming a necromancer. This original necromancer may then take as apprentice one or more fellow immortality-seekers, who will obtain the knowledge of their master.&lt;br /&gt;
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==Description==&lt;br /&gt;
Having mastered the secrets of life and death, necromancers have reached their goal of [[immortality]], in that they do not [[age]], need to [[food|eat]], [[thirst|drink]], or require [[sleep]], as they [[No Exert|never get tired or exhausted]]. However, they ''do'' need to breathe, unlike [[vampire]]s. Necromancers are still fertile, and in fortress mode, female dwarf necromancers can give birth. Their {{token|ANXIETY_PROPENSITY}} is raised by 50, while their {{token|TRUST}} is lowered by 50, and some necromancer secrets add  {{token|LIKES_FIGHTING}}.&lt;br /&gt;
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The defining characteristic of necromancers is that they know the secrets of life and death, which gives them extra powers. However, not all secrets are created equal - different secrets will yield different powers.&lt;br /&gt;
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== Secrets ==&lt;br /&gt;
[[File:necromancer_preview.jpg|thumb|360px|One of the worst ways to deal with grief.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by ChrisCold''&amp;lt;/small&amp;gt;.]]Each secret gives a combination of magical abilities, which come in the form of [[interaction token]]s. These abilities may vary widely in type and power level, but will always include the ability to raise corpses and [[intelligent undead]]. Depending on their [[sphere]]s (which stem from the spheres of the original [[deity]] that granted those secrets) secrets may also grant the ability to summon [[nightmare]]s, [[bogeymen]], and also the ability to &amp;quot;ghoulify&amp;quot; a living creature (in effect, giving it a [[syndrome]] that turns it into a [[thrall]], much like [[evil]] clouds). In addition, the intelligent undead will also be granted powers of their own, which may range from raising blisters to rotting nerves, to even being able to raise the dead themselves. The [[Advanced_world_generation#Number_of_Secret_Types|number of secrets]], and [[Advanced_world_generation#Allow_Divination.2C_Experiments.2C_and_Necromancy_types|which advanced powers]] they can convey, can be set in advanced world generation.&lt;br /&gt;
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A single necromancer can learn multiple strains of necromancy by reading different sources. Ambitious necromancers tend to create more towers of the same strain via proxy, so you might find your world populated by a single strain. Usually it’s easier when you know which tower houses what kind of undead, or when you go after the source slabs via legends mode. Recovery is also easier when you have a sneaky squad of artifact raiders in fort mode.&lt;br /&gt;
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=== Raise corpse/intelligent undead ===&lt;br /&gt;
Necromancers always have the [[interaction token|power]] to animate [[corpse]]s of organic creatures, which can include heads or any body parts which have a {{token|GRASP}} token or are attached to body parts which do ([[skin]], and [[hair]]). Corpses must be within the necromancer's line of sight – about 15 tiles – to be animated. Necromancers do this by gesturing; raising of the dead is reported in the [[reports|combat log]]:&lt;br /&gt;
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{{gametext|[Necromancer] gestures!|3:1}}&lt;br /&gt;
{{gametext|[Corpse] shudders and begins to move!|3:1}}&lt;br /&gt;
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Once a dead being is animated, it will become [[Adventure mode#Companions|enslaved]] to the necromancer and {{token|OPPOSED_TO_LIFE}}, regardless of previous allegiances. Unless the necromancer attacks their new undead minions, they will remain companions in Adventure mode. If you are a necromancer and attack one of your undead companions, all of them will turn neutral. Animated corpses are also neutral toward creatures that are {{token|NON_LIVING}}.  Necromancers will also, occasionally, revive corpses as [[intelligent undead]] – in this case, the revived creature will retain most of its personality and existing loyalties. The name &amp;quot;undead&amp;quot; never quite appears as such in the game – instead, a procedurally-generated name like &amp;quot;lost butcher&amp;quot; or &amp;quot;risen zombie&amp;quot; is used. These undead have special powers but won't be enslaved or {{token|OPPOSED_TO_LIFE}}. In fortress mode, this means that intelligent undead raised by necromancer citizens of your fortress will stay citizens, if they were such when they died. It also means putting necromancers in military squads is very risky, as they might accidentally revive your enemies with fun new powers. In adventure mode, if you attempt to raise someone you killed as an intelligent undead, they will remember you attacked and killed them, and will be hostile to you.&lt;br /&gt;
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=== Summon [[nightmare]]s/[[bogeymen]] ===&lt;br /&gt;
Secrets aligned with the nightmare sphere will grant the ability to summon nightmares or bogeymen at a random location near the target to haunt it. In-game, necromancers with this ability will &amp;quot;call upon the night&amp;quot; to do so. These summons are large and freakish, but last a short amount of time. Nightmares are neutral toward creatures with {{token|NO_FEAR}}.&lt;br /&gt;
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=== Ghoulification ===&lt;br /&gt;
Certain necromancers may also turn living creatures into [[infected ghoul]]s. The victims will be said to have &amp;quot;been infected with a contagious ghoulish condition&amp;quot;. In adventure mode, you cannot make ghouls even if the announcement after reading a secret-containing book says you learned the power. Ghouls are opposed to life and attack/infect all living creatures who aren’t ghouls through bites. They still retain their sentience and can still bleed to death, but they maintain their gear and abilities, are immune to drowning, do not tire, and have extravision.&lt;br /&gt;
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== In world generation ==&lt;br /&gt;
[[File:Secrets.png|thumb|Secrets of life and death.]]In world generation, necromancers may raise suspicions from their fellow citizens due to not aging, which can lead them to be expelled. This does not apply to necromancers living in goblin and elven civilizations since both goblins and elves are already immortal. Upon being expelled, the necromancer may form a grudge against the civilization and turn to [[villain]]y, and they will generally take refuge in a site of their own.&lt;br /&gt;
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Necromancers who have a sufficient following may use their undead minions to build dark [[Tower (necromancy)|tower]]s, a task that requires at least 50 followers; younger necromancers may take over [[town]]s or camps instead. Necromancers will also raise a few [[intelligent undead]] as lieutenants. The building of a tower is carried out by the original necromancer of a group (the one who was given the slab) as apprentices join the group after the tower is built. Therefore, each necromancy group has one tower.&lt;br /&gt;
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Necromancers can make zombies build their tower up a bit to increase the site's zombie cap. If the necromancer is at their zombie cap, they can still raise more zombies, but they are added to a wilderness population instead. The wilderness population can still be used for invasions, but they are also able to roam on to player forts in the region and also encounter adventurers. &lt;br /&gt;
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Necromancers may conduct experiments on civilians and their [[domestic animal|livestock]], turning them into night creatures known as [[experiment]]s. Eventually, these experiments may leave the necromancer that made them and join other civilizations. In older worlds, many civilizations will likely have significant populations of escaped experiments. In adventure mode, it is not currently possible to create necromancer experiments.&lt;br /&gt;
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Necromancers can also turn intelligent creatures into [[infected ghoul]]s. The ghouls can then be found around necromancer towers, but it is not currently possible to turn a creature into a ghoul in adventure mode.   &lt;br /&gt;
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Since the secrets of life and death are generated with a {{token|MUNDANE_RECORDING_POSSIBLE}} tag, necromancers will often write numerous [[book]]s during world generation, some concern the secrets of life and death (''blessed, or mayhap, cursed'') so that anyone who reads them will become a necromancer. Like the slab, all (''first-edition, not copies'') books, even those that do not contain secrets, are considered [[artifact]]s, and as such can be viewed in the &amp;quot;Codices and scrolls&amp;quot; list in [[legends|legends mode]]. Books containing the secrets of life and death will include any of the following words in their title: Annihilation, Bereavement, Death, Demise, Departure, Doom, Dying, Eternal Rest, Expiration, Extinction, Mortality, Immortality, Loss, Oblivion, Parting, Ruin, Ruination, Sleep, the Afterlife, the End, the Grave. (Note: &amp;quot;the End&amp;quot; can also turn up in mundane titles as well, typically as part of the phrase &amp;quot;after the end&amp;quot;)&lt;br /&gt;
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It is possible to ensure that a world is generated devoid of necromancers by setting the '''Number of Secret Types''' to '''0''' in [[advanced world generation]]. To the contrary, creating a world with a high number of secret types will increase the probability of there being multiple necromancers in the world. Since necromancers in unmodded games are usually humans or dwarves, having a large amount of neutral plains and/or mountains will further increase this probability, as it means that these civilizations will have more space to expand, and thus the amount of historical figures eligible for necromancy will increase.&lt;br /&gt;
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Necromancer towers spread death-[[sphere|aligned]] [[evil]] regions around them. Destroying the tower and killing the necromancers in it (e.g. through a [[raid]] to raze the site) will reverse the evil-spreading.&lt;br /&gt;
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Necromancer towers seem to be treated as a type of criminal government{{verify}} and as such function similarly to a regular civilization. Necromancers from opposing entities will attack each other, but amusingly, their undead armies will be neutral to everyone. Due to their ability to amass large armies quickly, necromancers are currently one of the most powerful geopolitical forces in the game, often declaring war on and destroying even powerful goblin civilizations in older worlds.&lt;br /&gt;
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==Fortress mode== &lt;br /&gt;
===Sieges===&lt;br /&gt;
{{DFtext|The dead walk. Hide while you still can!|5:1}}&lt;br /&gt;
{{main|Siege#Necromancer sieges}}&lt;br /&gt;
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Necromancers can lay [[siege]] to your fortress at any stage, including before the first [[immigration|migrant wave]], but only if their tower or town is within 20 tiles of your fortress. As such, picking a location within that distance of such a tower is regarded as a sure way to have an extra helping of [[fun]], and can be checked with {{k|tab}} during world gen. Note that if no tower is present during embark, no necromancer sieges will ever arrive (they may still show up as migrants and/or visitors), except if you [[mission|attack]] them. The sieges are structured much like normal sieges, except that the numbers tend to be much larger and much more disorganized, consisting not of individual squads but of masses of zombies coming from every side. The necromancer (or necromancers, if the former has an apprentice) may or may not arrive with the siege; if they do, and are captured or killed, you can expect to see no more activity from that particular tower. Undead are hostile to everything that breathes as well as to enemy necromancer hordes, meaning that other sieges or [[ambush]]es (or, indeed, caravans) that happen to arrive when a necromancer siege is milling about will always result in a battle. They may also send small squads or armies of experiments to attack you, sometimes stealthily acompanying their minions.&lt;br /&gt;
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The easiest way to deal with a zombie siege is through the application of [[dwarven atom smasher|particle physics]] to grind the zombies into nothingness. Anything that obliterates any trace of the zombie will prevent raising; a drop into [[magma]] or [[semi-molten rock]] or encasing in [[obsidian]] are more creative alternatives. The jury is still out on whether slashing weapons are better or worse against necromancer sieges; although they tend to separate zombies into many parts, these parts can all be raised, leaving the question of whether the whole zombie or an arm here and a leg there is more dangerous. The undead that the necromancer(s) will bring will be sapient creatures, but if you killed some [[elephant]]s in a combat exercise and a necromancer happens upon them, the danger is magnified.&lt;br /&gt;
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If you have a [[vampire]] and haven't walled them in yet, you can draft them and take a leisurely walk through town, as undead will ignore them (unless attacked), and the necromancer, has one arrived, is an easy, valid game for a clobbering. &lt;br /&gt;
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Necromancers that are idle during a siege used to occasionally start [[campfire]]s.&lt;br /&gt;
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===Ambushes===&lt;br /&gt;
Necromancers can arrive under cover, alone, in [[ambush]]es, and raise the dead without being seen. This is much more difficult, as you cannot see the necromancers in question, only their products. Potential necromancer ambushes can be dealt with by internalizing all corpse/remains stockpiles behind heavily trafficked areas, and posting sentries if possible.&lt;br /&gt;
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===Residents/citizens===&lt;br /&gt;
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Residents and citizens alike can also become necromancers if they happen to read material (such as [[codex|codexes]]/[[quire|quires]]) that contain the secrets of life and death. One way to acquire such materials is by trading for them from a [[caravan]].&lt;br /&gt;
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Necromancers may occasionally arrive with their slab in hand. It is possible to add necromantic texts as part of your library, allowing you to turn your dwarves into necromancers once they read them. It is also possible to use the world map to send military squads to raid necromancer towers for the reading material contained in them. Dwarven necromancers no longer age, need to eat, or sleep, but they will also no longer need to drink, which can slow them down tremendously for it to be worth it.  They ''may'' also raise the occasional corpse, which will often attack non-necromancers, while this might not sound like a big deal if you already have a fort full of necromancer dwarves, the real [[fun]] comes when diplomats, trade caravans, and outpost liaisons show up and if you have the dead walking among your populace. Also, be wary of sending necromancers out in melee, as intelligent undead invaders may remain hostile to your necromancers, who are ceaseless in bashing their heads in before killing them again in an endless, FPS-killing cycle.&lt;br /&gt;
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Another way of getting necromantic reading material into your library is to &amp;quot;liberate&amp;quot; it in adventure mode, then drop the book off at a retired fortress. This will then be able to be picked up by your dwarves to read at their leisure.&lt;br /&gt;
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A necromancer may raise the dead when threatened, which is fun when your battlefield is full of previously hostile sentients. This is why you should almost always manually control the necromancer in fortress mode.&lt;br /&gt;
There does not appear to be many disadvantages to having necromancer residents, however if you have too many during battle, they may raise too much undead and cause FPS death.&lt;br /&gt;
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===Applications===&lt;br /&gt;
Necromancers can be made useful by applying them in [[training]] schemes. Necromancers trapped in a room with line of sight to, say, the contents of the corpse stockpile, can be used to generate an infinite amount of hostile creatures to fight; when you get tired of the sport (or your dwarves start getting beat up), simply block their line of sight with a bridge and put down the remaining enemies, and your military can walk out of training with more experience.&lt;br /&gt;
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Capturing necromancers is simple: build a tunnel near the necromancer, link floodgates or bridges within so that it can be sealed off, and then poke a hole into the surface. Assuming the necromancer was the nearest creature to where you opened the tunnel, they will be the first one in, and you can then seal off the tunnel and trap them inside. It's difficult to get the necromancer in there alone, without a few zombies following, but it shouldn't matter. [[Cage trap]]s will work too; however, caged necromancers do not appear to revive stuff.  You must put necromancers on a restraint afterwards if you want them to be able to.&lt;br /&gt;
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They can also be weaponized. Replace the militia training room with a room full of goblins, and fun will result. Upright spike [[trap]]s can &amp;quot;kill&amp;quot; the corpses after each use so that the resulting [[goblinite]] can be gathered, and the trap reused. Given enough time and enough bodies, such a trap can even best the [[HFS|circus]]. &lt;br /&gt;
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Much like [[vampire]]s, necromancers may seize control of a [[civilization]] and become its [[monarch|king/queen]]. In that case, the dwarf in question must be isolated from any corpses, as ''they'' may be friendly, but the zombies they tend to create... will be of the dwarven-arm-ripping variety. They should be either isolated from the dead with a [[burrow]], or applied to training/killing. Either way, necromancers are very [[fun]].&lt;br /&gt;
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===Visitors or immigrants===&lt;br /&gt;
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Necromancers may also casually arrive as [[visitor]]s or [[immigrant]]s in your fortress. When visiting, they won't attack you or attempt to raise any corpse they see – they came to relax, and just happen to know the secrets of life and death (the visitors are normally, though not necessarily always, schemeing something). They ''will'', however, use their powers in combat (for instance, if they enlist as mercenaries in your squads), but not necessarily mindless corpse-raising – they may revive one of your dwarves that just died as an [[intelligent undead]], who is loyal to your fortress and has extra powers. Necromancer immigrants can be put to work like any other immigrant dwarf - this may be bad for your meat supply when they practice their craft on the corpses produced by your hunters, however.&lt;br /&gt;
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==Adventurer Mode==&lt;br /&gt;
In [[adventurer mode]], necromancers are most commonly found in towers {{Tile|I|5:0}}, but can very rarely be found in towns and camps, due to reasons explained earlier in this article. Towers will contain all the necromancers that are part of the necromancer group to whom the tower belongs, as well as a horde of undead. Towers require abundant human populations (low savagery, large tracts of neutral land) and a high number of secrets to be generated in world generation. Elves or goblins cannot become necromancers through normal means (bestowed by a death god) as their immortality means they cannot become obsessed with their own mortality. They can still learn the secrets of life and death by reading them, however.&lt;br /&gt;
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It is possible to become a necromancer yourself in adventurer mode by [[reader|reading]] the slab or one of the books containing the secrets of life and death. Both will be found on the tables scattered around the tower, often amongst a pile of other, less useful books. &lt;br /&gt;
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So, becoming an immortal being who doesn't need to worry about petty things like eating, drinking and sleeping and can also raise and control an undead army merely requires you to read some slab or book. Sounds simple, doesn't it? Unfortunately, it isn't. The tower is stuffed with undead monstrosities who would probably like nothing better than to tear your poor adventurer to shreds. If that isn't bad enough, the necromancers to whom the slab and books belong will raise their &lt;br /&gt;
servants each time you strike them down, if they can see the corpses.&lt;br /&gt;
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So, what can we do to get at those secrets? Well, there are methods:&lt;br /&gt;
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* '''1. Storm the tower'''&lt;br /&gt;
This is probably the most obvious solution, and is also the most likely to get inexperienced adventurers killed. Once you have become powerful enough, attack the tower head-on, preferably bringing with you an army of &amp;lt;s&amp;gt;meatshields&amp;lt;/s&amp;gt; soldiers (who will likely get themselves killed, but will provide a distraction for you). It is advisable for you to lure the undead out of the tower first, away from the necromancers' gaze. This will make dealing with them far easier, and will give you a lot more space to dodge (or run if things get bad). If a necromancer is in the midst of the horde, try to move around so that the necromancer is exposed, then go in for the kill. Proceed until everyone (excluding yourself) is dead. Alternatively, just run into the tower and begin hitting everything like a madman. Eventually, either you or all of the tower's occupants will be dead. Then just take the slab/book and do what you will with it. &lt;br /&gt;
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* '''2. Sneaking'''&lt;br /&gt;
Since [[ambusher|sneaking]] in the current version basically makes you invisible{{verify}}, and due to the fact that lighting barely exists yet, sneaking into the tower with a high enough skill and [[thrower|throwing]] stuff will allow you to kill everyone with minimal damage done to yourself. There is, however, the risk of being spotted, in which case you are advised to run away as quickly as you can. Alternatively, you could try to sneak around the tower and steal the slab/book without killing anything, but, because of the high density of enemies in a tower, it is extremely likely that you will be spotted, swarmed and killed.&lt;br /&gt;
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* '''3. Being a Night Creature'''&lt;br /&gt;
Visiting the tower as a [[night creature]] [[Faction#Faction relative hostility|to whom undead are friendly]], such as a [[vampire]], [[undead|husk/thrall]] or, of course, a fellow necromancer, is by far the easiest way to obtain the slab/a book. Seriously. The undead are {{token|OPPOSED_TO_LIFE}}, but these night creatures are {{token|NOT_LIVING}}, so they will ignore you completely. Since undead will not attack necromancers, making a mad dash for the slab/book is also a viable option, but you will risk being killed/severely wounded before you get the chance to become a necromancer. If you are already one of these night creatures, you can just skip gleefully past the undead, read the slab/book and get out. You may also want to have a chat with the necromancers, who are actually quite friendly once you get to know them. In fact, night creatures who are shunned by society will often still be accepted by necromancers, who you can even ask for [[Adventure mode#Quests|quests]]! That is, of course, unless you are an enemy of their group, in which case they will attempt to kill you. Be advised that you cannot become a necromancer as an [[experiment]].&lt;br /&gt;
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* '''4. Fire. A lot of fire.'''&lt;br /&gt;
The undead hordes will not cross small fires. The aspiring adventurer can outrun undead, leading them away from the tower, then run for the entrance. If there are more undead inside, run away. Repeat this until the undead have emptied from the tower, outrunning them and herding them. Run to the tower entrance and light fires around it, sealing them out. Take your time, enjoy the books, maybe mess with a necromancer. When you're ready to leave, scale the wall or jump over the fire. Bonus points: completely enclose the undead in a fire circle they cannot escape from. Side note: while running from undead, igniting the grass in clever places will slow them down even further.&lt;br /&gt;
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* '''5. Vampire recruit'''&lt;br /&gt;
Another strategy, which may not always be available but can work well, is recruiting a vampire. Undead creatures and vampires won't bother each other, but the vampire will attack any hostile necromancers present. Once the necromancers are all dead, you will be left with the far simpler task of killing the undead without having to worry about any of the corpses reanimating.&lt;br /&gt;
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* '''6. Leapfrog'''&lt;br /&gt;
{{k|j}}umping is an often overlooked but fairly powerful combat tool, especially against large hordes of very stupid zombies. Huge numbers have no impact of how effective jumping is, and zombies don't really try all that hard to get out of your way. It's fairly easy to just leap through entire hordes of zombies until you get to the tower proper, at which point you can just dash up some stairs and wait a bit for the zombies to forget you. The actual sentient inhabitants of the tower are strangely hospitable (even to the living) and don't seem to mind you that much, although some experiments seem to turn aggressive if you try talking to them. Once you've found the secret the zombies have probably forgotten about you and will ignore you now that you're also a night creature, and any that still remember you can be dispatched easily without causing any more trouble.&lt;br /&gt;
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===Playing as a necromancer===&lt;br /&gt;
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As a necromancer, you:&lt;br /&gt;
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*don't need to eat or drink, so you don't need to worry about running out of food/water and can get rid of the extra weight such objects produce.&lt;br /&gt;
*don't need to sleep, and can't get tired or exhausted, so you'll never again feel the negative effects of these statuses.&lt;br /&gt;
*are immortal, as necromancers do not age. This will ensure that your adventurer will not die of old age if your world goes on until its natural {{token|MAXAGE}} is reached (such as if you retire an adventurer and play fortress mode for a while).&lt;br /&gt;
*can reanimate corpses to create undead companions. This can be done as many times as you want, with a small [[time]] limit between each reanimation, and only requires a corpse/body part.&lt;br /&gt;
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Becoming a necromancer also freezes your physical [[attribute]]s so that they cannot rust or be increased. Therefore, it might be wise to raise them to a high level before becoming a necromancer. (However, this does not seem to be happening in the current version, including 0.47.05, probably due to a bug, or it's a design choice. Because let's be honest, just because you're a necromancer doesn't mean you can't learn new things, right?)&lt;br /&gt;
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==== Reanimating dead creatures ====&lt;br /&gt;
1.Open the actions menu by pressing {{k|x}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
2.Press {{k|p}} or scroll to &amp;quot;acquired power&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
3.Select ({{k|→}} {{k|Enter}}) &amp;quot;Animate corpse&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
4.Now move the cursor onto the corpse(s) you wish to animate, press the letter that they are represented by on the items screen (such as {{k|a}}) and press {{k|Enter}}. Note that you can animate more than one corpse at a time, and that you can also animate corpses that are in your inventory.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Animatecorpsemenu.jpeg]]&lt;br /&gt;
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It is worth noting that you can only raise corpses with intact heads or grasping body parts (hands). That is, if the creature's head and hands explodes into gore, collapses into gore, or otherwise is pulped via damage to the head or torso, then that corpse cannot be raised. It is still possible, however, to raise a corpse that has had its head completely severed. The arms and head of a single individual can also be raised as different zombies, granted they are separated properly to begin with.&lt;br /&gt;
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Besides acting as reusable and easily-replenishable soldiers, undead hold potential usage as training dummies for weapons and wrestling skills and can be used to build for you, including animated body parts. A crafty adventurer may cut the limbs off their undead slaves and reanimate them, counting as an additional companion, and reducing build time.  However, while a necromancer can still be friendly to mortals, its minions will attack everything living in sight.&lt;br /&gt;
&lt;br /&gt;
For combat, because raised dead lose all their skills as well as the ability to learn, only the attributes and size of the creature at the time of their death are important.&lt;br /&gt;
&lt;br /&gt;
As in fortress mode, necromancer companions and NPCs will automatically raise the dead when in the heat of battle. To counter this in adventure combat, mangle a sentient being using a blunt weapon so they can never be raised, or butcher them once and mangle the raised skin. Butchering doesn’t take time, so it doesn’t hurt to immediately butcher someone you killed.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can destroy someone’s soul by raising a corpse as a non-intelligent undead. This rewrites their faction and soul traits, and any subsequent resurrection will raise them as a soulless creature loyal to you. This is very useful when you are in mass combat.&lt;br /&gt;
&lt;br /&gt;
Be warned that raising a corpse in front of a lot of people who are already in combat will cause a lag spike.&lt;br /&gt;
&lt;br /&gt;
==[[Object testing arena]]==&lt;br /&gt;
Necromancy can be assigned to any creature by simply changing the &amp;quot;effect&amp;quot; of the spawned creature to &amp;quot;necromancer&amp;quot; by pressing {{k|u}}. As expected, necromancers will reanimate dead creatures and severed body parts, though, depending on which team the player has set for the spawned necromancer and that of any creature that died that said necromancer chose to resurrect, strange behaviors can occur.&lt;br /&gt;
&lt;br /&gt;
For example, a necromancer revives the body parts of a dead, dismembered dwarf in an effort to aid itself in fighting, but because the dwarf was on the &amp;quot;independent&amp;quot; team (or just a different one from the necromancer), the body parts just end up attacking the necromancer that raised them. So said necromancer may end up killing what it resurrected, only to keep resurrecting what it just killed to fight it again, which can happen over and over in an endless loop - all due to the clashing of how the arena handles teams/sides and the necromancer's natural AI in raising the dead to help itself.&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
{{mod}}&lt;br /&gt;
It is entirely possible to create your own unique secret class, with powers ranging from material emission (fireballs, firebreath, syndrome-inducing materials) to turning corpses into enthralled creatures, such as giant lions.&lt;br /&gt;
This can be accomplished by creating an &amp;quot;interaction_secretnamehere&amp;quot; raw file with the appropriate tokens.&lt;br /&gt;
&lt;br /&gt;
It is also possible to improve the number of necromancers, and therefore towers, by permitting more races to have necromancers. This can be done by adding mortality to races that are not mortal ([[Elf|Elves]] and [[Goblin]]s) with the {{token|MAXAGE}} token, or by adding intelligence to other creature tokens. Even having the ability to pray seems to add yet more original necromancers (that have discovered the secret by worshiping). This could be done by giving religion to races that don't have it, like goblins (see some digging on these subjects here: http://www.bay12forums.com/smf/index.php?topic=161352.0, http://www.bay12forums.com/smf/index.php?topic=154533.0). It also seems that having a DEATH [[Entity_token#RELIGION_SPHERE|sphere]] in the religion of the race vastly improves the ability to discover the secret of life and death.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
Modded goblin race with:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
	[RELIGION:PANTHEON]&lt;br /&gt;
	[RELIGION_SPHERE:DEATH]&lt;br /&gt;
 &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
in entity_default and:[MAXAGE:200:250] in creature_standard, will generate a lot of tower-building necromancers.&lt;br /&gt;
&lt;br /&gt;
Doing this for all races with massive population amounts in your world will ensure that towers, and, therefore, undead, are present in large numbers for more [[fun]]. &lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Example raws (as extracted from world.dat in version 0.47.04)|&lt;br /&gt;
[INTERACTION:SECRET_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_SOURCE:SECRET]&lt;br /&gt;
		[IS_NAME:the secrets of life and death]&lt;br /&gt;
		[IS_SPHERE:DEATH]&lt;br /&gt;
		[IS_SPHERE:NIGHTMARES]&lt;br /&gt;
		[IS_SECRET_GOAL:IMMORTALITY]&lt;br /&gt;
		[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]&lt;br /&gt;
		[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]&lt;br /&gt;
		[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]&lt;br /&gt;
		[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_REQUIRES:MORTAL]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_REQUIRES:CAN_SPEAK]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[CE_DISPLAY_TILE:TILE:165:5:0:1:START:0:ABRUPT]&lt;br /&gt;
			[CE_DISPLAY_NAME:NAME:necromancer:necromancers:necromantic:START:0:ABRUPT]&lt;br /&gt;
			[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0:ABRUPT]&lt;br /&gt;
			[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Animate corpse]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_ANIMATE_11]&lt;br /&gt;
				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
				[CDI:VERB:gesture:gestures:NA]&lt;br /&gt;
				[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]&lt;br /&gt;
				[CDI:WAIT_PERIOD:10]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Raise damned butcher]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_UNDEAD_RES_11]&lt;br /&gt;
				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
				[CDI:VERB:gesture:gestures:NA]&lt;br /&gt;
				[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]&lt;br /&gt;
				[CDI:WAIT_PERIOD:10]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Summon bogeymen]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_SUMMON_B_11]&lt;br /&gt;
				[CDI:VERB:call upon the night:calls upon the night:NA]&lt;br /&gt;
				[CDI:WAIT_PERIOD:100]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Summon nightmare]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_SUMMON_N_11]&lt;br /&gt;
				[CDI:VERB:call upon the night:calls upon the night:NA]&lt;br /&gt;
				[CDI:WAIT_PERIOD:12000]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Create ghoul]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_GHOUL_11]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_ANIMATE_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CORPSE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_ITEM]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_REQUIRES:FIT_FOR_ANIMATION]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_MANUAL_INPUT:corpses]&lt;br /&gt;
	[I_EFFECT:ANIMATE]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0:ABRUPT]&lt;br /&gt;
			[CE_PHYS_ATT_CHANGE:STRENGTH:130:0:TOUGHNESS:300:1000:START:0:ABRUPT]&lt;br /&gt;
			[CE_SPEED_CHANGE:SPEED_PERC:60:START:0:ABRUPT]&lt;br /&gt;
			[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
			[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_UNDEAD_RAISE_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CORPSE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_ITEM]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_REQUIRES:FIT_FOR_RESURRECTION]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_MANUAL_INPUT:corpses]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:RESURRECT]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[SYN_CLASS:RAISED_UNDEAD]&lt;br /&gt;
			[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]&lt;br /&gt;
			[CE_DISPLAY_NAME:NAME:damned butcher:damned butchers:damned butcher:START:0:ABRUPT]&lt;br /&gt;
			[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]&lt;br /&gt;
			[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
			[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Propel away]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_RES_POWER_11_1]&lt;br /&gt;
				[CDI:TARGET:B:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:B:25]&lt;br /&gt;
				[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
				[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
				[CDI:VERB:make a flicking motion:makes a flicking motion:NA]&lt;br /&gt;
				[CDI:MAX_TARGET_NUMBER:B:1]&lt;br /&gt;
				[CDI:WAIT_PERIOD:50]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_RES_POWER_11_1]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:LOCATION]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_LOCATION]&lt;br /&gt;
		[I_TARGET:B:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_MANUAL_INPUT:target]&lt;br /&gt;
	[I_EFFECT:PROPEL_UNIT]&lt;br /&gt;
		[IE_PROPEL_FORCE:100000]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_TARGET:B]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_SUMMON_B_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:LOCATION]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_LOCATION]&lt;br /&gt;
	[I_TARGET:B:LOCATION]&lt;br /&gt;
		[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]&lt;br /&gt;
	[I_EFFECT:SUMMON_UNIT]&lt;br /&gt;
		[IE_TARGET:B]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[IE_CREATURE_CASTE_FLAG:NIGHT_CREATURE_BOGEYMAN]&lt;br /&gt;
		[IE_TIME_RANGE:200:300]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_SUMMON_N_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:LOCATION]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_LOCATION]&lt;br /&gt;
	[I_TARGET:B:LOCATION]&lt;br /&gt;
		[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]&lt;br /&gt;
	[I_EFFECT:SUMMON_UNIT]&lt;br /&gt;
		[IE_TARGET:B]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[IE_CREATURE_CASTE_FLAG:NIGHT_CREATURE_NIGHTMARE]&lt;br /&gt;
		[IE_TIME_RANGE:200:300]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_GHOUL_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[EXPERIMENT_ONLY]&lt;br /&gt;
	[I_SOURCE:EXPERIMENT]&lt;br /&gt;
		[IS_HIST_STRING_1: infected ]&lt;br /&gt;
		[IS_HIST_STRING_2: with a contagious ghoulish condition]&lt;br /&gt;
		[IS_TRIGGER_STRING_SECOND:have]&lt;br /&gt;
		[IS_TRIGGER_STRING_THIRD:has]&lt;br /&gt;
		[IS_TRIGGER_STRING:been infected with a contagious ghoulish condition]&lt;br /&gt;
	[I_SOURCE:ATTACK]&lt;br /&gt;
		[IS_HIST_STRING_1: bit ]&lt;br /&gt;
		[IS_HIST_STRING_2:, passing on the ghoulish condition]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
		[IT_MANUAL_INPUT:victim]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
		[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
		[SYN_CLASS:GHOUL]&lt;br /&gt;
		[CE_FLASH_TILE:TILE:165:4:0:1:FREQUENCY:2000:1000:START:0:ABRUPT]&lt;br /&gt;
		[CE_DISPLAY_NAME:NAME:diseased ghoul:diseased ghouls:diseased ghoul:START:0:ABRUPT]&lt;br /&gt;
		[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
		[CE_REMOVE_TAG:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
		[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:SECRET_GHOUL_11:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{category|humanoids}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Necromancer]]&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Surroundings&amp;diff=282655</id>
		<title>Surroundings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Surroundings&amp;diff=282655"/>
		<updated>2023-01-03T14:10:31Z</updated>

		<summary type="html">&lt;p&gt;Antilum: /* Evil */ Add info about reanimating remains&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:surroundings_preview.png|thumb|400px|right|A good biome, neutral biome and a bloody, evil biome.]]'''Surroundings''' affect the types of [[crop|plant]] life, wild [[animal]]s and [[creatures]] which will appear in play within a given [[biome]]. It is possible to start a [[fortress]] that overlaps multiple alignment types (for example, a terrifying [[forest]] and a calm [[shrubland]]). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
Some plants and animals are unique to a certain type of surroundings and will only be found if those surroundings are present on the map. Note that most creatures also require a specific [[climate]] to spawn in. Again, it's important to check the specific biomes making up your site. Once a [[creature]] spawns on the map, it is under no compulsion to stay in its own biome and can roam as it pleases. Because of this, the specifics of what means what can be difficult to pin down sometimes.&lt;br /&gt;
&lt;br /&gt;
[[Cavern]]s are not affected by alignments, despite some subterranean creature definitions including an alignment. Good creatures like the [[gorlak]], evil creatures like the [[troll]] and savage creatures like the [[giant cave spider]] can be found in any cavern, regardless of whether the fortress is settled in good/evil/savage surroundings or not.&lt;br /&gt;
&lt;br /&gt;
Selecting surroundings is the closest (but not the only) thing to selecting a difficulty for the game. Surroundings may be removed in the 'Myth &amp;amp; Magic' update. [http://www.bay12forums.com/smf//index.php?topic=169696.msg8341484#msg8341484]&lt;br /&gt;
&lt;br /&gt;
== Combinations &amp;amp; characteristics of surroundings ==&lt;br /&gt;
The names given to different areas will reflect their moral standing. For example, good biomes may be named &amp;quot;The Hills of Sweetness&amp;quot; while an evil one may be named &amp;quot;The Prairie of Agony&amp;quot;. Neutral biomes will generally have more generic names, such as &amp;quot;The Beige Jungles&amp;quot;.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#aaaaaa&amp;quot;| ||'''Benign'''||'''Neutral'''||'''Savage'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#dddddd&amp;quot;|'''Good'''||Serene||Mirthful||Joyous Wilds&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#dddddd&amp;quot;|'''Neutral'''||Calm||Wilderness||Untamed Wilds&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#dddddd&amp;quot;|'''Evil'''||Sinister||Haunted||Terrifying&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
&lt;br /&gt;
:Including {{DFtext|Calm|7:0}}, {{DFtext|Wilderness|2:0}} and {{DFtext|Untamed Wilds|6:1}}&lt;br /&gt;
&lt;br /&gt;
[[File:neutral_biome_preview.png|thumb|120px|left|A generic, neutral biome.]]'''Neutral''' regions are the easiest to understand. They generally mimic the real world, with recognizable wildlife.  They can be quite dangerous depending on the region, holding anything from benign and weak weasels, to the generally non-aggressive but physically powerful [[elephant]]s, to the very aggressive and very dangerous [[giant eagle]]s. As one might expect, ''Benign Neutral'' zones are really very safe, while ''Savage Neutral'' areas can pose some major difficulties, depending on the dominating climate, landforms, [[giant badger|or]] [[giant kea|wildlife]]. You'll find most of the standard aboveground plants in these alignments, such as [[prickle berry|prickle berries]], [[rope reed]], [[strawberry|strawberries]] and the like.&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Good===&lt;br /&gt;
&lt;br /&gt;
:Including {{DFtext|Serene|1:1}}, {{DFtext|Mirthful|2:1}} and {{DFtext|Joyous Wilds|3:1}}&lt;br /&gt;
&lt;br /&gt;
[[File:good_biome_preview.png|thumb|120px|left|A blue-colored good biome.]]'''Good''' biomes tend to have less aggressive (often {{token|BENIGN}}) and weaker [[creatures]], except for the [[unicorn]]. They also tend to have more [[fanciful]] creatures than neutral biomes. Good regions also support the wild [[sun berry]], which makes the best [[alcohol]] in the game. There are generally slight changes between ''Benign Good'' and ''Savage Good''. Though these biomes are the safest in the game, they can still come with a challenge. Therefore, players should still not be too complacent.&lt;br /&gt;
&lt;br /&gt;
====Distinctive flora &amp;amp; fauna====&lt;br /&gt;
* Animals: [[merperson]], [[mountain gnome]], [[satyr]], [[unicorn]]&lt;br /&gt;
* Plants: [[bubble bulb]], [[downy grass]], [[sun berry]]&lt;br /&gt;
* Trees: [[feather tree]]&lt;br /&gt;
* Vermin: [[fairy]], [[fluffy wambler]], [[pixie]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Evil===&lt;br /&gt;
:Including {{DFtext|Sinister|5:0}}, {{DFtext|Haunted|5:1}} and {{DFtext|Terrifying|5:1}}&lt;br /&gt;
&lt;br /&gt;
[[File:biome_evil.png|frame|left|Pink patch of an evil biome.]][[File:biome_evil2.png|frame|right|Dark red/grey patch of an evil biome.]]&lt;br /&gt;
&lt;br /&gt;
'''Evil''' regions are much more dangerous and strange than their ''Neutral'' and ''Good'' counterparts across the board. First, in addition to the ordinary wildlife native to the biome, various other [[creatures]] that are nasty, dangerous, and spiteful such as [[beak dog]]s, [[harpy|harpies]], and [[ogre]]s can be found in evil regions. &lt;br /&gt;
&lt;br /&gt;
Evil regions may exist either on their own (where they are known as &amp;quot;primordial&amp;quot; evil regions) or they may be caused by the presence of [[demon]]s or [[necromancer]]s ruling over a [[site]] in it (known as &amp;quot;circumstantial&amp;quot; evil regions). An evil region possesses [[sphere]]s associated with the entities, if any, inhabiting it, which influences the surroundings to some extent. E.G: Blight, death, and disease regions kill plant life, while nightmare regions are home to [[Bogeyman|bogeymen]]. Primordial evil areas are eternal, but circumstantial evil regions may fade away if there is no activity in the area, making it possible to revert it back to normal. Presumably, slaying the demons or necromancers responsible for the corruption is the way to do so.{{version|0.47.01}}&lt;br /&gt;
&lt;br /&gt;
Most evil regions have associated evil [[weather]]. Evil clouds can inflict various [[syndrome]]s on par with those of [[forgotten beast]]s, or instantly transform creatures into freakishly powerful [[Undead#Thralls, Husks, and_Zombies|thralls]].  Evil rains may also inflict random evil syndromes, albeit less severe ones, and always cause unhappy [[thought]]s and a desire to wash (evil!). Evil rain won't refill pools, but a single evil biome may have both evil and regular rain, even at the same time.&lt;br /&gt;
&lt;br /&gt;
About half of all evil regions are &amp;quot;reanimating&amp;quot;, meaning that all wildlife and plantlife will be [[undead]], and any creature that dies will, after a short time, be reanimated as undead. Undead are hostile to all living creatures, and feel no fear or pain. In general, undead wildlife is '''extremely''' dangerous, especially in Terrifying regions, since the undead may include zombified fliers that swoop down and rip your dwarves to shreds with little to no warning at all, and even discounting those, typically harmless creatures like [[beaver]]s will turn out to be necro-buffed monstrosities that are out for all living blood. &lt;br /&gt;
&lt;br /&gt;
Undead can only be killed in [[combat]] by beheading, bisection, or pulping damage, or otherwise by [[Butcher|butchering]], [[Cave-in|cave-ins]], [[Dwarven atom smasher|particle physics]], or good old fashioned [[Magma|magma]]. Beheading, bisection and butchering may leave remains that can be reanimated; any partial corpse or body part that is not &amp;quot;mangled&amp;quot; and contains at least one hand or head can reanimate. This includes [[skin]], and even [[hair]] left over from butchering or shearing. Remains can reanimate while your dwarves are processing them, frightening any nearby dwarves and canceling job orders. That being said, reanimated hair is not much of a threat and your dwarves will likely quickly dispatch them. The resulting mangled remains can still be processed just like the original material, but without the risk of job cancellations. {{clear}}&lt;br /&gt;
&lt;br /&gt;
Creatures that can [[Building destroyer|destroy buildings]], [[Trapavoid|avoid traps]] or [[Steals items|steal items]] will retain these abilities in undeath. Undead do not need to breathe, so they will not be stopped by rivers or moats, and aquatic undead can and will come ashore. Furthermore, the usual strategy of dealing with wildlife by avoiding confrontation is impossible since the undead will always stay in a state of &amp;quot;perpetually murderous towards all living beings&amp;quot; no matter how much you decide to bother them. Maybe a [[vampire]] or [[necromancer]] can help?&lt;br /&gt;
&lt;br /&gt;
If your [[Embark|embark]] site spans multiple biomes then only the evil part will have the reanimating effect, and only wildlife appearing from that side will be undead. The reanimating effect extends all the way underground. The trees at embark may all be dead, and though they can be cut down for logs, will not regrow. Undead shrubs are useless for [[Herbalist|gathering]], too. &lt;br /&gt;
&lt;br /&gt;
When embarking in a reanimating evil region, it is advised to move everything underground as soon as possible, and immediately set up plenty of [[trap]]s and/or a [[military]] armed with blunt weapons. Be very careful with [[refuse]] stockpiles and butcher's shops. Keep livestock to a minimum, as they are a liability. Needless to say, hunting is a very bad idea. &lt;br /&gt;
&lt;br /&gt;
Evil regions are so inhospitable that beginners might find evil surroundings—even ''Benign Evil''—too difficult. Still, players may wish to embark in such surroundings for &amp;lt;s&amp;gt;a challenge&amp;lt;/s&amp;gt; [[fun]].&lt;br /&gt;
&lt;br /&gt;
Evil regions can appear on the map as either light and dark magenta or dark red and grey. There is no functional difference between these regions.&lt;br /&gt;
&lt;br /&gt;
: ''So, in ASCII, for most regions (not oceans apparently), there's a special variable that says whether an evil region is gray-red, or light/dark magenta.  It defaults to zero, which is the magenta version, but when the &amp;quot;evilify&amp;quot; region function is called, it is randomized from 0-1.  There's also a version of this function used for circumstantially evil areas, and it appears to also set the variable from 0-1.  If either of those things aren't working, then the colors would probably all be magenta.''&lt;br /&gt;
: &lt;br /&gt;
: — [https://dwarffortresswiki.org/index.php/Toady_One Toady One] ([http://www.bay12forums.com/smf//index.php?topic=169696.msg8341484#msg8341484])&lt;br /&gt;
&lt;br /&gt;
====Distinctive flora &amp;amp; fauna====&lt;br /&gt;
* Animals: [[beak dog]], [[blizzard man]], [[dark gnome]], [[foul blendec]], [[grimeling]], [[harpy]], [[ice wolf]], [[nightwing]], [[ogre]], [[sea monster]], [[strangler]]&lt;br /&gt;
* Plants: [[sliver barb]], [[staring eyeball]], [[wormy tendril]]&lt;br /&gt;
* Trees: [[glumprong]]&lt;br /&gt;
* Vermin: [[blood gnat]], [[demon rat]], [[knuckle worm]], [[phantom spider]]&lt;br /&gt;
&lt;br /&gt;
===Savage===&lt;br /&gt;
: Including {{DFtext|Untamed Wilds|6:1}}, {{DFtext|Joyous Wilds|3:1}} and {{DFtext|Terrifying|5:1}}&lt;br /&gt;
&lt;br /&gt;
'''Savage''' surroundings are the only surroundings which have [[giant animal|giant]] and [[animal people|humanoid]] versions of some animals. It is also possible that two groups of animals happen outside on a savage biome, instead of one. They are also far more varied in wildlife than the other biomes.&lt;br /&gt;
&lt;br /&gt;
Most of the creatures in savage biomes will leave you alone, especially the animal people, who are harmless (with a few exceptions), and most of the giant creatures will not be hostile, but then again, a savage biome may just surprise you with [[giant kea]]s or [[giant badger]]s, and some of the creatures found in savage biomes are dangerous indeed. If you don't know what to expect, just look it up. &amp;quot;Savage Good&amp;quot; regions are called Joyous Wilds, &amp;quot;Savage Neutral&amp;quot; regions are called Untamed Wilds, and &amp;quot;Savage Evil&amp;quot; regions are called &amp;lt;s&amp;gt;excessively fun&amp;lt;/s&amp;gt; Terrifying.&lt;br /&gt;
&lt;br /&gt;
Savage biomes also house [[whip vine]]s, a high-value millable/brewable aboveground crop, and [[highwood]]s, a slow-growing tree that can grow as thick as 3×3.&lt;br /&gt;
&lt;br /&gt;
As of v50.01, animals can become ''agitated'', which increases their proactive desire to attack your dwarves. This behavior occurs much earlier and more frequently in Savage regions, and presumably less so in Calm regions.&lt;br /&gt;
&lt;br /&gt;
Civilizations, except for [[elf|elves]], who are naturally at peace with animals, typically do not settle in high-savagery regions, which may cause problems during [[world generation]] if the game can't find enough low-savagery regions to place civilizations in. &lt;br /&gt;
&lt;br /&gt;
====Distinctive flora &amp;amp; fauna====&lt;br /&gt;
* Animals: above-ground [[animal people]], [[giant animal]]s, [[giant desert scorpion]] (pre-[[Release information/0.42.04|0.42.04]]), [[sasquatch]], [[sea serpent]], [[yeti]]&lt;br /&gt;
* Plants: [[whip vine]]&lt;br /&gt;
* Trees: [[highwood]]&lt;br /&gt;
* Vermin: [[acorn fly]], [[fox squirrel]], [[moghopper]], [[two-legged rhino lizard]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Plant_processing&amp;diff=282081</id>
		<title>Plant processing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Plant_processing&amp;diff=282081"/>
		<updated>2023-01-03T00:24:05Z</updated>

		<summary type="html">&lt;p&gt;Antilum: Whoops. Should point to thresher.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Thresher]]&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Plant_processing&amp;diff=282080</id>
		<title>Plant processing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Plant_processing&amp;diff=282080"/>
		<updated>2023-01-03T00:23:26Z</updated>

		<summary type="html">&lt;p&gt;Antilum: Remove cv: from redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Plant processing]]&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Thread&amp;diff=282078</id>
		<title>Thread</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Thread&amp;diff=282078"/>
		<updated>2023-01-03T00:22:11Z</updated>

		<summary type="html">&lt;p&gt;Antilum: /* Creating thread */ - Plant processing is the labor, thresher is the skill.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:thread_preview.png|right|50px]]&lt;br /&gt;
&lt;br /&gt;
[[Plant fiber]]s, [[wool]], and [[web]]s can be turned into weavable '''thread'''. Such thread can then be [[weaver|woven]] into '''[[cloth]]''', which can be used to create a variety of textile products such as [[bag]]s, [[clothing]], [[rope]] or [[craft]]s. ''(For a full discussion of the process and possibilities, see [[textile industry]].)'' An entire spool of thread contains 15,000 inches/units of use.&lt;br /&gt;
&lt;br /&gt;
==Creating thread==&lt;br /&gt;
[[File:Dyed thread.png|thumb|right|44x40px|[[Rope reed]] fiber threads 🧵]]&lt;br /&gt;
There exists four types of common thread, each with their own method of creation:&lt;br /&gt;
*A [[dwarf]] with the [[plant processing]] [[labor]] enabled can process certain plants (any that have THREAD_PLANT_TEMPLATE in their raws, such as [[pig tail]]) into '''thread''' at a [[farmer's workshop]] with the &amp;quot;Process Plants&amp;quot; job order. This trains the [[Thresher]] skill, with higher skill levels increasing the speed at which a dwarf will process plants.&lt;br /&gt;
*[[Wool]] is collected from [[sheep]], [[alpaca]]s and [[llama]]s by the &amp;quot;Shear creature&amp;quot; job; the resulting &amp;quot;stacks&amp;quot; of wool must then be processed to yarn with the &amp;quot;Spin Thread&amp;quot; job. These jobs also take place at the [[farmer's workshop]] and require the [[shearer]] and [[spinner]] labors.  &lt;br /&gt;
*With a [[loom]], any dwarf with the [[weaver]] [[labor]] enabled will ''automatically'' collect any spider [[silk]] [[web]]s that are on the ground, turning them into thread, by default. This can be disabled in the {{k|o}}rders menu.&lt;br /&gt;
*[[Hair]] that is produced from a [[butcher]]ed [[animal]] can be spun into '''hair thread''' at a farmer's workshop using the &amp;quot;Spin Thread&amp;quot; order in a similar manner to wool. Unlike the other types mentioned above, animal hair thread cannot be used for the production of cloth or related items. This type of thread is not part of any [[stockpile]], and by default, will stay in the farmer's workshop where it was made unless it is manually moved elsewhere.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Beyond the aforementioned textile industry, any thread can be used in a [[hospital]] to [[Suturer|suture]] any wounds shut, or at a [[craftsdwarf's workshop]] to bind quires into [[codex|codices]]. These are the only uses of thread made from the hair of non-shearable creatures, as they cannot be spun into [[yarn]]. &lt;br /&gt;
&lt;br /&gt;
Suturing a wound will use 1% of a spool of thread, leaving the rest in the hospital, e.g., &amp;quot;cave spider silk thread (99%)&amp;quot;. Correspondingly, the suture can be viewed in a dwarf's inventory, e.g., &amp;quot;cave spider silk thread (1%), Sewn into Left lower arm&amp;quot;. Note that if ''hair thread'' (from a non-shearable creature, e.g., &amp;quot;water buffalo hair thread&amp;quot;) is used for suturing, then the remaining spool of thread is just left on that tile. As mentioned, this type of thread cannot be stockpiled. &lt;br /&gt;
&lt;br /&gt;
All types of thread, weavable or not, can be [[dyer|dyed]].&lt;br /&gt;
&lt;br /&gt;
==Adamantine thread==&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
[[Adamantine]] strands are treated as a special type of thread; they can be dyed, used to suture wounds and woven into cloth. However, most adamantine strands should quickly be turned into wafers, to avoid such usage — using adamantine for a [[suturer]]'s job is widely seen as a frivolous waste of a rare and precious resource.&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Thread]]&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ghost&amp;diff=281765</id>
		<title>Ghost</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ghost&amp;diff=281765"/>
		<updated>2023-01-02T16:31:01Z</updated>

		<summary type="html">&lt;p&gt;Antilum: /* Science on Ghosts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
{{DFtext|Urist McGhost, Ghostly Cheesemaker has risen and is haunting the fortress!|4:1}}&lt;br /&gt;
[[File:ghost_v50_preview.png|right]]&lt;br /&gt;
'''Ghosts''' {{Tile|Ñ|7:1}} are a type of [[night creature]] and the spiritual essence of an intelligent [[creature]]. After the death of an intelligent creature (or a [[dwarf]]) who is a member of your [[civilization]], its soul may come back as a ghost, who will proceed to haunt the place of its death. In a dwarven fortress, dead dwarves have a chance of returning as ghosts if they are not properly [[coffin|buried]] or [[memorial|memorialized]] after their death. Ghosts often take to haunting their relatives and friends, following them around on the same tile, as well as lingering wistfully near areas they frequented in life or the spot they died. Some even continue to perform their jobs.{{bug|6354}} However, not all ghosts bear their anguish calmly. When a spirit has finally been calmed, the following message appears:&amp;lt;br&amp;gt;&lt;br /&gt;
{{DFtext|Urist McGhost, Ghostly Cheesemaker has been put to rest.|5:1}}&lt;br /&gt;
&lt;br /&gt;
[[File:ghost_announcement_icon.png|left]]Ghosts are able to pass through walls, doors, floors, and other impassable tiles. They can open [[hatch]]es (even when [[mechanism|mechanically-linked]]{{bug|8458}}) and unlock any locked [[door]]s that they happen to pass through{{bug|4773}}. Ghosts may block [[building]] construction{{bug|6417}} and [[immigrant]] arrival.{{bug|5568}}&lt;br /&gt;
&lt;br /&gt;
Ghosts are generally immune to harm (except for a few [[#Science on Ghosts|bugs]]). They can be targeted in the Squad kill screen ({{K|s}},{{K|k}}) even though they won't actually be attacked. Ghosts can be dismissed by burying the remains or by constructing, engraving and building [[slab]]s in memory of the deceased. Ghosts of [[visitor]]s will eventually choose to &amp;quot;leave&amp;quot; the site once their &amp;quot;visit&amp;quot; timer expires.&lt;br /&gt;
&lt;br /&gt;
Graphically, ghost sprites will appear as individuals with green skin.&lt;br /&gt;
==Paranormal Activity==&lt;br /&gt;
Ghosts haunting the fortress will occasionally perform some of the following actions, based on their temperament:&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; sucks the wind out of &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; raises a high fever in &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; makes &amp;lt;dwarf&amp;gt; convulse and retch''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; inflicts excruciating pain upon &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; causes a spell of dizziness in &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; paralyzes &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; stuns &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; batters &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;dwarf&amp;gt; is throwing a tantrum, possessed by &amp;lt;ghost&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; is following &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;item&amp;gt; has been misplaced. No doubt &amp;lt;ghost&amp;gt; is to blame!''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; is throwing objects around the fortress!''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; can be heard howling throughout the fortress!''&lt;br /&gt;
&lt;br /&gt;
The ghost's activities may be determined by the nature of its death and its [[personality trait]]s using the following table, ''in order'':&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;17%&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;17%&amp;quot; | Cause&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;66%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
|Murderous Ghost&lt;br /&gt;
|Had a [[Strange_mood#Fell|fell mood]], had low [[Personality_trait#ALTRUISM|ALTRUISM]], or slab/grave was deconstructed&lt;br /&gt;
|Murders dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Sadistic Ghost&lt;br /&gt;
|Had a [[Strange_mood#Macabre|macabre mood]], or had low [[Personality_trait#ALTRUISM|ALTRUISM]]&lt;br /&gt;
|Batters, scares and paralyses dwarves. Capable of scaring a dwarf to death.&lt;br /&gt;
|-&lt;br /&gt;
|Violent Ghost&lt;br /&gt;
|Was [[insanity|berserk]], or had high [[Personality_trait#ANGER_PROPENSITY|ANGER_PROPENSITY]]&lt;br /&gt;
|Batters dwarves, often but not always removing limbs.&lt;br /&gt;
|-&lt;br /&gt;
|Moaning Spirit&lt;br /&gt;
|Was [[insanity|melancholic]], or had high [[Personality_trait#DEPRESSION_PROPENSITY|DEPRESSION_PROPENSITY]]&lt;br /&gt;
|Troubles one unfortunate dwarf at a time.&lt;br /&gt;
|-&lt;br /&gt;
|Howling Spirit&lt;br /&gt;
|Was [[insanity|stark raving mad]], or had high [[Personality_trait# STRESS_VULNERABILITY|STRESS_VULNERABILITY]]&lt;br /&gt;
|Makes sleeping difficult.&lt;br /&gt;
|-&lt;br /&gt;
|Angry Ghost&lt;br /&gt;
|Was [[Strange_mood#Possessed|possessed]]&lt;br /&gt;
|Will possess dwarves, causing them to throw tantrums. May still be capable of battering dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Energetic Poltergeist&lt;br /&gt;
|Was in a [[Strange_mood#Fey|fey mood]], or had high [[Personality_trait#ACTIVITY_LEVEL|ACTIVITY_LEVEL]]&lt;br /&gt;
|Topples furniture, such as chairs.&lt;br /&gt;
|-&lt;br /&gt;
|Secretive Poltergeist&lt;br /&gt;
|Was in a [[Strange_mood#Secretive|secretive mood]], or had high [[Personality_trait#BASHFUL|BASHFUL]]&lt;br /&gt;
|''Misplaces'' items.&lt;br /&gt;
|-&lt;br /&gt;
|Troublesome Poltergeist&lt;br /&gt;
|Had high [[Personality_trait#IMMODERATION|IMMODERATION]]&lt;br /&gt;
|''Misplaces'' items, may topple furniture and pull levers.{{Verify|test}}&lt;br /&gt;
|-&lt;br /&gt;
|Restless Haunt&lt;br /&gt;
|Had [[Personality_trait#GREGARIOUSNESS| &lt;br /&gt;
GREGARIOUSNESS]] at least as high as [[Personality_trait#DUTIFULNESS|DUTIFULNESS]], or never completed any jobs&lt;br /&gt;
|Drifts around place of death and frequented locations. Also haunts dwarves, causing unhappy thoughts.&lt;br /&gt;
|-&lt;br /&gt;
|Forlorn Haunt&lt;br /&gt;
|Did not satisfy any of the above checks&lt;br /&gt;
|Drifts around place of death and frequented locations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;high&amp;quot; trait check will succeed 20% of the time for value of 76-90, 50% of the time for 91-99, and is guaranteed for 100. Similarly, a &amp;quot;low&amp;quot; trait check will succeed 20% of the time for 10-24, 50% of the time for 1-9, and always for 0. Because the Murderous Ghost check has higher priority, having zero ALTRUISM will always result in a Murderous Ghost, never a Sadistic Ghost.&lt;br /&gt;
&lt;br /&gt;
If a ghost is put to rest and subsequently re-raised (by deconstructing its coffin or slab), it will eventually return as a Murderous Ghost.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Dwarven ghosts would likely be classified as Wraiths by modern ghost hunters, as they can travel through walls and they are not known to leave fingerprints, reduce the ambient temperature around them, or write disturbing messages in nearby books.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode==&lt;br /&gt;
If you revisit your fortress during [[adventurer mode]], the ghosts found previously will still remain. Take care! The ghosts may attempt to 'scare you to death' almost instantly. Note that creatures with [[Creature token#NOFEAR|NOFEAR]] are immune to this attack.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Ghostly&amp;quot; Dwarves==&lt;br /&gt;
When a dwarf dies and becomes a ghost, its Legends mode entry lists it as a &amp;quot;ghostly&amp;quot; dwarf. All actions taken by the dwarf during both life and death will then be attributed to the ghostly dwarf. This will generate messages like &amp;quot;the ghostly dwarf Urist McHauntypants arrived in Cagesyrups&amp;quot; even when the dwarf was obviously not a ghost yet when it immigrated{{bug|5276}}.&lt;br /&gt;
&lt;br /&gt;
== Science on Ghosts ==&lt;br /&gt;
[[File:ghost_preview.png|200px|right]]&lt;br /&gt;
*[[Cave-in]]s do not kill ghosts, perhaps because they can walk through walls already.&lt;br /&gt;
*Ghosts can suffer bruises and even organ rupture if struck by a minecart.&lt;br /&gt;
*Ghosts are put to rest when any part of their body is put in a burial receptacle.{{verify}} For example, should a dwarf lose a toe in a fight before dying in such a way that the rest of them is unrecoverable, the toe can be recovered to put its ghost to rest.&lt;br /&gt;
*Ghosts can open [[door]]s, even forbidden ones (leaving them unlocked).&lt;br /&gt;
*Ghosts can and will grow up (if they came back as a child) and die of old age.&lt;br /&gt;
*Ghosts can be frozen in [[water]].&lt;br /&gt;
*Ghosts can be murdered by dwarves taken by [[Strange mood|fell moods]] - the ghost's body is used to create the artifact. This is also amusing because when you look at a ghost's wounds with {{k|v}}, all body parts are listed grey, meaning that they are gone. The affected dwarf will then kill another dwarf, because they didn't get the materials they needed for the construction.{{bug|4681}}&lt;br /&gt;
*It is possible for a ghost to become the [[outpost liaison]] of a civilization.&lt;br /&gt;
*Ghostly [[Fisherdwarf|fisherdwarves]] will keep fishing in the afterlife, and ghostly [[animal trainer]]s [http://www.bay12forums.com/smf/index.php?topic=127659 will gladly train your captured animals for you.]&lt;br /&gt;
*When a ghost rises, their entry in the Dead/Missing list will change accordingly. So, should a dead [[cook]] return as a ghost, their profession in the Dead/Missing list will turn into &amp;quot;Ghostly Cook&amp;quot;.&lt;br /&gt;
*If a dwarf goes missing, is not memorialized, and returns as a ghost, the entry for the dwarf in the Dead/Missing list will become &amp;quot;Deceased&amp;quot;.&lt;br /&gt;
*Ghosts may disappear suddenly, and if they do, their entry in the Dead/Missing list will disappear as well. When they are put to rest in this state, their entry will reappear.&lt;br /&gt;
*Ghosts will occasionally claim built burial receptacles as tombs for themselves. These tombs must be unassigned before anything can be placed within them.&lt;br /&gt;
*Male ghosts are considered [[gelder|geld]]ed.&lt;br /&gt;
*Ghosts can go [[insane]].&lt;br /&gt;
*It is possible for a civilised [[intelligent undead]] to turn into a ghost. In order to be ghostified, the creature needs to leave the map. Assigning the undead to a squad and sending it on raids seems to do the trick, as eventually, the intelligent undead's ghost will rise. The risen ghost will not be interactable, but will still be part of the military. This behaviour can be exploited further to resurrect the undead back into its original creature form. Here's how to do it: keep the undead's ghost in a squad, and send this squad on another mission. While the squad is off-map, engrave a memorial slab to the ghost and place it down - when the squad comes back, your undead should now be alive, and its skills will have persisted.&lt;br /&gt;
&lt;br /&gt;
== Playing as a ghost ==&lt;br /&gt;
{{mod}}&lt;br /&gt;
Using external utilities like [[DFHack]]'s &amp;lt;code&amp;gt;ghostly&amp;lt;/code&amp;gt; command, it is possible to turn your [[adventure mode|adventurer]] into a ghost. When playing as a ghost, you will be able to pass through walls, but only if you have no items in inventory. Other creatures will ignore you, as they can't harm you and you will be unable to attack them, either. However, you will be capable of harming others if your character can perform a suitable [[interaction token|interaction]], like poison gas, fire breath, or a directly applied [[syndrome]]. Flying as a ghost seems to have some issues, because your ghostly adventurer will become stuck in mid-air forever, unless they are a creature that can normally fly. Other aspects of the game seem to work as usual.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ngotol&lt;br /&gt;
| elvish  = oreme&lt;br /&gt;
| goblin  = engror&lt;br /&gt;
| human   = tacnu&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{category|Creatures}}&lt;br /&gt;
[[ru:Ghost]]&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mason&amp;diff=281764</id>
		<title>Mason</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mason&amp;diff=281764"/>
		<updated>2023-01-02T16:08:22Z</updated>

		<summary type="html">&lt;p&gt;Antilum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 7:1&lt;br /&gt;
| skill      = Mason&lt;br /&gt;
| profession = [[Stoneworker]]&lt;br /&gt;
| job name   = [[Masonry]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* [[Construction]] (stone)&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
'''Mason''' is the skill associated with the '''masonry''' [[labor]]. Masons are responsible for constructing certain [[building]]s out of [[stone]], specifically [[trade depot]]s, [[bridge]]s, [[furnace]]s, and [[well]]s, and their building quality{{verify}} and value{{verify}} are influenced by the mason's skill.&lt;br /&gt;
&lt;br /&gt;
The mason skill is ''not'' used when constructing things like [[walls]], [[floors]], [[stairs]], or [[roads]], even if they are made from stone blocks. Those types of things use the [[Wall/Floor construction]] and [[Road building]] labors and have no corresponding skill.&lt;br /&gt;
&lt;br /&gt;
In previous versions the Mason is what is now a [[Stone carver]].&lt;br /&gt;
&lt;br /&gt;
[[File:Ponte romano Mérida 2019.jpg|thumb|330px|center|[[Human]]-made masonry of the Puente Romano.]]&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stonecutter&amp;diff=281763</id>
		<title>Stonecutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stonecutter&amp;diff=281763"/>
		<updated>2023-01-02T15:58:16Z</updated>

		<summary type="html">&lt;p&gt;Antilum: /* Blocks */ -- sorry, last edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = 7:1&lt;br /&gt;
| skill      = Stonecutter&lt;br /&gt;
| profession = [[Stoneworker]]&lt;br /&gt;
| job name   = [[Stonecutter]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* [[Smoothing]] walls&lt;br /&gt;
* Creating rock [[blocks]] at a [[Stoneworker's workshop]]&lt;br /&gt;
* [[Carving fortifications]]&lt;br /&gt;
* [[Carving minecart track]]&lt;br /&gt;
| workshop = [[Stoneworker's workshop]]&lt;br /&gt;
| attributes =&lt;br /&gt;
(Unknown)&lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
'''Stonecutter''' is the skill associated with the '''stonecutting''' [[labor]]. Stonecutters are responsible for [[smoothing]] walls, carving walls into [[fortifications]], carving [[minecart]] [[tracks]] into floors and ramps, and making rock [[blocks]] in a [[stoneworker's workshop]]. &lt;br /&gt;
&lt;br /&gt;
[[File:Smoothed_wall.png|frame|right|Unsmoothed room (left) and a smoothed one (right).]]&lt;br /&gt;
&lt;br /&gt;
==Blocks==&lt;br /&gt;
Because blocks have no [[quality]] and neither do smoothed walls, having a skilled stonecutter is mostly a matter of speed; however, since your entire fortress is likely to start smoothing as soon as you designate an area for smoothing, it may be desirable to use the [[work detail]] for it regardless. &lt;br /&gt;
&lt;br /&gt;
A single [[boulder]] will produce 4 [[block]]s; blocks are lighter/easier to carry than boulders; blocks have a higher [[value]] than boulders, increasing the architectural [[wealth|created wealth]] of the resulting constructions; and block walls are more difficult to climb than rough stone walls, nor do they need to be smoothed before being [[engraving|engraved]]. Blocks can't be used to make furniture, crafts or other stone objects the way boulders can, though, nor can they be used in reactions such as steelmaking.&lt;br /&gt;
&lt;br /&gt;
== Fortifications ==&lt;br /&gt;
{{main|Fortification}}&lt;br /&gt;
Fortifications are semi-permeable walls that allow some objects, such as projectiles and liquids, to pass through them. They can be created in natural and constructed stone walls as well as constructed from the build menu.&lt;br /&gt;
&lt;br /&gt;
== Tracks ==&lt;br /&gt;
{{main|Minecart#Tracks|l1=Tracks}}&lt;br /&gt;
Tracks can be carved from natural stone floors and ramps, as well as constructed from the build menu. They are used to transport minecarts which are [[tools]] used mostly for [[hauling]].&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{main|Cross-training#Renovation|l1=Cross-training}}&lt;br /&gt;
Having stonecutters smooth large areas can be a good way to train them since it doesn’t consume resources, doesn’t create garbage, and will not produce low-quality results. It also builds experience very quickly at higher skill levels.&lt;br /&gt;
&lt;br /&gt;
For repeatable training, minecart tracks can be carved into smooth stone and then smoothed over.  This cycle can be repeated indefinitely, and builds experience during both halves of the cycle. Due to minecart tracks only being designated one row/column at a time, this is rather designation-intensive.&lt;br /&gt;
&lt;br /&gt;
Players concerned with using as few non-renewable resources as possible can instead resort to building constructed walls, designating them for fortification via {{k|v}}-{{k|f}}, and de-constructing them afterwards. Since fortifications don’t have quality, this will never cause a negative [[thought]] for the stonecutter.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stonecutter&amp;diff=281762</id>
		<title>Stonecutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stonecutter&amp;diff=281762"/>
		<updated>2023-01-02T15:57:55Z</updated>

		<summary type="html">&lt;p&gt;Antilum: /* Blocks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = 7:1&lt;br /&gt;
| skill      = Stonecutter&lt;br /&gt;
| profession = [[Stoneworker]]&lt;br /&gt;
| job name   = [[Stonecutter]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* [[Smoothing]] walls&lt;br /&gt;
* Creating rock [[blocks]] at a [[Stoneworker's workshop]]&lt;br /&gt;
* [[Carving fortifications]]&lt;br /&gt;
* [[Carving minecart track]]&lt;br /&gt;
| workshop = [[Stoneworker's workshop]]&lt;br /&gt;
| attributes =&lt;br /&gt;
(Unknown)&lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
'''Stonecutter''' is the skill associated with the '''stonecutting''' [[labor]]. Stonecutters are responsible for [[smoothing]] walls, carving walls into [[fortifications]], carving [[minecart]] [[tracks]] into floors and ramps, and making rock [[blocks]] in a [[stoneworker's workshop]]. &lt;br /&gt;
&lt;br /&gt;
[[File:Smoothed_wall.png|frame|right|Unsmoothed room (left) and a smoothed one (right).]]&lt;br /&gt;
&lt;br /&gt;
==Blocks==&lt;br /&gt;
Because blocks have no [[quality]] and neither do smoothed walls, having a skilled stonecutter is mostly a matter of speed; however, since your entire fortress is likely to start smoothing as soon as you designate an area for smoothing, it may be desirable to use the [[work detail]] for it regardless. &lt;br /&gt;
&lt;br /&gt;
A single [[boulder]] will produce 4 [[block]]s; blocks are lighter/easier to carry than boulders; blocks have a higher [[value]] than boulders, increasing the architectural [[wealth|created wealth]] of the resulting constructions; and block walls are more difficult to climb than rough stone walls, and do not need to be smoothed before being [[engraving|engraved]]. Blocks can't be used to make furniture, crafts or other stone objects the way boulders can, though, nor can they be used in reactions such as steelmaking.&lt;br /&gt;
&lt;br /&gt;
== Fortifications ==&lt;br /&gt;
{{main|Fortification}}&lt;br /&gt;
Fortifications are semi-permeable walls that allow some objects, such as projectiles and liquids, to pass through them. They can be created in natural and constructed stone walls as well as constructed from the build menu.&lt;br /&gt;
&lt;br /&gt;
== Tracks ==&lt;br /&gt;
{{main|Minecart#Tracks|l1=Tracks}}&lt;br /&gt;
Tracks can be carved from natural stone floors and ramps, as well as constructed from the build menu. They are used to transport minecarts which are [[tools]] used mostly for [[hauling]].&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{main|Cross-training#Renovation|l1=Cross-training}}&lt;br /&gt;
Having stonecutters smooth large areas can be a good way to train them since it doesn’t consume resources, doesn’t create garbage, and will not produce low-quality results. It also builds experience very quickly at higher skill levels.&lt;br /&gt;
&lt;br /&gt;
For repeatable training, minecart tracks can be carved into smooth stone and then smoothed over.  This cycle can be repeated indefinitely, and builds experience during both halves of the cycle. Due to minecart tracks only being designated one row/column at a time, this is rather designation-intensive.&lt;br /&gt;
&lt;br /&gt;
Players concerned with using as few non-renewable resources as possible can instead resort to building constructed walls, designating them for fortification via {{k|v}}-{{k|f}}, and de-constructing them afterwards. Since fortifications don’t have quality, this will never cause a negative [[thought]] for the stonecutter.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stonecutter&amp;diff=281761</id>
		<title>Stonecutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stonecutter&amp;diff=281761"/>
		<updated>2023-01-02T15:57:04Z</updated>

		<summary type="html">&lt;p&gt;Antilum: /* Blocks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = 7:1&lt;br /&gt;
| skill      = Stonecutter&lt;br /&gt;
| profession = [[Stoneworker]]&lt;br /&gt;
| job name   = [[Stonecutter]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* [[Smoothing]] walls&lt;br /&gt;
* Creating rock [[blocks]] at a [[Stoneworker's workshop]]&lt;br /&gt;
* [[Carving fortifications]]&lt;br /&gt;
* [[Carving minecart track]]&lt;br /&gt;
| workshop = [[Stoneworker's workshop]]&lt;br /&gt;
| attributes =&lt;br /&gt;
(Unknown)&lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
'''Stonecutter''' is the skill associated with the '''stonecutting''' [[labor]]. Stonecutters are responsible for [[smoothing]] walls, carving walls into [[fortifications]], carving [[minecart]] [[tracks]] into floors and ramps, and making rock [[blocks]] in a [[stoneworker's workshop]]. &lt;br /&gt;
&lt;br /&gt;
[[File:Smoothed_wall.png|frame|right|Unsmoothed room (left) and a smoothed one (right).]]&lt;br /&gt;
&lt;br /&gt;
==Blocks==&lt;br /&gt;
Because blocks have no [[quality]] and neither do smoothed walls, having a skilled stonecutter is mostly a matter of speed; however, since your entire fortress is likely to start smoothing as soon as you designate an area for smoothing, it may be desirable to use the [[work detail]] for it regardless. &lt;br /&gt;
&lt;br /&gt;
A single [[boulder]] will produce 4 [[block]]s; blocks are lighter/easier to carry than boulders; blocks have a higher [[value]] than boulders, increasing the architectural [[wealth|created wealth]] of the resulting constructions; and block walls are more difficult to climb than rough stone walls, and do not need to be smoothed before being engraved. Blocks can't be used to make furniture, crafts or other stone objects the way boulders can, though, nor can they be used in reactions such as steelmaking.&lt;br /&gt;
&lt;br /&gt;
== Fortifications ==&lt;br /&gt;
{{main|Fortification}}&lt;br /&gt;
Fortifications are semi-permeable walls that allow some objects, such as projectiles and liquids, to pass through them. They can be created in natural and constructed stone walls as well as constructed from the build menu.&lt;br /&gt;
&lt;br /&gt;
== Tracks ==&lt;br /&gt;
{{main|Minecart#Tracks|l1=Tracks}}&lt;br /&gt;
Tracks can be carved from natural stone floors and ramps, as well as constructed from the build menu. They are used to transport minecarts which are [[tools]] used mostly for [[hauling]].&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{main|Cross-training#Renovation|l1=Cross-training}}&lt;br /&gt;
Having stonecutters smooth large areas can be a good way to train them since it doesn’t consume resources, doesn’t create garbage, and will not produce low-quality results. It also builds experience very quickly at higher skill levels.&lt;br /&gt;
&lt;br /&gt;
For repeatable training, minecart tracks can be carved into smooth stone and then smoothed over.  This cycle can be repeated indefinitely, and builds experience during both halves of the cycle. Due to minecart tracks only being designated one row/column at a time, this is rather designation-intensive.&lt;br /&gt;
&lt;br /&gt;
Players concerned with using as few non-renewable resources as possible can instead resort to building constructed walls, designating them for fortification via {{k|v}}-{{k|f}}, and de-constructing them afterwards. Since fortifications don’t have quality, this will never cause a negative [[thought]] for the stonecutter.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bin&amp;diff=280859</id>
		<title>Bin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bin&amp;diff=280859"/>
		<updated>2023-01-01T02:07:24Z</updated>

		<summary type="html">&lt;p&gt;Antilum: Melted metal bins return a single bar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{item|name=Bin&lt;br /&gt;
|tile=X|col=0:6:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=n&lt;br /&gt;
|cloth=n&lt;br /&gt;
|leather=n&lt;br /&gt;
|ceramic=n&lt;br /&gt;
|bone=n&lt;br /&gt;
|shell=n&lt;br /&gt;
|gem=n&lt;br /&gt;
|wax=n&lt;br /&gt;
|used for=&lt;br /&gt;
* Storage&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = osed&lt;br /&gt;
| elvish  = masa&lt;br /&gt;
| goblin  = sputo&lt;br /&gt;
| human   = itlud&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''bin''' is a specially made basket for certain [[stockpile]]s. A bin can be made from one [[wood|wooden log]] at a [[carpenter's workshop]] or forged from 3 [[metal]] [[bar]]s at a [[forge]]. Bins make it possible to store lots of objects into one tile of a stockpile. A stockpile without a bin will likely fill up fast, leaving any remaining items where they are to get in the way.&lt;br /&gt;
&lt;br /&gt;
Bins are therefore incredibly useful to a maturing fortress. The best material for bins is generally [[wood]], because wooden bins are the lightest bins and will therefore save your haulers' time. Of course, if you intend to use bins next to a volcano or something equally [[fire|hot]], you may want to use metal bins. &lt;br /&gt;
&lt;br /&gt;
If your fort suffers from a lack of wood but charcoal is also your only [[fuel]] source, producing metal instead of wooden bins will actually '''increase''' your wood consumption. Forging each bin will cost one unit of fuel and smelting the metal bars will also require fuel. Charcoal is produced at a rate of one bar per log. You can only reduce wood consumption by making metal bins if you use coke or [[magma]] to heat your smelters and forges.&lt;br /&gt;
&lt;br /&gt;
Stockpiles that use bins are [[ammunition|ammo]], [[armor]], [[bar]]s/[[block]]s, [[cloth]], [[Currency|coins]], [[finished goods]], [[gems]], [[leather]] and [[weapon]]s. [[Food]] stockpiles use [[barrel]]s and [[large pot]]s instead of bins. Other stockpiles do not use anything at all.&lt;br /&gt;
&lt;br /&gt;
Bins are a fast way to transport trade goods to a [[trade depot]]. Instead of carrying the individual item, the dwarf will haul the whole container for trade. Though if the contents inside are heavy, it will still take a long time.&lt;br /&gt;
&lt;br /&gt;
For information on managing bins in stockpiles, see [[using bins and barrels]].&lt;br /&gt;
&lt;br /&gt;
Melted metal bins return a single bar.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Hauling jobs block access to all the items in the destination containers until the hauling is complete. This often results in cancellation spam and work delays.{{bug|9004}} One workaround is creating a &amp;quot;feeder stockpile&amp;quot; with containers disabled.&lt;br /&gt;
&lt;br /&gt;
* [[Ammunition]] stored in bins may not appear available to marksdwarves, eventually causing them to head to battle without bolts. Disabling bins in ammo [[stockpile]]s is recommended.{{bug|2706}}&lt;br /&gt;
* Items in bins are sometimes not found for tasks.{{bug|8755}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Container]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Wood (2942371043).jpg|A large number of wooden bins stacked upon each other.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[ru:Bin]]&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Visitor&amp;diff=280743</id>
		<title>Visitor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Visitor&amp;diff=280743"/>
		<updated>2022-12-31T16:42:09Z</updated>

		<summary type="html">&lt;p&gt;Antilum: /* Behavior */ - Visitors *try* to leave, but if they can't they exhibit panic-like behavior&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Visitors Inspecting Classical Ruins MET DP230572.jpg|thumb|300px|right|Visitors inspecting the nearby architecture.]]A '''visitor''' or '''guest''' is a person who comes to the site at random to drop by at a [[location]], which includes [[tavern]]s, [[library|libraries]], and [[temple]]s. Some may seek permanent employment. Initially, a fortress will receive only about three visitors for a given location. First guests will initially visit out of curiosity, and when they leave, they bring back word of what the place is like. If the location proves to be popular and not deadly, it will attract more visitors. &amp;quot;Visitors&amp;quot; do not include [[merchant]]s, [[diplomat]]s, [[creature|wild animals]], or [[invader]]s.&lt;br /&gt;
&lt;br /&gt;
The arrival of a visitor is notified in the [[announcement]]s. Visitors are listed in {{DFtext|Others}} on the [[unit list|{{k|u}}nit list]] and labeled as {{DFtext|Guest|2:1}} on the right side of their names, along with their current activity.&lt;br /&gt;
&lt;br /&gt;
Visitors provide protection and social interactions for [[Citizenship|citizen]]s. Visitors are also a source of [[rumor]]s, which they bring and spread from site to site, including the player's fort. Several downsides to visitors include [[overcrowding]], [[alcohol]] depletion, accidental conflicts with citizens, and [[FPS]] issues from the increased population. Players wanting to remain an isolated fortress should restrict locations to {{DFtext|Citizens only|6:1}} to prevent people from visiting them, and shouldn't reveal a cavern, as its discovery will bring [[Visitor#Monster_slayer_and_beast_hunter|monster slayers]].&lt;br /&gt;
&lt;br /&gt;
Visitor population cap is set to 100 by default, and can be modified in [[d_init.txt]] from &amp;lt;code&amp;gt;[VISITOR_CAP: &amp;lt;number&amp;gt;]&amp;lt;/code&amp;gt;. If set to 0, visitors will not come at all. &amp;lt;code&amp;gt;[VISITOR_CAP]&amp;lt;/code&amp;gt; does not count long-term residents.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
&lt;br /&gt;
A visitor's current activities, objectives, and type can be investigated by pressing {{k|v|g}} and hovering over it. The visitor must first interact with the locals before the information can be shown. Generally, visitors wanting to petition for residency are described as &amp;quot;seeking work&amp;quot;, and typically call for meetings as soon as they arrive, unless there is another meeting taking place. Visitors who came to &amp;quot;relax&amp;quot; will socialize and partake in performances in taverns. Visitors described as &amp;quot;ready to leave&amp;quot; means they are exiting the map.&lt;br /&gt;
&lt;br /&gt;
Visitors do not need to eat, drink, or sleep, but they receive alcohol from [[tavern keeper]]s. Inn rooms are used for long-term residents only.&lt;br /&gt;
&lt;br /&gt;
Guests are initially friendly to citizens and other guests. Drunk or otherwise violence-oriented visitors — particularly goblins, due to their [[ethic]]s — may start arguments which can escalate into potentially-lethal brawls, or even [[loyalty cascade]]s. Visitors side with the attacking [[faction|force]] of their own civilization. On the other hand, in non-player [[site]]s, visitors can be drafted as defenders against invading armies (including your own [[mission]]s).&lt;br /&gt;
&lt;br /&gt;
When visitors first arrive, they will head towards their desired location and do their respective activities, if possible. If there are no locations assigned that allow visitors, they locate a [[meeting hall]] or an active [[meeting area]] and remain there. They cannot do any activities in meeting halls or unassigned meeting areas, even socializing. If there are no available locations, meeting halls, or meeting areas, visitors will stand around and do nothing. Visitors finish their current activities first before relocating.&lt;br /&gt;
&lt;br /&gt;
Their current activity can be viewed in the unit list next to {{DFtext|Guest /|2:1}}. Visitors with {{DFtext|No Activity|6:1}} either means they are leaving, have just finished an activity, or have no location available to do their activities. Visitors can wander into other locations, but do not do activities that they did not come for. For example, visitors coming to relax will only socialize at a tavern and do not do other activities such as reading books or praying. Visitors must become long-term residents in order to do other activities in different locations.&lt;br /&gt;
&lt;br /&gt;
Visitors will try to leave after they complete all of their activities. If they cannot find a path to exit the map (due to say, a forbidden door) they seem to &amp;quot;panic&amp;quot;, wandering around frantically looking for an exit.&lt;br /&gt;
&lt;br /&gt;
== Visitor types ==&lt;br /&gt;
{{stub}}&lt;br /&gt;
=== Diplomat ===&lt;br /&gt;
:{{dftext|This visitor has come for diplomacy and to relax.|7:1}}&lt;br /&gt;
&lt;br /&gt;
Foreign [[diplomat]]s arrive to your fortress for a multitude of reasons. Once their meetings are done, they will linger around your locations, sometimes for many months until they finally decide to leave. They are often followed by a pair of bodyguards  who will defend them if they are under threat.&lt;br /&gt;
&lt;br /&gt;
=== Mercenary ===&lt;br /&gt;
[[Mercenary|Mercenaries]] come to enlist in the [[military]], or to relax at a tavern. They can petition for long-term residency, and once accepted, they can be added to any [[squad]] (note that they cannot be squad leaders) and will follow any order the squad receives.&lt;br /&gt;
&lt;br /&gt;
=== Monster slayer and beast hunter ===&lt;br /&gt;
:{{dftext|This visitor has come to slay beasts.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Monster slayer]]s and [[beast hunter]]s seek wild creatures to kill, or just to relax at a tavern{{version|0.44.01}}.  Monster slayers start arriving after a [[cavern]] is revealed; there does not need to be an unrestricted/public [[location]], such as a [[tavern]] - the discovery of a cavern is enough. &lt;br /&gt;
&lt;br /&gt;
After they socialize at a tavern for a while, they will [[petition]] for long-term residency. If granted, they will go outdoors or deep below to slay beasts; if not, they will simply leave. They will not begin to slay beasts until they become a long-term resident, and there is a [[path]] to such a beast.&lt;br /&gt;
&lt;br /&gt;
Monster slayers go down into the caverns alone to slay subterranean creatures. Beast hunters remain above-ground and hunt wild animals, similarly to [[hunter]]s.{{verify}}. Neither can have any [[labor]] enabled, but they are another able (and expendable) body if something unpleasant gets to where they are.&lt;br /&gt;
&lt;br /&gt;
=== Performer ===&lt;br /&gt;
:{{dftext|This visitor has come to perform.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Performer]]s, as their name suggests, visit taverns to perform for other guests and citizens. They tell stories, dance, make music, or recite poetry. They do not ask for anything in return for their performances. They may seek long-term work.&lt;br /&gt;
&lt;br /&gt;
Groups of performers under a single name may arrive as a [[performance troupe]], and when petitioning will apply as a group. Allowing the petition will allow all of its members. Troupes may be made up of several bards and poets. Attacking or killing one member of a troupe does not automatically turn the rest of the group hostile. Due to a bug, troupes may arrive completely naked{{Bug|9234}} .&lt;br /&gt;
&lt;br /&gt;
=== Scholar ===&lt;br /&gt;
:{{dftext|This visitor has come to study.|7:1}}&lt;br /&gt;
&lt;br /&gt;
[[Scholar]]s come to study in a library, which includes reading books and discussing topics with other scholars. If writing materials are available, they may use them to write their own books. While visiting scholars can depart with one or more of the local books from the library, they can also leave books that they have carried or written, thus encouraging new content in the book collection.&lt;br /&gt;
&lt;br /&gt;
=== Traveler ===&lt;br /&gt;
:{{dftext|This visitor has come to relax.|7:1}}&lt;br /&gt;
:{{dftext|This visitor has come seeking sanctuary.|7:1}}&lt;br /&gt;
&lt;br /&gt;
Travelers have no special purposes, and most only come to relax. Some may seek sanctuary if they were liberated from a site during [[mission]]s. Travelers who seek sanctuary will be able to petition even if there are no locations assigned that allow visitors.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
Warriors frequently visit the tavern to relax. They come armed with weapons and armor, so it is ill-advised to fight them. Most warriors are traveling [[quest]]ers, seeking rumors and asking questions regarding the location of their target, which is usually a lost artifact. Otherwise, they come to provide specific services.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
Other types of visitors may come, such as [[prophet]]s, [[monk]]s, [[pilgrim]]s, [[peddler]]s or petty [[criminal]]s. They are for the most part identical to travelers, though sometimes they are [[agent]]s assuming fake identities in order to scout your fortress for items of value.&lt;br /&gt;
&lt;br /&gt;
== Questers ==&lt;br /&gt;
&lt;br /&gt;
[[Quester]]s will visit your fortress as representatives of a foreign entity, usually looking to retrieve an [[artifact]]. They are usually warriors, i.e. mercenaries. They go through your tavern first to gather informations from chatting other patrons, then leave after they've learned what they want. If one of your dwarves can't hold their tongue and reveals the presence of an artifact they're looking for inside your fortress, they will usually make more pressing demands or even attempt to steal it. Visiting questers will leave after a while regardless of what they learn or how much they socialize.&lt;br /&gt;
&lt;br /&gt;
== Secret agents ==&lt;br /&gt;
&lt;br /&gt;
[[Agent]]s will visit from hostile civilizations to spy.{{version|0.44.01}} They assume cover identities and gather information concerning [[artifact]]s, then leave to report back to their civilization. Agents cannot be forced to reveal their true identities, but players can distinguish them from other visitors by closely inspecting their names, roles, and equipment. For example, an agent might arrive at your fort claiming to be called &amp;quot;Urist McBard&amp;quot; despite being an elf carrying only weapons and armor, with no bard skills whatsoever.&lt;br /&gt;
&lt;br /&gt;
== Petitioning ==&lt;br /&gt;
&lt;br /&gt;
Visitors who wish to work or stay longer can [[petition]] to become ''long-term residents''. After about two years, long-term residents can apply for [[citizenship]], which makes them into full-fledged citizens.&lt;br /&gt;
&lt;br /&gt;
=== Long-term residency ===&lt;br /&gt;
&lt;br /&gt;
Visitors can [[petition]] to stay for a long time. When visitors request for long-term residency, they attend a meeting with the [[mayor]] at the mayor's [[office]]. Once the meeting starts, the {{k|P}}etition notice will flash on top of the screen. In the petition screen, their purpose to stay is displayed, and players can have the final say on whether they become a resident or not. Currently there are four reasons to stay: &amp;quot;eradicating monsters&amp;quot;, &amp;quot;entertaining citizens and visitors&amp;quot;, &amp;quot;soldiering&amp;quot;, &amp;quot;study&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When accepted, visitors will be added to the citizens list in the units screen. Their needs, preferences, and thoughts will be visible as normal, but labors or occupations cannot be assigned to them. Aside from doing their main activities, long-term residents eat, drink, sleep, perform other activities, and reside at the [[Tavern]] if rooms are available. Locations set to {{DFtext|Citizens and long-term residents only|7:1}} are allowed for long-term residents; locations set to {{DFtext|Citizens only|6:1}}, however, disallow long-term residents.&lt;br /&gt;
&lt;br /&gt;
Having finished their requirement, visitors whose petitions were not accepted will leave immediately after the meeting, unless they came for additional reasons.&lt;br /&gt;
&lt;br /&gt;
=== Citizenship ===&lt;br /&gt;
&lt;br /&gt;
Long-term residents can apply for citizenship after living in the fort for about two years. Accepting the application will allow labors and occupations assigned to them.&lt;br /&gt;
&lt;br /&gt;
To assign them occupations, the fort-wide occupation they initially had when applying for long-term residency must be unassigned. Go to the {{k|l}}ocations menu, and on the first screen, select their name from the fort-wide occupation list, press {{k|Enter}} to reassign, and choose {{DFtext|Nobody|6:1}}. After this, the new citizens will become available for other occupations. Mercenaries, monster slayers, and beast hunters will never apply for citizenship, though any other visitor types can become a militia captain after citizenship, effectively making &amp;quot;all-visitor&amp;quot; squads possible.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}{{Category|Non-player characters}}&lt;br /&gt;
[[ru:Visitor]]&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Training&amp;diff=280540</id>
		<title>Training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Training&amp;diff=280540"/>
		<updated>2022-12-30T23:50:04Z</updated>

		<summary type="html">&lt;p&gt;Antilum: /* Live training on disarmed prisoners */ - Fix capitalization so that link works&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''This article is about training the dwarven military in fortress mode.''&lt;br /&gt;
:* ''For information on training [[creature|animals]], see [[Animal trainer]]. '' &lt;br /&gt;
:* ''For information on training [[attribute]]s, see [[Cross-training]].''&lt;br /&gt;
:* ''For information on training [[skill]]s, see [[Experience]].''&lt;br /&gt;
&lt;br /&gt;
Outside of actual mortal combat, '''training''' is how you improve the [[combat skill]]s of your [[soldier]]s in [[fortress mode]].  Training takes many forms, from a solo practice to group sparring, from individual instruction to actual live combat in a controlled, (hopefully) non-dangerous environment.&lt;br /&gt;
&lt;br /&gt;
== Organized squad training ==&lt;br /&gt;
Military training takes place in [[barracks]] in the form of group demonstrations, individual training and sparring, and in [[archery range]]s for [[Advanced marksdwarf training guide|Archery training]]. &lt;br /&gt;
&lt;br /&gt;
* '''Demonstrations''' are group training sessions for a specific skill, led by a teacher with experience in that skill and observed by one or more squad members. Demonstrations need to be [[organizer|organized]] and require that all are students present for the demonstration to begin, those already present will wait or do individual training until that happens. In addition to the skill demonstrated, dwarves gain some [[teacher]] and [[student]] experience, causing future demonstrations to become more effective.&lt;br /&gt;
&lt;br /&gt;
: Dwarves will only attend a demonstration if it teaches a fighting skill or the weapon they're currently equipped with (that is to say, if you have a squad of two dwarves, one with a spear, and one with an axe, you'll never get axe or spear demonstrations). Ranged dwarves will attend demonstrations for their weapons base skill; so marksdwarves will attend hammer demonstrations. They will however start and attend wrestling demonstrations as all dwarves can wrestle; this is also why wrestling levels up as fast as it does via demonstrations; a dwarf can always wrestle.[http://www.bay12forums.com/smf/index.php?topic=150534.0] &lt;br /&gt;
&lt;br /&gt;
: When a squad leader completes a demonstration, it fulfils the &amp;quot;help somebody&amp;quot; [[need]].&lt;br /&gt;
&lt;br /&gt;
* '''Sparring''' is a form of practice melee [[combat]] performed by two or more members of a squad, and possibly others choosing to watch the match. Sparring is a mostly-safe way to get experienced soldiers. Sparring appears to train every usable combat skill (weapon, Fighting, Wrestling, Discipline, etc.) even when dwarves have weapons equipped. Sparring tends to confer skill increases faster than Demonstrations.&lt;br /&gt;
&lt;br /&gt;
: Dwarves will only begin sparring when there are at least 2 dwarves with at least 'novice' skill level in their weapons skill. It appears that Dwarves with unequal skill levels *will* spar, but not frequently. If two dwarves are very close in skill levels, they spar much more frequently, this may be maximized by using position assigning.[http://www.bay12forums.com/smf/index.php?topic=150534.0] It is currently believed that the best way to encourage sparring (rather than demonstrations) is to use 2 (or 3)-dwarf squads for training. Both dwarves should have the same weapon, to minimize useless cross-weapon teaching. It appears that the more experienced the training military dwarves are, the more likely they are to spar. However, sparring management is still a poorly understood science. &lt;br /&gt;
&lt;br /&gt;
* '''Individual Training''' slowly improves one skill at time through self-training. Squad members may choose to conduct individual training (&amp;quot;Individual Combat Drill&amp;quot;) when there is no one else to train with or on their spare time when there are no [[schedule]]d orders. The latter might be tied to [[Personality_trait|motivated]]{{verify}} dwarves.&lt;br /&gt;
&lt;br /&gt;
Building a barracks and designating a squad to train in it will allow squad members to train there individually instead of going idle, but they will never spar/demonstrate. In order to make them spar/demonstrate you need to activate the squad, either via the {{k|s}} menu and then hitting {{k|t}}, or by the {{k|m}}-{{k|a}} menu.&lt;br /&gt;
&lt;br /&gt;
=== Setup Walkthrough===&lt;br /&gt;
You cannot directly assign a soldier to train. Instead, you need to [[schedule]] his or her squad to train. This is accomplished by opening the {{k|m}}[[military interface|ilitary screen]]. Open the {{k|a}}lerts panel, then assign the squad to Active/Training (or establish a more complex schedule of alerts). &lt;br /&gt;
Now {{k|q}}uery a [[bed]], [[weapon rack]], and/or [[armor stand]] to designate a [[barracks]]. Highlight which squad you wish to train and press {{k|t}}. A {{Tile|T|3:0:1}} should appear on the right side of the screen beside that squad's name. Now your squad is set to be training, and has a place to train in.&lt;br /&gt;
A squad set to the default Active/Training alert level (or a more complicated schedule using the advanced calendar system) will train in their assigned barracks. A squad with active orders delivered through the squad menu will carry out those orders, taking breaks to eat or sleep, but will not train.&lt;br /&gt;
&lt;br /&gt;
#[[Squad#Forming_Squads|Form a squad]] with members (equip with whatever armor and weapons you like)&lt;br /&gt;
#Designate a [[barracks]] and have the squad set to train there.&lt;br /&gt;
#Using the [[military interface|{{K|m}}ilitary]] {{K|a}}lerts system, assign the squad to 'active training'&lt;br /&gt;
&lt;br /&gt;
See also: [[Military F.A.Q.|Military frequent asked questions]].&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
The weapons you wish your soldiers to use can be chosen through the {{K|m}}ilitary screen, and then the {{K|e}}quip selection. When soldiers spar or perform weapon drills, they practice (and thereby gain experience) with whatever [[weapon]] (plus [[armor]] and [[shield]] in the case of sparring) they currently have equipped. Your soldiers will ''eventually'' pick up the equipment assigned in the military screen, though it is not uncommon to find them wandering around weaponless and half-armored when first drafted. Aside from a few specific circumstances, [[wood]]en [[training weapon]]s are not necessary for training, and can actually be counterproductive.&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
=== Injury===&lt;br /&gt;
Dwarves do not hurt each other directly while sparring with any type of weapon. They can however have accidents due to certain Wrestling move(s), namely throwing. A thrown dwarf may skid along the ground and sustain injury. It can be lethal to a dwarf if his head skids on the ground, so have your sparring dwarves wear helmets.{{verify}}&amp;lt;!-- Verify if helmets help protect them from skidding damage--&amp;gt; '''Note:''' ''all'' sparring dwarves may decide to do a bit of Wrestling, even if they have weapons equipped.&lt;br /&gt;
&lt;br /&gt;
Also make sure they have a safe environment to train in. Avoid having your barracks near high cliffs or open water, because dwarves have a habit of dodging off of cliffs and injuring themselves or dodging into water and becoming stunned, which leads to drowning.  Also, dwarves can dodge up one level if they are next to a wall. Make sure they can walk back down or build a roof, because otherwise you risk a military dwarf trapping himself and starving to death.&lt;br /&gt;
&lt;br /&gt;
Due to a bug, dwarves can teleport through at least two solid wall tiles when using charge attacks.{{bug|7444}} To avoid problems, barracks should not be located close to cisterns, pits, magma reservoirs, sealed-off areas, or any other potential danger. &lt;br /&gt;
&lt;br /&gt;
===Default Schedule===&lt;br /&gt;
The default Active/Training alert tells the full squad to train. This can be changed from the [[Scheduling]] menu, if for some reason you only want part of a squad to train, or only to train during certain months, etc.&lt;br /&gt;
&lt;br /&gt;
===Happy Soldiers===&lt;br /&gt;
Be kind to your soldiers. Civilians with no military experience will get bad [[thought]]s from going on duty. Soldiers will get a bad thought when going ''off'' duty if they don't have any civilian skills (if their title becomes &amp;quot;peasant&amp;quot;). In either case, [[cross-training]] can raise attributes while providing a larger and more flexible military.&lt;br /&gt;
&lt;br /&gt;
=== [[Live training]] on disarmed prisoners ===&lt;br /&gt;
A very effective way to train your dwarves is to equip them with [[training weapon]]s and full armor and let them fight unarmed prisoners. This allows your dwarves to be &amp;quot;attacked&amp;quot; in real combat with relative safety, increasing their defensive skills rapidly. In other words: if you're interested in having your dwarves quickly train as Dodgers, Armor Users and Shield Users, it'll be worth the effort to set up some [[live training]] exercises.&lt;br /&gt;
&lt;br /&gt;
See [[Cage#Remotely_opening_cages|Remotely Opening Cages]] for information on how to arrange for the training.&lt;br /&gt;
&lt;br /&gt;
== See also==&lt;br /&gt;
* [[Archery]]&lt;br /&gt;
* [[Military]]&lt;br /&gt;
* [[Danger room]]&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
{{Category|Jobs}}&lt;br /&gt;
[[ru:Training]]&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Archery_target&amp;diff=280518</id>
		<title>Archery target</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Archery_target&amp;diff=280518"/>
		<updated>2022-12-30T21:01:00Z</updated>

		<summary type="html">&lt;p&gt;Antilum: Update keyboard shortcut with new template parameter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Building|name=Archery target|key=y|key2=t&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
1 of&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
* [[Metalcrafting]]&lt;br /&gt;
|purpose=&lt;br /&gt;
* Make Archery range&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Archery targets''' are used to create archery ranges, which are used to train [[marksdwarves]]. They can be built from [[wood]], which requires [[carpentry]]; [[stone]] or [[glass]], which requires [[masonry]]; or [[metal]], which requires [[metalcrafting]]. They can also be built from [[block]]s made from the above materials.&lt;br /&gt;
&lt;br /&gt;
==Making an archery range==&lt;br /&gt;
&lt;br /&gt;
To make an archery range, &lt;br /&gt;
#{{k|b}}uild one or more {{k|A}}rchery targets in a room/area&lt;br /&gt;
#{{k|q}}uery over each and every constructed archery target and make a {{k|r}}oom&lt;br /&gt;
#Set the size with {{k|+}}/{{k|-}} to determine how far from the target your archers will stand&lt;br /&gt;
#Specify the shooting direction with {{k|w}}{{k|a}}{{k|s}}{{k|d}}&lt;br /&gt;
#Assign the range to the desired [[squads]]. Squads can then be set to {{k|s}}leep or {{k|t}}rain there, as well as store their {{K|i}}ndividual or s{{k|q}}uad equipment, much like a [[barracks]]. &lt;br /&gt;
&lt;br /&gt;
[[File:archery_range_room.png|thumb|150px|left|An archery range room.]] The [[room]] can then be used by military dwarves who have '''''no order''''' (i.e. they're set to inactive or set to only active/training){{Bug|6070}} in their [[schedule]] that month, in order to train ranged [[weapon]] [[skills]]. Since [[bolts]] are being used up by this training, it may be a good idea to [[equipment|set]] the dwarves to only use [[bone]] or [[wood|wooden]] bolts when training.&lt;br /&gt;
&lt;br /&gt;
Unlike other [[room]]s, archery ranges only include the archery target from which they were defined - if you have multiple targets in one area, '''each one''' must be designated as its own archery range, even if this causes them to overlap.&lt;br /&gt;
&lt;br /&gt;
It is also advisable for the archery target rooms to be included in the area of the barracks where your marksdwarves train. Both the barracks and the archery targets need to be assigned to squads individually.&lt;br /&gt;
&lt;br /&gt;
[[File:archery_target_preview.png|thumb|170px|right|Bullseye!]]&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*The size of the range must be large enough so that the marksdwarf is able to stand at least 1 tile away from the target (Dwarves will '''not''' train if the size of the range means they have to stand adjacent to the target).&lt;br /&gt;
*It is advisable to channel out the area behind the targets and connect a room underneath the range to save on bolts (falling bolts to not break). Note that floor grates do '''not''' work for this. Note that the channel has to be dug '''behind''' the target; if it is dug in front, the dwarves will be unable to fire, as they need a clear walking path in order to fire the bolts.&lt;br /&gt;
*Experience is granted per shot, not per target hit.&lt;br /&gt;
*Only one soldier can use an archery target at a time.&lt;br /&gt;
*Marksdwarves will only practice at an archery range if their [[quiver]]s contain ammunition which is permitted for training. There was a bug that caused marksdwarves to not switch their ammo when they switch between active duty and training, but this has been fixed as of 42.03.&lt;br /&gt;
*Marksdwarves do not spend all of their free time performing archery practice - during downtime, they will complain that they &amp;quot;cannot follow orders&amp;quot;. Assigning marksdwarves to a [[barracks]] will allow them to use this spare time to perform combat drills, though said drills can potentially cut into archery practice.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*The flag for active/inactive seems to get mixed up, so marksdwarves will only use archery targets when they're inactive.{{Bug|6070}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{Category|Zones}}&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Hive&amp;diff=280517</id>
		<title>Hive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Hive&amp;diff=280517"/>
		<updated>2022-12-30T21:00:20Z</updated>

		<summary type="html">&lt;p&gt;Antilum: Update keyboard shortcut with new template parameter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Building&lt;br /&gt;
| name = Hive&lt;br /&gt;
| key = o&lt;br /&gt;
| key2 = f&lt;br /&gt;
| key3 = h&lt;br /&gt;
| job = [[Beekeeper|Beekeeping]]&lt;br /&gt;
| construction =&lt;br /&gt;
* Hive&lt;br /&gt;
* [[Honey bee]] colony&lt;br /&gt;
| construction_job =&lt;br /&gt;
* [[Beekeeper|Beekeeping]]&lt;br /&gt;
| use =&lt;br /&gt;
* Hive&lt;br /&gt;
| purpose =&lt;br /&gt;
* Producing [[royal jelly]] and [[honeycomb]] for further processing&lt;br /&gt;
}}[[File:wooden_hive.jpg|thumb|230px|right|More honey than you'll ever care about. 🐝]]A '''hive''' is a [[tool]] and [[building]] that stores [[honey bee]] colonies. It is used in the [[beekeeping industry]] for the production of [[honeycomb]]s and [[royal jelly]], which can be processed into usable items. Citizens with the [[beekeeping]] labor enabled handle the building, removal, and management of hives.&lt;br /&gt;
&lt;br /&gt;
Hives use the same character as [[log]]s. As an item, they have the color of their material, but built ones are displayed as yellow.&lt;br /&gt;
&lt;br /&gt;
== Manufacturing ==&lt;br /&gt;
Hives can be made out of [[wood]], [[stone]], [[metal]], [[glass]], or [[ceramic]]. Each material is created from their respective [[workshop]]s by their appropriate [[labor]]s. Hives are categorized as &amp;quot;Tools&amp;quot; in [[finished goods]] [[stockpile]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Workshop and labor requirements&lt;br /&gt;
! Material !! Workshop !! Labor&lt;br /&gt;
|-&lt;br /&gt;
| Ceramic || [[Kiln]] or [[magma kiln]] || [[Pottery]]&lt;br /&gt;
|-&lt;br /&gt;
| Glass || [[Glass furnace]] or [[magma glass furnace]] || [[Glassmaking]]&lt;br /&gt;
|-&lt;br /&gt;
| Metal || [[Metalsmith's forge]] or [[magma forge]] || [[Metalcrafting]]&lt;br /&gt;
|-&lt;br /&gt;
| Stone || [[Craftsdwarf's workshop]] || [[Stonecrafting]]&lt;br /&gt;
|-&lt;br /&gt;
| Wood || [[Craftsdwarf's workshop]] || [[Woodcrafting]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forging and melting ===&lt;br /&gt;
* Metal hives cost '''one''' metal bar to forge, or '''one''' [[adamantine]] wafer.&lt;br /&gt;
* When a hive is melted down, it will return '''0.3''' metal bars/adamantine wafers for an efficiency of '''30%'''.&lt;br /&gt;
&lt;br /&gt;
== Building and removal ==&lt;br /&gt;
Hives are built by beekeepers from the [[building|{{k|b}}uilding]] menu, using {{k|Alt + h}} as a shortcut. For hives to produce honey, they must be built adjacent to (or on) an [[tile attributes|above ground]] tile. Subterranean hives can still store colonies but will not make products.&lt;br /&gt;
&lt;br /&gt;
Removing a building ({{k|q + x}}) returns the hive and any items inside it, including the colony, which is released as a single honey bee that eventually disappears if left outside. Removed honeycombs can be collected and hauled, but any royal jelly is spilled onto the ground and wasted.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
The hive's settings can be found by opening the set building tasks/prefs menu ({{k|Q}}) and hovering over a built hive. There are two options which control beekeepers from doing certain jobs with the hive.&lt;br /&gt;
&lt;br /&gt;
{{k|c}} toggles whether beekeepers can install new colonies into the hive. It is set to true ({{DFtext|Install colony when ready|7:1}}) by default. Changing the settings to {{DFtext|Do not install colony|7:1}} will not allow the hive to accept new colonies. Preexisting colonies in the hive are not affected.&lt;br /&gt;
&lt;br /&gt;
{{k|g}} toggles whether beekeepers can gather honeycombs and royal jelly from the hive. It is also set to true ({{DFtext|Gather any products|7:1}}) by default. Changing the settings to {{DFtext|Do not gather products|7:1}} will prevent beekeepers from gathering the products inside the hive, leaving the colonies alive so they can be saved for splitting.&lt;br /&gt;
&lt;br /&gt;
The settings also display additional information about the hive: whether it has outdoor access or not (relating to above ground and subterranean tile attributes, which affect honey production), if the colony is ready to be split, and if there are too many colonized hives on the map, which affects production speed.&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
:''Further information: [[Beekeeping industry#Hive management|Beekeeping industry § Hive management]]''&lt;br /&gt;
&lt;br /&gt;
Items in the hive can be seen in the &amp;quot;view i{{k|t}}ems in buildings&amp;quot; menu. Each hive can store a colony, which is represented as a stack of live honey bees. Colonies are collected from the wild or by splitting colonies from other hives. Three months after installation, colonies become {{DFtext|Ready to be split|2:1}}, which allows them to be used to install other hives. It produces one [[honeycomb]] and [[royal jelly]] after six months after installation, unless the colony count limit was exceeded. Once both items are produced, a beekeeper with an empty [[jug]] goes to gather the items, storing the royal jelly in the jug. Beekeepers leave both the freed honeycomb and jug of royal jelly in the hive, and [[Hauling#Food hauling|food haulers]] carry them to a stockpile. When a hive's products are gathered, the colony is destroyed, and the hive requires a new colony in order to produce again.&lt;br /&gt;
&lt;br /&gt;
Colonies used to install other hives are not destroyed after installing. They need another three months to become ready to split again.&lt;br /&gt;
&lt;br /&gt;
Colony size typically ranges between 10,000 and 20,000. The size of a colony does not affect production or its readiness to split. The number of bees is static and does not change over time, even after splitting. When beekeepers &amp;quot;split&amp;quot; a colony, they do not actually separate a portion of it; instead, they duplicate the old colony and haul away a new stack of live bees. Both the old and new stack will contain the same number of bees, and the number of bees in the old hive remains unchanged in the process.&lt;br /&gt;
&lt;br /&gt;
When the total number of colonized hives in a fortress reach over forty, the chance of production decreases as indicated by the warnings {{DFtext|Too many hives|6:1}} and {{DFtext|Output restricted|6:0}} seen in the building settings of colonized hives. When the number of colonies reach sixty, the warning turns red ({{DFtext|Too many hives|4:1}}) and products stop appearing. The limits do not affect the duration it takes for colonies to become ready to split, and hives can still be installed with new colonies; just nothing more is produced by hives until the number of colonies is reduced back below 60. [[Flower]]s and other surrounding vegetation do not affect production. The [[surroundings]], [[weather]], and the [[season]]s have no effect on the colony or honey production.&lt;br /&gt;
&lt;br /&gt;
== Hazard ==&lt;br /&gt;
Honey bee workers spawn from colonized hives and will occasionally sting passersby. Honey bee workers die and leave [[remains]] after stinging. Placing a [[room]] or [[activity zone]] near colonized hives puts idle citizens, visitors, and animals at high risk of being stung. Honey bee stings are reported in the [[announcement]]s in yellow.&lt;br /&gt;
&lt;br /&gt;
[[Syndrome#List of syndromes|Honey bee stings]] cause strong swelling and slight pain. They are relatively harmless and inconsequential for dwarves - they do not even produce a bad [[thought]]. Bee stings are not recorded as wounds, but the [[health screen]] will display &amp;quot;Slight pain&amp;quot; for the stung dwarf, which can trigger a &amp;quot;recover wounded&amp;quot; task. This can trigger good thoughts about being rescued and resting, even though the hospital stay is instantaneous.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_HIVE}}}}&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Nest_box&amp;diff=280516</id>
		<title>Nest box</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Nest_box&amp;diff=280516"/>
		<updated>2022-12-30T20:59:37Z</updated>

		<summary type="html">&lt;p&gt;Antilum: Update keyboard shortcut with new template parameter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}{{Buggy}}&lt;br /&gt;
{{Building|name=Nest box|key=o|key2=f|key3=n|job=[[Food hauling]]&lt;br /&gt;
|construction=&lt;br /&gt;
* Wood&lt;br /&gt;
* Metal&lt;br /&gt;
* Stone&lt;br /&gt;
* Glass&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Woodcrafter]]&lt;br /&gt;
* [[Metalcrafter]]&lt;br /&gt;
* [[Stonecrafter]]&lt;br /&gt;
* [[Glassmaker]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Nest box]]&lt;br /&gt;
|purpose=&lt;br /&gt;
* Producing [[egg]]s&lt;br /&gt;
* Producing [[Domestic_animal#Comparison_of_domestic_poultry|poultry]] (with male present)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''nest box''' is a 1x1 building that a tame [[egg]]-laying creature will claim and use to lay eggs in, once created and placed.&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
A nest box is created using a single piece of [[wood]] or [[stone]] at a [[craftsdwarf's workshop]], a single bag of [[sand]] (and optional crystal/pearlash) at a [[glass furnace]] or [[magma glass furnace]], or a single bar of [[metal]] at a [[metalsmith's forge]] or [[magma forge]]. Unplaced nest boxes are stored in the [[tool]] section of a finished goods [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
* To create one at a Craftdwarf's workshop, {{K|q}}uery the workshop, select {{K|w}}ood products, then use {{K|+}}/{{K|-}} to manually highlight &amp;quot;Make wooden Nest Box&amp;quot;, or select {{K|g}} rock products, then use {{K|+}}/{{K|-}} to manually highlight &amp;quot;Make rock Nest Box&amp;quot;.&lt;br /&gt;
* For a glass nest box, {{K|q}}uery the workshop, select {{K|g}}reen/{{K|c}}lear/{{K|k}} crystal glass, then use {{K|+}}/{{K|-}} to manually highlight &amp;quot;Make ''type'' glass Nest Box&amp;quot;.&lt;br /&gt;
* For either forge, {{K|q}}uery the forge, select {{K|o}}ther objects, then use {{K|+}}/{{K|-}} to manually highlight the metal and then use {{K|+}}/{{K|-}} to manually highlight &amp;quot;Make ''metal'' Nest Box&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Construction and use ==&lt;br /&gt;
Once created, the nest box is then {{k|b}}uilt using {{K|Shift}} + {{K|n}} and will not block movement. The box will then be claimed by an egg-laying animal when it is ready to lay eggs. The animal that claims the nest box will periodically lay [[egg]]s into the nest. This process is very quick (&amp;lt;1 day) and the eggs are ready to be collected immediately if they are to be cooked, but require time to hatch if you wish to start a breeding program.&lt;br /&gt;
&lt;br /&gt;
If dwarves have access to the nest, a dwarf with the [[food hauling]] labor enabled will then remove the eggs and take them to a food stockpile and the animal will vacate the nest until it is ready to lay again. If a dwarf does not collect the eggs, the animal will remain on the nest box until the eggs hatch, after which it will also vacate the nest box until it is ready to lay again. In either situation, the nest box remains claimed by the animal. To free the nest for rapid turn around of eggs from a single box, deconstruct the nest after the eggs are collected or hatched and rebuild it - a different animal, ready to lay, will claim the nest box and immediately lay a clutch of eggs.&lt;br /&gt;
&lt;br /&gt;
== Fertilized eggs ==&lt;br /&gt;
{{old}}&lt;br /&gt;
A nested female will lay eggs regardless of the presence of a male of the same species, however the eggs will not be fertilized unless a male is present. Hatching does not require a male to be around, once the eggs are fertilized and laid. If a male is present, the eggs may be fertilized and will hatch if the dwarves can be prevented from collecting them out of the nest box and hauling them to be eaten. To achieve this, eggs can be [[forbidden]], or access to the nest box can be blocked with locked doors, or eggs can be forbidden as a cooking ingredient in the kitchen menu and disabled in all food stockpiles reachable from the nest. In order to check if the egg is fertilized, simply press q and hover over the nest box. Eggs do not appear to go rotten and can be collected and cooked after two or more seasons without generating [[miasma]].&lt;br /&gt;
&lt;br /&gt;
When the eggs are harvested from an occupied nest box, the female bird will leave the box, making it unoccupied once more.  If you have a stockpile set to automatically receive eggs, then it is very likely that all your nest boxes will appear to be empty.&lt;br /&gt;
&lt;br /&gt;
=== Incubation Chamber ===&lt;br /&gt;
A simple way to make sure that eggs can hatch without having dwarves try to make omelettes out of them is to build incubation chambers for your female birds.&lt;br /&gt;
# Build 1x1 rooms, with lockable doors.&lt;br /&gt;
# Put one nest box in each room.&lt;br /&gt;
# Create a 1x1 pasture [[zone]] on top of the nest box, and assign one female egg-layer to it. She should claim the nest box when she is ready to lay eggs.&lt;br /&gt;
# Pasture or chain at least one male of the species somewhere that females can reach them. It needn't be close to the nest box.&lt;br /&gt;
# When you want the eggs to remain undisturbed, lock the door to the room.&lt;br /&gt;
&lt;br /&gt;
If the eggs are fertile, you should eventually get a message about eggs having hatched. When you do, go to the nest box and unlock the door so the crowded chicks can get out (crowded animals will fight, and if they do, you may lose a chick or two in the melee; luckily they are always much smaller than their mother and unlikely to hurt her.)&lt;br /&gt;
&lt;br /&gt;
It's a good idea to keep a [[cage]] nearby to assign newly hatched chicks to, so they won't get in the way and lower your FPS. When they are grown, they can be reassigned to pastures for breeding or egg-laying, or butchered.&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
&lt;br /&gt;
* Metal nest boxes cost '''one''' [[metal]] bar to forge, or '''one''' [[adamantine]] wafer.&lt;br /&gt;
&lt;br /&gt;
* When a nest box is melted down, it will return '''0.3''' metal bars/adamantine wafers for an efficiency of '''30%'''&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
It should be noted that most domestic birds have tremendous reproductive potential, and a few species of breeding birds can cause a population explosion that rivals even the deadliest of [[catsplosion]]s.  Several species other than birds, such as [[cave crocodile]]s and [[crundle]]s, are also prolific egg-layers, such that entire fortresses can be fed with [[egg production]]. It is unclear whether this behaviour is a bug or a feature, as the indicated clutch sizes in the raws are meant to match those of real life - and are sometimes ''lower'' in the case of reptiles.&lt;br /&gt;
&lt;br /&gt;
[[Elk bird]]s are both [[grazer]]s and egg layers. Females left undisturbed near a nest box will probably starve themselves to death (certainly, if there are no males available). {{bug|4637}}&lt;br /&gt;
A possible workaround is to assign the bird a pasture close to the nest, but not including it, so that dwarves with Animal hauling on would pasture the bird now and then, then she would return. {{verify}} Eggs do not require continuous presence, only return before timeout ({{forum|140544/5826258}}).&lt;br /&gt;
&lt;br /&gt;
[[Aquatic]] creatures (such as [[sea serpent]]s) refuse to use a submerged nest box, which makes [[breeding]] impossible.{{bug|4105}}&lt;br /&gt;
[[File:Nest box a2.jpg|thumb|300px|center|&amp;quot;Is ''that'' where all that damn chirping is coming from?!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_NEST_BOX}}}}&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
[[ru:Nest box]]&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Well&amp;diff=280515</id>
		<title>Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Well&amp;diff=280515"/>
		<updated>2022-12-30T20:58:08Z</updated>

		<summary type="html">&lt;p&gt;Antilum: Update keyboard shortcut with new template parameter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}{{Building|name=Well|key=m|key2=L&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Block]]s&lt;br /&gt;
* [[Bucket]] (lye/milk-free)&lt;br /&gt;
* [[Chain]] or [[Rope]]&lt;br /&gt;
* [[Mechanism]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
1 of&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
* [[Metalcrafting]]&lt;br /&gt;
|purpose=&lt;br /&gt;
* Provide clean [[water]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{For/see|a more advanced look at wells|[[Well guide]]}}&lt;br /&gt;
:''It is recommended to read the entirety of this article first.''&lt;br /&gt;
&lt;br /&gt;
'''Wells''' are [[building]]s that provide access to a [[water]] source for your dwarves. A well can be an important feature of a fortress, providing a clean and usually safe water supply compared to [[river]]s, [[pool]]s and cavern lakes. However, getting water from a well will neither clean nor desalinate it, so you still should make sure that the well has access to clean water.&lt;br /&gt;
&lt;br /&gt;
Wells provide an emergency drinking source in case the [[alcohol]] runs out (don't let ''that'' happen!). A well is a water source that (if constructed correctly) will not freeze in the coldest weather, and should last in hot. Enemies that can swim can and will path into your fort through a well. [[Grate]]s can block underwater threats, but be warned: they cannot stop [[building destroyer]]s which approach from below.&lt;br /&gt;
&lt;br /&gt;
A well constructed above-ground, even indoors, will not prevent the water tile beneath it from freezing. When this happens, the &amp;quot;empty space&amp;quot; requirement for the well is no longer met as the space is occupied by the ice, and the well will be dismantled into its original components (Prevent this by placing it one Z-level above the water source if it freezes).  Furthermore, if the well is built in a layer with a [[temperature]] below the freezing point – that is, an ice layer in a glacier – the water will freeze ''within'' the well bucket, and the well itself will become unusable, showing a &amp;quot;bucket full&amp;quot; message.  To prevent this, build the well and the hospital in the earth layers below the ice.  Dump the ice inside the bucket to recover it.&lt;br /&gt;
&lt;br /&gt;
Using the well 10 times will take a small amount of water from the water tile below ([[water depth|1/7]] from that one tile), so it will eventually dry up, if not replenished. A well can be defined as a [[Meeting_hall|meeting hall]] with the {{K|q}} key. Un-defining the meeting area will break up any groups that are currently formed around a well, and it can immediately be re-defined if you wish.&lt;br /&gt;
&lt;br /&gt;
Using a well provides the user with a happy [[thought]], especially if you make the well with high-value [[chain]]/[[rope]], [[bucket]], [[block]] and [[mechanism]], and/or the [[building designer]] produces a high-quality result. Drinking [[Water#Stagnant_water|stagnant water]] from a well will still lead to a bad thought, and will lead to [[Health care#Infection|infection]] if used to clean a [[wound]]. If the floor of your water source is covered by a pile of [[mud]] (like the floors of underground pools in [[cavern]]s) then the water drawn out will be &amp;quot;water laced with mud&amp;quot; unless there are two [[z-level]]s of water in it. Badly [[wound]]ed dwarves will drink only water while recuperating, never booze, so you better have a well or water zone ready for when anyone gets injured, and certainly before the first goblins show up. Ensure you have enough buckets as well, as injured dwarves will not go to the well themselves even if it is next to their hospital bed, but require someone to bring them water in a bucket. If a well is full enough and the water is only one z-level down, the tile can also be used for fishing. When you fish &amp;quot;from a well&amp;quot;, you aren't actually fishing from the well itself – you're just fishing from the tile of water beneath it, which means that the well needs to be filled all the way to the top.  Dwarves will also use the well to wash themselves - this means that a well (and [[soap]]) are vital for removing [[contaminant]]s such as blood, [[syndrome|poison]], etc. from your dwarves. &lt;br /&gt;
&lt;br /&gt;
==Building a well==&lt;br /&gt;
When constructing a well, it is important to consider placement, safety, the source of the water, and any water [[pressure]] to avoid flooding your fortress by accident. For a wider discussion of adding a well to your fortress, see the (recommended) [[well guide]].&lt;br /&gt;
&lt;br /&gt;
Wells must have a clear vertical pathway straight down to their water source. That source can be an artificial channel, an [[aquifer]], a [[river]], a [[lake]], or an artificial [[reservoir]], so long as it has water in it that's at least [[water depth|3/7 deep]].  [[Brook]]s can be used, but you must first [[channel]] off the [[floor|surface]] of the brook to allow the bucket to dip into the water.  The water can be any distance directly below the well, but it will take a while for the bucket to go down and back up on long distances.  If there is 7/7 deep water somewhere directly below the well, then the depth of the top tile of this water does not matter. [[Image:Well illustration.png|right|thumb|154px|Wells must be built over the water, though they can be many levels higher than the water.]]&lt;br /&gt;
&lt;br /&gt;
The more common well will be created underground and draw water from a source even lower, but above-ground sources can also be used; you just have to build constructions first (typically up-stairs, walls and floors) that provide support at least one z-level ''above'' the water's level where you can then place the well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To build a well you will need the following components:&lt;br /&gt;
:* 1 [[block]]&lt;br /&gt;
:* 1 [[bucket]] &lt;br /&gt;
:* 1 [[chain]] or 1 [[rope]]&lt;br /&gt;
:* 1 [[mechanism]] &lt;br /&gt;
:* an &amp;quot;open space&amp;quot; or &amp;quot;downward slope&amp;quot; tile (usually channeled by you) to place the well on  &lt;br /&gt;
&lt;br /&gt;
To place a well, press the {{k|b}}, {{k|l}} keys.  That will take you through the various components, and you can choose specifically from among the parts you have available in each category. A well needs to be placed over an open space with adjacent floor tiles; there does not need to be water underneath a well for it to be built, only for it to be active.&lt;br /&gt;
&lt;br /&gt;
It requires a dwarf with the [[architecture]] [[labor]] designated to design, and then a [[mason]]/[[carpenter]]/[[metalsmith]] to finish the construction.  Because it's designed, high-value materials can be multiplied by a high-quality effort in either or both of the steps involved, resulting in an extremely valuable piece of architecture for your fortress. The dwarves will describe a very nice well as &amp;quot;truly sublime&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
High-value mechanisms can be created at a [[forge]] from weapon-grade metals, the most valuable being [[steel]], [[iron]] and [[silver]]. Alternatively, you can make rock mechanisms with some [[native gold|gold]] or [[native platinum|platinum nuggets]] using the {{k|d}}etail function at a mechanic's workshop.&lt;br /&gt;
&lt;br /&gt;
If a well is working properly, meaning it has direct access to water, it will display &amp;quot;active&amp;quot; when examined with {{k|q}}. If there is something obstructing the well, or there is not enough water, it will display &amp;quot;dry&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
While in use by a dwarf, you can see the well's rope and bucket travel across z-levels. Although interesting, if your water source is very deep, it may take a while for a single dwarf to obtain water. This becomes especially annoying if you do not have a steady booze supply, as thirsty dwarves will swarm the well awaiting their turn.&lt;br /&gt;
&lt;br /&gt;
It is possible to build wells directly above one another, and they will still function if there is water below. They will not obstruct one another, as they are not impassable structures. [[Hatch]]es, floor [[bars]] and floor [[grate]]s will block well functionality, if they are between it and the water, but grates and bars will not stop water from flooding out. Grates, bars and hatches will allow functionality again if opened with a [[lever]]. It is perfectly reasonable to have multiple well openings drawing from a single water source, as a well only cares about the tile in a straight line below it. '''Wells cannot function through a stairwell'''. It is possible to have obstacles beneath a well, with the well continuing to function, if the surface of the water is above the obstacles.&lt;br /&gt;
&lt;br /&gt;
A well is essentially a hole in the floor, so dwarves can fall through it under the right circumstances. Using a well is safe, while fighting or flooding near a well may not be. Any dwarves who fall through may escape drowning if the water source includes an escape route.&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
When removing a well, the components will generally be scattered around the channeled tile, not fall down into the well. One exception is when the bucket is stuck somewhere on the way down which probably happens when a water hauling job is interrupted by a hostile creature. In this case the bucket will drop down into the water source, but the rope, block and mechanism are saved.&lt;br /&gt;
&lt;br /&gt;
In an area where ice forms, a well placed directly over water that freezes will be automatically deconstructed to its original parts. When the ice melts, the parts may be lost. One solution is to leave at least one tile of empty space between your well and any outdoor water sources.&lt;br /&gt;
&lt;br /&gt;
[[File:stone_well.png|thumb|240px|center|3D model of a stone well.&amp;lt;br /&amp;gt;''Model by CamJoh'']]&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Some humans share stories about human boys falling down wells and [[Dog]]s saving them.&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Building&amp;diff=280514</id>
		<title>Template:Building</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Building&amp;diff=280514"/>
		<updated>2022-12-30T20:56:33Z</updated>

		<summary type="html">&lt;p&gt;Antilum: Add optional key2 and key3 parameters as all buildings but the trade depot have a two-key shortcut. Shouldn't break the other versions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{infostart|{{{name}}}}}&lt;br /&gt;
{{infocell|{{key|b}}-{{key|{{{key}}}}}{{#if:{{{key2|}}}|-{{key|{{{key2}}}}}{{#if:{{{key3|}}}|-{{key|{{{key3}}}}}}}}}|style=text-align:center}}&lt;br /&gt;
{{infocell|{{Building/picture|name={{{name}}}}}}}&lt;br /&gt;
{{#if:{{{job|}}}|{{infoheader|Job Requirement}}&lt;br /&gt;
{{infocell|{{{job|}}}}}}}&lt;br /&gt;
{{infoheader|Construction}}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.2em 0.25em 0; width: 50%; border-right: 1px solid #aaa&amp;quot; | Materials&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.2em 0.25em 0; width: 50%&amp;quot; | Jobs&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em 0.25em; width: 50%; vertical-align: top; border-right: 1px solid #aaa&amp;quot; |&lt;br /&gt;
{{{construction}}}&lt;br /&gt;
| style=&amp;quot;padding: 0.1em 0.25em 0.25em; width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
{{{construction_job}}}&lt;br /&gt;
{{infoheader|Purpose}}&lt;br /&gt;
{{infocell|{{{purpose}}}}}&lt;br /&gt;
{{infoend}}{{Category|Buildings}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
This automatically includes the page in [[:Category:Buildings]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{Building|name=Vermin Catcher's Shop|key=o|key2=f|key3=v&lt;br /&gt;
|job= &lt;br /&gt;
1 of&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
* [[Small animal dissection]]&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
|purpose=&lt;br /&gt;
* Capture [[Vermin]]&lt;br /&gt;
* [[Tame]] [[Vermin]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Building templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Water_source&amp;diff=280428</id>
		<title>Water source</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Water_source&amp;diff=280428"/>
		<updated>2022-12-30T18:08:21Z</updated>

		<summary type="html">&lt;p&gt;Antilum: Redirect to relevant section of zones page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Zones#Water source]]&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Manager&amp;diff=280277</id>
		<title>Manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Manager&amp;diff=280277"/>
		<updated>2022-12-29T22:36:42Z</updated>

		<summary type="html">&lt;p&gt;Antilum: Use bullet point for arrival conditions as in other noble infoboxes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
|noble=Manager&lt;br /&gt;
|office=Meager Office&lt;br /&gt;
|function = *Allows large production orders.&lt;br /&gt;
*Allows workshop profiles to be set.&lt;br /&gt;
|arrival= *Appointed on the [[nobles screen]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''manager''' is a [[noble]] that allows players to create multiple production orders, and also lets them set up profiles for workshops. This means that players can rapidly dispatch any number of jobs from a single screen, without having to add tasks to individual [[workshop]]s. &lt;br /&gt;
&lt;br /&gt;
==Relevant Skills==&lt;br /&gt;
A certain set of skills are relevant for any manager. Furthermore, certain [[personality trait]]s influence whether any experience is gained in the skill. There are [[Attribute#Soul_Attributes|soul attributes]] that affect the skills, and other skills that affect the same attributes' cross-training. The ones relevant for a manager are as follows:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;                   | Skill (relevant for manager)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;                   | Personality Trait (needed to gain social skill)&lt;br /&gt;
!             colspan=&amp;quot;2&amp;quot;                   | Attribute (affected by social skill)&lt;br /&gt;
|-&lt;br /&gt;
!                         style=&amp;quot;width:1em&amp;quot; | Body&lt;br /&gt;
!                         style=&amp;quot;width:1em&amp;quot; | Soul&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:5em&amp;quot; | Administrator&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:5em&amp;quot; | Organizer&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; colspan=&amp;quot;2&amp;quot;                   | &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:1em&amp;quot; | &lt;br /&gt;
|                                             Analytical ability&lt;br /&gt;
|-&lt;br /&gt;
|                                             Creativity&lt;br /&gt;
|-&lt;br /&gt;
|                                             Social awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Social - Other&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Consoler&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Straightforwardness (Honesty)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;gt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic ability&lt;br /&gt;
|-&lt;br /&gt;
|               Empathy&lt;br /&gt;
|-&lt;br /&gt;
|               Social awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Pacifier&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Cooperation (Compromising)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;gt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic ability&lt;br /&gt;
|-&lt;br /&gt;
|               Empathy&lt;br /&gt;
|-&lt;br /&gt;
|               Social awareness&lt;br /&gt;
|}&lt;br /&gt;
The better match with the skills, traits and attributes in the table above, the better of a manager a dwarf will be. Try to avoid traits that halt experience gain for a relevant skill, otherwise time will be lost training a dwarf who will never get better at that skill.&lt;br /&gt;
&lt;br /&gt;
==Office==&lt;br /&gt;
A manager only performs their duties in their office, so it's absolutely necessary to assign them one - since only a meager office is required, a single chair in the [[dining room]] will suffice.&lt;br /&gt;
&lt;br /&gt;
To set up a dwarf to be the manager and give them an office:&lt;br /&gt;
&lt;br /&gt;
#Hit {{K|n}} to enter the Nobles screen&lt;br /&gt;
#Select Manager and hit {{K|Enter}}. Assign a dwarf to be the manager. If nobody is particularly suited to the job, picking the Expedition Leader is a reasonable choice.&lt;br /&gt;
#Build a [[chair]] somewhere, or locate an existing chair.&lt;br /&gt;
#Use the {{K|q}} command and place the cursor on the chair. Select the option to make the area into an [[Office]] and assign your manager as the owner of the office. At this point, the red {{DFtext|[REQUIRE]|4:1}} under &amp;quot;Manager&amp;quot; should have disappeared from the {{K|n}}obles screen, and you should be able to queue up work orders.&lt;br /&gt;
&lt;br /&gt;
It is trivially easy for a manager to get experience in the [[organizer]] skill. Just queue a lot of jobs to produce 30 of something, such as [[loom|Collect Webs]], which appears first on the list.  The manager will gain experience when validating the order, not when the order is finished. You can cancel the order after it's validated, if you wish.&lt;br /&gt;
&lt;br /&gt;
{{a|The manager screen}}&lt;br /&gt;
&lt;br /&gt;
== Work orders ==&lt;br /&gt;
Work orders are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a manager. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The manager screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the {{K|j}}ob list and then the {{K|m}}anager menu.&lt;br /&gt;
&lt;br /&gt;
=== Validating orders ===&lt;br /&gt;
A manager is required to coordinate work orders. The manager will need time to approve work orders before production begins. If there are at least 20 dwarves total, then the manager will need to go to their office to &amp;quot;validate&amp;quot; each work order before it is acted on. If they are somehow occupied with other things, then this might take a while, so in larger forts, you might want to make sure your manager is not overly-burdened with other labors (for example, disabling hauling and cleaning for the manager might be a good idea). The manager will also not perform their duties if socializing, drinking, eating, asleep or otherwise incapacitated (perhaps due to wounds). Managers don't require writing materials such as [[paper]] or [[scroll]]s to validate production orders.&lt;br /&gt;
&lt;br /&gt;
After a production order is validated and Active, corresponding tasks will be automatically added to applicable workshops until the production quota has been met. An [[announcement]] appears when each order is completed. For repeating orders, the order then becomes inactive and the manager checks at the selected time interval for the conditions to become true again before restarting the order.&lt;br /&gt;
&lt;br /&gt;
The status of orders can be checked in the manager screen — validated orders will have a green checkmark, while invalidated orders will have a red X. Job orders will remain enqueued until the manager is once again in his (or her) office. An order can have the prefix of 'Ready', 'Checking' or 'Active'. A 'Ready' order only needs to be validated by the manager to become 'Active'. A 'Checking' order is waiting for its conditions to be satisfied: it will then become 'Active'.&lt;br /&gt;
&lt;br /&gt;
=== Placing new orders ===&lt;br /&gt;
Work orders can be placed either as general orders through the Manager screen (and will be automatically tasked to any suitable workshops) or linked to a specific workshop through the Workshop Profile screen. To create a general order:&lt;br /&gt;
&lt;br /&gt;
#Hit {{K|j}}-{{K|m}} or {{K|u}}-{{K|m}} to enter the Manager screen.&lt;br /&gt;
#Press {{K|q}} to create a new work order&lt;br /&gt;
#Start typing (part of) the name of the item you want to produce. This will cause menu options that don't match the string you type to disappear from the menu.&lt;br /&gt;
#Use the directional keys to select the specific type of item you want.&lt;br /&gt;
#Enter the quantity of items you want to produce (0 for a perpetual order).&lt;br /&gt;
#Your work order will appear in the list.&lt;br /&gt;
&lt;br /&gt;
On creation of that order, it can be further customized; changing the {{K|c}}onditions for the order being fulfilled and repeated (see next sections) and adjusting the {{K|d}}etails of an order specifying type of material used in the making of the item (if applicable). As well as {{K|r}}emove it, raise its {{K|p}}riority, make it max ({{K|t}}op) priority, change its priority, or {{K|Enter}} limit the amount of workshops the order can be tasked to.&lt;br /&gt;
&lt;br /&gt;
Work orders are created as a one-time order. Unlike manual assignments in a workshop, these orders aren't limited to ten items, won't cancel until complete, will be automatically tasked to any available workshops, and will notify the player upon completion. Setting the max number of workshops that the order applies to can be especially useful to ensure that multiple orders for the same type of workshop (e.g. a Mason's Workshop) are worked on at the same time.&lt;br /&gt;
&lt;br /&gt;
; Repeating orders&lt;br /&gt;
An order can be set as a One-time order, or a Repeating order that will restart when completed (checked daily, monthly, seasonally or yearly). Use {{K|+}}{{K|-}} to adjust condition check frequency. Without conditions (see below) this is similar to making an infinite batch (quantity 0) job, though a yearly batch may be less likely to overwhelm stockpiles.&lt;br /&gt;
&lt;br /&gt;
In repeating work orders, the quantity of items is treated as a batch size. The quantity is set when creating the work order, and cannot be changed without redoing the entire order. A repeating work order will not abort mid-batch due to job cancellation or failed conditions. It must wait until the end of the batch before stopping.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
Work order conditions can be added by pressing {{K|c}}ondition with relevant work order highlighted. This automatically sets the order to repeat (checked daily), set to activate based on the amount of an item in your fortress, or upon completion of other work orders. If multiple conditions exist, all must be satisfied for the job to start.&lt;br /&gt;
&lt;br /&gt;
Be forewarned that perpetual (quantity 0) orders ''only check their conditions the first time they become true'', since the (infinitely-sized) batch never completes. This can lead to confusion and frustration, as the order ''will '''never''' stop, regardless of failed conditions''! To reiterate, quantity 0 orders start as soon as all conditions are met, and will only spam failures (but not stop) when Urist runs out of e.g. logs to turn into barrels. Any other orders at a given shop will be ignored after starting a perpetual order.&lt;br /&gt;
&lt;br /&gt;
; Specified item&lt;br /&gt;
&lt;br /&gt;
Specified item conditions can be added using the {{K|r}}eagents and {{K|p}}roducts presets, which you can then tweak to your liking, or you can {{K|a}}dd them manually. Reagents add input conditions (e.g. keep 10 wood logs before making beds), while products limit outputs (e.g. stop once 10 beds are made). For each item entry the following conditions can be changed:&lt;br /&gt;
&lt;br /&gt;
* {{K|i}}tem type - Items base type, such as: 'beds', 'bolts', 'bars', 'Plant'(used for wood), 'Boxes and Bags', or just 'item' for any type.&lt;br /&gt;
* {{K|m}}aterial - Specific material such as 'obsidian', 'Acacia', 'Feather wood', 'steel' etc.&lt;br /&gt;
* {{K|t}}raits - Such as food-storage items, nearby items, empty items, unrotten etc.&lt;br /&gt;
* {{K|n}}umber - Change the number of items required. The number of the items (though this does not count items that are forbidden, built into something, or owned) and the ine{{K|q}}uality, at least (&amp;gt;=), less than(&amp;lt;), at most(&amp;lt;=), greater than(&amp;gt;), exactly(==), not(!=)). &lt;br /&gt;
&lt;br /&gt;
Some useful item conditions are tricky to specify:&lt;br /&gt;
* &amp;quot;refined coal&amp;quot; is just simply item=bar, material=coal.&lt;br /&gt;
* a specific flour is item=powder, material=''required flour name'' (not the ''plant name''), trait=cookable.&lt;br /&gt;
* a specific alcohol is item=drink, material=''alcohol name'' (not the ''plant name'').&lt;br /&gt;
* &amp;quot;empty bags&amp;quot; cannot be chosen manually, but can be duplicated with item=boxes and bags, trait=empty, trait=sewn-imageless.&lt;br /&gt;
* trait=lye-containing item (not to be mistaken with trait=lye-bearing item which does nothing) is only available for the &amp;quot;make soap&amp;quot; job.&lt;br /&gt;
* item=liquid, material=lye ignores lye in buckets, but does correctly track lye in barrels.&lt;br /&gt;
* trait=unused cannot be chosen manually, only {{K|r}}eagents/materials key sets it for &amp;quot;make clothing&amp;quot; type of jobs.&lt;br /&gt;
* trait=melt-designated does not work when chosen manually, only via {{K|r}}eagents/materials key.&lt;br /&gt;
&lt;br /&gt;
;Order conditions&lt;br /&gt;
{{K|o}}rder adds an entry that checks for a different order status. Set a job to only activate when another order is being completed, or another order is becoming active. For example, if you have one order to make barrels and another to brew drinks, you can add an order condition that first makes 10 barrels and then continues the brew order to brew 10 drinks. See also: [[Steel#Automated steel production]].&lt;br /&gt;
&lt;br /&gt;
; Notes:&lt;br /&gt;
* manager orders don't respect stockpile links, only workshop restrictions.&lt;br /&gt;
* A guide to setting up functional work orders may be found in [http://www.bay12forums.com/smf/index.php?topic=158287.0 this thread].&lt;br /&gt;
&lt;br /&gt;
== Workshop profiles==&lt;br /&gt;
The manager also allows players to change a [[workshop]]'s &amp;quot;Profile&amp;quot;. To access a workshop's Profile, {{k|q}}uery a workshop, then look at the Workshop {{k|P}}rofile. This gives you three tabs to go through: Permitted Workers, Work Orders, and Labor Restrictions. Press the arrow keys to go between the tabs.&lt;br /&gt;
&lt;br /&gt;
* Permitted Workers tab allows to restrict the dwarves that can use it and the minimum and maximum [[skill]] level required to use the workshop. They can choose who specifically can use the workshop by pressing {{k|Enter}} on their name to permit/forbid their use of the workshop.&lt;br /&gt;
* Work Orders tab allow place new orders specific to that workshop. Toggle whether or not the workshop will accept general work orders or adjust how many of them can be task to this workshop at a time. Additionally the Labor Restrictions tab allows to further restrict which general work orders the workshop can be tasked with. &lt;br /&gt;
&lt;br /&gt;
Dwarves with strange moods seem to be able to claim a workshop, even if they do not meet the profile criteria.&lt;br /&gt;
&lt;br /&gt;
A note of caution: workshop profiles persist&amp;lt;sup&amp;gt;v0.31.12&amp;lt;/sup&amp;gt; even if the manager is killed, which can lead to workshops becoming unusable if the manager is killed and the dwarves permitted into the workshop die or are reassigned. Furthermore, workshop profiles seem to be slightly buggy. Adequate (rusty) weaponsmiths have been seen using a forge with the skill min/max both set to &amp;quot;Dabbling&amp;quot;. This may be somewhat irritating if peasants are undergoing training.&lt;br /&gt;
&lt;br /&gt;
==Disadvantages==&lt;br /&gt;
One disadvantage of the work order system is that no work will be performed until the manager finishes validating the order. Work order validation appears to be fairly high priority, but it's best to ensure your manager has ample free time and isn't typically called far from the office for timely order validation.&lt;br /&gt;
&lt;br /&gt;
A second disadvantage is that if there is more than one workshop which can fulfill a particular job set (such as several ordinary [[glass furnace]]s dedicated to [[sand]] collection, plus several [[magma glass furnace]]s for actual glass production) then the manager will distribute the jobs amongst all those workshops. While this can be an advantage (for example, if you want to speed up the work orders by having multiple workshops), this will make it difficult to dedicate different workshops to different tasks. This can be prevented by entering the profile of specific workshops and moving to the Work Orders menu; setting &amp;quot;general work orders cannot task this shop&amp;quot; will prevent the manager from assigning tasks.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|	[POSITION:MANAGER]&lt;br /&gt;
		[NAME:manager:managers]&lt;br /&gt;
		[SITE]&lt;br /&gt;
		[REQUIRES_MARKET]&lt;br /&gt;
		[NUMBER:1]&lt;br /&gt;
		[RESPONSIBILITY:MANAGE_PRODUCTION]&lt;br /&gt;
		[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
		[APPOINTED_BY:MAYOR]&lt;br /&gt;
		[PRECEDENCE:160]&lt;br /&gt;
		[DO_NOT_CULL]&lt;br /&gt;
		[COLOR:5:0:0]&lt;br /&gt;
		[DUTY_BOUND]&lt;br /&gt;
		[REQUIRED_OFFICE:1]}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Brook&amp;diff=280273</id>
		<title>Brook</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Brook&amp;diff=280273"/>
		<updated>2022-12-29T22:17:50Z</updated>

		<summary type="html">&lt;p&gt;Antilum: Add link to cave-in article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For a visual representation, see'' [[Tile#Brook_tile]].&lt;br /&gt;
[[File:brook_preview.png|thumb|220px|&amp;quot;The sound of a babbling brook makes me want to babble.&amp;quot;]]A '''brook''' is a small [[river]] that [[creatures]] and [[wagon|wagons]] can travel across without [[swimming]].  Walking across a brook will not even get you wet. (In fact, using the channel command to dig the surface away can leave stones behind, even causing [[cave-ins]] if done carelessly). A brook can easily be identified by the white and cyan tiles on its surface, as opposed to the dark blue tiles of a river. These lighter-colored tiles are a special kind of floor tile which acts like a floor [[grate]] most of the time: fluids, such as [[magma]] and [[water]] itself, will fall through it, and it can be fished through as well (remarkably, this floor also seems to support islands, even when the ground beneath that island has been mined out while the brook is in ice form, preventing the island tiles from collapsing despite the fact they are supported by nothing but water).&lt;br /&gt;
&lt;br /&gt;
Brooks are represented by the cyan and white {{Tile|≈|3:1}} and {{Tile|~|3:1}} tiles on the surface, or {{Tile|∞|7:0}} when frozen, and will be clearly labelled as a brook when viewed with {{k|k}}. Like rivers, unfrozen brook tiles will be constantly blinking to indicate that they have [[flow]].&lt;br /&gt;
&lt;br /&gt;
[[Water wheel|Water wheels]] and [[well]]s will not function if placed directly over a brook. In order to get a water wheel or well to work over a brook, you must dig a [[channel]] through the [[floor|surface]] of the brook, which removes the floor tiles, making that part like a normal river.&lt;br /&gt;
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Water flows from the upstream end of the brook at the edge of the map, while draining at the downstream end. By using {{k|k}} to look at the water levels at the ends of the river, you can determine which end is downstream by looking for tiles that are not full with 7/7 water. You may need to drain some water from the brook before being able to see this effect. At the headspring of a brook, water flows from the tip of each branch of the fan shape; those tips are shown as '''River Source''' instead of '''Brook''' when looked at on the lower level (and not frozen).&lt;br /&gt;
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If water gets on top of the &amp;quot;floor grate&amp;quot; over the brook, the tiles will get mud on them and become farmable, which in itself is strange because normally water would wash away the seeds!&lt;br /&gt;
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A [[screw pump]] is capable of drawing water from a brook without channeling its surface. This allows the brook to be left intact when setting up a pump station for the purpose of filling a reservoir somewhere.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Brook_Headspring_1.png|Brook headspring, distinctive lighter-colored tiles.&lt;br /&gt;
File:Brook_Headspring_2.png|Same headspring one level below, usual dark blue tiles.&lt;br /&gt;
File:Brook_Channeling_1.png|Channeling the brook occasionally leaves silt ramps...&lt;br /&gt;
File:Brook_Channeling_2.png|...and limestone boulder. Material of boulders and ramps matches those present on the map.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Version_switch/doc&amp;diff=280237</id>
		<title>Template:Version switch/doc</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Version_switch/doc&amp;diff=280237"/>
		<updated>2022-12-29T15:42:34Z</updated>

		<summary type="html">&lt;p&gt;Antilum: Template included is now v50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This template includes other templates based on the current page's namespace.&lt;br /&gt;
==Usage==&lt;br /&gt;
 {{&amp;lt;nowiki/&amp;gt;version switch|''Base template name''}}&lt;br /&gt;
==Examples==&lt;br /&gt;
&amp;lt;pre&amp;gt;{{version switch|metals}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
* When the template is included in the template namespace, a list of supported templates will be displayed (such as [[Template:DF2014 metals]], [[Template:v0.34 metals]], etc.).&lt;br /&gt;
* When included from a supported namespace, the appropriate template for that namespace will be included (such as [[Template:40d metals]] when included on a 40d page).&lt;br /&gt;
* When included in any other namespace, the template for the current version will be included ([[Template:v50 metals]] in this case).&lt;/div&gt;</summary>
		<author><name>Antilum</name></author>
	</entry>
</feed>