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		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Immigration&amp;diff=293103</id>
		<title>DF2014:Immigration</title>
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		<summary type="html">&lt;p&gt;Bognor: typo&lt;/p&gt;
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&lt;div&gt;{{Quality|Exceptional|22:13, 16 November 2019 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''&amp;quot;Migration&amp;quot; redirects here. This article is about people migrating into your fortress, for the opposite see [[emigration]].''&lt;br /&gt;
[[File:immigration_preview.png|thumb|300px|right|Immigrants from the Colonial Era.]]'''Immigration''' is the process of people from another [[site]] of your home [[civilization]] moving into your [[fortress]]. As the fortress prospers, migrants will be attracted in larger numbers, these will arrive in groups once per [[season]]. In the early seasons after establishing the outpost, a smaller migrant group of 2-10 arrives, followed by a large group in the low double digits in the second spring one year after embark. A notification will be received upon arrival, the migrant group will spawn at the edge of the map and proceed to march into your fortress and to the nearest meeting hall. &lt;br /&gt;
&lt;br /&gt;
Migrants come from all walks of life; from historical figures and skilled craftsdwarves, to unwashed refugees fleeing the horrors of the land. Each group will often include such things as [[child]]ren and domestic animals, including both [[pet]]s and stray livestock - be prepared with adequate [[food]], [[alcohol|drink]], and [[bed]]s, among other things. &lt;br /&gt;
&lt;br /&gt;
The player can also initiate immigration by requesting workers from their [[holding]]s, and by accepting [[petition]]s for residency from [[visitors]] from nearby civilizations. Note that the migrant [[population]] must be managed carefully, as if it's too low, there might not be enough people available to maintain the fortress and its defenses, and if it's too high, the fortress may not be able to support your population, leaving them to the mercy of hunger, marauding raiders, and worse. However, migration waves are generally a good thing &amp;amp;mdash; if you're prepared for them.&lt;br /&gt;
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== Skills and [[labor]] preferences ==&lt;br /&gt;
&lt;br /&gt;
Each migrant can arrive with a wide collection of often unrelated skills, far greater than possible with one of the [[starting build|starting 7 dwarves]], and [[experience]] levels as high as Legendary. Any and all skills might be represented, including obscure military skills (like [[blowgunner]]), high levels of one or more [[social skill]]s, [[crutch walker]], [[concentration]] and others - it's even possible to have dwarves with skills that may not be obtainable in fortress mode, like [[tracker|tracking]] or [[Pike_(weapon)|pikedwarf]]. However, Immigrant skills are influenced by your fortress' needs &amp;amp;mdash; migrants with skills your fortress uses a lot, or that your fortress doesn't have at all, are more likely to show up at your gates. Important skills (mining, food production, and basic crafting, according to Toady) are weighed more heavily than other skills.&amp;lt;sup&amp;gt;[http://www.bay12games.com/media/df_talk_12_transcript.html Source] {{dot}} [http://www.bay12games.com/media/Dwarf_Fortress_Talk_12.mp3 MP3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Migrants may also arrive with equipment matching their skills; for example, a miner migrant may bring a [[pick]] with them. Migrants may arrive with all labors except [[hauling]], [[cleaning]], recovering wounded, and caring for wounded disabled, depending on the settings one has entered into [[d_init.txt]].&lt;br /&gt;
&lt;br /&gt;
Some immigrants are [[historical figure]]s.  These immigrants come to your fortress with skills representing their history, or wounds that they have suffered during [[world generation]]. They may even be [[vampire]]s or [[werebeast]]s.&lt;br /&gt;
&lt;br /&gt;
==Limiting/preventing immigration==&lt;br /&gt;
In v0.40.05 and above, the [[d_init.txt]] POPULATION_CAP setting immediately prevents further immigration once the desired number is achieved, bypassing the two hardcoded migrant waves. There is also a STRICT_POPULATION_CAP setting, which prevents both immigration and babies when reached (although both can be violated by a few special cases, such as the arrival of a [[monarch]]).  Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features.&lt;br /&gt;
&lt;br /&gt;
The number of migrants depends on the [[wealth|created wealth]] of your fortress and so is affected by your dwarves' activities. Note that if your fortress should ever become a mountainhome, you will receive an additional migration wave with the promotion, regardless of your population cap. The number of migrants is affected by how far below the population cap your fortress is. If your fortress is one dwarf short of the cap, you will receive a single migrant (if any). Also note that population cap will not remove dwarves from an existing fortress but will prevent new ones from immigrating or being born.&lt;br /&gt;
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It is worth noting that you need a certain minimum population size before any of your dwarves will experience [[strange mood]]s.  Additionally, POPULATION_CAP affects only migration,and has no effect on pregnancies - you will need to alter STRICT_POPULATION_CAP, in order to limit births.&lt;br /&gt;
&lt;br /&gt;
To reiterate, the population cap is a (mostly) hard limit on the number of dwarves in your fortress. If you want a fortress with 50 dwarves, simply set the POPULATION_CAP and STRICT_POPULATION_CAP to 50.&lt;br /&gt;
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==Immigration mechanics==&lt;br /&gt;
The date on which immigrants appear in a season seems to be fixed at the start of that season, but the number of immigrants and their skills are determined when the migrant wave arrives. There is never a migration in the first winter - literally not even a {{DFtext|The fortress attracted no migrants this season|6:0:0}} message.&lt;br /&gt;
&lt;br /&gt;
Migrant skill levels seem to depend on the size of the home civilization; a difference will be noticed if you picked a dwarven civilization that was not well-established (few towns or none) compared to a well-established one.&lt;br /&gt;
&lt;br /&gt;
The two hardcoded waves may not show up for a while if the fort doesn't start on the 15th day of Granite. Note that there may be various reasons for a hardcoded migrant wave to not show up at all, such as if it was blocked by a siege, or if it is not the first fort in the world.{{Cite talk/this}}&lt;br /&gt;
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In rare cases, your civilization may undergo a [[War#Civil_war| civil war]]. If this is the case, no immigrants will join your fort after the two hardcoded waves.&lt;br /&gt;
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===Migrant wave sizes===&lt;br /&gt;
The first two migrant waves have a minimum size of 1, if a wave member has a relative in your group already, and a maximum size of 10.  The size of these waves are unaffected by fortress wealth, danger, or even the extinction of their home civilization. Note that there may be various reasons for a hardcoded migrant wave to not show up, like if it was blocked by a siege or if it is not the first fort in the world.{{Cite talk/this}} The third migrant wave and on are influenced by the [[wealth|created wealth]] of the fortress, with more wealth attracting more immigrants (more research is needed to determine specifics) - specifically, influenced by the fortress wealth as reported by the last outgoing dwarven [[caravan]].  Wealth created after the caravan leaves has no influence until the next year's caravan leaves.  If the caravan fails to make it out then the fortress' wealth is not reported. If the dwarven [[liason]] makes it out, but the caravan doesn't, the liaison does not report on fortress wealth.&lt;br /&gt;
&lt;br /&gt;
Imported wealth, caravan sales figures, absolute caravan profit and caravan profit margin either have no effect on migration numbers, or only have an effect by applying a percent modification to the numbers driven by created wealth.  If a fortress manages to [[trading|trade]] (not offer) away 100% of its created wealth, then no immigrants will come the next season.  More research is needed to determine if the aforementioned statistics have any influence on migration numbers.&lt;br /&gt;
&lt;br /&gt;
One factor which is known to affect migrant wave size is the total size of your fortress's {{k|u}}nits list (all 4 categories), which consists of dwarves, invaders, merchants, and animals which either died or currently live at your fortress. As this number increases, the maximum size of migrant waves will be reduced: starting at a local population of 1000, migrant wave sizes are limited to 10, and at subsequent levels of 1300, 1600, 1800, 2000, 2200, 2400, 2600, 2800, and 2900, the limit is decreased by 1, and once you reach a local population of 3000 you will cease to get migrants at all.&lt;br /&gt;
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The DFHack command &amp;lt;b&amp;gt;fix/dead-units&amp;lt;/b&amp;gt; can clear uninteresting (unnamed) dead units from the units list and allow migrants to arrive again, if this is what is keeping them away.&lt;br /&gt;
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The maximum wave size reported to date is [http://www.reddit.com/r/dwarffortress/comments/q580c/hole_shit  77] &amp;lt;sup&amp;gt;[https://archive.is/Wbp37/a5dc158a51bc238bc9441f06c10a3540eac8124c.png archive]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Fortress Failure Migration==&lt;br /&gt;
If a fortress is abandoned during [[unhappy]], [[insanity|stark raving mad]] times, the citizens can migrate to your new fortress ''still'' stark raving mad (berserk possibly, further looking into required). Likewise, if your fortress happened to have any [[husk]]s around when it was abandoned, some of them may also migrate to your new fortress.&lt;br /&gt;
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==Deterring migrants==&lt;br /&gt;
&lt;br /&gt;
A different message for migrant arrivals will be triggered depending on your fortress' dangerousness. That number isn't actually a death count, but some sort of composite &amp;quot;fear&amp;quot; value determined by adding up a bunch of sources and dividing them by various amounts. It is not sure exactly what those sources are, but at least one of them is a death count. 0-9 is normal, 10+ is &amp;quot;danger&amp;quot; or &amp;quot;dangerous&amp;quot;, and 50+ is &amp;quot;cursed death trap&amp;quot; or &amp;quot;tomb&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Several immigration messages are possible:&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Message&lt;br /&gt;
! Circumstances&lt;br /&gt;
|-&lt;br /&gt;
|''A migrant has arrived.''&lt;br /&gt;
|This occurs when only one migrant comes. &lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived.''&lt;br /&gt;
|This is the normal message.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have arrived, despite the danger.''&lt;br /&gt;
|This occurs if there are many deaths but not enough to stop immigration.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants were too nervous to make the journey this season.''&lt;br /&gt;
|No migrants.&lt;br /&gt;
|-&lt;br /&gt;
|''Some migrants have decided to brave this terrifying place, knowing it may be their tomb.''&lt;br /&gt;
|Can occur despite no dwarves or pets ever dying.&lt;br /&gt;
|-&lt;br /&gt;
|''Migrants refused to journey to such a dangerous fortress this season''&lt;br /&gt;
|Very large numbers of deaths at a fortress can cause all immigration (except nobles) to cease for a while.  Killing nobles seems to have a magnified effect here, and killing even a single noble can cause no immigrants to arrive in the next [[season]].&lt;br /&gt;
|-&lt;br /&gt;
|''No one even considered making the journey to such a cursed death-trap this season.''&lt;br /&gt;
|Like above, but even worse - so many dwarves have died at your fortress (whether due to invasions, [[hidden fun stuff]], or death-traps gone horribly wrong) that nobody wants to come anywhere near your fortress.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expelling migrants==&lt;br /&gt;
Undesirable migrants can be targeted for &amp;quot;[[emigration]]&amp;quot; from their individual preferences screen. To do this: Select the dwarf through the citizen list, view their Preferences, and press e to Expel. You will be prompted to confirm, and they will leave the fortress.&lt;br /&gt;
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==Adventure mode==&lt;br /&gt;
In certain locations in [[adventure mode]], you may come across a [[Army|Migrating Group]] - for instance, near any recently [[abandon]]ed [[fortress]]; choosing to travel to the group will allow you to talk to the members of the former fortress as they travel back to dwarven civilization.&lt;br /&gt;
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==Bugs==&lt;br /&gt;
Some migrants will be incorrectly listed as babies or children, when they are not in the expected age range for those categories.  This will automatically fix itself when they have their next birthday. {{verify| Is still a bug? Can't find an entry for it on mantis}} &lt;br /&gt;
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If your fortress does not have a meeting hall, you might have a situation where a single migrant can't find the fort and just stands at the edge of the map, not moving at all. You may notice that, even if more migrants are part of the wave, they cannot enter the map (and do not show up on the units screen) until this migrant moves out of the square, as all migrants in a single wave must enter the map through this square.&lt;br /&gt;
&lt;br /&gt;
==The Migrant Tier List==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
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When a migrant wave arrives, players should stop what they are doing and check the migrants' skills to see what they may offer to their fortress. &lt;br /&gt;
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Here, migrants are sorted into tiers, roughly ordered by usefulness to a mid-to-high-level fort. Do note that even F-tier migrants can be useful if a player decides to make them so, and of course, any migrant can find employment as a [[haul]]er or a [[soldier]], or may train useful skills over time.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Valuable&amp;quot; skills can be sorted into three categories - those that produce better-[[quality]] items, those that perform tasks faster or more efficiently, and those that simply ''cannot'' be done unskilled, such as medical tasks. Remember that, when the dust clears, the most valuable skill a dwarf can have is the one that your fortress needs the most. &lt;br /&gt;
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==== Valued Migrants (A) ====&lt;br /&gt;
Some skills are central to most fortresses, either by improving the quality of critical items or by providing irreplaceable services. These migrants can improve a fort simply by showing up. ''Also known as &amp;quot;can I give them a [[mood]], please?&amp;quot;''.&lt;br /&gt;
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*[[Weaponsmith]]s: Speak softly, but carry a [[war hammer|big stick]]. If you have an excess of [[weapon]]s, weaponsmiths can also be used to make extremely high-value [[trap components]].&lt;br /&gt;
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*[[Armorsmith]]s: Perhaps even more useful than weaponsmiths.&lt;br /&gt;
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*[[Soldier]]s: Who doesn't need extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; dwarfpower? If you don't have any soldiers yet, you can form a militia, and if your militia is already well-developed, they can act as reservists, in case something [[Fun]] happens to the militia.&lt;br /&gt;
&lt;br /&gt;
*[[Grower]]s: Skilled growers can improve farm efficiency exponentially, as one skilled grower can easily outperform more than a dozen unskilled laborers (see the article for more information), freeing them for other tasks. A true force multiplier.&lt;br /&gt;
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*[[Mechanic]]s: High-quality [[mechanism]]s don't jam when used in traps, and make great trade goods.&lt;br /&gt;
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*[[Cook]]s: Will quickly boost your fortress's value, and dwarves just adore fine meals, keeping up morale.&lt;br /&gt;
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==== Good Migrants (B) ====&lt;br /&gt;
Put these dwarves to work, they have much to contribute. ''Also known as &amp;quot;stalwarts of the fort&amp;quot;''.&lt;br /&gt;
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*[[Miner]]s: Always helpful, unless your fortress is ''very'' well developed - a high mining skill can also be useful in combat.&lt;br /&gt;
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*[[Carpenter]]s:  Like blacksmiths, but they use [[wood]] instead of metal. Only source of quality [[bed]]s and some newer items, like [[display case]]s and [[Instrument|musical instrument]]s.  Also, only leather shields are lighter than wood. Wooden [[trap components]] can also be useful as a trade good if other industries haven't been developed yet.&lt;br /&gt;
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*[[Mason]]s: Most fortresses can't afford to make every piece of furniture out of metal or wood - stone is the traditional dwarven option, though it is a bit lacking in value as a material.&lt;br /&gt;
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*[[Stonecrafter]]s: Making [[finished goods|trade goods]] for the caravan out of [[stone]] is a great way to kick-start trade, since [[metal]] and [[wood]] are often needed elsewhere. And real dwarves drink out of [[goblet|≡stone mugs≡]], not glass goblets or wooden cups or whatever.&lt;br /&gt;
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*[[Engraver]]s: Engraving isn't usually needed in a new fort, but is a huge boost in value and good thoughts in a mature one.  A good engraver can smooth and detail a large [[room]] in ''minutes'', shooting its [[Room#Quality|quality]] sky-high, while a novice might take hours. Novice engravers also can take quite a while to train.&lt;br /&gt;
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*[[Brewer]]s: Should be obvious. Alcohol doesn't have a quality level, but the increase in production speed skilled brewers provide is never unwelcome.&lt;br /&gt;
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*[[Healthcare]]: Skilled medical dwarves are irreplaceable for trying to save that one beloved soldier.&lt;br /&gt;
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*[[Furnace operator]]s: While bars do not have quality levels, highly skilled furnace operators are essential for producing enough metal for your metal industry.&lt;br /&gt;
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*[[Wood burner]]s: Similarly, unless your map has coal or you zipline the 100+ z-levels to magma, your furnaces are going to need a lot of charcoal.&lt;br /&gt;
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*[[Leatherworker]]s: [[Leather]] can craft certain items that cannot be created sensibly with any other material, such as [[backpack]]s, [[quiver]]s, [[flask|waterskins]], and lightweight [[shield]]s (for all) and [[armor]] (for Hunters). Unless, of course, you're using [[adamantine]].&lt;br /&gt;
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==== Niche Migrants (C) ====&lt;br /&gt;
These migrants can be useful, but usually only in very specific cases, or for only a few tasks - if your fortress is focusing in that area, they fit in the above category, but if not, then they are just as valuable as peasants (see next category). ''Also known as &amp;quot;it ain't much, but it's honest work&amp;quot;''.&lt;br /&gt;
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*[[Blacksmith]]s: These dwarves make [[metal]] (not just [[iron]]) [[furniture]]  and other large products, including valuable metal [[statue]]s, which can boost the value of rooms and improve morale-how else are you going to immortalize your militia's valiant battle against that ferocious [[Titan|forest titan]]?&lt;br /&gt;
&lt;br /&gt;
*[[Metalcrafter]]s: You may not want to fill the next caravan with *[[silver]] mugs* and other metal [[finished goods]], but making ≡gold [[chain]]s)≡ for your guard animals and exotic pets is pretty dwarfy.&lt;br /&gt;
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* [[Weaver]]s, [[Clothier]]s: the textile industry is needed to supply your fort with [[thread]], [[cloth]] and [[clothes]], producing essential bags and ropes, materials for bandages and suturing, and preventing bad thoughts from dwarves whose clothes rot off their bodies (and cannot be reliably replaced with what the caravans bring).&lt;br /&gt;
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* [[Miller]]s, [[Shearer]]s, [[Thresher]]s: none of these labors have quality levels, but the increase in production speed can be highly profitable for a [[flour]] or [[textile industry]].&lt;br /&gt;
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*[[Glassmaker]]s, [[Potter]]s, and [[Glazer]]s: You've either got sand/clay (and care about it), or you don't. Glassmakers can produce a wide variety of products, such as [[crafts]], [[furniture]], [[trap component|large weapons for traps]] and [[screw pump]]s, out of glass, and these products are often worth much more than their stone/wood counterparts. Potters are less versatile, but can also make valuable products for a decently low manufacturing price. Glazers complement potters, and are needed to make their pots airtight and waterproof, allowing for liquid storage, and a good glaze job can add a lot of value to a product.  Note that glassmakers and potters require [[sand]] or [[clay]] (respectively), and in large quantities to be truly effective, but these resources are basically infinite on embarks that contain them. &lt;br /&gt;
&lt;br /&gt;
*[[Gem cutter]]s and [[Gem setter]]s: They just don't produce as much value as you'd expect, unless the gem cutter is of a high enough skill level. Training gem cutters so they don't waste your rough valuable gems with poor cuts is also quite tedious. Even then, [[gem]]s are only useful for moods, decorations, or as a trade good. As for gem setters, [[encrust]]ing is notoriously finicky, since the item to be decorated cannot be specified. So your gem setter will probably end up slapping your Masterwork cabochon cut [[diamond]]s on a [[barrel]], or something. &lt;br /&gt;
&lt;br /&gt;
*[[Herbalist]]s: Herbology can be a great way to kick-start an above-ground farm, or at least keep your food and booze supply nice and varied. Even dwarves can get sick of drinking the same old [[plump helmet|mushroom]] wine.&lt;br /&gt;
&lt;br /&gt;
*[[Beekeeper]]s, [[Wax worker]]s, and [[Presser]]s: Beekeeping is [[Beekeeping industry|interesting]], but it isn't possible in [[biome]]s that lack [[honey bee]]s (and note that [[bumblebee]]s cannot be&amp;lt;s&amp;gt;e&amp;lt;/s&amp;gt; domesticated). If you do get a beekeeping business going, wax workers and pressers become viable as well, since they use the products of beekeeping in their labors; otherwise, they're basically useless. &lt;br /&gt;
&lt;br /&gt;
*[[Hunter]]s: They usually come with a good [[marksdwarf]] skill, but immediately go hunting as soon as they're able to, causing possible [[fun]]. They can be useful if handled properly, and are definitely entertaining to watch, but it may be advantageous to just rely on your [[military]] for hunting game, since [[squad]]s can be controlled more finely than hunters, and are probably less likely to get themselves injured in the process. &lt;br /&gt;
&lt;br /&gt;
*[[Fisherdwarf|Fisherdwarves]], [[Fish cleaner]]s: Fishing is a decent source of food, and it's a great source of the elusive [[shell]]s if your site contains [[pond turtle]]s, but it runs the risk of [[crocodile]] accidents and [[carp|other perils]]. Or, if you're unlucky, you'll get absolutely nothing. Fisherdwarves can also only catch [[vermin]] fish; [[sperm whale|larger sea creatures]] require [[drowning chamber]]s or other tactics.&lt;br /&gt;
&lt;br /&gt;
*[[Siege engineer]]s and [[Siege operator]]s: Would be useful, but [[siege engine]]s are currently bugged, dealing much less damage than you'd expect, and they're often extremely dangerous to your own citizens when they do work as intended.&lt;br /&gt;
&lt;br /&gt;
*[[Bone carver]]s: [[Bone]] is neither valuable (unless the creature was a [[megabeast]] or was [[elephant|very exotic]]), nor does it fulfill a particular niche, but it is a rather common alternative to wood, especially for practice bolts for [[marksdwarf|marksdwarves]].&lt;br /&gt;
&lt;br /&gt;
*[[Dyer]]s: Skilled Dyers can add extra value to dyed cloth, as it does have a quality level, but unless your fort is dependent on its [[textile industry]], when was the last time you dyed cloth? &lt;br /&gt;
&lt;br /&gt;
* [[Butcher]]s, [[Tanner]]s, [[Gelder]]s, [[Animal trainer]]s: While these labors can be pivotal to a fort's usage of animals, you really won't need more than one of these dwarves unless your meat industry is truly booming, and very often one dwarf can cover multiple of these jobs.&lt;br /&gt;
&lt;br /&gt;
* [[Potash maker]]s, [[Lye maker]]s, [[Soaper]]s, [[Pump operator]]s, [[Woodcutter]]s, [[Milker]]s, [[Cheesemaker]]s: The products of these labors do not have quality levels, so the only difference between an unskilled laborer and a highly skilled one is production speed, which is really only critical if said products are the backbone of your industry ([[Stupid dwarf trick|and who specializes in ''soapmaking''?]]). Note that many of these products cannot be sourced from [[caravan]]s, which makes domestic production a necessity, but still is not something needed &amp;quot;full time&amp;quot;, or even close.&lt;br /&gt;
&lt;br /&gt;
* [[Woodcrafter]]s: Not to be confused with [[carpenter]]s, these dwarves mostly just make [[useless crap]] and [[Instrument|musical instrument]]s out of [[wood]]. Show the elves what we think of their wood! &lt;br /&gt;
&lt;br /&gt;
* [[Bookbinder]]s, [[Papermaker]]s: It's often much easier just to obtain [[codex]]es and [[paper]] from the caravan and migrants instead of producing them yourself, since that industry takes a while to setup, while producing limited benefits.&lt;br /&gt;
&lt;br /&gt;
* [[Strand extractor]]s: Skilled strand extractors are quick, and unskilled strand extraction is ''agonizingly'' slow. They're only useful after [[raw adamantine]] has been discovered and mined, and the strands do not have quality levels.&lt;br /&gt;
&lt;br /&gt;
==== Useless Migrants (F)====&lt;br /&gt;
Yes, &amp;quot;F&amp;quot; - they're that bad. ''Also known as either &amp;quot;free military conscripts&amp;quot; or &amp;quot;can I toss them in the [[volcano]] now, please?&amp;quot;, depending''.&lt;br /&gt;
&lt;br /&gt;
*[[Peasant]]s are not ''entirely'' useless, they're more like blank slates. Peasants can be trained in a [[mood]]able skill to control the [[artifact]]s your fortress will produce, and they make perfectly good [[haul]]ers or [[military]] trainees, if you just ignore those pointless peasantish skills.&lt;br /&gt;
&lt;br /&gt;
*[[Animal dissector]]s and [[fish dissector]]s: They make animal [[extract]]s, which currently are some of the most useless items in the game.&lt;br /&gt;
&lt;br /&gt;
*[[Bowyer]]s: Bowyers make [[crossbow]]s out of wood and bone... that's all. Weaponsmiths can do everything bowyers can do, except better, because heavier metallic crossbows are superior as blunt weapons in close-quarters.&lt;br /&gt;
&lt;br /&gt;
*[[Trapper]]s: These dwarves make [[animal trap]]s, not [[cage]]s, which can only be used to trap [[vermin]], not large [[creature]]s. You're better off relying on [[cat]]s instead if vermin are threatening your stockpiles. These migrants often also have the marksdwarf or animal trainer skill, so their true value may lie elsewhere, unless you are seeking to trap vermin for a [[pet]].&lt;br /&gt;
&lt;br /&gt;
*[[Administrator]]s: By the time migrant waves start arriving, you should already have these positions covered and filled; there is very little advantage to having more than one dwarf with these skills. (The sole exception may be a new lead dwarf without any &amp;quot;item&amp;quot; preferences, so they issue no [[mandate]]s, to replace a less-appropriate/desirable leader, if you are lucky enough to find the right skill set.)   Also see [[unfortunate accident]].&lt;br /&gt;
&lt;br /&gt;
*[[Animal caretaker]]s: Bugged at the moment, and may become more useful when the bug is fixed.&lt;br /&gt;
&lt;br /&gt;
*[[Children]]: Cannot perform any labors. At least you'll have a [[peasant]]...in about 12 years.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
*[[Pilgrim]]s, [[Peddler]]s, [[Prophet]]s, [[Poet]]s, [[Monk]]s, [[Criminal]]s, and others: These individuals are [[agent]]s from your home [[civilization]] under a false identity due to a recently-patched bug, and are usually completely benign. Determining their usefulness may require closer inspection of their skills, and killing them will reveal who they truly are.&lt;br /&gt;
&lt;br /&gt;
*[[Monarch]]s and their entourages: Serving as a major endgame goal, inviting these members of dwarven society comes with its own requirements and caveats, requiring a large amount of investment, labor, and time. The player can choose to never pursue this goal if they wish.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Immigration]]&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Animal_trainer&amp;diff=223559</id>
		<title>Animal trainer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Animal_trainer&amp;diff=223559"/>
		<updated>2016-02-19T04:53:47Z</updated>

		<summary type="html">&lt;p&gt;Bognor: /* Trainable war/hunting animals */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|04:39, 17 May 2015 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| skill      = Animal Trainer&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Animal training]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Train [[dog|war animal]]&lt;br /&gt;
* Train [[dog|hunting animal]]&lt;br /&gt;
* Tame large animal&lt;br /&gt;
* Tame small animal&lt;br /&gt;
| workshop = [[Kennel]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Toughness&lt;br /&gt;
* Endurance&lt;br /&gt;
* Intuition&lt;br /&gt;
* Patience&lt;br /&gt;
* Empathy&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Animal trainer''' is the skill associated with the '''animal training''' [[labor]]. An animal trainer works with [[animal]]s, either taming wild ones, or training certain species for war or hunting.  They also train certain kinds of captured live [[vermin]].&lt;br /&gt;
&lt;br /&gt;
The Animal [[status]] tab ({{k|z}} - {{k|Enter}}) has a list of all animals that are tame (and belong to your civilization) or are caged and can be tamed. Each animal on the list can be assigned a trainer, who will then tame (if needed) the animal, increase its tameness (if not born from tamed animals) or train it for war or hunting (if selected for hunting or training). Which animals are known and how well can be checked in the second sub-tab in &amp;quot;Animals&amp;quot; tab.  There is no way to tame a specific type of vermin.&lt;br /&gt;
&lt;br /&gt;
An [[Activity_zone#Animal_training|animal training zone]] or [[Activity_zone#Pen/Pasture|pasture]] is required for all training activities for animals.  It's a bit counterintuitive but only taming vermin requires a [[kennel]].&lt;br /&gt;
&lt;br /&gt;
== Domesticating wild animals ==&lt;br /&gt;
=== Capture ===&lt;br /&gt;
In order to domesticate an animal you must first have an animal to domesticate, so before you can do any training you must capture some wild animals. Which animals appear at your fortress (and thus which animals you can attempt to tame, besides the [[Caverns|subterranean]] creatures that are randomly present) is dependent upon your [[surroundings]], which is in turn dependent upon the local [[biome]], or biomes if your fortress overlaps multiple [[region]]s.&lt;br /&gt;
&lt;br /&gt;
Wild [[creature]]s can only be captured by [[cage trap]]s; as above-ground traffic is, as a rule, unrestricted, and as creatures can enter and exit the map from any direction, the only reliable way to force wildlife into your cages is to build a lot of them. The same is true of the [[caverns]], although since they are usually not nearly so expansive capturing passing creatures is a little easier; on the other hand you have to be much more worried about exposing your dwarves to the various subterranean nasties. Note that [[animal trap]]s are ''not'' used in this role, but are instead used by [[trapper]]s to capture live [[vermin]], and thus, surprisingly enough, trappers are not involved in the trapping of actual creatures.&lt;br /&gt;
&lt;br /&gt;
Just because you have a creature stowed away in your cages [[stockpile]] does not mean that it can be trained, as only creatures with the {{token|PET|c}} or {{token|PET_EXOTIC|c}} [[creature token]] can be trained.  Most creatures have one of the two flags, but there are exceptions, notably some underground creatures.  Sentient creatures (such as [[goblin]]s or animalmen), [[forgotten beast]]s and [[titan]]s are among the creatures that can never be trained or tamed.  Additionally, {{token|TRAPAVOID|c}} creatures ignore cage traps entirely. Captured [[siege|war]] [[mount]]s and any other [[name]]d enemies of your civilization can also be trained, but they will, regardless of training level, remain hostile to your civilization and will, if released from bondage, attack your units without mercy; even worse these creatures [http://www.bay12forums.com/smf/index.php?topic=111357.0 may cause] a [[loyalty cascade]] if you order your [[military]] to deal with the situation.{{bug|6051}} To make use of captured creatures that you cannot or do not want to tame, see [[live training]] and [[mass pitting]].&lt;br /&gt;
&lt;br /&gt;
=== Taming ===&lt;br /&gt;
{| style=&amp;quot;text-align:center; float:right; margin:8px;&amp;quot; class=wikitable&lt;br /&gt;
! '''Designation'''&lt;br /&gt;
! '''Description''' &lt;br /&gt;
|-&lt;br /&gt;
| Wild || Not tamed&lt;br /&gt;
|-&lt;br /&gt;
| Semi-wild || Semi-wild&lt;br /&gt;
|-&lt;br /&gt;
| Trained || Trained&lt;br /&gt;
|-&lt;br /&gt;
| -Trained- || Well-trained &lt;br /&gt;
|-&lt;br /&gt;
| +Trained+ || Skillfully trained &lt;br /&gt;
|-&lt;br /&gt;
| *Trained* ||Expertly trained&lt;br /&gt;
|-&lt;br /&gt;
| ≡Trained≡ || Exceptionally trained &lt;br /&gt;
|-&lt;br /&gt;
| ☼Trained☼ || Masterfully trained &lt;br /&gt;
|-&lt;br /&gt;
| Domesticated || Tame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once you have a captured, trainable creature trapped in a cage, you can start trying to domesticate it. You will need [[trap#Cage_Trap|cage trap]], an [[Activity zone#Animal training|animal training zone]], and some [[plants]] or [[meat]] depending on whether the animal is herbivorous or carnivorous. To have your animal trainer begin taming a wild animal, use {{k|z}} to open the status screen and select the animal menu. Scroll through the list until your captured wild animal is selected and use {{k|t}} to set a trainer to tame it. Note that if a caged animal is fed a plant, [[seed]]s will stay in the cage. This has no effect on training, but if you later release the animal, you will need to [[Activity zone#Garbage Dump|dump]] the seeds from the cage before it can be reused.  &lt;br /&gt;
&lt;br /&gt;
The trainer will bring food to the cage and perform the initial training, setting the animal to one of the trained levels (see table at right). A fully wild animal must be trained from its cage, but once an animal has been initially trained and it is no longer wild, it may be safely released from its cage (and preferably assigned to an enclosed [[pasture]] or [[restraint]], to keep it hemmed in case problems arise later).&lt;br /&gt;
&lt;br /&gt;
A notable exception from &amp;quot;training levels&amp;quot; are animals which are a member of a species your civilization already has domesticated. Only few of them can occur in the wild to be captured - e.g. [[water buffalo]] and [[turkey]]. Such creatures become fully tame when tamed by a trainer.&lt;br /&gt;
&lt;br /&gt;
Only wild animals can be trained in a cage. If you want your animal trainer to provide further training you must release the trained animal. Alternatively, with a difficult to train animal or a poor trainer, you may want to leave the animal in its cage. A caged animal will eventually revert to its wild state, at which point your trainer will perform the initial training again, safely giving your trainer experience and your civilization more knowledge about the animal. Note that &amp;lt;tt&amp;gt;[GRAZER]&amp;lt;/tt&amp;gt; animals need a pasture to survive, and will die if left to linger in a cage for too long.&lt;br /&gt;
&lt;br /&gt;
The overall difficulty and time required to tame an animal is roughly proportional to its [[List of creatures by pet value|pet value]]. As a general guideline, animals with pet value less than a hundred are easy to train, those with values in the hundreds take some effort and a few years to train well, and creatures with pet values in the thousands such as [[dragon]]s are very slow to train and almost impossible to completely domesticate.&lt;br /&gt;
&lt;br /&gt;
Adult trained animals will slowly revert to their wild origins over time and must be permanently scheduled for training (through the animal [[status]] menu) to ensure they remain friendly through regular re-training. Trained animals have a quality associated to their training that affects how long they will retain composure before reverting to the wild, but which may have other effects as well. The last state an animal reaches before it becomes fully wild is semi-wild, which prompts an [[announcement]].&lt;br /&gt;
&lt;br /&gt;
Dwarves will instinctively know when their animal training partners need retraining, and will prioritize doing so, but will obviously not be able to if they are [[wound|injured]], experiencing a [[strange mood]], or are otherwise unable to reach their trainees. If you assign a single dwarf to an animal (Any available trainer is also an option) only that dwarf will ever attempt to train or retrain the creature, so care must be taken to keep your trainers healthy and available.&lt;br /&gt;
&lt;br /&gt;
When training animals that your [[civilization]] has never domesticated before, successful training will result in some knowledge being transferred to your civilization every time the dwarven [[caravan]] returns to the mountainhomes. This has no effect on gameplay within your fortress, but is conjectured to reduce training barriers for future fortresses established by your civilization. Although a number of farm animals are domesticated by your civilization from the beginning of the game, your fortress cannot individually &amp;quot;civilization-level&amp;quot; domesticate a species.&amp;lt;sup&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Trading animals brought by [[merchants]] will immediately make them belong to the receiving party. This means that if another civilization brought them as tame animals, and you buy them, they will retain their tame status and will never revert to a wild state. This is also true when you sieze the animals, or kill all the merchants. Note that killing all the merchants will '''not''' make the pack animals a part of your civilization, and will become &amp;quot;friendly&amp;quot; and wander around the map. Also, animals that become yours in this way will be in cages at first, so you will have to release them in some way. Due to a bug, the only way to do this is pasturing them and then removing them from the pasture. This is very important if they are grazers as they will starve due to the lack of grass in the cage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%; align:center&amp;quot;&lt;br /&gt;
! Announcement&lt;br /&gt;
! Training level in {{k|z}} screen&lt;br /&gt;
|-&lt;br /&gt;
| {{Gametext|The dwarves of (civ) now know a few facts about (animal) training.|cyan}}&lt;br /&gt;
| {{DFtext|A few facts|red}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Gametext|The dwarves of (civ) have attained a general familiarity with (animal) training methods.|cyan}}&lt;br /&gt;
| {{DFtext|General familiarity|yellow}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Gametext|The dwarves of (civ) are now quite knowledgeable (animal) trainers.|cyan}}&lt;br /&gt;
| {{DFtext|Knowledgeable|white}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Gametext|The dwarves of (civ) are now expert (animal) trainers.|cyan}}&lt;br /&gt;
| {{DFtext|Expert|cyan}}&lt;br /&gt;
|-&lt;br /&gt;
| {{center|-}}&lt;br /&gt;
|{{DFtext|Domesticated|lime}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Taming children ===&lt;br /&gt;
Animals that have children can produce a fully domesticated population. Note that animals cannot get pregnant in cages (in fact, this is one of the ''few'' times they can't), so you'll have to move past the initial training stage to have them. &lt;br /&gt;
&lt;br /&gt;
Animals born from a partially tamed mother will not revert to a wild state while they are still children: for example, if a wild female wolf is captured and trained up to the +T+ level, and gives birth, the pups may forget this &amp;quot;inherited&amp;quot; training, but will never go lower than Semi-Wild while they're still pups. They can, and will, revert to a wild state when they become adult wolves, though going back to a fully wild state will still take some time after they've reached adulthood.&lt;br /&gt;
Interestingly, the training level of the father does not count for anything when it comes to the child.&lt;br /&gt;
&lt;br /&gt;
Animal children always become fully tame upon receiving training ''once''. This not only allows making children of partially-tame mothers fully tame, it also allows instant taming of caught animal children or of children born in captivity to fully wild mothers.&lt;br /&gt;
Only children can be domesticated, and once the young animal grows up the opportunity for domestication will no longer be available.&amp;lt;sup&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animals in Dwarf Fortress give birth in one of two ways, either with live births or by laying and incubating [[egg]]s. Child-rearing animals that give birth to their young is easy: with an adjacent male of the species, children may be conceived, inheriting their mother's pasture status in the process. Egg-layers are more complicated. The female must be adjacent to a male for fertilization, there must be an open constructed [[nest box]] for the female to occupy and lay a clutch of eggs in, and they and the mother must remain undisturbed during the process as the mother must incubate her eggs; even training is inadmissible. Thus the eggs must be [[forbid]]den and the mother should have her trainer de-assigned during the duration of her stay; they also will ''not'' inherit their mother's pasture status.&amp;lt;sup&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; The resultant children will have the taming status of their mother when they were ''laid'', not hatched.&lt;br /&gt;
&lt;br /&gt;
==Tame animal AI==&lt;br /&gt;
If a tamed animal is &amp;quot;stray&amp;quot;, that is, it's not a pet, it will (usually) wander around your fortress randomly, spending most of its time in meeting areas, and attacking any hostiles that it comes across or wild animals that are attacking citizens. Animals with the &amp;lt;code&amp;gt;[[Creature token#L|[LARGE_PREDATOR]]]&amp;lt;/code&amp;gt; token are somewhat more aggressive than animals lacking this token, and are more likely to attack hostiles, while animals with a &amp;lt;code&amp;gt;[[Creature token#B|[BENIGN]]]&amp;lt;/code&amp;gt; token will simply run away from any hostiles, which makes them useless for fortress defense. Grazing animals should be assigned to a [[Pasture]] because they will otherwise starve to death.&lt;br /&gt;
&lt;br /&gt;
A pet or work animal will follow its owner if it's not assigned to a pasture.&lt;br /&gt;
&lt;br /&gt;
== Training tame animals ==&lt;br /&gt;
Tame animals can be trained for hunting or for war, for which you need a [[Zone#Animal_Training|training zone]] ({{k|i}}-{{k|t}}) and a dwarf with the animal training labor enabled. Then you can go to your animal status screen ({{k|z}}-{{k|Enter}}) and find your trainable animal. Trainable animals are those where you see you can press either {{k|w}} for war training or {{k|h}} for hunting training. If you wish you can also select a particular trainer {{k|t}} to perform this task.&lt;br /&gt;
&lt;br /&gt;
===Train a hunting animal===&lt;br /&gt;
This requires an [[Cage|uncaged]] tame animal with {{token|TRAINABLE|c}} or {{token|TRAINABLE_HUNTING|c}}, an animal training activity zone, and an animal trainer. Note that an animal that is in a pasture can only be trained if the zone is also in the same [[pasture]]. Hunting animals can be assigned ({{K|v}}-select dwarf-{{K|p}}-{{K|e}}) to follow a hunter and assist in the hunting process. They are intrinsically faster and more agile than a regular tamed animal, and can [[ambusher|sneak]] alongside their partner, but are not as strong as a war animal and cannot be unassigned.&lt;br /&gt;
&lt;br /&gt;
=== Train a war animal ===&lt;br /&gt;
Requires: An [[Cage|uncaged]] tame animal with {{token|TRAINABLE|c}} (or {{token|TRAINABLE_WAR|c}}, although no such animals exist, as currently all war-trainable animals can be trained for hunting as well and are under the inclusive {{token|TRAINABLE|c}} tag), an animal training activity zone, and an animal trainer. [[Pasture|Pastured]] animals can only be trained if the zone is located within their pasture. War animals are assigned the same way as hunting animals ({{k|v}}-select dwarf-{{k|p}}-{{k|e}}).&lt;br /&gt;
&lt;br /&gt;
War animals are significantly stronger than their untrained counterparts; war dogs make excellent companions when starting a fortress, when you can't spare many dwarves for fighting.&lt;br /&gt;
&lt;br /&gt;
Like hunting animals, they can also be assigned to individual dwarves; combined with their strength, this makes them effective expendable bodyguards for any dwarf likely to see danger or who you feel is valuable enough to be worth protecting.  Even if they fail to defeat an attacker, they can often buy their charge time to escape or for additional reinforcements to arrive.&lt;br /&gt;
&lt;br /&gt;
== Bonding ==&lt;br /&gt;
As animal trainers work with an animal, they may become [[Relationships|bonded]] to it (&amp;quot;formed a bond with an animal training partner&amp;quot;), and this relationship is visible in the dwarf's relationships screen. This happens even if the dwarf is not specifically assigned to the animal and appears to disregard training quality. The death of a bonded animal results in a bad thought for the trainer (&amp;quot;has lost an animal training partner to tragedy&amp;quot;), whose exact severity is unknown but fairly significant. It is unknown whether working with a bonded animal gives a happy thought similar to the one gained from talking to a friend.&lt;br /&gt;
&lt;br /&gt;
== Trainable war/hunting animals ==&lt;br /&gt;
The following creatures can be trained into war animals or hunting animals:&lt;br /&gt;
If you trade for one of these animals, and they are already tame then they will remain tame when they become yours.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Animal&lt;br /&gt;
! Size&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Dog]]&lt;br /&gt;
|30,000&lt;br /&gt;
|† ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Mandrill]]&lt;br /&gt;
|20,000&lt;br /&gt;
|☼ †&lt;br /&gt;
|-&lt;br /&gt;
|[[Gorilla]]&lt;br /&gt;
|150,000&lt;br /&gt;
|☼ †&lt;br /&gt;
|-&lt;br /&gt;
|[[Grizzly bear]]&lt;br /&gt;
|200,000&lt;br /&gt;
|☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Polar bear]]&lt;br /&gt;
|400,000&lt;br /&gt;
|☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Gigantic panda]]&lt;br /&gt;
|1,160,900&lt;br /&gt;
|‼&lt;br /&gt;
|-&lt;br /&gt;
|[[Elephant]]&lt;br /&gt;
|5,000,000&lt;br /&gt;
|‼&lt;br /&gt;
|-&lt;br /&gt;
|[[Rhinoceros]]&lt;br /&gt;
|3,000,000&lt;br /&gt;
|‼&lt;br /&gt;
|-&lt;br /&gt;
|[[Giraffe]]&lt;br /&gt;
|1,000,000&lt;br /&gt;
|‼&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant bat]]&lt;br /&gt;
|200,000&lt;br /&gt;
|♪ Hunting only&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant cave swallow]]&lt;br /&gt;
|200,000&lt;br /&gt;
|♪ Hunting only&lt;br /&gt;
|-&lt;br /&gt;
|[[Jabberer]]&lt;br /&gt;
|4,500,000&lt;br /&gt;
|☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Cheetah]]&lt;br /&gt;
|50,000&lt;br /&gt;
|♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Leopard]]&lt;br /&gt;
|50,000 &lt;br /&gt;
|♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Jaguar]]&lt;br /&gt;
|75,000&lt;br /&gt;
|♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Lion]]&lt;br /&gt;
|200,000 &lt;br /&gt;
|† ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Tiger]]&lt;br /&gt;
|225,000&lt;br /&gt;
|† ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Bobcat]]&lt;br /&gt;
|8,000&lt;br /&gt;
| Too small&lt;br /&gt;
|-&lt;br /&gt;
|[[Ocelot]]&lt;br /&gt;
|25,000&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|[[Lynx]]&lt;br /&gt;
|25,000&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant bobcat]]&lt;br /&gt;
|256,320&lt;br /&gt;
|♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Giant ocelot]]&lt;br /&gt;
|377,750&lt;br /&gt;
|♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Giant lynx]]&lt;br /&gt;
|377,750&lt;br /&gt;
|♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Giant cheetah]]&lt;br /&gt;
|560,000&lt;br /&gt;
|♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Giant grizzly bear]]&lt;br /&gt;
|1,700,000&lt;br /&gt;
|☼ ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant leopard]]&lt;br /&gt;
|560,000 &lt;br /&gt;
|♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Giant jaguar]]&lt;br /&gt;
|750,000&lt;br /&gt;
|♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Giant lion]]&lt;br /&gt;
|1,700,000 &lt;br /&gt;
|♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Giant tiger]]&lt;br /&gt;
|1,900,000 &lt;br /&gt;
|☼ ♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Cave dragon]]&lt;br /&gt;
|15,000,000&lt;br /&gt;
|☼ &lt;br /&gt;
|-&lt;br /&gt;
|[[Roc]]&lt;br /&gt;
|20,000,000&lt;br /&gt;
|☼ ♪ [[Megabeast]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon]]&lt;br /&gt;
|25,000,000&lt;br /&gt;
|☼ [[Megabeast]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''☼ - These animals are a good choice for your army.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''† - These animals are good choices for protecting important civilians, attacking dangerous creatures so the dwarf can escape.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''♪ - These animals are good companions for hunters and marksdwarves.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''‼ - These animals are a poor choice for training due to their voracious appetites for [[grass]].''&lt;br /&gt;
&lt;br /&gt;
Remember to keep a breeding pair out of harm's way around if you want more of a particular animal, in case the ones in service somehow die.&lt;br /&gt;
&lt;br /&gt;
==Tame water creatures==&lt;br /&gt;
With a great deal of effort and some clever engineering, it is possible to capture, tame, and butcher water creatures.&amp;lt;sup&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=75780.0 2]&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; Water creatures can survive indefinitely in [[cage]]s, but will drown at water levels below 4/7 while dwarves will cancel tasks at water levels at or above 4/7, making training extremely tricky. This basic problem can be solved with one of more interesting bugs in the game: [[ghost]] trainers.&amp;lt;sup&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=127659 3]&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; It is currently unknown what bug causes this, but some animal trainers that are killed and never [[burial|buried]] or [[memorial]]ized will continue to perform their job from the grave. This removes the fundamental problem of water depth incompatibility and makes the task much easier. An easier solution, however, would be [[vampire]] animal trainers: they are unbreathing and will path through such water normally, so long as there is no flow. Taming water creatures in vanilla is fairly useless, however, as without [[modding]] they never have children, nor can they receive war (or hunting, however that would work) training.&lt;br /&gt;
&lt;br /&gt;
==Taming hostile creatures==&lt;br /&gt;
&lt;br /&gt;
Taming hostile creatures like enemy [[mount]]s does not cancel their hostility. While the job is completed and the animal trainer gains experience, the tamed creature remains hostile to your civilization and will attack your dwarves.&lt;br /&gt;
&lt;br /&gt;
However, it does seem that the offspring of tamed hostile creatures belong to your civilization, because tamed mounts &amp;lt;s&amp;gt;amusingly&amp;lt;/s&amp;gt; disturbingly attack and subsequently kill these offspring at birth. If you are careful and [[stupid dwarf trick|ingenious]] enough, you can separate the parents and children at birth.&lt;br /&gt;
&lt;br /&gt;
Note that hostile egg-layers, such as [[cave crocodile]]s, might not use [[nest box]]es and therefore generate no offspring.&lt;br /&gt;
&lt;br /&gt;
==Handling dangerous creatures==&lt;br /&gt;
&lt;br /&gt;
Only dwarves with the animal trainer labor active will move non-tame (wild or hostile) captive creatures to a chain or to another cage. This restriction only applies to non-tame creatures and only to the &amp;quot;chain large creature&amp;quot; and &amp;quot;cage large creature&amp;quot; jobs. Throwing such a creature into a pit or pond can be done by anybody, and the chaining and caging of tame creatures is similarly unrestricted.&lt;br /&gt;
&lt;br /&gt;
==Taming Vermin==&lt;br /&gt;
&lt;br /&gt;
First, a [[trapper]] needs to catch vermin in an animal trap.  A few types of vermin can escape from wooden traps, such as the [[hamster]], so it might be a good idea to use only metal traps.  An animal trainer will train a vermin at a kennel.  Unlike animals, vermin do not have training levels.  They are either tame or not tame.  Taming vermin does not pass civilization-wide experience with that vermin to the parent civilization like taming animals does.  Taming requires a food item.  Vermin cannot be trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
There isn't much purpose to taming vermin.  It allows vermin to be adopted as pets, but few dwarves have a preference for vermin so rarely will they be adopted.  Vermin don't breed like animals do, so there is no need to have a tame pair to produce offspring.  [[Animal dissector]]s can't make [[extract]]s from tame vermin, though there isn't much reason to make extracts either.  Tame cave spiders don't spin webs.  Tame vermin have little value so they aren't of much use for export either.  Taming vermin does give experience to animal trainers, so they can improve their skill in a fort with few animals, especially since vermin are inexhaustible.  &lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Capturing and training [[siege|war]] [[mount]]s [http://www.bay12forums.com/smf/index.php?topic=111357.0 may cause] a [[loyalty cascade]] if your [[military]] has to put them down.{{bug|6051}}&lt;br /&gt;
&lt;br /&gt;
* Trained [[flying|fliers]] may swap positions with dwarves, leaving the dwarves stranded in an inaccessible area.{{bug|3371}}&lt;br /&gt;
&lt;br /&gt;
* Taming herbivores leaves [[seed]]s in [[cage]]s, which must be manually removed.{{bug|201}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Milker&amp;diff=219773</id>
		<title>Milker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Milker&amp;diff=219773"/>
		<updated>2015-07-10T07:45:04Z</updated>

		<summary type="html">&lt;p&gt;Bognor: remove See also cheese as &amp;quot;cheese&amp;quot; is already wikilinked&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:32, 11 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Milker&lt;br /&gt;
| profession = [[Farmer]]&lt;br /&gt;
| job name   = [[Milking]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* {{k|m}} [[Milk]] Creature&lt;br /&gt;
| workshop = &lt;br /&gt;
* [[Farmer's workshop]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Milker''' is the skill associated with the '''milking''' [[labor]]. Milkers will [[milk]] creatures in a [[farmer's workshop]]. There are several milkable animals in-game, including [[cow|cows]], [[donkey|donkeys]], [[sheep]] and [[horse|horses]]. [[Milk]] is the ingredient for [[cheese]], which in turn can be used to make high-quality [[food]] at the [[kitchen]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
The exact procedure of milking is a prime example of co-evolution: The dwarf will first place a bucket in the workshop and then lead the cow to the bucket. He will then promptly leave and let the cow do her business. Once the cow is finished she gives a dwarf a whistle and is led back to her pasture, leaving behind a full bucket to be carried off. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Domestic_animal&amp;diff=219772</id>
		<title>Domestic animal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Domestic_animal&amp;diff=219772"/>
		<updated>2015-07-10T07:44:30Z</updated>

		<summary type="html">&lt;p&gt;Bognor: /* Comparison of domestic mammals */ +couple of notes on pigs and sheep&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|18:27, 23 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Domestic animals''' are creatures that can be used by dwarves one way or another without taming or training, usually for security or food. Distinguished by having the [COMMON_DOMESTIC] tag in the [[raw file|raws]], they can be bought at [[embark]] or [[trade]]d for with [[caravan]]s.  Wild versions of domesticated [[animals]] (horses, muskoxen, etc.) can be [[tame]]d and used normally.&lt;br /&gt;
&lt;br /&gt;
Every embark starts with two free domestic '''draft animals''' which pull the [[Wagon (embark)|wagon]] to the fortress site. These can be any of the animals in the list below with the [WAGON_PULLER] tag (Horses, Yaks and Water Buffalos) which are available at embark. Note, the two animals may not be from the same species. Embarking with a sufficient quantity of goods can result in multiple wagons, each of which comes with another two animals. A fortress has no use for wagons after embark except to be deconstructed for [[wood]], so these animals can be slaughtered or kept for breeding and making your dwarves [[preferences|happy]] as pets.&lt;br /&gt;
&lt;br /&gt;
With the exception of the two free draft animals, the player may choose which gender of animals purchased at embark. Only one male is necessary for breeding. [[cat|Depending on the animal]], you may wish to limit breeding altogether.&lt;br /&gt;
&lt;br /&gt;
== Comparison of domestic mammals ==&lt;br /&gt;
When butchered, all adult domestic mammals yield one [[skull]] and one [[leather|raw hide]]. All milkable mammals give the same value [[milk]] and appear to be milkable at the same frequency. The embark costs shown apply to both adults and juveniles of either sex. All domestic mammals reach adolescence at 1 year and adulthood at 2 years, except cavies, which take half as long. All grazing animals require a [[pasture]]; the lower the 'grazer' value, the larger the size of the required pasture.  &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px #AAA solid;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|+style=&amp;quot;border:1px #AAA solid;background:#EEE;&amp;quot;|Titley bit could go here. &lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Animal&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Embark cost&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Pet value&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Size when full-grown&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Total edible&amp;lt;sup&amp;gt;†‡&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Bones&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Horns + hooves&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Milkable?&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Shearable?&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Grazer&amp;lt;sup&amp;gt;§&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Alpaca]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|70,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|35&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|16&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2614&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Cavy]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|800&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|74768&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Commonly called ''guinea pigs''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Cat]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|11&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|14&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Adopts owners.  Hunts [[vermin]].  Beware [[Catsplosion]]!&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Cow]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|151&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|300&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|600,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|37&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|522&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Dog]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|16&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|37&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|11&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Kennel|Trainable]] as war dogs or hunting dogs, which can also be bought for 31☼&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Donkey]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|300,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|878&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Goat]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|26&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|27&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3364&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Horse]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|500,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|32&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|599&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Llama]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|180,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|36&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|18&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1287&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Mule]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|400,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|34&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|708&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Sterile in real life; all male in Dwarf Fortress&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Pig]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|51&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|17&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Only [[Milker|milkable]] domestic animal that does not graze&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Sheep]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|51&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|27&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|8 or 10&amp;lt;sup&amp;gt;¶&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4 or 6&amp;lt;sup&amp;gt;¶&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3364&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Cheapest [[Shearer|shearable]] domestic animal&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Rabbit]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|500&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|106,366&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Reindeer]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|130,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|28&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|16&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1643&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[water_buffalo|Water Buffalo]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1,000,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|70&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|356&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Yak]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|700,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|42&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|16&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|465&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Gives a crude estimate of ability in combat, and thus danger to hunters.  This number comes from the raws, so it might also be a better estimate of butchering results than the dodgy numbers from this wiki.&amp;lt;br&amp;gt;&lt;br /&gt;
:† Total of meat, fat, and offal.&amp;lt;br&amp;gt;&lt;br /&gt;
:‡ Maximum reported in infoboxes in this wiki, April 2011. Strongly influenced by individual attributes, especially for larger animals. Use with caution!&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;§&amp;lt;/nowiki&amp;gt; A lower number means the animal needs to graze more often, and will thus need a larger [[pasture]].  Cats and dogs have the [CARNIVORE] tag and do not graze or require pasture.&amp;lt;br&amp;gt;&lt;br /&gt;
:¶ The higher number is for rams.&lt;br /&gt;
&lt;br /&gt;
== Comparison of domestic poultry == &amp;lt;!-- Linked from Egg production and poultry articles --&amp;gt;&lt;br /&gt;
All domestic poultry have a [[pet]] value of 10 and cost 6[[currency|☼]] at embark. Blue peafowl, geese, and guineafowl reach adolescence at six months and are full-grown after one year; ducks, chickens and turkeys reach adolescence at one year and are full-grown after two years. When butchered, all full-grown poultry yield one [[skull]]; those that yield bones also yield a [[leather|raw hide]]. However, domestic poultry are much more efficient when used for [[egg production]] than as a meat source; over the lifetime of an average hen, many more meals can be produced from the eggs. This is especially true for ducks and guineafowl. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px #AAA solid;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|+style=&amp;quot;border:1px #AAA solid;background:#EEE;text-align:center;&amp;quot;|All domestic poultry reach adulthood in 1 year and cost 6[[currency|☼]] at embark &lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Animal&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Min. [[egg]]s&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Max. eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Avg. eggs&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Egg size&amp;lt;sup&amp;gt;‖&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Years til&amp;lt;br&amp;gt;full-grown&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Max Age&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Size when full-grown&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Total edible&amp;lt;sup&amp;gt;†‡&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Bones&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|[[Blue peafowl]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|102&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|15-30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|4000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|17&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|[[Chicken]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|9.5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|62&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|7-15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|3000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|[[Duck]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|10.5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|52&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|7-9&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|[[Goose]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|5.5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|152&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|10-24&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|4500&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|17-18&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|[[Guineafowl]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|9.5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|42&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|10-15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1500&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|0&amp;lt;sup&amp;gt;§&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|[[Turkey]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|14&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|12&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|87&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|7-10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|5000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|19&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|6&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Estimate based on mean of minimum and maximum clutch sizes.&amp;lt;br&amp;gt;&lt;br /&gt;
:† Total of meat, fat, and intestines.&amp;lt;br&amp;gt;&lt;br /&gt;
:‡ Reported in infoboxes in this wiki, April 2011.  Might be influenced by individual attributes. Use with caution!&amp;lt;br&amp;gt;&lt;br /&gt;
:§ A yield of 2 meat, 2 fat, a skin, and a skull has been reported for butchering a guineafowl.  This seems to be rare.&amp;lt;br&amp;gt; &lt;br /&gt;
:‖ Egg size does not currently affect food quantity&lt;br /&gt;
{{Category|Creature attributes}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dog&amp;diff=219771</id>
		<title>Dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dog&amp;diff=219771"/>
		<updated>2015-07-10T07:35:34Z</updated>

		<summary type="html">&lt;p&gt;Bognor: +never-bite bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|08:28, 1 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&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;
[[Image:GoldenRetrieverSnow.jpg|thumb|center|200px|[[preference|Admired]] for their ''loyalty''.]]&lt;br /&gt;
&lt;br /&gt;
== Using dogs ==&lt;br /&gt;
&lt;br /&gt;
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;
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|e}}) to help him in combat. It will follow the dwarf like a [[pet]]. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''Once a dog is assigned to a dwarf it can not be unassigned nor placed in a [[cage]]. A work-around 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. 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]].''&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;
'''Note:''' ''War dogs can also be slaughtered for food.''&lt;br /&gt;
&lt;br /&gt;
== Hunting dogs ==&lt;br /&gt;
&lt;br /&gt;
''&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;
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]].&lt;br /&gt;
&lt;br /&gt;
For breeding purposes, female war dogs are no worse than dogs: they can give birth to puppies as well. Male war dogs also can play the role of their civil counterparts.&lt;br /&gt;
&lt;br /&gt;
== In real life ==&lt;br /&gt;
In real life, the dog (''Canis lupus familiaris'') is the same species as the [[wolf]] (''Canis lupus lupus''). It gradually differentiated from wild wolves due to domestication by humans. 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 currently never bite, but only scratch, greatly reducing their combat effectiveness.{{bug|0007541}}&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;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Armor&amp;diff=219765</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Armor&amp;diff=219765"/>
		<updated>2015-07-09T15:17:43Z</updated>

		<summary type="html">&lt;p&gt;Bognor: /* Mechanics */ really not that important - remove unnecessary words&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|15:07, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Armor''' is the protective equipment used to reduce/deflect damage during [[combat]]. It comes in several pieces, each one protecting a certain area. The purpose of each piece is pretty much self-explanatory. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the neck, the upper arms, and the upper legs.&lt;br /&gt;
&lt;br /&gt;
'''The actual effectiveness of a given piece of armor depends on the weapon(s) being used against it.'''&lt;br /&gt;
&lt;br /&gt;
Keeping in mind the armored enemies you are likely to meet, it is advisable to equip your military dwarves with at least iron armor. Testing in the arena shows that armored dwarves have a huge advantage over the unarmored ones, usually taking no casualties while making short work of their enemies. (But you shouldn't need this wiki to figure that out.) With more recent versions, armor slows down dwarves considerably more than it did in the past, making the Armour User skill much more important. In prior versions both movement and attack speeds were slowed by heavy armor. It's unknown whether this is still the case in v0.40.&lt;br /&gt;
&lt;br /&gt;
[[File:Armor Coverage Chart.png|thumb|550px|Dwarven armor coverage chart]]&lt;br /&gt;
== Basics ==&lt;br /&gt;
=== Purpose ===&lt;br /&gt;
Armor's purpose is simple: to allow your dwarves to better withstand damage in combat. Where an unarmored dwarf would invariably suffer injury from a weapon strike, well-armored dwarves have a good chance of taking reduced damage or shrugging it off altogether. Potentially damaging blows become mere bruises and otherwise lethal or incapacitating wounds are reduced to serious ones. [[Clothes]], though not specifically recognized by the game as armor, nonetheless function as such and may block weak attacks.&lt;br /&gt;
&lt;br /&gt;
While a clothed dwarf is a better fighter than a naked one, an unarmored dwarf will still succumb to a [[goblin]] [[ambush]] in seconds. One clad in a full set of exceptional-quality steel armor, however, can absorb most of a goblin squad's ammunition and half a minute of its time before finally being killed. Unarmored or lightly-armored dwarves may suffice to deal with lone thieves and the local wildlife, but a serious [[military|army]] requires equally serious armor.&lt;br /&gt;
&lt;br /&gt;
=== Types of armor ===&lt;br /&gt;
In terms of classifications, armor can be classed into three different types. The first is [[clothing]], made of [[leather]] or [[cloth]]. Clothing can only deflect very weak attacks - say, a [[raven]] bite - but nonetheless can dampen damage. Most dwarves will be wearing clothing; those that aren't will usually be very [[tantrum|unhappy]], [[children|babies]], or [[insane]]. The second type is [[leather]] and [[bone]] armor, which is specialized for the purpose from clothing; it is very weak, but still better than nothing. The last type is true [[metal]] armor, made at a [[metalsmith's forge]]; it is this armor that is made by an [[armorsmith]], and should be used by a serious military.&lt;br /&gt;
&lt;br /&gt;
Though all clothes can protect from damage, a &amp;quot;true&amp;quot; suit of armor consists of the following pieces, one cell from each column.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Torso&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Head&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Arm&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Leg&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Feet&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | [[Shield|Shields]] (block attacks)&lt;br /&gt;
|-&lt;br /&gt;
|Mail Shirt (upper body + lower body + neck + upper arms + upper legs) &lt;br /&gt;
'''and/or''' Breastplate (upper body + lower body)&lt;br /&gt;
|Helms&lt;br /&gt;
|Gauntlets (hands + wrists)&lt;br /&gt;
|Greaves, made of plate&lt;br /&gt;
|High boots (feet + lower legs)&lt;br /&gt;
|Shield&lt;br /&gt;
|-&lt;br /&gt;
|Leather armor (upper body + lower body)&lt;br /&gt;
|Cap&lt;br /&gt;
|Gloves (hands)&lt;br /&gt;
|Leggings, made of chain&lt;br /&gt;
|Low boots (feet)&lt;br /&gt;
|Buckler&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The first row is the more effective choice, while the second row is an alternative offering less protection.&lt;br /&gt;
&lt;br /&gt;
Note that if a mail shirt is combined with high boots, explicit leg covering can be omitted. (Dwarves don't have knees to protect, so upper leg from the shirt and lower leg from the boot is complete).&lt;br /&gt;
&lt;br /&gt;
=== Armor skill ===&lt;br /&gt;
Armor use trains the [[armor user]] [[skill]]. Where armor quality affects hit block chance, armor user skill affects how quickly the dwarf can move in his armor. In arena tests, a grand master armor user could move at twice the speed of a dabbling user when in heavy armor. Faster speed translates into faster movement, both when walking around and when crossing blades with an opponent; well-trained dwarves will have more opportunities to strike, block, and dodge in combat.&lt;br /&gt;
&lt;br /&gt;
Every time a dwarf reflects an attack with their armor ([[reports|report]]ed as &amp;quot;the attack was deflected by his/her &amp;lt;armor&amp;gt;&amp;quot;), they will receive 30 [[experience]]. The skill can be trained with a [[danger room]], by attacking local wildlife, or through [[live training]] schemes.&lt;br /&gt;
&lt;br /&gt;
=== Shield skill ===&lt;br /&gt;
Likewise, shield use trains the [[shield user]] [[skill]]. Shields are a special piece of armor that can be worn on one arm (and cannot be worn with two-handed weapons) and can be used to block attacks better than equivalent armor can (a difference amounting to deflection instead of broken bones), greatly increasing dwarven survivability. The skill modifies how often the dwarf will be able to block an attack with the shield, and is likewise trained every time the shield is used to block an attack, at 30 experience apiece. It can be trained in the same ways.&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
:''See also: [[Metal#Weapon and armor quality]]''&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:left&amp;quot;&lt;br /&gt;
! Material !! Workshop !! Labor !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]] || [[Metalsmith's forge]] || [[Armorsmith|Armoring]] || Best choice; see notes below&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, greaves, gauntlets, and helms only&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, gauntlets, and helms only&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]] || [[Leather works]] || [[Leatherworker|Leatherworking]] || Light and unencumbering but weak protection.&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] || [[Clothier's shop]] || [[Clothier|Clothesmaking]] || Limited protection, nearly useless against metal.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]] || [[Carpenter's workshop]] || [[Carpentry]] || Shield/buckler only (except [[Elf|Elves]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most armor must be made out of a weapons-grade material (steel, iron, etc.). The only exception to this is when a dwarf is in a [[strange mood]], in which case a piece of armor may be created out of any metal lying around. The material used in armor is extremely important to combat; fully [[iron]]-armored dwarves with iron short swords stand no chance against those clad in [[steel]]. In general, slashing weapons will have difficulty piecing armor made of the same weapons-grade material as the weapon, piercing weapons will be increasingly blunted, and blunt weapons will break bones through armor almost regardless of its material. Rigid armor provides limited blunt protection, and the chain mail shirts and leggings provide next to none. Even adamantine armor only prevents an estimated 13% of blows, demonstrating the utility of the slow but sure war hammer.&lt;br /&gt;
&lt;br /&gt;
Certain weapons are surprisingly good at penetrating armor.  Copper whips will shatter skulls through steel helmets. &amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=116151.30 science!]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:center&amp;quot;&lt;br /&gt;
! colspan=5|Armor material comparison&lt;br /&gt;
|-&lt;br /&gt;
! Poor !! Acceptable !! Good !! Excellent !! Best &lt;br /&gt;
|-&lt;br /&gt;
| Leather/Bone || Copper || Iron/Bronze&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; || Steel || Adamantine&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Bronze here also includes Bismuth Bronze as both have the same values and are armor grade metals. [[Black_bronze|Black bronze]] can '''not''' be used for armor.&lt;br /&gt;
&lt;br /&gt;
* [[Bone]] armor can be crafted very early in the game from the bones of livestock or other animals.&lt;br /&gt;
* [[Copper]] armor is the lowest-grade type of metal armor, but also the easiest to get, requiring one of [[native copper]], [[malachite]], or [[tetrahedrite]] (next-to-guaranteed on any embark containing more than one metal).&lt;br /&gt;
* [[Bronze]] is an [[alloy]] of copper and [[tin]], requiring [[cassiterite]]. It is much improved over copper armor and is slightly stronger than iron, but also weighs more and is more elastic.&lt;br /&gt;
* [[Bismuth bronze]] is just bronze alloyed with [[bismuth]], fancier colored and more valuable, but with the same material properties as standard bronze. If you have access to bismuth and want to put it to use, you can save some tin this way.&lt;br /&gt;
* [[Iron]] can be smelted from [[hematite]], [[limonite]], or [[magnetite]], and is easiest to find in [[sedimentary]] layers (though [[igneous extrusive]] layers may contain hematite). It is comparable to bronze, but is slightly weaker (but more rigid) and has a less complicated smelting process.&lt;br /&gt;
* [[Steel]] is the best non-adamantine armor material, and requires [[fuel]], [[flux]], [[iron]], and [[pig iron]] in its manufacturing. Note that steel is worth its weight in [[gold]]; making lots of armor is a sure way to attract [[siege|attention]], but at least it's going into shiny armor, right?&lt;br /&gt;
* [[Adamantine]] is only found beneath the third [[cavern]] layer, plumbing the depths of the [[magma sea]]; it can be used to create unparallelled armor, but is very time-consuming to produce, in addition to being hazardous to mine. It is immensely valuable to boot.&lt;br /&gt;
&lt;br /&gt;
A detailed breakdown can be found [http://www.bay12forums.com/smf/index.php?topic=53571.0 here]. Note that a full suit of ''any'' non-adamantine metal armor will considerably slow down a raw recruit of average strength, as shown briefly [http://www.bay12forums.com/smf/index.php?topic=111414.0 here].&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=92852.msg2601760#msg2601760 Some dwarven science] has also been conducted on the armor values of strange mood armors made from non-weapons grade materials. The results seem to indicate the following ''rough'' order of preference in terms of armor properties (but take note of the artifact multiplier as well): Adamantine, Steel, Pig Iron, Iron, Bronze, Bismuth Bronze, Platinum, Brass, Black Bronze, Billon, Rose Gold, Electrum, Bismuth, Aluminum, Gold, Copper, Tin, Sterling Silver, Silver, Nickel, Zinc, Lead, Nickel Silver, Trifle Pewter, Fine Pewter, Lay Pewter.&lt;br /&gt;
&lt;br /&gt;
=== Quality and strange moods ===&lt;br /&gt;
Quality is an important modifier on armor. Armor gets a deflection bonus based on quality level, but its effect is only known for regular (1x), masterwork (2x), and artifact (3x) armor; presumably, the quality ranks in between are progressive.&lt;br /&gt;
&lt;br /&gt;
{{DF2012:Item quality/Table}}&lt;br /&gt;
&lt;br /&gt;
This means that, effectively, masterworks produced by legendary [[armorsmith]]s cut damage done by as much as half. This, combined with the need to produce a lot of armor, makes armorers far and away the most desired dwarves for [[strange mood]]s, and various schemes exist for influencing such an event.&lt;br /&gt;
&lt;br /&gt;
Dwarves in strange moods can produce legendary artifacts, which benefit from a 3x multiplier, three times as good as a more mundane piece of armor. Artifact-quality weapons-grade armor items are very strong defensively. However, artifacts can also be made of totally inappropriate materials, and the spectacularly low defensive values of a [[giant hedgehog]] [[bone]] leggings vastly outweigh any bonuses it gets. Fortunately, soldiers will not by themselves claim artifact equipment, it can only be issued by the overseer assigning it as specific item. &lt;br /&gt;
&lt;br /&gt;
Strange moods are an exception to the number of bars rule; only one bar is required for the item itself, although additional materials may be gathered for decoration.&lt;br /&gt;
&lt;br /&gt;
=== Attachment ===&lt;br /&gt;
Dwarves that have used a particular piece of armor for an extended period of time may grow attached to it, becoming unhappy if it is taken away. This is fine if it is a pair of ☼Steel Greaves☼, but a major problem if they are using what is meant to be interim armor. This happens less often with armor than it does for weapons. These events generate announcements.&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
There is no hard difference between clothing and armor, something accentuated by regular clothing's ability to block attacks. Armor can be thought of as metal clothing, thicker and made of materials that have a much better chance of blocking attacks. Armor is, however, different in that it is not subject to standard [[wear]], and the fact that only non-clothing garments increase the armor user skill.&lt;br /&gt;
&lt;br /&gt;
The availability of specific articles of clothing varies by [[civilization]], and each has its own set of clothing that it can produce. In Fortress mode, sandals and shoes are in the same clothing class, but only the latter can be produced by dwarves, where the former must be stripped off of dead enemies. Dwarves are gender-insensitive; a male dwarf may well put on a dress.&lt;br /&gt;
&lt;br /&gt;
Non-armor clothing can provide some defense, most importantly to areas that are not covered by regular armor. The ears, nose, lips, and teeth are always exposed, even in full armor. Robes and cloaks will provide a bulwark of low-level protection, making them useful for military dwarves, especially those you plan to send through the [[danger room]].&lt;br /&gt;
&lt;br /&gt;
=== Encumbrance ===&lt;br /&gt;
Sometimes it is better to wear less armor than more armor, because armor slows you down. Non-armor users tend to get slowed down significantly if wearing more than 1 piece of armor with 15-25 units of weight. This includes items such as mail shirts, greaves, and breastplates. Gauntlets only weight 1-2 units of weight depending on material and high boots 3 units. Most clothing weigh 1 unit or lower, with the exception of plant cloth clothing which weigh 4 times as much as their silk and yarn alternatives. &lt;br /&gt;
&lt;br /&gt;
Since most dwarves are not danger room trained right away into legendary armor users it is highly recommended that you do not outfit them with the maximum amount of armor possible, as this will make them super-slow, and allow the enemy to get in many hits before they have a chance to fight back. Weight also hinders ranged units like marksdwarves that more or less depend on their first strike and fast reload to cripple the enemy before they get into melee; and which may also spend the majority of their time behind fortifications anyway.&lt;br /&gt;
&lt;br /&gt;
Wearing a combination of 1 pair of metal gauntlets, 1 pair of metal boots, 1 metal helmet, and 1 metal mail shirt gives an armor level 2 layer metal armor that covers all areas without sacrificing speed due to encumbrance on non-armor users. This set-up will prevent most cutting and stabbing attacks from weapons below the armor's metal grade but will still be vulnerable to crushing attacks since no metal greaves or breastplate is worn. Lighter and more weaker types of armor like leather armor and bone greaves can also be worn in addition to the metal layer to provide additional protection without encumbrance, and tend to be at least moderately effective if they are masterworks. Shields should be made of wood when possible because a copper shield could weigh up to 13 units of weight, and material does not matter for blocking attacks.&lt;br /&gt;
&lt;br /&gt;
=== Wear ===&lt;br /&gt;
&lt;br /&gt;
Armor does not currently experience any [[wear]] from use. However, armor (and clothing) stored in a [[stockpile]] with the [[refuse]] category enabled experience accelerated [[wear]]--this is a &amp;quot;feature&amp;quot; intended to dispose of unwanted armor.{{bug|5711}}&lt;br /&gt;
&lt;br /&gt;
== Layers ==&lt;br /&gt;
&lt;br /&gt;
The layers are, in order from inner to outer:&lt;br /&gt;
*Under&lt;br /&gt;
*Over&lt;br /&gt;
*Armor&lt;br /&gt;
*Cover&lt;br /&gt;
&lt;br /&gt;
==Types of Protection==&lt;br /&gt;
The number of regular metal bars needed to make a piece of metal armor is equal to the material size divided by 3, rounded down with a minimum of one.&lt;br /&gt;
The number of adamantine wafers or stacks of adamantine cloth required to create armor is equal to the material size.&lt;br /&gt;
&lt;br /&gt;
===Headgear===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency %&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cap[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0.3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Helm[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,B,S,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0.6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|60%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Hood&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mask†[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Turban†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Head Veil†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Face Veil†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Headscarf†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Upper Body===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|UBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|LBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dress&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tunic&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Toga&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Vest&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Robe&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coat&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather Armor[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.8&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|90%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Breastplate[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|9&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2.7&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|90%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cape†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|300&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
[[Quiver]] and [[Backpack]] are also worn on upper body, counting towards layer permit size.&lt;br /&gt;
&lt;br /&gt;
===Hands===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make (per pair)&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting (per pair)&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting Efficiency %&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gloves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gauntlets[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|B,S,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|120%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mittens&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each crafting job produces a pair of gloves, gauntlets or mittens -- one right-handed and one left-handed.  The items from a single job may have different quality levels.&lt;br /&gt;
&lt;br /&gt;
===Lower Body===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|LBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency %&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Trousers&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leggings[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,B,S,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Greaves[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|B,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.8&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|90%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Loincloths†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Thongs†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts (Short)†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts (Long)†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Braies†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Footwear===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make (per pair)&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting (per pair)&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency %&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Socks&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sandals†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shoes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Low Boots&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0.6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|60%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|High Boots&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|120%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chausses†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each crafting job produces one pair of footwear.  Unlike gloves, footwear items are interchangeable (they are not right- or left-footed).  The two items from a single crafting job may have different quality levels.&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Buckler&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M,W&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0.6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|60%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shield&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M,W&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|120%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * {{=}} Items without an armor rating are considered clothing. Armor levels 1-3 were referred to as 'leather', 'chain' or 'plate' in earlier versions.&lt;br /&gt;
* + {{=}} The armor level of an item with a &amp;quot;+&amp;quot; can be increased by one if made from metal.&lt;br /&gt;
* † {{=}} This article cannot be crafted by dwarves (except for [[artifact]]s), but may be purchased in trade.&lt;br /&gt;
* [S] {{=}} shaped item, max one [S] per body slot (e.g. plate mail cannot be worn with leather armor, but can be worn with chain mail, and greaves and leggings cannot be combined).&lt;br /&gt;
* Materials can be Cloth, Leather, Bone, Shell, Metal, or Wood.&lt;br /&gt;
Note: Striking with a shield trains both misc object user and armor user skills.&lt;br /&gt;
&lt;br /&gt;
==Special procedurally generated armors==&lt;br /&gt;
Some rare entities have their own procedurally generated armors. Currently, these armors are produced by copying the default properties of the &amp;quot;base&amp;quot; armor, and adding an adjective (&amp;quot;bulging&amp;quot;, &amp;quot;segmented&amp;quot;, &amp;quot;rounded&amp;quot;, etc.). Dwarves in [[strange mood]]s which select from all armors with a certain tag may produce one of these procedurally generated armors. Since they retain the properties of their base items, these armors should be as usable as standard armor of the base type.&lt;br /&gt;
&lt;br /&gt;
==Equipping Clothing==&lt;br /&gt;
&lt;br /&gt;
Items in Dwarf Fortress must be equipped in a specific order. A dwarf must equip a layer type of Under before he equips a layer of type Over, for example. The complete order goes: Under, Over, Armor, Cover. It is common among civilians to see a dwarf equip pants with no undergarments due to this restriction, even when an undergarment is available. This is typically not an issue with soldiers, however.&lt;br /&gt;
&lt;br /&gt;
There is no restriction on wearing multiple items of the same type ''(Unless the item is shaped [S])''. You can, for example, wear 3 cloaks without penalty.&lt;br /&gt;
&lt;br /&gt;
===Process for equipping a new piece of clothing===&lt;br /&gt;
&lt;br /&gt;
The following variables will be used in the logic below: &lt;br /&gt;
:'''Current Item''' refers to the specific item being equipped. &lt;br /&gt;
:'''Total Size''' refers to the [[Armor#Size, Permit, and layering armor|size]] of all items equipped on that body part, excluding the item to be equipped (while including those on a different [[Armor#Size, Permit, and layering armor|layer]]). &lt;br /&gt;
:'''Permit''' refers to the maximum allowable size of items equipped on the same or lower level as the item to be equipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order to equip a new item, the dwarf (or other creature) ...&lt;br /&gt;
:*will determine if he is eligible to wear the item in question (Perhaps the body part is missing/severed).&lt;br /&gt;
:*must start with the lowest layer first, continuing to the next layer when no other items of that layer need to be equipped&lt;br /&gt;
:*checks if the item is shaped [S], and will only equip the item if no other shaped items are equipped '''on that body part'''.&lt;br /&gt;
:*will equip items with lowest permit level first. If two items share the same permit value, the highest size item will be equipped first{{verify}}.&lt;br /&gt;
:*then checks if his total size (excluding the current item) is less than the current item's permit.&lt;br /&gt;
:*If all above logic is true, the dwarf will equip the item.&lt;br /&gt;
&lt;br /&gt;
===Equipment process example===&lt;br /&gt;
&lt;br /&gt;
Each item is listed in order of being equipped, the primary focus of this example is that the total size must be equal to, or less than the permit size of the item being equipped. Like above, the total size ''excludes the size of the item being equipped''.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Item Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Permit&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Total Size*&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Breastplate [S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|45&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|65&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|65&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|80&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|110&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|125&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|140&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|155&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * = Total Size include the size of all equipped items, but does not include the item being equipped&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#F00&amp;quot;&amp;gt;Red Text&amp;lt;/span&amp;gt; = This item cannot be equipped, because the total size is larger than the item's permitted size.&lt;br /&gt;
&lt;br /&gt;
==Size, Permit, and layering armor==&lt;br /&gt;
&lt;br /&gt;
The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn.&lt;br /&gt;
&lt;br /&gt;
Under the old system the lowest &amp;quot;permit&amp;quot; value for any given body part is used: for instance, if a dwarf is wearing a dress (permit value: 50) and a total of 50 or more ''size'' worth of clothing on the upper body, it cannot put any more clothing on the upper body.  (This explains why the old [[40d:dungeon master|dungeon master]]s tend to wear several cloaks: they arrive at the fortress wearing only a cloak on the upper body (permit 150), and can put on a total of 10 of them, at 15 size each.)&lt;br /&gt;
&lt;br /&gt;
Unfortunately, [LAYER:COVER] items are the only items playing by the old rules.  This much is certain from testing in arena mode.&lt;br /&gt;
&lt;br /&gt;
:*If the item to be add is a [LAYER:COVER] item, add the total item size on the body part, if this sum is '''less than or equal to''' the item's permit value then evaluate as true.&lt;br /&gt;
:*If a [LAYER:ARMOR] item is present or to be added and if the sum of the non [LAYER:COVER] items would be '''less than''' the sum of the [LAYER:ARMOR] size+permit values then evaluate as true.&lt;br /&gt;
:*If one or more items of the same non-[LAYER:COVER] layer as the one being added are present and if the sum of their size values is '''less than''' the smallest permit value then evaluate as true.&lt;br /&gt;
:*If the sum of the size values for all items on the body part are '''less than or equal to''' the permit value of the item about to be added then evaluate as true.&lt;br /&gt;
&lt;br /&gt;
The item is allowed if all rules either evaluate to true or are not applicable.  This is in addition to the rule allowing only one shaped item on a given body part at a time. &lt;br /&gt;
&lt;br /&gt;
Example: A helm (30 size,20 permit) can be worn over two head veils (10,100), and can fit 6 additional hoods if desired. &lt;br /&gt;
&lt;br /&gt;
Example: Wearing a cap (10,15) allows only one face veil (10,100), but a combined total of up to 9 head veils and hoods can be added.&lt;br /&gt;
&lt;br /&gt;
Note that the armor value of socks and other clothing is unknown under the new system - however, wearing them under &amp;quot;armor&amp;quot; such as boots is recommended for an adventurer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Adventurer mode]]''' follows the arena rules so it is possible to have three chain mail shirts (15,50), a breastplate (20,50), and 25 capes (10,300) on ones upper body plus a helm and six hoods on ones head.  Confirmation is needed to see if [[fortress mode]] follows the old rules or the new arena rules. (I tested this and found that Urist McNopants follows a totally different set of rules than either of these. His rules tell him to forget both caps all of the hoods both socks and his trousers, and each successive time he gets dressed he feels the need to do it differently.)&lt;br /&gt;
&lt;br /&gt;
===Some more workarounds regarding Size, Permit and Layering===&lt;br /&gt;
&lt;br /&gt;
* You can only have one shaped armor piece (marked with '''[S]''') per body part.&lt;br /&gt;
* The total size of non-cover items must be ''lower'' than any armor piece's permit + size total.&lt;br /&gt;
* The total size of all items of any layer on any body part must be lower than the lowest permit value (excluding that item).&lt;br /&gt;
* The total size of all items on any body part must be lower than the size + permit value of any cover item.&lt;br /&gt;
* All items are put on in order of their layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As an example, lets say you want to kit out your soldiers upper body. Try walking through this in arena mode to get a feel for it.&lt;br /&gt;
&lt;br /&gt;
You start off with a [[steel]] breastplate. This has a size of '''20''' and a permit of '''50'''. It is also '''shaped''', so you can't add any other shaped items; no more breastplates and no [[leather]] armor.&lt;br /&gt;
&lt;br /&gt;
Now you want to add mail shirts. Each one has a permit of '''50''' and a size of '''15'''. You can add three of these if you want. It checks the size against each of the armor pieces permit + size (or rather, the permit value ignoring that items size in the calculation), like so;&lt;br /&gt;
* Against each of the mail shirts, you have '''2 x 15 = 30''' total size in mail shirts, '''+ 20''' from the breastplate, matching the '''50''' permit.&lt;br /&gt;
* Against the breastplate you have '''3 x 15 = 45 &amp;lt; 50''', fine.&lt;br /&gt;
Now if you add a fourth mail shirt these tests will fail. However, because of the layering order (mail shirts being armor layer 2, the breastplate armor layer 3) the breastplate is added after the shirts. This results in the breastplate being dropped.&lt;br /&gt;
&lt;br /&gt;
Because this reaches the '''50''' permit limit for the mail shirts, you can't add more non-cover items without substituting them for existing items. If you want a robe (size '''20'''), for example, you need to remove two of the mail shirts to clear a total size of '''30''', which then lets you add an extra size '''10''' shirt, vest or whatever.&lt;br /&gt;
&lt;br /&gt;
However, you can add cover layer items. In this case, cloaks. Each cloak has a size of '''15''' and a permit of '''150'''. Taking into account the '''50''' size already on the upper body, we can add '''100''' size worth of cloaks. This lets us add '''6''' ('''x 15 = 90''') cloaks over the existing armor.&lt;br /&gt;
&lt;br /&gt;
Going through like this for the rest of the body (most of it is simpler) gives you a final setup of;&lt;br /&gt;
&lt;br /&gt;
'''Armor'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x breastplate&amp;lt;br /&amp;gt;&lt;br /&gt;
3 x mail shirts&amp;lt;br /&amp;gt;&lt;br /&gt;
6 x cloaks&lt;br /&gt;
&lt;br /&gt;
'''Armor (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
6 x dress&amp;lt;br/&amp;gt;&lt;br /&gt;
3 x robe&amp;lt;br/&amp;gt;&lt;br /&gt;
3 x cloak&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Legs'''&amp;lt;br/&amp;gt;&lt;br /&gt;
3 x long skirts&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x greaves&lt;br /&gt;
&lt;br /&gt;
'''Legs (no foreign items)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x trousers&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x greaves&lt;br /&gt;
&lt;br /&gt;
'''Legs (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x trousers&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x leggings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Helm'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x helm&amp;lt;br /&amp;gt;&lt;br /&gt;
6 x hood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gloves'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of gauntlets&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of mittens&lt;br /&gt;
&lt;br /&gt;
'''Gloves (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x pairs of gloves&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of mittens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Boots †'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of chausses&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of high boots&lt;br /&gt;
&lt;br /&gt;
'''Boots (no foreign items) †'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of socks&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of high boots&lt;br /&gt;
&lt;br /&gt;
'''Boots (cheap) †'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of socks&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of shoes&lt;br /&gt;
&lt;br /&gt;
Of course, so long as the bugs are still around, we are likely to see dwarves wearing more than this or refusing to put parts on because they found their boots before their socks.&lt;br /&gt;
&lt;br /&gt;
''Note: &amp;quot;Cheap&amp;quot; implies the set can be made from secondary materials such as bone and cloth with item types not overlapping with  the other, more combat oriented set which use metal, leather and cloth (for socks). As a rule of thumb, combat sets provide better protection but cheap sets are lighter and easier to mass produce.''&lt;br /&gt;
&lt;br /&gt;
† It appears that equipping footwear on one foot can affect what can be equipped on the other.  For example, if a uniform calls for socks and high boots, a dwarf will only equip 3 of those 4 items between both of his feet.&lt;br /&gt;
&lt;br /&gt;
==Coverage==&lt;br /&gt;
&lt;br /&gt;
The value of coverage of an armor piece is the percentage probability that an attack made against a body part covered by said armor piece actually hits the armor. Example: Helms and caps both cover only the head (facial features excluded). 100% of attacks against the head of a helm-wearing dwarf are affected by the helm's protective capabilities, because helms have 100% coverage. In the case of a cap-wearing dwarf, only 50% of attacks made against the head are affected by the cap - the remaining 50% bypass it and land directly on the head, because caps have only 50% coverage. The value of coverage has an additional role in determining how well the armor protects against contaminants and temperature effects.&lt;br /&gt;
&lt;br /&gt;
By default, armor pieces cover only a single body part, at which they are 'anchored' (hands, feet, lower body, upper body or head){{verify}} . Their coverage is extended to other body parts using the following three tags:&lt;br /&gt;
&lt;br /&gt;
:'''[UBSTEP]'''&lt;br /&gt;
This token, when applied to torso armor, controls how far 'up' the body an item of armor reaches. Basically you can think of it as going out in stages along the body. It doesn't cover legs. It doesn't cover body parts with certain tags (notably [HEAD], [GRASP] and [STANCE], or the head). It can cover the children of such body parts (such as parts of the face) if it extends beyond them. The upper body and lower body are counted as 0 steps away, and so both always covered.&lt;br /&gt;
&lt;br /&gt;
Breastplates have a default of 0, meaning they only cover the torso.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mail shirts have [UBSTEP:1], so cover the upper arms and neck.&lt;br /&gt;
&lt;br /&gt;
A number of clothing items have [UBSTEP:MAX]. What exactly this covers depends on a certain bug, but unless you are making adamantine robes you probably won't get that much extra protection this way anyway. This would mean, for example, they would cover the upper arm, lower arm, skip the hand, then cover the fingers. The same goes for facial features after skipping the head and the toes after skipping the entire legs and feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
The clothes with these properties seem to be robes, cloaks, coats, shirts and dresses. However, of these only robes and dresses also have [LBSTEP:MAX] (see below) and so I'm not sure if anything else would actually cover toes or not. Needs additional testing.&lt;br /&gt;
&lt;br /&gt;
Testing in arena: in three 15x15 dwarves battles where both sides was equipped with iron battle axes and iron full armor and one of the teams was enforced with leather robes, team with robes was a victorious (2-3 survivors).&lt;br /&gt;
&lt;br /&gt;
:'''[LBSTEP]'''&lt;br /&gt;
This token, when applied to torso armor or pants, controls how much of the legs an item covers. Legs in this case are defined as [LIMB] body parts that end in a [STANCE] body part (e.g., foot). Arms are [LIMB]s, but end in a [GRASP] hand instead. Because the upper and lower body are effectively zero steps from each other, torso armor can extend this way easily.&lt;br /&gt;
&lt;br /&gt;
Both greaves and leggings have [LBSTEP:MAX] and so cover the entire leg to the best of their ability.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Armor Coverage Chart.png|thumb|450px|Dwarven armor coverage chart]]&lt;br /&gt;
Mail shirts have [LBSTEP:1] and so can protect the upper legs. A range of other clothes (including cloaks) and leather armor also have this.&lt;br /&gt;
As mentioned above, robes and dresses have [LBSTEP:MAX] and so cover the entire legs. These also have [UBSTEP:MAX] and so cover the entire body. Although not the strongest armor, a leather (or maybe adamantine?) robe or dress gives you maximum coverage.&lt;br /&gt;
&lt;br /&gt;
:'''[UPSTEP]'''&lt;br /&gt;
This token, when applied to gloves or shoes, determines how far up the limb the armor protects. As with [LBSTEP], this doesn't cover anything but the [LIMB] tag body parts, but it does cover arms as well as legs.&lt;br /&gt;
&lt;br /&gt;
Low boots literally only cover the foot.&amp;lt;br /&amp;gt;&lt;br /&gt;
High boots have [UPSTEP:1], so cover the lower leg. If you consider the upper legs can covered by [LBSTEP] from above, you can effectively have an entire layer of chain armor on the legs from high boots and a mail shirt even before adding leg armor. This is why I go with greaves for a plate layer.&lt;br /&gt;
Gauntlets have [UPSTEP:1], so cover the lower arms. Because there is no other protection for arms as there is for legs, you need gauntlets and mail shirts to protect your arms fully.&lt;br /&gt;
Chausses are a very rare sock substitute, but they are the only items to have [UPSTEP:MAX] and so offer full leg coverage while being exactly the same size as regular socks. The perfect undergarment.&lt;br /&gt;
&lt;br /&gt;
The whole method is pretty nifty, even though faces can't be covered by head armor. This means that mouths, noses, eyes, and cheeks are as vulnerable as if you were not wearing anything at all, even if the name of an article of clothing would normally imply that it protects them. This also applies to teeth, lips, and ears.&lt;br /&gt;
&lt;br /&gt;
Toes and fingers are protected by the relevant armor type (e.g. gauntlets cover fingers and boots cover toes).&lt;br /&gt;
&lt;br /&gt;
== Other Restrictions ==&lt;br /&gt;
&lt;br /&gt;
In fortress mode, &amp;quot;under&amp;quot; layers cannot be put on over &amp;quot;over&amp;quot; layers, so, for instance, a dwarf cannot put on socks unless it first removes its shoes.  They can wear over layers without putting an under layer on first, which explains their fondness for &amp;quot;going commando&amp;quot; (trousers without loincloth).  Dwarves will only put on the specific armor they are told to put on -- unless they are not told what to wear.&lt;br /&gt;
&lt;br /&gt;
Also, if you do not tell dwarves to replace clothing with a uniform, they will wear it alongside the uniform and possibly come into conflict with layering and sizes/permits, making them unable to wear assigned items. Particularly, caps conflict with helms (both are shaped items), and shoes are too large to fit inside boots. &lt;br /&gt;
&lt;br /&gt;
Military dwarves have a &amp;quot;pecking order&amp;quot; for equipment. The captain of the first squad created has first dibs, followed by his underlings in order, followed the second squad, etc...&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, you have direct control over what armor you put on, and are only limited by permit and &amp;quot;one only&amp;quot; (shaped) restrictions.  This means you can wear three suits of chain mail (total size 45) plus another suit of chain or plate on top of them.  On top of this, you can add six cloaks.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, putting a pair of socks (or any under-layer foot wear) on before putting on a pair of boots (or any over-layer foot wear) will keep you from putting on the last boot.  So the order sock, sock, boot, boot doesn't work, but changing the order to sock, boot, sock, boot does.  This is a very minor bug. *bug seems gone in v0.40.24*&lt;br /&gt;
&lt;br /&gt;
In fortress mode it is possible to have (at least) 3 shields equipped.&lt;br /&gt;
&lt;br /&gt;
* Soldiers do not replace tattered clothing that is part of a uniform.{{bug|6039}}&lt;br /&gt;
* Getting military dwarves to put on all their assigned equipment can be iffy. Boots are especially problematic (possibly related to the adventure mode bug above.) {{bug|6101}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = tosid&lt;br /&gt;
| elvish  = datome&lt;br /&gt;
| goblin  = nuklat&lt;br /&gt;
| human   = stalcon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Health_care&amp;diff=215206</id>
		<title>Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Health_care&amp;diff=215206"/>
		<updated>2015-01-05T11:02:16Z</updated>

		<summary type="html">&lt;p&gt;Bognor: misc. grammar tweaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|14:14, 20 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
A '''hospital''' is a [[Activity zone#Hospital|zone]] designated via the [[Activity zone|zone menu]]. Hospitals use any beds, tables, traction benches, and coffers/bags that have been built within the zone. The hospital will requisition [[thread]], [[cloth]], [[splint]]s, [[crutch]]es, [[Gypsum plaster|plaster powder]] (for casts), [[bucket]]s, and [[soap]] for medical use. These will be stored within the hospital's coffers/bags; you may adjust the desired quantities.&lt;br /&gt;
&lt;br /&gt;
'''Doctors''' are dwarves assigned to any of the five medical labors: [[wound dresser|dressing wounds]], [[diagnostician|diagnosis]], [[surgeon|surgery]], [[bone doctor|setting bones]], and [[suturer|suturing]]. All doctors in the fortress operate under the instruction of the [[Chief medical dwarf]], an appointed [[noble]]. Doctors perform medicine on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not perform any healthcare on animals, despite injured animals &amp;quot;requesting&amp;quot; diagnosis in the [[Health screen|z-health screen]]. &lt;br /&gt;
&lt;br /&gt;
All beds within a hospital zone are automatically hospital beds, where injured dwarves will go (or be brought) to recuperate. Tired healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
&lt;br /&gt;
==Setting up a Hospital==&lt;br /&gt;
* Hit {{k|i}} and set up a hospital [[zone]] in the area you plan on having your hospital. Be sure &amp;quot;Hospital&amp;quot; is highlighted. Proximity to [[water]] is a plus, since patients need to be washed and cannot drink alcohol.&lt;br /&gt;
* Place enough [[bed]]s in that zone to ensure you can keep all wounded dwarves in the hospital. Note that normal beds or [[bedroom]]s can and will accept wounded dwarves whether or not a hospital zone exists, though hospital beds will be preferred if they are free. Doctors do not need a hospital zone, though a lack of equipment will probably limit care options.&lt;br /&gt;
* Build [[container]]s ({{k|b}}-{{k|h}}) to store hospital supplies. A small hospital can manage with 2 containers, while a fully fledged fortress with an adventurous military may need as many as 8. (Containers are not strictly necessary; doctors can and will use supplies from anywhere. But dedicated hospital containers allow you to earmark some supplies for medical use - for example, to prevent the auto-looming of ''every'' last thread.)&lt;br /&gt;
* Build at least one [[table]] ({{k|b}}-{{k|t}}) for surgeons to perform surgery on. You may perform surgery without tables; it will be more messy.&lt;br /&gt;
** Multiple dwarves may undergo simultaneous surgeries on the same table.&lt;br /&gt;
* Build one or more [[traction bench]]es to handle compound fractures when the dwarf requires &amp;quot;immobilization.&amp;quot;&lt;br /&gt;
** Each traction bench can only accommodate one dwarf at a time, and the dwarf may be there for quite some time, so plan accordingly.&lt;br /&gt;
* Stockpiles are not needed but can be used instead of chests and bags in the hospital zone.&lt;br /&gt;
* Assign a [[chief medical dwarf]] (in the [[noble]]s screen) to enable the fortress-wide [[health screen]] as well as invidual dwarves' health summary screens ({{k|v}}-{{k|z}}-{{k|h}}).&lt;br /&gt;
* Pick one or more dwarves to be doctors, and enable the health labor(s) on them (through {{k|v}}-{{k|p}}-{{k|l}}). Be sure the diagnosis labor is well covered. Without a diagnosis, patients cannot be treated. If they cannot be treated, they will occupy the hospital area until they die, performing no function. (Any dwarf with the Diagnosis labor enabled can diagnose dwarves, but the Chief Medical Dwarf may impact the diagnosis job creation{{verify}}.  Once a patient is diagnosed, you can see on the individual health screen what procedures are needed, for example washing or suturing.)&lt;br /&gt;
* If you use a [[burrow]] to keep doctors near the hospital zone, ensure that this burrow covers all needed materials or you could get job cancellations because of lack of material.  Thread/cloth stockpiles, and items bought from caravans (e.g. plaster early in the game) are often the most troubling.&lt;br /&gt;
&lt;br /&gt;
== Skills and Injuries==&lt;br /&gt;
'''Doctors''' have 5 specialized skills and 2 support healthcare labors.&lt;br /&gt;
&lt;br /&gt;
[[Diagnostician]] -- [[Surgeon]] -- [[Suturer]] -- [[Wound dresser]] -- [[Bone doctor]] -- Feed patients/prisoners -- [[Recovering wounded]]&lt;br /&gt;
&lt;br /&gt;
Those with the '''recover wounded''' labor will attempt to bring a wounded dwarf to the hospital zone, or lacking one to the nearest unoccupied bed.  Note that recovering wounded appears to be an extremely low priority task.  Since immobile patients will need to be carried to a hospital before diagnosis, it may be necessary to temporarily disable all other labors on another dwarf to move them first.&lt;br /&gt;
&lt;br /&gt;
A '''diagnoser''' will then identify and prescribe a treatment which any doctor (including himself) may carry out. A dwarf cannot be treated without a diagnosis. Depending on the injury a treatment labor will occur. Diagnosis is often required between procedures as well.&lt;br /&gt;
&lt;br /&gt;
[[Wound|Injuries]]&lt;br /&gt;
:{| border=0 cellpadding=0 cellspacing=1 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffffff&amp;quot;&amp;gt; '''NONE: No recorded active wounds on the part.'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; '''MINOR: Any damage that doesn't have functional/structural consequences (might be heavy bleeding, though).'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; '''INHIBITED: Any muscular, structural, or functional damage, without total loss.'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#00ffff&amp;quot;&amp;gt; '''FUNCTION LOSS: An important function of the part is completely lost, but the part is structurally sound (or, at least partially intact). '''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; '''BROKEN: The part has lost all structural integrity or muscular ability.'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; '''MISSING: The part is completely gone. '''&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
If a chief medical dwarf is appointed you can view your fortress' health using the {{k|z}}-status key), or individually by selecting a dwarf and using {{k|w}} for wounds section.&lt;br /&gt;
* '''Bones''' can be set and treated by bone doctors depending on severity using thread and cloth for fractures, splints and casts, or traction benches. Grasping is often impaired during healing.  The {{DFtext|Immobilization Request}} status tag is an indication that a splint or plaster cast is required. Multiple overlapping and compound fractures require a surgeon. Caused by [[attack_types#Blunt_weapons|blunt]] trauma.&lt;br /&gt;
*'''Skin and muscle''' can be treated by a suturer using thread and cloth. The wound will continue to bleed until sutured, severe wounds impair grasping during healing. Closed wounds will be dressed by a wound dresser.  Caused by [[attack_types#Edged_weapons|slashing]] injuries.&lt;br /&gt;
*'''Internal Organs''' can be treated or removed by a surgeon using tables and traction benches. Repair of infected or rotten wounds is treated similarly. Caused by [[attack_types#Piercing_weapons|piercing]] injuries.&lt;br /&gt;
&lt;br /&gt;
Any dwarves with the Feed patients/prisoners labor will attempt to give food or a bucket of water to a hungry or thirsty patient. By default all dwarves start with the non-doctor labors designated. These have no corresponding [[skill]]s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf.&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
Every open wound can become infected. Infections may heal over time; however, many dwarves will die due to infection, often months after the actual wounding.&lt;br /&gt;
&lt;br /&gt;
Causes of infection include:&lt;br /&gt;
* No cleaning of the wounds.&lt;br /&gt;
* Cleaning with water from a [[Water#Stagnant_Water|stagnant water]] source.&lt;br /&gt;
* Cleaning with [[Water#Water_laced_with_mud|water laced with mud]]. {{Verify}}&lt;br /&gt;
* Cleaning without [[soap]].&lt;br /&gt;
* Bad luck&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Traction Benches ===&lt;br /&gt;
&lt;br /&gt;
A '''traction bench''' is used by a [[doctor]] in a [[Hospital|hospital zone]] to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
&lt;br /&gt;
It is constructed in the [[Mechanic's workshop]], and requires a [[table]], a [[mechanism]], and a [[rope]] or a [[chain]] to construct. The [[quality]] of each component is not reflected in the quality of the traction bench, and only the [[material]] of the table is used as the material for the bench. &amp;quot;Recycling&amp;quot; low-quality, low-value components into high-quality traction benches can provide a modest increase in [[value]]. Note that if any [[Stockpile|stockpiles]] have been linked to &amp;quot;Give&amp;quot; to the workshop, all of the resources needed to construct the traction bench must be found in the linked piles (e.g., linking only a stone stockpile may prevent access to the necessary tables/ropes/chains).&lt;br /&gt;
&lt;br /&gt;
=== Casts ===&lt;br /&gt;
&lt;br /&gt;
Casts are made out of [[Gypsum plaster|plaster powder]] and are used to keep broken bones in their proper place until healed. To store it in a hospital, build a chest or other container inside the hospital zone. Applying a cast also requires a bucket and cloth, and a water source.&lt;br /&gt;
&lt;br /&gt;
Plaster powder is produced at a [[kiln]] or [[magma kiln]] from [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]] and an empty [[bag]] by a dwarf with the furnace operator skill enabled.  They can also be bought at embark for 3 points per unit; each unit comes with a free bag.&lt;br /&gt;
&lt;br /&gt;
=== Splints ===&lt;br /&gt;
Splints immobilize limbs that have sustained bone fractures. They allow the broken limb to be utilized until it is fully healed. Dwarves will be able to leave the hospital and resume their normal duties once securely splinted up since by this stage their wounds have already been cleaned, sutured and dressed. Applied by a bone doctor.&lt;br /&gt;
&lt;br /&gt;
They can be made out of one [[wood]] at the [[carpenter's workshop]] or out of one metal [[bar]] at the [[metalsmith's forge]] or the [[magma forge]]. Splints seem to be an effective alternative to plaster casts, and are easier to obtain and prepare. Splints are categorized as [[finished goods]].&lt;br /&gt;
&lt;br /&gt;
=== Other equipment===&lt;br /&gt;
*[[Crutch]]es {{DFtext|┬|770}} help a crippled dwarf walk again.&lt;br /&gt;
*[[Table]]s are used to conduct operations on.&lt;br /&gt;
*[[Bed]]s are used by patients to rest.&lt;br /&gt;
*[[Thread]] is used to suture closed wounds.&lt;br /&gt;
*[[Cloth]] is used to clean wounds, wash patients and dress wounds.&lt;br /&gt;
*[[Soap]] is used to clean wounds, sterilizing and preventing infection.&lt;br /&gt;
*[[Water]] is used to clean wounds, bathe patients and give drink. Patients do not drink alcohol.&lt;br /&gt;
*[[Bucket]]s are used to gather and hold the water for its uses.&lt;br /&gt;
*[[Container]]s are used to store hospital supplies.&lt;br /&gt;
&lt;br /&gt;
==Tips for an Effective Hospital==&lt;br /&gt;
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.&lt;br /&gt;
* It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which most likely will kill your dwarf. Consult the [[soap]] page to understand that industry. Bring 1 lye on embark for one bar of soap, which translates to 150 units.&lt;br /&gt;
* Put a [[well]] inside (or near) the hospital for maximum efficiency. Doctors need to wash patients regularly, and clean water reduces infection.&lt;br /&gt;
* Do not place chairs next to your surgery tables. A chair is an invitation for rat-roast eating freeloaders to block the medical process.&lt;br /&gt;
* Consider making use of [[burrow]]s to ensure your healthcare workers stay in the area. &lt;br /&gt;
* You may wish to consider individual rooms for each bed if you find your doctors are choosing to treat Urist McScratched over Urist McBloodFountainTheGushing. A locked door minimizes the mess and thereby infection and allows you to prioritize.&lt;br /&gt;
* The Chief Medical Dwarf only enables the Health status screen. The position has no in-game use. Look after your CMDs if you rely heavily on this screen, but otherwise they can be treated as any other dwarf.&lt;br /&gt;
** Diagnosis skill level does not affect the diagnosis, only the time it takes for the diagnosis to happen.  Embarking with a dwarf skilled in diagnosis (and other medical skills) is helpful, both to speed diagnosis and to stave off skill rust when long periods of time go between injuries.&lt;br /&gt;
** Also helpful is enabling medical skills on all dwarves in the fortress, which allows medical jobs to be picked up immediately so long as there is an idle dwarf.&lt;br /&gt;
* Create &amp;quot;nurses&amp;quot; by setting dwarves to only use the Recover wounded, Give food and Give water labors. &lt;br /&gt;
** It is important not to distract doctors from treating patients (or other medical helpers such as crutch haulers, or wounded recoverers).&lt;br /&gt;
** &amp;quot;Recover wounded&amp;quot;, &amp;quot;Give food&amp;quot; and &amp;quot;Give water&amp;quot; are low priority jobs, so it is entirely possible for a patient to starve to death, dehydrate to death, or bleed to death if no one ever gets &amp;quot;unbusy&amp;quot; enough to bring them food or water, or move them to the hospital.&lt;br /&gt;
** Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle—if they become injured, they cannot treat themselves.&lt;br /&gt;
* You can select nurses who enjoy helping people to give them good thoughts. This also prevents dwarves that hate bringing others food from receiving unhappy thoughts.&lt;br /&gt;
* When a serious injury happens, don't exit (or save) the game until the injured are in the hospital zone, especially if a dwarf is immobile.  &amp;quot;Bring crutch&amp;quot; and &amp;quot;Recover Wounded&amp;quot; jobs will be lost, keeping the patient away from the hospital, and doctors will NOT go to patients, even if burrowed with them, because a diagnose job hasn't been created.  Sometimes a second &amp;quot;crutch required&amp;quot; or &amp;quot;recover wounded&amp;quot; request will be generated, but often too late for the patient's full recovery.  Best bet is ensure someone (not burrowed) has &amp;quot;recover wounded&amp;quot; enabled at all times; burrow doctors doing non-medical tasks immediately; hope the patient makes it to the hospital.&lt;br /&gt;
&lt;br /&gt;
Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes special &amp;quot;[[raw adamantine|exotic]]&amp;quot; strands.  You may want to forbid these during medical emergencies.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* For a variety of reasons, an injured dwarf may leave the hospital and/or refuse to go to the hospital. {{Bug|309}}&lt;br /&gt;
* Adamantine thread used for suturing. {{Bug|1346}}&lt;br /&gt;
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it. {{verify}}&lt;br /&gt;
* Purchased plaster powder does not appear in the hospital storage. {{verify}}&lt;br /&gt;
* Dwarves resting in bed may be starving/dehydrated and not being taken care of, deconstructing the bed to generate a new Recover Wounded task and force them to rest properly fixes this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
Soap is the only item dwarves will use to sterilize a wound.  While dwarves are of course aware that humans will pour perfectly quaffable alcohol over their bloody wounds and onto the filthy ground to get the same effect, dwarves understand that some things are more precious than a single life, and face oblivion with a bit more dignity.  Application of extreme heat is also well known to prevent infections and seal a wound, but dwarves consider magma the only legitimate heat source, and the non-lethal application of magma a sacrilege.&lt;br /&gt;
&lt;br /&gt;
{{Category|Healthcare}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Well&amp;diff=215178</id>
		<title>Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Well&amp;diff=215178"/>
		<updated>2015-01-04T12:28:25Z</updated>

		<summary type="html">&lt;p&gt;Bognor: /* Building a well */ fix comma splice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|02:43, 10 May 2012 (UTC)}}{{Building|name=Well|key=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;
'''Wells''' are [[building|structures]] 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 rivers, pools and cavern lakes.&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 can only 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). 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 [[activity zone#Meeting_Area|meeting area]] with the {{K|q}} key. Un-defining the meeting area will break up any [[party]] that is 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 that dwarf 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 floor of underground pools in [[cavern]]s) then the water drawn out will be 'water laced with mud' 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.&lt;br /&gt;
&lt;br /&gt;
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.  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 'open space' or 'downward slope' 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 on the part of either or both the steps involved, and can result 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 lock a mechanic in a room with some [[native gold|gold]] or [[native platinum|platinum nuggets]], then turn those stones on in the economic stone menu (Z, Stone). Remember to turn them off when you're done, or you risk all your nuggets disappearing into stonecrafts and ordinary masonry items.&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 impassible 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;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Military_interface&amp;diff=215162</id>
		<title>Military interface</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Military_interface&amp;diff=215162"/>
		<updated>2015-01-02T12:43:44Z</updated>

		<summary type="html">&lt;p&gt;Bognor: minor grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
This is a hands-on walkthrough of the '''[[military]]''' screens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Walkthrough=&lt;br /&gt;
&lt;br /&gt;
This guide will take you through a step-by-step process of each and every screen in the military and squad menus and get your military on its feet.&lt;br /&gt;
&lt;br /&gt;
The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&lt;br /&gt;
==Squad Positions==&lt;br /&gt;
&lt;br /&gt;
Our brand new fortress at Shotweakens needs a military. Let's open up the '''military screen''' with {{k|m}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military positions 1.png]]&lt;br /&gt;
&lt;br /&gt;
This is the '''positions tab'''. It opens with the military menu by default; if you're looking at another tab you can press {{k|p}} to return here. At the bottom of the screen you can see the keys to open the different tabs in the menu. Each tab has three '''panes''' - a left, center, and right. These may also be referred to as the first, second and third panes. The left/right keys will take you between panes; keep in mind which one your selector is in, as the same key will often do something different depending on what pane you're in.&lt;br /&gt;
&lt;br /&gt;
All screens will list what keypresses are needed to do what task, but as the menus are confusing to read, I'll list many of them as well. If you're ever stuck, take the time to really read through the options presented - often the answer is before you and it's simply too difficult to immediately see.&lt;br /&gt;
&lt;br /&gt;
The positions tab lists squads and dwarves assigned to squads. You'll notice that presently there are no squads listed - you have yet to create one using {{k|c}}. Before we do that, we'll close the military screen ({{k|esc}}) and open the '''nobles screen''' ({{k|n}}).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military nobles 1.png]]&lt;br /&gt;
&lt;br /&gt;
See the slot for '''[[militia commander]]'''? That's the head of our military. We'll put Wrestler 1 into this slot (with {{k|enter}}). Keep in mind you cannot assign your expedition leader as the militia leader. Now we'll go back to the positions screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military positions 2.png]]&lt;br /&gt;
&lt;br /&gt;
We press {{k|c}} to create a new squad. The default '''uniform templates''' are listed for us to choose from - for now, we'll just select 'leather armor'; we can change this later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military positions 3.png]]&lt;br /&gt;
&lt;br /&gt;
Now we have a squad! Wrestler 1 has decided to call it Barricaded Morals, as the squad leader chooses the squad name. Go back to the nobles screen for a moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military nobles 2.png]]&lt;br /&gt;
&lt;br /&gt;
See where it says '''militia captain'''? This is any squad leader with a position under your militia commander. There can be any number of these. Squad leaders will be listed here automatically. You can also create a squad ''before'' assigning a militia commander; your first squad's leader will automatically assume the role. We're done with the nobles screen; let's return to the military screen and finish up with the positions tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military positions 4.png]]&lt;br /&gt;
&lt;br /&gt;
I've put Wrestlers 1-3, Hammerdwarf 1 and Shieldsdwarf 1 into Barricaded Morals as our melee squad (by selecting them from the right pane while highlighting the correct squad in the left pane) and created a second squad (with {{k|l}}) for our ranged forces, Marksdwarves 1 and 2. Marksdwarf 1 calls this the Granite Parity. I've given them the generic 'leather armor' uniform as well.&lt;br /&gt;
&lt;br /&gt;
We're done with the positions tab. Press {{k|a}} to bring up the '''alert tab''', our next destination.&lt;br /&gt;
&lt;br /&gt;
==Alerts==&lt;br /&gt;
&lt;br /&gt;
The '''alerts tab''' is where you can create [[alerts]] for your squads. Alerts function as your effective schedules - you can toggle individual squads between alerts easily - while the '''schedules''' tab allows you to edit the content of each alert (confusing, I know). Pretend that alerts ''are'' the schedules and the scheduling itself is simply how you edit them.&lt;br /&gt;
&lt;br /&gt;
The alert system is primarily for the military; however, a generic '''civilian alert level''' is used to restrict civilians via alert. You can tell them what alert to follow by pressing {{k|enter}} while highlighting one in the left pane, or (once we have burrows) you can restrict them to a burrow (or multiple burrows) by pressing {{k|enter}} while highlighting one in the right pane.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military alerts 1.png]]&lt;br /&gt;
&lt;br /&gt;
By default there are two alerts - Inactive and Active/Training. Inactive is a full schedule of empty orders, causing your dwarves to do nothing but sit around and individually train if they are a certain military skill level (otherwise they'll retain their civilian jobs). Active/Training is a full schedule of Train orders, which will keep them in your Barracks doing demonstrations and sparring. Both of these alerts are entirely editable in name and scheduling (though we'll get to the latter later). I'm going to rename these two alerts as well as add a third, using {{k|c}} to add one, and {{k|N}} to name them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military alerts 2.png]]&lt;br /&gt;
&lt;br /&gt;
We now have Off-Duty (formerly Inactive), Training (formerly Active/Training because that name is far too misleading) and Patrolling, which currently has no orders, but we can add some later. Patrolling is going to be our 'patrolling around camp / dangerous areas' alert. None of this is strictly necessary to do, I'm simply demonstrating the capability.&lt;br /&gt;
&lt;br /&gt;
We're done with alerts for now. Press {{k|e}} to bring up the '''equipment tab'''.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
The '''equipment tab''' is where you suit up your dwarves with armor and a weapon. There are three windows within this tab:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===View/Customize===&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''view/customize''' window, opened by default in the equipment tab, is where you can select individual pieces of equipment for individual dwarves. When in another equipment window it is accessible through {{k|V}}. You can add equipment by pressing the corresponding capital letter displayed at the top of the screen and then selecting from the options in the right pane, and edit an item's material or color by highlighting said item in the right pane and then pressing {{k|M}} or {{k|C}}. Be careful while doing this - if you accidentally press {{k|enter}} while ''not'' selecting new equipment, material, or colors, you'll delete that item. You can also toggle between your dwarves wearing only their armor or wearing it over their civilian clothes with {{k|r}}. Pressing {{k|m}} to toggle between partial match and exact match seems to give or restrict your dwarves' equipment-selecting privileges {{verify}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 5.png]]&lt;br /&gt;
&lt;br /&gt;
I've edited the equipment of each dwarf in the squad so that the wrestlers have no weapon or shield, the shieldsdwarf has a shield but no weapon, and the hammerdwarf has a hammer but no shield. Keep in mind I'm just demonstrating; should my dwarves actually go into combat so poorly equipped they'd get torn apart.&lt;br /&gt;
&lt;br /&gt;
===Assign Uniforms===&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 2.png]]&lt;br /&gt;
&lt;br /&gt;
The '''assign uniforms''' window (opened with {{k|U}}) allows to you apply '''uniform templates''' to a single dwarf or an entire squad at once. It is important to remember that the equipment/assign uniforms window is '''not''' the same as the uniforms ''tab'', which is directly accessed in the military screen. Right now our options are the default templates of 'leather armor', 'metal armor', and 'archer'. We'll make our own shortly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Priority/Assignments===&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 3.png]]&lt;br /&gt;
&lt;br /&gt;
The '''pri/assignments''' window (opened with {{k|P}}) allows you to rearrange your squads. The right pane lists assigned equipment on each dwarf. This does not necessarily mean that the dwarf is carrying it, merely that it's been assigned and should, theoretically, pick it up. If there are more requests for a given type of equipment than there are items, the squad at the top of the list will have first pick out of the available gear, and the next squad the second, and so on. Moving on to the '''uniforms tab''' ({{k|n}})&lt;br /&gt;
&lt;br /&gt;
==Uniforms==&lt;br /&gt;
&lt;br /&gt;
The '''uniforms tab''' is where you create '''uniform templates''' that can be applied to your dwarves in the equipment tab's assign uniforms window (which we were at moments ago). Again, it is important to remember that the uniforms tab is '''not''' the same as the equipment/assign uniforms ''window''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military uniforms 1.png]]&lt;br /&gt;
&lt;br /&gt;
The leather armor, metal armor, and archer templates are listed by default. Leather is fine for a beginning military, especially as we don't yet have any metal, but for demonstrative purposes let's make a new template.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military uniforms 2.png]]&lt;br /&gt;
&lt;br /&gt;
Now we have 'Naked Time,' a template that will cause dwarves to pick up leather high boots and gloves, as well as a pink silk thong if available. Thankfully we only have basic leather clothing with us, so they won't (though they'll grab one if one becomes available). To truly be a 'naked' uniform we need to press {{k|r}} to replace regular civilian clothing with this uniform (rather than wearing it overtop like some kind of weird superhero costume). Now we need to apply this template in the equipment/assign uniforms window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 4.png]]&lt;br /&gt;
&lt;br /&gt;
The Granite Parity has now been assigned the Naked Time uniform. We're done with our uniform work; let's move on to the '''supplies''' tab.&lt;br /&gt;
&lt;br /&gt;
==Supplies==&lt;br /&gt;
&lt;br /&gt;
[[File:Military supplies.png]]&lt;br /&gt;
&lt;br /&gt;
The '''supplies tab''' is where you can decide if and what supplies a squad carries, using the secondary up/down keys. The default settings should be fine for now.&lt;br /&gt;
&lt;br /&gt;
Should you want to change any (or see what you can do), you can toggle through the drink orders by pressing {{k|-}} and  {{k|+}}, and through the food amount by pressing {{k|/}} and {{k|*}}.&lt;br /&gt;
&lt;br /&gt;
The options are not entirely intuitive:&lt;br /&gt;
&lt;br /&gt;
*''carry any drink '' makes soldiers carry water or alcohol; alcohol will be used/preferred if available &lt;br /&gt;
*''do not carry water'' makes soldiers carry no waterskins at all&lt;br /&gt;
*''carry water'' makes soldiers carry ''only'' water&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
[[File:Military ammunition 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''ammunition tab''' is where you can select what squad uses what types of bolts for what. 'Hunters' are also listed for civilian dwarves tracking wild animals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military ammunition 2.png]]&lt;br /&gt;
&lt;br /&gt;
We'll give The Granite Parity our supply of copper bolts to train and combat with, since we don't have anything else. However, when you start carving bone or wooden bolts, you can assign those to be training bolts instead of metal ones. We'll need to return to the equipment tab one last time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military equipment 6.png]]&lt;br /&gt;
&lt;br /&gt;
In the '''view/customize''' window we've given our marksdwarves crossbows. This should cause them to pick up a quiver and then begin stocking bolts. Finally, it's time for the '''schedules''' tab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Schedules==&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''schedules tab''' is where you can assign scheduling items for each month by squad and alert. This is where your military gets all its passive orders that tells it what to do on a yearly basis. Unlike the other military tabs, you will need to press {{k|esc}} to exit the scheduling tab. Note that by using the secondary page up/down keys you can swap alert schedules to edit. As you can see, the Training alert consists of nothing but Train orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 2.png]]&lt;br /&gt;
&lt;br /&gt;
By pressing {{k|shift}}+{{k|tab}} you can flip the screen so that rather than looking at all the months and two squads, you can see all the squads and the next three months. This is more effective if you have many squads, and as we don't we'll just put it back. The next step to do is to create scheduling for our new Patrolling alert, but to do so we'll have to create stations, routes, and burrows. Without them there is nothing to assign our orders to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Burrows, stations, and routes===&lt;br /&gt;
&lt;br /&gt;
Exit the military menu and press {{k|w}} to bring up the '''burrows menu'''. We're going to designate two new burrows for our military to play with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military burrows 1.png]]&lt;br /&gt;
&lt;br /&gt;
I've selected an area away from the river and called it ''Home''. I've left it with the default shape/color, a blue plus sign. You can use the secondary up/down keys to pick a different shape and {{k|c}} to switch colours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military burrows 2.png]]&lt;br /&gt;
&lt;br /&gt;
For the second burrow I've selected the river and called it ''ohgodcarp'', using a red fish selector. Exit this menu and bring up the '''alerts tab''' again to see something.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military alerts 3.png]]&lt;br /&gt;
&lt;br /&gt;
Now that we have burrows, we can select the option in the right pane to restrict civilians to certain burrows. Don't forget that civilians can not be broken up by group; either all civilians are restricted or none are. Exit this menu and press {{k|N}} to bring up the '''points/routes/notes menu'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military stations.png]]&lt;br /&gt;
&lt;br /&gt;
Using {{k|p}} I've placed a number of points around our future campsite (where ''Home'' is). Some of them are on the next z-level up. I've named them 'perimeter#' as I intend to use them as station points to watch our perimeter. Once you have placed some station points, let's press {{k|r}} to open the '''routes window'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military routes 1.png]]&lt;br /&gt;
&lt;br /&gt;
Here you can press {{k|a}} to add a route (or multiple). To edit waypoints, or the stations that the route passes through, press {{k|e}}. When you want to return to the route editing screen, just press {{k|e}} again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military routes 2.png]]&lt;br /&gt;
&lt;br /&gt;
By selecting all five of our perimeter# stations, I've created a new route called Perimeter. Similar to points, you can rename routes by pressing {{k|n}}. Dwarves assigned to this route will go through stations 1-5 and then return to station 1, creating a loop. Let's return to the scheduling tab. (In case you've forgotten, {{k|m}} then {{k|s}}!)&lt;br /&gt;
&lt;br /&gt;
===Give orders===&lt;br /&gt;
&lt;br /&gt;
[[File:Military giveorders 1.png]]&lt;br /&gt;
&lt;br /&gt;
The '''give orders window''' is accessed through the scheduling tab. When selecting a scheduling item, press {{k|o}} to create a new order. We can choose between 'Train,' 'Defend burrows,' 'Patrol route,' and 'Station.' If you don't want a scheduling item to have any orders, delete them in the main scheduling menu. An important note: You must press {{k|shift}}+{{k|enter}} to save an order - pressing {{k|esc}} will only return to the scheduling tab without saving your progress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military giveorders 2.png]]&lt;br /&gt;
&lt;br /&gt;
We'll give Barricaded Morals a defend burrows order in the Patrolling alert, to defend the ''ohgodcarp'' burrow. They'll watch for enemies in that area, and likely end up engage the foul water beasties. I've also selected Wrestler 1, our militia commander, and set the required dwarf number to 3. Now the order will keep three of the five dwarves in the squad busy defending the burrows, and try to switch out soldiers in favour of Wrestler 1 when possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 3.png]]&lt;br /&gt;
&lt;br /&gt;
Saving our order, we'll return to the scheduling tab. Barricaded Morals now has a single Defend burrows order. Let's make it a little more creative, and use the copy/paste function to copy the schedule for the entire year.&lt;br /&gt;
&lt;br /&gt;
For reference, the give orders window is not used to ''edit'' orders - that is done by pressing {{k|tab}} when looking at scheduling items and then using {{k|e}} to edit an order. Keep in mind scheduling items listed can have multiple orders, selected using the secondary selectors - if you haven't named a scheduling item it'll change the item's name to either whatever the order is or 'Mixed,' but if you've named it, even if there's no orders for it, it'll retain the name; don't get mistaken and think that an empty named scheduling item still has your deleted orders and copy it around.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 4.png]]&lt;br /&gt;
&lt;br /&gt;
There! Now Barricaded Morals will partake in the War on Fish all year so long as they are set to the Patrolling alert. Let's select The Granite Parity and give them different orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military giveorders 3.png]]&lt;br /&gt;
&lt;br /&gt;
The Granite Parity has been ordered to patrol the Perimeter route we created - only one dwarf of the two is needed, and the order will prefer to use Marksdwarf 1 if it can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Military schedule 5.png]]&lt;br /&gt;
&lt;br /&gt;
Saving the order and returning to the scheduling tab one last time, we edit The Granite Parity's schedule so that they patrol the perimeter for a month, hang out and casually train for another month, and then defend the ''Home'' burrow for a month - and repeat this every season. I'll set both squads to the Patrolling alert to make sure they follow out these orders.&lt;br /&gt;
&lt;br /&gt;
We are now done with the '''military menu'''. Exit all windows and we'll get started with the '''squads menu'''.&lt;br /&gt;
&lt;br /&gt;
=Squads=&lt;br /&gt;
&lt;br /&gt;
:''This section of the walkthrough is still in progress. For now, relevant information is located on the [[Squads]] page.''&lt;br /&gt;
&lt;br /&gt;
The '''squads''' menu is opened by using {{k|s}} in the main menu. Squads are selected using {{k|a}}, {{k|b}}, {{k|c}}, etc.; {{k|shift}} can be held to select multiple squads at once. {{k|p}} can be pressed to toggle between selecting individual dwarves and entire squads.&lt;br /&gt;
&lt;br /&gt;
===Move Order===&lt;br /&gt;
&lt;br /&gt;
'''Move orders''' can be given with {{k|m}} once dwarves are selected.&lt;br /&gt;
&lt;br /&gt;
===Attack Order===&lt;br /&gt;
&lt;br /&gt;
'''Attack orders''' can be given with {{k|k}} once dwarves are selected.&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=One-humped_camel&amp;diff=212901</id>
		<title>One-humped camel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=One-humped_camel&amp;diff=212901"/>
		<updated>2014-12-22T05:08:57Z</updated>

		<summary type="html">&lt;p&gt;Bognor: just got 16 fat from an unremarkable camel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=Dromedary&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=17&lt;br /&gt;
|meat=up to 25&lt;br /&gt;
|fat=16&lt;br /&gt;
|eye=2&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the [[two-humped camel]].&lt;br /&gt;
&lt;br /&gt;
'''One-humped camels''' (or '''[[wikipedia:Dromedary|Dromedaries]]''') are [[sand]] colored herbivores, living in [[desert]]s. They can be bought at [[embark]], and may be used as pack {{Catlink|Animals|animals}} by [[Trading|merchants]]. As prolific [[grazer]]s, one-humped camels require a large [[pasture]] to survive. [[Female]] one-humped camels produce [[milk]], which can be [[cook]]ed or processed into [[cheese]]. &lt;br /&gt;
One-humped camel calves need two years to grow to their full adult size, and they only live for a maximum of 10-20 years.&lt;br /&gt;
&lt;br /&gt;
[[Image:07. Camel Profile, near Silverton, NSW, 07.07.2007.jpg|thumb|left|400px|[[preference|Admired]] for its ''hump''.]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Crop&amp;diff=212444</id>
		<title>v0.34:Crop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Crop&amp;diff=212444"/>
		<updated>2014-11-24T11:23:44Z</updated>

		<summary type="html">&lt;p&gt;Bognor: &amp;quot;plant&amp;quot; now has a different meaning than &amp;quot;crop&amp;quot; - not all plants are crops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|02:32, 08 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''(This article is about plants. If you want information about trees, see [[Tree]].)''&lt;br /&gt;
&lt;br /&gt;
'''Crops''' can either be [[farming|farmed]], traded for, or acquired by plant gathering. Farming happens at farm plots. There are two types of crops: above ground and subterranean. The [[seed]]s of subterranean crops may be brought from the starting embark screen or, with some small luck, purchased from dwarven caravans. Above ground crops and [[seed]]s may be purchased from human or elven caravans or gathered by dwarves with the [[plant gathering]] labor enabled. Seeds may also be collected by processing the plants or eating them (but not by cooking!).  There is a limit of 200 seeds of a given type at a time, after which no more will be produced.&lt;br /&gt;
&lt;br /&gt;
A few of the plants listed below are not strictly crops, as they have no seeds and can't be planted (see note &amp;quot;4&amp;quot;, below.) &lt;br /&gt;
&lt;br /&gt;
Most plants can be brewed into alcohols, each plant type producing a different variation, and dwarves do prefer some variety in their drink. Some plants may be eaten raw, others must be cooked first, others must be processed first (by milling or plant processing) before they are edible, and still others are inedible, producing only non-food products (their seeds can be cooked anyway, however). Drinks may be cooked as ingredients in prepared meals, but at least one of the ingredients must be a non-liquid.&lt;br /&gt;
&lt;br /&gt;
All drinks require a spare [[barrel]] or [[large pot]] for storage, and some other products also require specific containers for storage. Plants can be stored in barrels or without a container; seeds are stored individually or in [[bag]]s which can then be put into barrels. It may be advisable to have a small stockpile that accepts only seeds next to your farm(s), since dwarves will happily carry entire pots of seeds across the map to pick up a single seed, leading to cancellation spam and irregular planting.  &lt;br /&gt;
&lt;br /&gt;
Plump helmets and pig tails can be harvested 25 days after sowing. All other subterranean crops need about 42 days.&lt;br /&gt;
 &lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Plump helmet|tile=♠|color=5:0|biome=Wet cavern|value=4|drink=Dwarven&amp;lt;br /&amp;gt; wine|drinkv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Pig tail|tile=τ|color=7:0|seasons={{seasons3||1|1|}}|biome=Wet cavern|value=4|drink=Dwarven&amp;lt;br /&amp;gt; ale|drinkv=10|prod=Pig tail thread (p)|prodv=2}}&lt;br /&gt;
{{plant table row|name=Cave wheat|tile=τ|color=7:1|seasons={{seasons3||1|1|}}|biome=Wet cavern|value=4|drink=Dwarven&amp;lt;br /&amp;gt; beer|drinkv=10|cook=p|prod=Dwarven wheat flour (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Sweet pod|tile=Φ|color=4:1|seasons={{seasons3|1|1||}}|biome=Wet cavern|value=4|drink=Dwarven&amp;lt;br /&amp;gt; rum|drinkv=10|cook=p|prod=Dwarven sugar (m)&amp;lt;br /&amp;gt;Dwarven syrup (l)|prodv=20☼&amp;lt;br /&amp;gt;100&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
{{plant table row|name=Quarry bush|tile=♣|color=7:0|seasons={{seasons3|1|1|1|}}|biome=Wet cavern|value=4|cook=p|prod=Quarry bush leaves (b)&amp;lt;br /&amp;gt;Rock nut paste (m)&amp;lt;br /&amp;gt;Rock nut press cake (s)&amp;lt;br /&amp;gt;Rock nut oil (s)|prodv=50&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;☼&amp;lt;br /&amp;gt;1☼&amp;lt;br /&amp;gt;1☼&amp;lt;br /&amp;gt;5}}&lt;br /&gt;
{{plant table row|name=Dimple cup|tile=♥|color=1:1|biome=Wet cavern|value=4|prod=Dimple [[dye]] (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Muck root|super=4|tile=τ|color=0:1|biome=Wetland/Wet|value=1|drink=Swamp&amp;lt;br /&amp;gt;whiskey|drinkv=5|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Bloated tuber|super=4|tile=Φ|color=6:0|biome=Wetland/Dry|value=2|drink=Tuber&amp;lt;br /&amp;gt; beer|drinv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Kobold bulb|super=4|tile=Φ|color=0:1|biome=Wetland/Wet|value=5|prod=[[Gnomeblight]] (e)|prodv=100}}&lt;br /&gt;
{{plant table row|name=Prickle berry|tile=:|color=2:0|biome=Not freezing/Dry|value=1|drink=Prickle&amp;lt;br /&amp;gt;berry wine|drinkv=5|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Wild strawberry|tile=:|color=4:0|biome=Not freezing/Dry|value=4|drink=Strawberry&amp;lt;br /&amp;gt;wine|drinkv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Longland grass|tile=τ|color=6:1|biome=Not freezing/Dry|value=4|drink=Longland&amp;lt;br /&amp;gt;beer|drinkv=10|cook=p|prod=Longland flour (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Valley herb|super=4|tile=ÿ|color=2:1|seasons={{seasons3|1|||}}|biome=Temperate grassland/Dry|value=10|cook=y|prod=[[Golden salve]] (v)|prodv=100}}&lt;br /&gt;
{{plant table row|name=Rat weed|tile=τ|color=2:0|biome=Not freezing/Wet|value=1|drink=Sewer&amp;lt;br /&amp;gt; brew|drinkv=5|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Fisher berry|tile=:|color=7:0|biome=Not freezing/Wet|value=4|drink=Fisher&amp;lt;br /&amp;gt;berry wine|drinkv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Rope reed|tile=ƒ|color=2:0|biome=Not freezing/Wet|value=4|drink=River&amp;lt;br /&amp;gt; spirits|prod=Rope reed thread (p)|prodv=2}}&lt;br /&gt;
{{plant table row|name=Blade weed|tile=τ|color=2:0|biome=Not freezing/Dry|value=4|prod=Emerald [[dye]] (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Hide root|tile=τ|color=6:0|biome=Not freezing/Dry|value=1|prod=Redroot [[dye]] (m)|prodv=10}}&lt;br /&gt;
{{plant table row|name=Sliver barb|tile=τ|color=0:1|biome=Not freezing/Dry|align=Evil|value=1|drink=Gutter&amp;lt;br /&amp;gt; cruor|drinkv=5|prod=Sliver [[dye]] (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Sun berry|tile=:|color=6:1|biome=Not freezing/Wet|align=Good|value=9|drink=Sunshine|drinkv=25|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Whip vine|tile=§|color=3:1|biome=Not freezing/Dry|align=Savage|value=1|drink=Whip wine|drinkv=15|cook=p|prod=Whip vine flour (m)|prodv=25}}&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the value for a stack of 5 units, which is the number rendered from a single plant.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Anything that can be cooked is edible afterwards. [[v0.31_Talk:Cook#No_Seeds|Cooking leaves no seeds for re-planting.]]&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see &amp;quot;products&amp;quot; column for process product.&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; These plants cannot be grown on a farm plot as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.&lt;br /&gt;
:&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; To get the products/extracts from the plants they have to be processed, in the following [[workshop]]s, using the following [[labor]]s:&lt;br /&gt;
::*'''m''': mill ([[cave wheat]], [[sweet pod]], [[longland grass]], [[whip vine]], [[dimple cup]], [[blade weed]], [[hide root]], [[sliver barb]]): At [[quern]] or [[millstone]], using [[milling]].&lt;br /&gt;
::*'''b''': process to bag ([[quarry bush]]): At [[farmer's workshop]], using [[plant processing]].&lt;br /&gt;
::*'''s''': press paste into oil ([[quarry bush]]): At [[screw press]].&lt;br /&gt;
::*'''l''': process to barrel ([[sweet pod]]): At farmer's workshop, using plant processing.&lt;br /&gt;
::*'''p''': process plant ([[pig tail]], [[rope reed]]): At farmer's workshop, using plant processing.&lt;br /&gt;
::*'''v''': process to vial ([[valley herb]]): At farmer's workshop, using plant processing.&lt;br /&gt;
::*'''e''': extract plant essence ([[kobold bulb]]): At [[still]], using [[plant gathering]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Farming]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Crops| }}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ocean&amp;diff=212429</id>
		<title>Ocean</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ocean&amp;diff=212429"/>
		<updated>2014-11-23T17:00:39Z</updated>

		<summary type="html">&lt;p&gt;Bognor: /* Fauna */ grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Exceptional|21:28, 29 April 2013 (UTC)}}&lt;br /&gt;
 {{av}}&lt;br /&gt;
&lt;br /&gt;
An ocean is an immense volume of [[Water#Salt_Water|saltwater]]. They are often bordered by [[sand|sandy beaches]] where [[driftwood]] can be found. [[Marsh]]es and [[swamp]]s also tend to form around oceanic coastlines, especially near [[river]]s. The land surrounding oceans also tends to have a high water table, resulting in [[aquifer]]s close to the surface.  &lt;br /&gt;
&lt;br /&gt;
It is not possible to found a fort solely in an oceanic biome; some land is needed.&lt;br /&gt;
&lt;br /&gt;
There are three varieties of oceans, based on temperature, which affects the sea life found there: Arctic, Temperate and Tropical.  Oceans in a [[freezing]] climate (usually Arctic oceans) will freeze, just like [[river]]s and [[pool]]s, acting like a [[glacier]].&lt;br /&gt;
&lt;br /&gt;
== Ocean Waves ==&lt;br /&gt;
&lt;br /&gt;
Waves will periodically wash over the coast. The tiles will not get wet. However, if a wave washes over a staircase, the floors below it will be slowly flooded. This may be a good way to irrigate tiles. The waves move over all natural tiles, and seem to move independently of constructed tiles like walls and floors. Be mindful not to carve away natural walls and allow tide to enter your fort, and cause excess slowdown. Sea walls can be built to block waves and protect beach areas, but need to be completely closed off to be effective. Waves also have a tendency to move items left on the beach, so it is inadvisable to place stockpiles too close to the shore -- also beware that this effect means that dwarves can be knocked unconscious if hit by driftwood washed in from waves.&lt;br /&gt;
&lt;br /&gt;
Since ocean waves do not actually move the water in the tiles below them, they do not create [[flow]].  Thus, waves ''cannot'' power a [[water wheel]], making tidal energy generation much more difficult.&lt;br /&gt;
&lt;br /&gt;
== Ocean floor geology ==&lt;br /&gt;
&lt;br /&gt;
The ocean floor will be made up of entire layers, or combinations of the following:&lt;br /&gt;
* a [[Sedimentary layer]] of [[conglomerate]], [[limestone]], [[sandstone]], or [[shale]] &lt;br /&gt;
* a [[Soil]] layer of [[calcareous ooze]], [[pelagic clay]], or [[siliceous ooze]]&lt;br /&gt;
* [[Sand]] of any variety, often in small patches alongside the sedimentary or soil layers&lt;br /&gt;
&lt;br /&gt;
Most of these layers also support [[aquifer]]s, which are usually [[Water#Salt_Water|saltwater]] like the surrounding ocean, making the extraction of these materials rather difficult in [[fortress mode]].  Limestone is a notable exception, making it ideal for excavation from below since it is also a [[flux]] material.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
Almost all tiles next to oceans have [[aquifer]]s, which require fairly complicated schemes to sidestep. In addition oceans are salt water resources, requiring desalination with a [[screw pump]] into a [[cistern]] to use for drinking. On the other hand you have an inexhaustible source of water for fishing, drowning chambers, and so forth, as well as a spawning point for some very big and very meat-profitable [[creature]]s: [[Sperm whale|whale]]s, [[orca]]s, and the like.&lt;br /&gt;
&lt;br /&gt;
== Fauna ==&lt;br /&gt;
&lt;br /&gt;
Oceans are an excellent source of [[fish|food]] for a new fortress, usually having tons of fish, and containing shell-bearing creatures like [[oyster|oysters]] and [[mussel|mussels]]. But sometimes when you embark on a coast you might have messages of 'there is nothing to catch in blah blah blah'.  If this happens you will never be able to fish in the ocean in that area so it is suggested you embark on a different area or create a new map so you can fish.&lt;br /&gt;
&lt;br /&gt;
In [[Surroundings#Evil|evil]] oceans [[sea monster]]s can be found. Likewise, in [[Surroundings#Good|good]] oceans [[merperson]]s can be observed.&lt;br /&gt;
&lt;br /&gt;
=== Arctic Ocean ===&lt;br /&gt;
Note that, in an Arctic Ocean with a completely [[Climate#Freezing|freezing]] climate, none of the Vermin or the underwater Creatures will be present.  This pretty much leaves walruses, the three varieties of penguins, and the three types of seals since they are able to move about on land.&lt;br /&gt;
&lt;br /&gt;
Creatures&lt;br /&gt;
&lt;br /&gt;
* [[Blue shark]]&lt;br /&gt;
* [[Bluefin tuna]]&lt;br /&gt;
* [[Cod]]&lt;br /&gt;
* [[Conger eel]]&lt;br /&gt;
* [[Elephant seal]]&lt;br /&gt;
* [[Emperor penguin]]&lt;br /&gt;
* [[Frill shark]]&lt;br /&gt;
* [[Halibut]]&lt;br /&gt;
* [[Harp seal]]&lt;br /&gt;
* [[Leopard seal]]&lt;br /&gt;
* [[Little penguin]]&lt;br /&gt;
* [[Penguin]]&lt;br /&gt;
* [[Sea lamprey]]&lt;br /&gt;
* [[Sea serpent]]&lt;br /&gt;
* [[Sturgeon]]&lt;br /&gt;
* [[Walrus]]&lt;br /&gt;
* [[Whale]]&lt;br /&gt;
&lt;br /&gt;
Vermin&lt;br /&gt;
&lt;br /&gt;
* [[Hagfish]]&lt;br /&gt;
* [[Hake]]&lt;br /&gt;
* [[Herring]]&lt;br /&gt;
* [[Mackerel]]&lt;br /&gt;
* [[Mussel]]&lt;br /&gt;
* [[Oyster]]&lt;br /&gt;
* [[Shad]]&lt;br /&gt;
* [[Sole]]&lt;br /&gt;
* [[Steelhead trout]]&lt;br /&gt;
&lt;br /&gt;
=== Temperate Ocean ===&lt;br /&gt;
&lt;br /&gt;
Creatures&lt;br /&gt;
&lt;br /&gt;
* [[Angelshark]]&lt;br /&gt;
* [[Basking shark]]&lt;br /&gt;
* [[Blue shark]]&lt;br /&gt;
* [[Bluefin tuna]]&lt;br /&gt;
* [[Bluefish]]&lt;br /&gt;
* [[Cod]]&lt;br /&gt;
* [[Common skate]]&lt;br /&gt;
* [[Conger eel]]&lt;br /&gt;
* [[Frill shark]]&lt;br /&gt;
* [[Great white shark]]&lt;br /&gt;
* [[Halibut]]&lt;br /&gt;
* [[Hammerhead shark]]&lt;br /&gt;
* [[Longfin mako shark]]&lt;br /&gt;
* [[Marlin]]&lt;br /&gt;
* [[Nurse shark]]&lt;br /&gt;
* [[Ocean sunfish]]&lt;br /&gt;
* [[Opah]]&lt;br /&gt;
* [[Sea serpent]]&lt;br /&gt;
* [[Sea lamprey]]&lt;br /&gt;
* [[Shortfin mako shark]]&lt;br /&gt;
* [[Spiny dogfish]]&lt;br /&gt;
* [[Spotted wobbegong]]&lt;br /&gt;
* [[Sturgeon]]&lt;br /&gt;
* [[Swordfish]]&lt;br /&gt;
* [[Whale]]&lt;br /&gt;
&lt;br /&gt;
Vermin&lt;br /&gt;
&lt;br /&gt;
* [[Anchovy]]&lt;br /&gt;
* [[Bat ray]]&lt;br /&gt;
* [[Brook lamprey]]&lt;br /&gt;
* [[Flounder]]&lt;br /&gt;
* [[Hagfish]]&lt;br /&gt;
* [[Hake]]&lt;br /&gt;
* [[Herring]]&lt;br /&gt;
* [[Mackerel]]&lt;br /&gt;
* [[Mussel]]&lt;br /&gt;
* [[Oyster]]&lt;br /&gt;
* [[Salmon]]&lt;br /&gt;
* [[Sea nettle jellyfish]]&lt;br /&gt;
* [[Seahorse]]&lt;br /&gt;
* [[Shad]]&lt;br /&gt;
* [[Sole]]&lt;br /&gt;
* [[Spotted ratfish]]&lt;br /&gt;
* [[Steelhead trout]]&lt;br /&gt;
* [[Thornback ray]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tropical Ocean ===&lt;br /&gt;
&lt;br /&gt;
Creatures&lt;br /&gt;
&lt;br /&gt;
* [[Angelshark]]&lt;br /&gt;
* [[Blacktip reef shark]]&lt;br /&gt;
* [[Blue shark]]&lt;br /&gt;
* [[Bluefin tuna]]&lt;br /&gt;
* [[Bluefish]]&lt;br /&gt;
* [[Bull shark]]&lt;br /&gt;
* [[Coelacanth]]&lt;br /&gt;
* [[Common skate]]&lt;br /&gt;
* [[Frill shark]]&lt;br /&gt;
* [[Great barracuda]]&lt;br /&gt;
* [[Great white shark]]&lt;br /&gt;
* [[Giant grouper]]&lt;br /&gt;
* [[Hammerhead shark]]&lt;br /&gt;
* [[Longfin mako shark]]&lt;br /&gt;
* [[Manta ray]]&lt;br /&gt;
* [[Marlin]]&lt;br /&gt;
* [[Milkfish]]&lt;br /&gt;
* [[Ocean sunfish]]&lt;br /&gt;
* [[Opah]]&lt;br /&gt;
* [[Sea lamprey]]&lt;br /&gt;
* [[Sea serpent]]&lt;br /&gt;
* [[Shortfin mako shark]]&lt;br /&gt;
* [[Spiny dogfish]]&lt;br /&gt;
* [[Spotted wobbegong]]&lt;br /&gt;
* [[Stingray]]&lt;br /&gt;
* [[Swordfish]]&lt;br /&gt;
* [[Tiger shark]]&lt;br /&gt;
* [[Whale]]&lt;br /&gt;
* [[Whale shark]]&lt;br /&gt;
* [[Whitetip reef shark]]&lt;br /&gt;
&lt;br /&gt;
Vermin&lt;br /&gt;
&lt;br /&gt;
* [[Bat ray]]&lt;br /&gt;
* [[Clownfish]]&lt;br /&gt;
* [[Glasseye]]&lt;br /&gt;
* [[Mussel]]&lt;br /&gt;
* [[Oyster]]&lt;br /&gt;
* [[Seahorse]]&lt;br /&gt;
* [[Thornback ray]]&lt;br /&gt;
* [[White-spotted puffer]]&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Rotaretilbo&amp;diff=212392</id>
		<title>User talk:Rotaretilbo</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Rotaretilbo&amp;diff=212392"/>
		<updated>2014-11-22T02:08:55Z</updated>

		<summary type="html">&lt;p&gt;Bognor: responded&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave comments, questions, or whatever below this line.&lt;br /&gt;
&lt;br /&gt;
==Domestic animals==&lt;br /&gt;
I've responded at [[DF2014_Talk:Domestic_animal]]. [[User:Bognor|Bognor]] ([[User talk:Bognor|talk]]) 02:08, 22 November 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Domestic_animal&amp;diff=212391</id>
		<title>DF2014 Talk:Domestic animal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Domestic_animal&amp;diff=212391"/>
		<updated>2014-11-22T02:05:39Z</updated>

		<summary type="html">&lt;p&gt;Bognor: /* Correct Grazer Value */ done&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Correct Grazer Value==&lt;br /&gt;
I couldn't help but notice that the Grazer value shown in this page is just using the old grazer value, which I believe was reworked for the most recent release. Based on the formula offered on the [[DF2014:Grazer|Grazer page]], it looks like, for example, a water buffalo would have an effective Grazer value of about 356, rather than 60. And, if this is the case, it would mean that animals like the Water Buffalo are no longer nigh impossible to keep alive (as suggested in the notes section of this page). Since the formula is pretty straight forward, I went ahead and calculated the effective Grazer value for the domestic grazers, based on the max size offered in their various articles here. I've not had the opportunity to test any of this, mind you; I'm operating on the assumption that other DF2014 articles offer correct and current information. I rounded all numbers up, but I'd like to note that I'm not sure if the actual game rounds up, down, or to the nearest whole.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Animal !! Effective Grazer&lt;br /&gt;
|-&lt;br /&gt;
| Alpaca || 2614&lt;br /&gt;
|-&lt;br /&gt;
| Cavy || 74768&lt;br /&gt;
|-&lt;br /&gt;
| Cow || 522&lt;br /&gt;
|-&lt;br /&gt;
| Donkey || 878&lt;br /&gt;
|-&lt;br /&gt;
| Goat || 3364&lt;br /&gt;
|-&lt;br /&gt;
| Horse || 599&lt;br /&gt;
|-&lt;br /&gt;
| Llama || 1287&lt;br /&gt;
|-&lt;br /&gt;
| Mule || 708&lt;br /&gt;
|-&lt;br /&gt;
| Pig || 2934&lt;br /&gt;
|-&lt;br /&gt;
| Sheep || 3364&lt;br /&gt;
|-&lt;br /&gt;
| Rabbit || 106366&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer || 1643&lt;br /&gt;
|-&lt;br /&gt;
| Water Buffalo || 356&lt;br /&gt;
|-&lt;br /&gt;
| Yak || 465&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Anyway, just thought I'd call attention to this here. This was original discussed [[DF2014 Talk:Grazer|elsewhere]], but it doesn't look like this was accounted for in this article yet.&lt;br /&gt;
-[[User:Rotaretilbo|Rotaretilbo]] ([[User talk:Rotaretilbo|talk]]) 20:46, 9 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also, just as an aside, because I haven't tested any of this, and because I'm fairly new to this wiki, I'm not going to edit the main page. I don't know what guidelines or procedures are in place regarding editing pages proper, so I'll leave it to someone who is familiar with the wiki and can test that I've done the math correct and haven't misunderstood anything to correct this potential mistake on the page.&lt;br /&gt;
-[[User:Rotaretilbo|Rotaretilbo]] ([[User talk:Rotaretilbo|talk]]) 20:51, 9 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks Rotaretilbo.  I've made the updates.&lt;br /&gt;
:Please feel free to edit articles directly.  Even if your numbers are rounded incorrectly, they're clearly superior to what was there before, so adding them unarguably improved the article.  [[Dwarf_Fortress_Wiki:Community_Portal#B|B is for Bold!]]  And as they say on Wikipedia, [http://en.wikipedia.org/wiki/Wikipedia:Editing_policy#Wikipedia_is_a_work_in_progress:_perfection_is_not_required perfection is not required]. [[User:Bognor|Bognor]] ([[User talk:Bognor|talk]]) 02:05, 22 November 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Domestic_animal&amp;diff=212390</id>
		<title>Domestic animal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Domestic_animal&amp;diff=212390"/>
		<updated>2014-11-22T02:02:15Z</updated>

		<summary type="html">&lt;p&gt;Bognor: /* Comparison of domestic mammals */ update grazer stats per Rotaretilbo on talk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|18:27, 23 August 2014 (UTC)}}&lt;br /&gt;
{{Migrated_article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Domestic animals''' are creatures that can be used by dwarves one way or another without taming or training, usually for security or food. Distinguished by having the [COMMON_DOMESTIC] tag in the [[raw file|raws]], they can be bought at [[embark]] or [[trade]]d for with [[caravan]]s.  Wild versions of domesticated [[animals]] (horses, muskoxen, etc.) can be [[tame]]d and used normally.&lt;br /&gt;
&lt;br /&gt;
Every embark starts with two free domestic '''draft animals''' which pull the [[Wagon (embark)|wagon]] to the fortress site. These can be any of the animals in the list below with the [WAGON_PULLER] tag (Horses, Yaks and Water Buffalos) which are available at embark. Note, the two animals may not be from the same species. Embarking with a sufficient quantity of goods can result in multiple wagons, each of which comes with another two animals. A fortress has no use for wagons after embark except to be deconstructed for [[wood]], so these animals can be slaughtered or kept for breeding and making your dwarves [[preferences|happy]] as pets.&lt;br /&gt;
&lt;br /&gt;
With the exception of the two free draft animals, the player may choose which gender of animals purchased at embark. Only one male is necessary for breeding. [[cat|Depending on the animal]], you may wish to limit breeding altogether.&lt;br /&gt;
&lt;br /&gt;
== Comparison of domestic mammals ==&lt;br /&gt;
When butchered, all adult domestic mammals yield one [[skull]] and one [[leather|raw hide]]. All milkable mammals give the same value [[milk]] and appear to be milkable at the same frequency. The embark costs shown apply to both adults and juveniles of either sex. All domestic mammals reach adolescence at 1 year and adulthood at 2 years, except cavies, which take half as long. All grazing animals require a [[pasture]]; the lower the 'grazer' value, the larger the size of the required pasture.  &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px #AAA solid;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|+style=&amp;quot;border:1px #AAA solid;background:#EEE;&amp;quot;|Titley bit could go here. &lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Animal&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Embark cost&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Pet value&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Size when full-grown&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Total edible&amp;lt;sup&amp;gt;†‡&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Bones&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Horns + hooves&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Milkable?&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Shearable?&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Grazer&amp;lt;sup&amp;gt;§&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Alpaca]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|70,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|35&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|16&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2614&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Cavy]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|800&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|74768&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Commonly called ''guinea pigs''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Cat]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|11&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|14&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Adopts owners.  Hunts [[vermin]].  Beware [[Catsplosion]]!&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Cow]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|151&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|300&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|600,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|37&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|522&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Dog]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|16&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|37&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|11&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Kennel|Trainable]] as war dogs or hunting dogs, which can also be bought for 31☼&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Donkey]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|300,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|878&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Goat]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|26&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|27&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3364&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Horse]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|500,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|32&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|599&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Llama]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|180,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|36&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|18&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1287&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Mule]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|400,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|34&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|708&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Sterile in real life; all male in Dwarf Fortress&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Pig]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|51&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|17&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Sheep]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|51&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|27&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|8 or 10&amp;lt;sup&amp;gt;¶&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4 or 6&amp;lt;sup&amp;gt;¶&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3364&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Rabbit]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|500&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|106,366&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Reindeer]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|130,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|28&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|16&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1643&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[water_buffalo|Water Buffalo]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1,000,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|70&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|356&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Yak]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|700,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|42&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|16&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4665&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Gives a crude estimate of ability in combat, and thus danger to hunters.  This number comes from the raws, so it might also be a better estimate of butchering results than the dodgy numbers from this wiki.&amp;lt;br&amp;gt;&lt;br /&gt;
:† Total of meat, fat, and offal.&amp;lt;br&amp;gt;&lt;br /&gt;
:‡ Maximum reported in infoboxes in this wiki, April 2011. Strongly influenced by individual attributes, especially for larger animals. Use with caution!&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;§&amp;lt;/nowiki&amp;gt; A lower number means the animal needs to graze more often, and will thus need a larger [[pasture]].  Cats and dogs have the [CARNIVORE] tag and do not graze or require pasture.&amp;lt;br&amp;gt;&lt;br /&gt;
:¶ The higher number is for rams.&lt;br /&gt;
&lt;br /&gt;
== Comparison of domestic poultry == &amp;lt;!-- Linked from Egg production and poultry articles --&amp;gt;&lt;br /&gt;
All domestic poultry have a [[pet]] value of 10 and cost 6[[currency|☼]] at embark. Blue peafowl, geese, and guineafowl reach adolescence at six months and are full-grown after one year; ducks, chickens and turkeys reach adolescence at one year and are full-grown after two years. When butchered, all full-grown poultry yield one [[skull]]; those that yield bones also yield a [[leather|raw hide]]. However, domestic poultry are much more efficient when used for [[egg production]] than as a meat source; over the lifetime of an average hen, many more meals can be produced from the eggs. This is especially true for ducks and guineafowl. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px #AAA solid;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|+style=&amp;quot;border:1px #AAA solid;background:#EEE;text-align:center;&amp;quot;|All domestic poultry reach adulthood in 1 year and cost 6[[currency|☼]] at embark &lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Animal&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Min. [[egg]]s&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Max. eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Avg. eggs&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Egg size&amp;lt;sup&amp;gt;‖&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Years til&amp;lt;br&amp;gt;full-grown&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Max Age&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Size when full-grown&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Total edible&amp;lt;sup&amp;gt;†‡&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Bones&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|[[Blue peafowl]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|102&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|15-30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|4000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|17&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|[[Chicken]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|9.5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|62&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|7-15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|3000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|[[Duck]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|10.5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|52&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|7-9&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|[[Goose]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|5.5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|152&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|10-24&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|4500&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|17-18&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|[[Guineafowl]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|9.5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|42&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|10-15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1500&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|0&amp;lt;sup&amp;gt;§&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|[[Turkey]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|14&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|12&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|87&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|7-10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|5000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|19&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|6&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Estimate based on mean of minimum and maximum clutch sizes.&amp;lt;br&amp;gt;&lt;br /&gt;
:† Total of meat, fat, and intestines.&amp;lt;br&amp;gt;&lt;br /&gt;
:‡ Reported in infoboxes in this wiki, April 2011.  Might be influenced by individual attributes. Use with caution!&amp;lt;br&amp;gt;&lt;br /&gt;
:§ A yield of 2 meat, 2 fat, a skin, and a skull has been reported for butchering a guineafowl.  This seems to be rare.&amp;lt;br&amp;gt; &lt;br /&gt;
:‖ Egg size does not currently affect food quantity&lt;br /&gt;
{{Category|Creature attributes}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Crop&amp;diff=211788</id>
		<title>DF2014 Talk:Crop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Crop&amp;diff=211788"/>
		<updated>2014-10-19T10:44:19Z</updated>

		<summary type="html">&lt;p&gt;Bognor: /* list of new crops */ resolve the inconsistency the other way around&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- DELETE THIS LINE --&amp;gt;{{newpage|type=cp|Carch}}&lt;br /&gt;
&lt;br /&gt;
== list of new crops ==&lt;br /&gt;
&lt;br /&gt;
since the main page would just get messy, I thought maybe this'd be a good place to add the new garden crops. I'll pull the list here from the raws, but don't know how to make a table (and I could look at the main page, but afraid I'd mess it up beyond my ability to repair)&lt;br /&gt;
&lt;br /&gt;
crops: (name / drink / millable)&lt;br /&gt;
&lt;br /&gt;
single-grain Wheat / Single-grain wheat beer / yes&lt;br /&gt;
&lt;br /&gt;
two-grain wheat / two-grain wheat beer / yes&lt;br /&gt;
&lt;br /&gt;
soft wheat / soft wheat beer / yes&lt;br /&gt;
&lt;br /&gt;
hard wheat / hard wheat beer / yes&lt;br /&gt;
&lt;br /&gt;
spelt / spelt beer / yes&lt;br /&gt;
&lt;br /&gt;
barley / barley whine / yes&lt;br /&gt;
&lt;br /&gt;
buckwheat / buckwheat beer / yes &lt;br /&gt;
&lt;br /&gt;
oats / no drink / yes&lt;br /&gt;
&lt;br /&gt;
Alfalfa / no drink / no&lt;br /&gt;
&lt;br /&gt;
rye / rye beer / yes&lt;br /&gt;
&lt;br /&gt;
sorghum / sorghum beer / yes&lt;br /&gt;
&lt;br /&gt;
rice / rice beer / yes&lt;br /&gt;
&lt;br /&gt;
maize / maize beer / yes&lt;br /&gt;
&lt;br /&gt;
quinoa / quinoa beer / yes&lt;br /&gt;
&lt;br /&gt;
Kaniwa / Kaniwa beer / yes&lt;br /&gt;
&lt;br /&gt;
bitter vetch / no drink / no&lt;br /&gt;
&lt;br /&gt;
pendant amaranth / pendant amaranth beer / yes&lt;br /&gt;
&lt;br /&gt;
blood amaranth / blood amaranth beer / yes&lt;br /&gt;
&lt;br /&gt;
purple amaranth / purple amaranth beer / yes&lt;br /&gt;
&lt;br /&gt;
red spinach / no drink / no&lt;br /&gt;
&lt;br /&gt;
Elephant-head amaranth / no drink / no&lt;br /&gt;
&lt;br /&gt;
pearl millet / pearl millet beer / yes&lt;br /&gt;
&lt;br /&gt;
white millet / white millet beer / yes &lt;br /&gt;
&lt;br /&gt;
finger millet / finger millet beer / yes&lt;br /&gt;
&lt;br /&gt;
foxtail millet / foxtail millet beer / yes&lt;br /&gt;
&lt;br /&gt;
didn't get any further yet. but I think this is about half of the crops raw file&lt;br /&gt;
done. after this only the garden stuff to do.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
---&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Shouldn't plants be split by standard / garden / crop? They seem to have different properties - no standard plant has any growths, for instance.&lt;br /&gt;
** Beets are in the plant_garden.txt file - they have [GROWTH:LEAVES] and [GROWTH:FLOWERS], and we have Jute in the plant_crops.txt file - also with just [GROWTH:LEAVES] and [GROWTH:FLOWERS]&lt;br /&gt;
::: Yes, garden and crop plants have growths; standard plants don't. Plus, crop plants seem to either be inedible to dwarves (excepting various beers) or to require double processing in order to obtain a cookable product.&lt;br /&gt;
&lt;br /&gt;
I was wondering if it makes sense to adjust the entry for the Quarry Bush. Specifically, the products.&lt;br /&gt;
For all the other subterranean plants, it lists the product from directly processing the plant (eg Cave Wheat yields flower). However, the Quarry Bush lists press cake, oil, etc, which are actually products of its seeds. Other plant seed products are not listed, so its inconsistent.&lt;br /&gt;
:Wouldn't it be better to list all the products of any part of every plant, as is currently done with quarry bushes?  Seems more useful to list all the products that can be generated by choosing to grow a particular crop, or by finding a particular species on embark. [[User:Bognor|Bognor]] ([[User talk:Bognor|talk]]) 10:44, 19 October 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=210007</id>
		<title>Ceramic industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=210007"/>
		<updated>2014-08-24T14:23:56Z</updated>

		<summary type="html">&lt;p&gt;Bognor: first section doesn't need a section title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|19:13, 14 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
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The '''ceramic industry''' produces a variety of goods used for [[Finished goods|trade]], [[Container|storage]], [[block|construction]]s, and [[decoration]] in support of a [[fortress]].  Although the industry produces a fairly limited variety of goods when compared to others, ceramic goods are naturally worth three to ten times the [[Item value|value]] of similar goods made from common [[Stone industry|stone]] or [[Wood industry|wood]], making it a lucrative option for wealth creation.  Ceramic goods are divided into three distinct categories (called wares) based on the raw materials used.  Items produced from generic [[clay]] are considered [[earthenware]], items produced from [[fire clay]] are considered [[stoneware]], and items produced from the stone [[kaolinite]] are considered [[porcelain]].  In order to ensure water tight [[earthenware]] containers (i.e. [[jug]]s &amp;amp; [[large pot]]s), as well as to increase overall item value, [[earthenware]] items require an additional production step called [[Glazer|glazing]].  The ceramics industry also produces [[Gypsum plaster]] which is critical for Dwarven [[healthcare]].  [[Pearlash]], a critical production material for the [[glass industry]] is also created as a crossover material from the ceramic industry.&lt;br /&gt;
&lt;br /&gt;
All '''ceramic goods''' are produced by a '''[[potter]]''' at a '''[[kiln]]''' which requires a [[fuel]] source.  &lt;br /&gt;
Regardless of material category, the specific goods that can be produced are:&lt;br /&gt;
:[[Jug]]s, [[large pot]]s, [[block|bricks]] (clay [[block]]s), [[statue]]s, [[craft]]s, and [[hive|beehives]].  [[Furnace operator]]s produce [[gypsum plaster]] and [[pearlash]].&lt;br /&gt;
&lt;br /&gt;
== Industry Requirements ==&lt;br /&gt;
* Resources:  [[Clay]], [[Fire clay]], [[Kaolinite]], [[Ash]] (from [[Wood]]), [[Cassiterite]], and [[fuel]]  &lt;br /&gt;
* Facilities:  [[Kiln]] or [[Magma kiln]], [[Wood furnace]]&lt;br /&gt;
* Labors:  Item [[hauling]], [[Potter]], [[Furnace operator]], [[Glazer]], [[Mining]] (for Porcelain / fuel), [[Wood cutting]] (for fuel).&lt;br /&gt;
* Crossover industry requirements: [[Gypsum plaster]] stone: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]]; [[Potash]] (for Pearlash)&lt;br /&gt;
&lt;br /&gt;
== Categories of Ceramic Wares ==&lt;br /&gt;
==== Earthenware ====&lt;br /&gt;
[[Earthenware]] ceramics are made using generic [[clay]] which can be collected from any generic clay [[soil]] tile using the clay collection [[activity zone]], which are are typically the most abundant and readily available ware type.  Earthenware items have a base value of 3☼ (equivalent to the highest value stone - [[obsidian]]).  Earthenware items are '''not''' water proof and as such require a finishing step of [[Glazer|glazing]] should the intended final use require liquid storage.  Glazing can also be used to increase the value of the item.&lt;br /&gt;
==== Stoneware ====&lt;br /&gt;
[[Stoneware]] ceramics can only be made from [[Fire clay]] which is a fairly rare type of [[soil]]/clay.  As with generic clay, Fire clay is collected using the clay collection [[activity zone]].  Stoneware items have a base value of 4☼.  They do not require glazing in order to be water proof.&lt;br /&gt;
==== Porcelain ====&lt;br /&gt;
[[Porcelain]] ceramics can only be made from the [[stone]] [[Kaolinite]], which is a fairly rare. [[Kaolinite]] is a dark red [[magma safe]] stone found in sedimentary layers that must be [[mining|mined]] rather than collected, making it a finite resource, (similar to [[crystal glass]] as used in the [[Glass industry]]). Porcelain items have a base value of 10☼ (equivalent to [[silver]].)  Porcelain items are naturally water proof (do not require glazing).  While the stone itself is magma safe, it is unclear if porcelain blocks are magma safe. {{verify}}&lt;br /&gt;
==== Gypsum Plaster ====&lt;br /&gt;
[[Gypsum plaster]], while technically not a direct product of the ceramic industry, is produced at a [[kiln]], and can be included in your ceramic industry layout.  Gypsum plaster is used to create casts which are used for [[healthcare]].  Gypsum plaster can be created from any of the following stone types: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]].  The stone, along with an empty bag, must be brought to a kiln where a [[Furnace operator]] will pulverize the raw stone and place the plaster powder into the bag for storage.  &lt;br /&gt;
&lt;br /&gt;
== Earthenware Production ==&lt;br /&gt;
==== Raw Material Collection: Clay ====&lt;br /&gt;
[[File:Earthenware Only.jpg|Thumb|right|400px|]]&lt;br /&gt;
Earthenware ceramics require generic clay as the basic raw material.  There are several types of soil that provide clay, including [[clay]], [[clay loam]], [[sandy clay]], and [[silty clay]].  To collect clay, you will need to do the following:&lt;br /&gt;
# Use the [[Activity zone]] ({{k|i}}) function and select an area of soil (preferably in a secure, underground area) that contains clay, then select {{k|c}} to ensure that the zone is designated for clay collection.&lt;br /&gt;
# Ensure that at least one Dwarf has the [[Hauling#Item hauling|item hauling]] labor enabled, which is the labor required to collect clay from a zone.&lt;br /&gt;
# Select a [[Kiln]] and issue a clay collection order.  If you plan on producing a lot of items, it is a good idea to set this order on repeat.&lt;br /&gt;
As long as at least one tile of clay is available on your fortress map you will be able to harvest clay indefinitely, but there are associated problems with single source tile collection zones, for example cancellation spam will occur if there are multiple haulers attempting to collect clay while the single tile is occupied.  Ideally your collection zone should contain 4-6 tiles of clay providing soil, and should increase based on your overall ceramic production goals.  Once harvested, clay appears on the map as a boulder (similar to stone boulders), and it does not require any kind of a container for storage or transport.  If there are no [[stockpiles]] set up to store the clay, the clay boulder will be left at the collection site, and will be transported by a [[potter]] once it is needed.&lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Clay ====&lt;br /&gt;
Earthenware items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Select the kiln and then designate the item to be made.  There is no requirement to first create items on a potters wheel, so it is assumed that your potter hand throws the items to be made and places them directly into the kiln for firing, which strengthens and hardens the item.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.  A standard [[kiln]] will consume one unit of [[fuel]] per job.  (For a discussion of fuel sources, see the [[fuel industry]].)  &lt;br /&gt;
&lt;br /&gt;
=== Glazing ===&lt;br /&gt;
[[File:Glazing only.jpg|Thumb|right|400px|]]&lt;br /&gt;
[[Glaze|Glazing]] is a process that covers a selected ware with a substance that, when re-fired, results in a glassy, non porous coating which serves to protect the ware, make it impermeable to liquids, and to enhance its visual appeal.  Earthenware must be re-fired with a glaze material (or medium), of which there are two types ([[ash]] and [[cassiterite]] / tin) to produce a completed glazed product.  Earthenware ceramic containers must be glazed in order to hold [[water]] or more importantly [[booze]] and [[oil]].  Glazing also increases the value of the items, the amount determined by the type of glaze medium used. Glaze mediums are applied at a kiln to [[jug]]s, [[statue]]s, [[large pot]]s, and [[craft]]s made from either stone or ceramics, by a [[glazer]].  Earthenware items re-fired in a kiln with a block of [[ash]] produce [[ash glaze]]d items which adds 50☼ to the items value.  Earthenware items re-fired with boulders of [[cassiterite]] produce [[tin glaze]]d items which adds 100☼ to the items value.  [[Cassiterite]] is an ore which, when smelted, produces [[tin]], and is typically rare, and usually cannot be purchased from caravans.  Note that glazes are not products in themselves, you do not make a glaze and then apply it to the ware.  It is effectively a unique (to ceramics &amp;amp; some stone items) form of item decoration.&lt;br /&gt;
&lt;br /&gt;
[[File:Ash Only.jpg|Thumb|left|400px|]]&lt;br /&gt;
&lt;br /&gt;
==== Production of Glaze Medium ====&lt;br /&gt;
* [[Ash]] blocks are produced by a [[wood burner]] at a [[wood furnace]] using the logs of felled [[tree]]s.&lt;br /&gt;
* [[Cassiterite]] is an [[ore]] of [[tin]], collected by [[mining]].  It is typically rare, and when present, is used to support the [[metal industry]].&lt;br /&gt;
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== Stoneware Production: ==&lt;br /&gt;
[[File:Stoneware Only.jpg||Thumb|right|400px|]]&lt;br /&gt;
==== Raw Material Collection: Fire clay ====&lt;br /&gt;
Stoneware is notable in that it can only be made from [[fire clay]].  The collection of fire clay is done exactly the same as regular clay collection. &lt;br /&gt;
==== Item Production: Firing Fire Clay ====&lt;br /&gt;
Stoneware items are produced by firing them at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
== Porcelain Production: ==&lt;br /&gt;
[[File:Porcelain only.jpg||Thumb|right|400px|]]&lt;br /&gt;
==== Raw Material Collection: Kaolinite ====&lt;br /&gt;
The stone [[kaolinite]] must be mined and collected as with other stone resource gathering.  It appears dark red in color, and is a sedimentary stone found in large clusters.  The presence of kaolinite and wood or [[bituminous coal]] (for fuel) in abundance can result in rapid (sometimes &amp;lt;del&amp;gt;too rapid&amp;lt;/del&amp;gt; lots of [[fun]]) wealth generation for a fortress.  If you do not have any [[kaolinite]] readily available, you may be able to procure some through [[trading]].  Check with your [[outpost liaison]] and request the stone.  They probably wont bring a lot, but it will give you something to work with.&lt;br /&gt;
&lt;br /&gt;
==== Item Production: Firing Porcelain ====&lt;br /&gt;
Porcelain items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled.  Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
== Benefits of Skilled Labor &amp;amp; Strange Moods ==&lt;br /&gt;
A skilled [[potter]] will generate items of a higher value.  If fuel is in ready supply, a [[potter]] can be quickly skilled up by churning out earthenware craft items.  It appears that neither [[potter]] nor [[glazer]]s are susceptible to [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
Due to a bug, [[glazer]]s currently receive no experience for glazing, and will therefore never improve in [[skill]].  As the values associated with glazing are based on the material used, it can be assumed that high skill in glazing would likely only reduce the amount of time to complete production, rather than increase value.  {{bug|4577}}&lt;br /&gt;
&lt;br /&gt;
==Advanced Industry Management==&lt;br /&gt;
# '''Optimal Clay Collection:''' A robust ceramic industry will demand a lot of clay, so it is a good idea to put a dedicated kiln on repeating collection orders, preferably with nine redundant iterations to prevent the [[manager]] from tasking any other production from that kiln.  Clay collection is time-consuming, and if you are outstripping your supply you will start to see job cancellations as the potter's increasing skill / speed of production outpaces the clay supply. To ensure a smooth production process have several dwarves with item hauling enabled for each kiln set to gather clay and make sure you have a large gathering area.&lt;br /&gt;
# '''Managing your Stocks:'''  Clay is [[stockpile]]d under Stone, and each clay boulder takes up a single tile, so its a good idea to create fairly large clay stockpiles close to your kilns.  [[Wheelbarrow]]s may be useful for collecting clay, but it needs to be determined if a second collection trip occurs for each clay boulder produce in collection, (e.g. one trip to harvest the clay and one to transport it) which might diminish the utility of the wheelbarrow. It may be more efficient to create a stockpile right next to your collection area, and then create a second stockpile next to your kilns, which takes from the first (in which case wheelbarrow use will save time.)   Alternatively, quantum stockpiles are a useful space saving, (but management intensive) alternative.  Kaolinite boulders also takes up a full tile, so somewhat large stockpiles are useful for that as well.&lt;br /&gt;
# '''Ware Specific Production:'''  If you are fortunate enough to have both generic and fire clay, as well as kaolinite, or you purchase the material from caravans, you will want to control the ceramic item produced by the related ware type.  This is challenging, as you can't fine-tune what your dwarves will use through the kiln menu or the Manager's screen. You can't tell them exactly what material to fire or what kind of thing to glaze, only what to make and what type of item to glaze. This can be solved by using the 'give' and 'take' options within stockpiles, and the use of dedicated kilns.  Ideally you should create a single kiln for each ware type and link it to a dedicated stockpile using the take option.  You should also link the kiln to a fuel stockpile, (you can use the same fuel stockpile for each kiln).  (See [[stockpile]] for additional details.)  Another approach uses the fact that dwarves will always go for the nearest available resource. Make a custom dedicated stockpile right next to a kilns isolating the raw material, and you can more or less force the potters to use that material over another. If you only have one production kiln, this has the major disadvantage of requiring you to haul raw material back and forth when you change ware type, as dwarves will have to carry away the no longer needed material and carry in the newly desired one.&lt;br /&gt;
# '''Glaze Specific Production:'''  If you have lots of wood and cassiterite available allowing for both glaze types, you will face the same production problems as you would with multiple ware source material.  Optimally, dedicate one kiln to a stockpile with a specific glaze material (ash or cassiterite), a fuel stockpile, and an earthenware goods stockpile.  You can chose (control) the item to be glazed, and by linking the kiln to a specific glaze material stockpile, you will also control the glaze type.  It is also useful to keep a [[wood furnace]] producing ash and a wood stockpile close by, which should keep your stocks of ash readily available.  Ash is produced as a block, and is stored in [[bin]]s, so your ash stockpile can be fairly small and still hold a considerable amount of ash.&lt;br /&gt;
# '''Linking Ceramics with Glass:'''  As there is some natural overlap with the [[glass industry]] with regard to materials required, it may be useful to set up your ceramics industry near your glass industry.  [[Potash maker]]s use ash at [[Ashery|asheries]] to produce [[potash]], which in turn feeds kilns that make [[pearlash]], which is used to make [[clear glass]] and [[crystal glass]].  As ceramics already requires ash production, and uses kilns as the primary production facility, there is some efficiency advantage to be had by linking the industries.&lt;br /&gt;
&lt;br /&gt;
=== Ceramics Industry Integrated Flowchart ===&lt;br /&gt;
{{collapsible|Production Flowchart|&lt;br /&gt;
[[File:Ceramics Flowchart (All).jpg|frame|center|Ceramic Industry Production Flowcharts]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Notes, Tips, and Tricks: ==&lt;br /&gt;
* '''Embark:'''  To ensure that you can set up a basic ceramic industry, make sure that either '''&amp;quot;clay&amp;quot;''' or '''&amp;quot;shallow clay&amp;quot;''' in shown as available in the [[embark]] screen. The specific type of clay available, (such as fire clay) cannot be determined ahead of time, (unless you use DFHack's pre-embark estimate, which is not always accurate.)&lt;br /&gt;
* Raw clay boulders can also be used in construction, similar to stone boulders.&lt;br /&gt;
* It is possible to create clay soil tiles in areas where there are no naturally occurring tiles.  When an underground plant ([[tree]]s, [[shrub]]s, [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay.&lt;br /&gt;
* Ceramics are considered to be [[fire-safe]] but typically are not [[magma safe]].  Raw clay is not [[fire-safe]].&lt;br /&gt;
* '''Stupid Dwarf Ceramics:''' Create an oriental themed fortress using porcelain statues, and ceramic blocks for internal construction.  Use fire clay to create 1000 Terracotta statues for an elaborate tomb in which to enshrine a dead [[noble]].&lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
Being somewhat sensitive as to their height (or relative lack thereof) in comparison to other sentient races, the ingenious yet vertically insecure Dwarves are prone to compensate for their diminutive stature by making &amp;quot;really big things&amp;quot;.  Take, for example, the ceramic statue.  Given that the average statue is large enough to take up the entire space of a tile upon which it is placed (thereby prohibiting passage), and therefor it must be considerably larger than a chest or cabinet (large furniture items which do allow pass through), it can only be surmised that the statues are quite large.  It follows that a &amp;quot;really big kiln&amp;quot;, (say 10-12 feet tall) would be required to fire one of these &amp;quot;really big statues&amp;quot; using incredibly accurate temperature control.  For a Dwarf, these feats of engineering are taken in (short legged) stride.  Given the size, weight, and relative fragility of an un-fired statue, it must be assumed that your basic kiln also includes a crane (or two) and the necessary scaffolding surrounding the kiln that will allow careful placement of the statues within the massive firing chamber.&lt;br /&gt;
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{{Category|Industry}}&lt;br /&gt;
{{Ceramic industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Coffin&amp;diff=210006</id>
		<title>Coffin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Coffin&amp;diff=210006"/>
		<updated>2014-08-24T14:22:12Z</updated>

		<summary type="html">&lt;p&gt;Bognor: rm whitespace&lt;/p&gt;
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&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Exceptional|00:12, 19 April 2013 (UTC)}}{{av}}&lt;br /&gt;
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{{furniture|name=Coffin&lt;br /&gt;
|tile=0&lt;br /&gt;
|wood=y&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Tomb]]&lt;br /&gt;
}}&lt;br /&gt;
[[Image:Catacombs.png|thumb|right|Every respectable dwarven fortress has a developed (and occupied) catacombs system.]]&lt;br /&gt;
'''Burial Receptacles''' are [[container]]s for deceased dwarves and [[pet|pets]] that are used to store their [[corpse]]s and other [[remains]]. Somewhat confusingly, they have different names depending on the material used to build them, but thankfully they all function identically and all are produced with the Burial Receptacle({{k|n}}) option via the [[building|build]] menu.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Materials Used&lt;br /&gt;
|-&lt;br /&gt;
| Coffin&lt;br /&gt;
| Stone, Glass&lt;br /&gt;
|-&lt;br /&gt;
| Casket&lt;br /&gt;
| Wood&lt;br /&gt;
|-&lt;br /&gt;
| Sarcophagus&lt;br /&gt;
| Metal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
After the item is built, the player can access its [[building]] menu ({{k|q}}) to allow it to be used for burial (it defaults to ''No''), as well as whether it should be used for citizens or pets. A burial receptacle is in use when the message, ''&amp;quot;This is the resting place of __________&amp;quot;'', is displayed, and it is possible to view its contents via the View Items in Buildings option, accessed with {{k|t}}.&lt;br /&gt;
&lt;br /&gt;
If the player wishes to ensure a dwarf is buried in a particular spot, then they need to create a [[tomb]] from any burial building, assigning said tomb to the dwarf in question. It is important to note that the player cannot assign a burial receptacle to non-citizens. The only way to bury pets, caravan guards, and other dwarves is to use the &amp;quot;Use for Burial&amp;quot; option. This will cause the burial receptacle to be automatically assigned to a dwarf/pet on a first dead, first serve basis.&lt;br /&gt;
&lt;br /&gt;
To get a non-citizen into a particular burial receptacle, make sure that no other coffins are available for burial and ensure that the desired dwarf is next in line for burial. If said dwarf has already been buried, simply deconstruct his old coffin and he will be first in line for a new one.&lt;br /&gt;
&lt;br /&gt;
==Advantages==&lt;br /&gt;
It is not required to bury the dead; the player may also choose to build a [[memorial]]. One can even simply haul dwarven remains to a corpse [[stockpile]], throw them into [[magma]], or leave them to rot where they fell, though this has several serious consequences - [[friend]]s and [[relationship|relatives]] of the deceased will receive [[thought|unhappy thoughts]] if their loved ones remain unburied, especially if they decay (or [[magma|burn]]) away, and [[miasma]] will be generated if corpses rot inside the fortress. Particularly troubled souls may decide to [[ghost|come back for revenge]].&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
*Dwarves may insist on assigning a coffin, even when there are no remains left to bury. This can prevent you from burying the recently deceased until all the long lost caravanners have empty coffins of their own.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wood&amp;diff=209681</id>
		<title>Wood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wood&amp;diff=209681"/>
		<updated>2014-08-19T11:59:48Z</updated>

		<summary type="html">&lt;p&gt;Bognor: /* Reasons you want wood */ my DF knowledge is rusty :-/&lt;/p&gt;
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&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
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'''Wood''' is produced by [[designation|{{Key|d}}esignating]] [[tree|{{Key|t}}rees]] to be chopped down. Any [[dwarf]] with the [[wood cutting]] [[labor]] enabled and access to a [[battle axe]] will cut down the trees, which will turn one tree into one '''log''', the raw form of wood.&lt;br /&gt;
&lt;br /&gt;
Only [[nether-cap]] wood is [[magma-safe]], thanks to its fixed temperature.&lt;br /&gt;
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&amp;quot;'''Timber'''&amp;quot; is the name of the ninth month of the dwarven [[calendar]], covering late Autumn.&lt;br /&gt;
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==Growing==&lt;br /&gt;
&lt;br /&gt;
[[Tree]]s start their lives as saplings.  Saplings cannot be cut down until they mature into full-grown trees, which can take several years.  Frequent unit movement over a square with a sapling will likely kill the sapling, leaving you with a dead sapling occupying the square for a time.  &lt;br /&gt;
&lt;br /&gt;
Saplings will randomly appear in appropriate above-ground [[soil]] to provide a slow (but steady) supply of wood.  Saplings will begin to appear in below-ground soil and [[mud]]dy underground rock only once you have hit the [[caverns]].  &lt;br /&gt;
&lt;br /&gt;
Full grown trees will impede units' movement and can block the path of wagons, making your [[trade depot]] inaccessible.  Be sure to clear trees out of active corridors.  &lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
Besides cutting down trees, wood (and some wooden goods, such as [[barrel]]s) is often available from the [[elf|elven]], [[dwarf|dwarven]] and [[human]] [[caravan]]s.  Wood can also be purchased before embarking. Wood is quite inexpensive, costing only 3☼ per log, and you may wish to bring a large number of logs when embarking in order to jump-start your [[wood industry]].  The [[wagon (embark)|wagon]] you start the game with can also be dismantled for three logs.&lt;br /&gt;
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==Considerations==&lt;br /&gt;
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===Reasons you need wood===&lt;br /&gt;
*To build [[bed]]s. Without beds your dwarves will get unhappy thoughts from sleeping on the ground.&lt;br /&gt;
*To build [[water wheel]]s, [[windmill]]s, and [[axle]]s--without wood, you cannot generate ''or'' transfer [[power]].&lt;br /&gt;
*To build [[siege engine]]s and ballista bolts. These can be very effective defenses when traps fail.&lt;br /&gt;
*To be burnt for [[ash]], which is used in [[Glass_industry|glass making]], [[Soap|soap making]], [[Glazing|glazing]], and for fertilizing crops.&lt;br /&gt;
*If you want [[obsidian]] [[short sword]]s, they require one log of wood in production, presumably for the handle. Note that these are primarily a novelty; all metal weapons are superior.&lt;br /&gt;
*Wooden training [[weapon]]s can be used for military training started shortly after embark should you feel the need. They are also useful for [[live training]] and [[danger room]]s.&lt;br /&gt;
&lt;br /&gt;
===Reasons you want wood===&lt;br /&gt;
*It only takes one log to produce a [[bin]], [[cage]], [[wheelbarrow]] or [[minecart]]; but if you forge them instead then they'll take two or three metal [[bar]]s. Wooden tools are also much lighter than the metal alternatives (apart from adamantine), which is a large benefit when the items are moved by hand.&lt;br /&gt;
*All metalworks ([[smelter]]s, [[forge]]s), [[glass]]works, and ceramic [[kiln]]s need either [[magma]] or [[fuel]]. Magma is inaccessible to most early forts.  &amp;quot;Fuel&amp;quot; means either coke or charcoal.  Coke is produced from [[bituminous coal]] or [[lignite]], neither of which is guaranteed to be present on your map.  Thus charcoal is the only reliable option for an early fort, and it's made by a [[wood burner]] from wood. &lt;br /&gt;
*Production of [[steel]], the best mundane metal for armor and cutting or piercing weapons, requires coke or charcoal as a carbon source, even if you have access to magma.&lt;br /&gt;
*[[Crossbow]]s can be made from wood (or [[bone]]) and may be preferred if you have a skilled [[bowyer]] but not a skilled [[weaponsmith]]. They will suffer reduced damage if used to bash enemies in melee combat. However, since even metal crossbows are spectacularly bad melee weapons, this is a fairly unimportant consideration.&lt;br /&gt;
*A stack of 25 Crossbow [[bolt]]s can be made from a single log. Wooden ammunition is sufficient for training and use by [[hunter]]s, though significantly less effective against armored opponents.&lt;br /&gt;
*[[Shield]]s can be made from wood, and currently material does not affect a shield's ability to block, so shields can be made without consuming precious fuel and metal. The low weight can improve the movement speed of soldiers, but the occasional shield bashes in combat will also be weaker than those delivered by metal shields. &lt;br /&gt;
*Wooden [[floor]]s can be useful to reduce falling damage, the [[density|lighter]] the better.&lt;br /&gt;
&lt;br /&gt;
===Reasons you don't need much wood===&lt;br /&gt;
*While beds, axles, windmills, water wheels, siege engine parts, and ballista bolts absolutely require wood, and soap, clear and crystal glass and fertiliser are based on wood ash, almost every other wood product has non-wood alternatives.&lt;br /&gt;
** In particular, [[barrel]]s  can be replaced by stone [[pot]]s without having to use either fuel or magma. Stone pots can also be traded to the [[elf|elves]], should you wish to export liquids or barrelled foods.&lt;br /&gt;
*Once you have [[magma]] then you don't need wood for [[fuel]]. If you have [[coal]], you can get by with much lower wood usage until the deposits run out. If you have both, you shouldn't need wood to produce metal or [[steel]] products.&lt;br /&gt;
&lt;br /&gt;
==Weight==&lt;br /&gt;
The 'unit' of raw wood, the log, has a &amp;quot;material size&amp;quot; of 50 litres, the weight can be derived by dividing the density of the material by 20. An oak log will thus weigh 35Γ, a featherwood one 5Γ and a bloodthorn log 62.5Γ. the densities for each individual type of wood is listed under the appropriate [[tree]]. Wood has a default [SOLID_DENSITY] of 500, making it about five times lighter than most stone and fifteen times lighter than iron.  Feather tree wood is the lightest, with a density of 100, and blood thorn wood is the heaviest, with a density of 1250. Candlenut (140), and glumprong (1200) are also notable. However, since average wood is relatively light to begin with, with the possible exception of wood [[hauling]], this makes (almost?) no practical difference in the daily routine of a fortress or your dwarves.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Wood Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Density&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Color&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Climate&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Biome&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Water&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Evil&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Savagery&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Acacia]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Peach|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Alder]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 410&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Tan|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Ash (tree)|Ash]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Pale Brown|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Birch]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 650&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Umber|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Black-cap|Black-Cap]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 650&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Black|0:1}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| caverns 2-3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Blood thorn]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 1250&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Crimson|4:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| cavern 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Cacao tree|Cacao]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 430&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Chocolate|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Candlenut]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 140&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Ochre|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Cedar]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 570&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Olive|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Chestnut]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 430&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Dark Chestnut|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Feather tree|Feather Tree]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Cream|7:1}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| good&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Fungiwood]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Lemon|6:1}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| caverns 1-2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Glumprong]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 1200&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Purple|5:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| evil&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Goblin-cap]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Red|4:1}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| caverns 2-3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Highwood]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 500&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Brown|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| savage&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Kapok]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 260&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Tan|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Larch]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 590&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Light Brown|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| non-tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Mahogany]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Mahogany|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Mango_tree|Mango]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 520&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Mangrove]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 830&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Dark Taupe|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| mangrove swamp&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| wet&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Maple]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 540&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Rust|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Nether-cap]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 550&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Dark Indigo|1:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| cavern 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Oak]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 700&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Auburn|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Palm]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 680&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Dark Taupe|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Pine]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 510&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Beige|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Rubber tree|Rubber]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 490&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Flax|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Saguaro]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 430&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Ecru|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| desert&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Spore tree|Spore]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Teal|3:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| caverns 2-3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Tower-cap]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|White|7:1}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| caverns 1-2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Tunnel tube|Tunnel Tube]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 500&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Violet|5:1}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| caverns 2-3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Willow]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 390&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Tan|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| wet&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Carambola]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Cashew]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Coffee]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Durian]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Guava]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Papaya]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Paradis Nut]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Rambutan]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Tea]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Avocado]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Lime]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Pomelo]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Citron]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Orange]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Bitter Orange]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Finger Lime]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Round Lime]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Desert Lime]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| grassland, savanna &amp;amp; shrubland&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Kumquat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Custard-Apple]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Date Palm]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Lychee]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Macadamia]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Olive]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Pomegranate]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Almond]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Apple]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Apricot]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Bayberry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Cherry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Ginko]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Hazel]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Peach]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Pear]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Pecan]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Persimmon]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Plum]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Sand Pear]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Walnut]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
(*) Densities and Colour are marked in the raws as not researched yet in v40.02, due to change in future versions.&lt;br /&gt;
&lt;br /&gt;
== Biomes ==&lt;br /&gt;
*[[Temperate]] forest&lt;br /&gt;
*[[Tropical]] forest&lt;br /&gt;
*[[Taiga]]&lt;br /&gt;
*[[Flatland]]&lt;br /&gt;
*[[Swamp]]&lt;br /&gt;
*[[Desert]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
:* [[Wood industry]].&lt;br /&gt;
&lt;br /&gt;
{{Wood FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wood&amp;diff=209680</id>
		<title>Wood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wood&amp;diff=209680"/>
		<updated>2014-08-19T11:56:24Z</updated>

		<summary type="html">&lt;p&gt;Bognor: /* Reasons you want wood */ fix misleading section about fuel requirements, and make steel production a separate bullet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Wood''' is produced by [[designation|{{Key|d}}esignating]] [[tree|{{Key|t}}rees]] to be chopped down. Any [[dwarf]] with the [[wood cutting]] [[labor]] enabled and access to a [[battle axe]] will cut down the trees, which will turn one tree into one '''log''', the raw form of wood.&lt;br /&gt;
&lt;br /&gt;
Only [[nether-cap]] wood is [[magma-safe]], thanks to its fixed temperature.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;'''Timber'''&amp;quot; is the name of the ninth month of the dwarven [[calendar]], covering late Autumn.&lt;br /&gt;
&lt;br /&gt;
==Growing==&lt;br /&gt;
&lt;br /&gt;
[[Tree]]s start their lives as saplings.  Saplings cannot be cut down until they mature into full-grown trees, which can take several years.  Frequent unit movement over a square with a sapling will likely kill the sapling, leaving you with a dead sapling occupying the square for a time.  &lt;br /&gt;
&lt;br /&gt;
Saplings will randomly appear in appropriate above-ground [[soil]] to provide a slow (but steady) supply of wood.  Saplings will begin to appear in below-ground soil and [[mud]]dy underground rock only once you have hit the [[caverns]].  &lt;br /&gt;
&lt;br /&gt;
Full grown trees will impede units' movement and can block the path of wagons, making your [[trade depot]] inaccessible.  Be sure to clear trees out of active corridors.  &lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
Besides cutting down trees, wood (and some wooden goods, such as [[barrel]]s) is often available from the [[elf|elven]], [[dwarf|dwarven]] and [[human]] [[caravan]]s.  Wood can also be purchased before embarking. Wood is quite inexpensive, costing only 3☼ per log, and you may wish to bring a large number of logs when embarking in order to jump-start your [[wood industry]].  The [[wagon (embark)|wagon]] you start the game with can also be dismantled for three logs.&lt;br /&gt;
&lt;br /&gt;
==Considerations==&lt;br /&gt;
&lt;br /&gt;
===Reasons you need wood===&lt;br /&gt;
*To build [[bed]]s. Without beds your dwarves will get unhappy thoughts from sleeping on the ground.&lt;br /&gt;
*To build [[water wheel]]s, [[windmill]]s, and [[axle]]s--without wood, you cannot generate ''or'' transfer [[power]].&lt;br /&gt;
*To build [[siege engine]]s and ballista bolts. These can be very effective defenses when traps fail.&lt;br /&gt;
*To be burnt for [[ash]], which is used in [[Glass_industry|glass making]], [[Soap|soap making]], [[Glazing|glazing]], and for fertilizing crops.&lt;br /&gt;
*If you want [[obsidian]] [[short sword]]s, they require one log of wood in production, presumably for the handle. Note that these are primarily a novelty; all metal weapons are superior.&lt;br /&gt;
*Wooden training [[weapon]]s can be used for military training started shortly after embark should you feel the need. They are also useful for [[live training]] and [[danger room]]s.&lt;br /&gt;
&lt;br /&gt;
===Reasons you want wood===&lt;br /&gt;
*It only takes one log to produce a [[bin]], [[cage]], [[wheelbarrow]] or [[minecart]]; but if you forge them instead then they'll take two or three metal [[bar]]s. Wooden tools are also much lighter than the metal alternatives (apart from adamantine), which is a large benefit when the items are moved by hand.&lt;br /&gt;
*All metalworks ([[smelter]]s, [[forge]]s), [[glass]]works, and ceramic [[kiln]]s need either [[magma]] or [[fuel]]. Magma is inaccessible to most early forts.  &amp;quot;Fuel&amp;quot; means either coal or charcoal.  Coal is produced from [[bituminous coal]] or [[lignite]], neither of which is guaranteed to be present on your map.  Thus charcoal is the only reliable option for an early fort, and it's made by a [[wood burner]] from wood. &lt;br /&gt;
*Production of [[steel]], the best mundane metal for armor and cutting or piercing weapons, requires charcoal or coal as a carbon source, even if you have access to magma.&lt;br /&gt;
*[[Crossbow]]s can be made from wood (or [[bone]]) and may be preferred if you have a skilled [[bowyer]] but not a skilled [[weaponsmith]]. They will suffer reduced damage if used to bash enemies in melee combat. However, since even metal crossbows are spectacularly bad melee weapons, this is a fairly unimportant consideration.&lt;br /&gt;
*A stack of 25 Crossbow [[bolt]]s can be made from a single log. Wooden ammunition is sufficient for training and use by [[hunter]]s, though significantly less effective against armored opponents.&lt;br /&gt;
*[[Shield]]s can be made from wood, and currently material does not affect a shield's ability to block, so shields can be made without consuming precious fuel and metal. The low weight can improve the movement speed of soldiers, but the occasional shield bashes in combat will also be weaker than those delivered by metal shields. &lt;br /&gt;
*Wooden [[floor]]s can be useful to reduce falling damage, the [[density|lighter]] the better.&lt;br /&gt;
&lt;br /&gt;
===Reasons you don't need much wood===&lt;br /&gt;
*While beds, axles, windmills, water wheels, siege engine parts, and ballista bolts absolutely require wood, and soap, clear and crystal glass and fertiliser are based on wood ash, almost every other wood product has non-wood alternatives.&lt;br /&gt;
** In particular, [[barrel]]s  can be replaced by stone [[pot]]s without having to use either fuel or magma. Stone pots can also be traded to the [[elf|elves]], should you wish to export liquids or barrelled foods.&lt;br /&gt;
*Once you have [[magma]] then you don't need wood for [[fuel]]. If you have [[coal]], you can get by with much lower wood usage until the deposits run out. If you have both, you shouldn't need wood to produce metal or [[steel]] products.&lt;br /&gt;
&lt;br /&gt;
==Weight==&lt;br /&gt;
The 'unit' of raw wood, the log, has a &amp;quot;material size&amp;quot; of 50 litres, the weight can be derived by dividing the density of the material by 20. An oak log will thus weigh 35Γ, a featherwood one 5Γ and a bloodthorn log 62.5Γ. the densities for each individual type of wood is listed under the appropriate [[tree]]. Wood has a default [SOLID_DENSITY] of 500, making it about five times lighter than most stone and fifteen times lighter than iron.  Feather tree wood is the lightest, with a density of 100, and blood thorn wood is the heaviest, with a density of 1250. Candlenut (140), and glumprong (1200) are also notable. However, since average wood is relatively light to begin with, with the possible exception of wood [[hauling]], this makes (almost?) no practical difference in the daily routine of a fortress or your dwarves.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Wood Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Density&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Color&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Climate&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Biome&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Water&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Evil&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Savagery&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Acacia]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Peach|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Alder]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 410&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Tan|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Ash (tree)|Ash]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Pale Brown|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Birch]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 650&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Umber|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Black-cap|Black-Cap]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 650&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Black|0:1}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| caverns 2-3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Blood thorn]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 1250&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Crimson|4:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| cavern 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Cacao tree|Cacao]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 430&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Chocolate|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Candlenut]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 140&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Ochre|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Cedar]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 570&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Olive|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Chestnut]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 430&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Dark Chestnut|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Feather tree|Feather Tree]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Cream|7:1}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| good&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Fungiwood]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Lemon|6:1}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| caverns 1-2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Glumprong]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 1200&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Purple|5:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| evil&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Goblin-cap]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Red|4:1}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| caverns 2-3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Highwood]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 500&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Brown|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| savage&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Kapok]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 260&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Tan|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Larch]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 590&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Light Brown|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| non-tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Mahogany]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Mahogany|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Mango_tree|Mango]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 520&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Mangrove]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 830&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Dark Taupe|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| mangrove swamp&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| wet&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Maple]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 540&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Rust|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Nether-cap]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 550&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Dark Indigo|1:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| cavern 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Oak]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 700&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Auburn|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Palm]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 680&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Dark Taupe|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Pine]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 510&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Beige|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Rubber tree|Rubber]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 490&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Flax|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Saguaro]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 430&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Ecru|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| desert&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Spore tree|Spore]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Teal|3:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| caverns 2-3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Tower-cap]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|White|7:1}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| caverns 1-2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Tunnel tube|Tunnel Tube]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 500&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Violet|5:1}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| caverns 2-3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Willow]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 390&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Tan|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| wet&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Carambola]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Cashew]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Coffee]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Durian]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Guava]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Papaya]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Paradis Nut]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Rambutan]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Tea]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Avocado]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Lime]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Pomelo]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Citron]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Orange]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Bitter Orange]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Finger Lime]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Round Lime]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Desert Lime]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| grassland, savanna &amp;amp; shrubland&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Kumquat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Custard-Apple]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Date Palm]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Lychee]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Macadamia]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Olive]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Pomegranate]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| tropical&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Almond]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Apple]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Apricot]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Bayberry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Cherry]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Ginko]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Hazel]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Peach]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Pear]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Pecan]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Persimmon]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Plum]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Sand Pear]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Walnut]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600*&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna*|6:0}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| temperate&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| dry&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
(*) Densities and Colour are marked in the raws as not researched yet in v40.02, due to change in future versions.&lt;br /&gt;
&lt;br /&gt;
== Biomes ==&lt;br /&gt;
*[[Temperate]] forest&lt;br /&gt;
*[[Tropical]] forest&lt;br /&gt;
*[[Taiga]]&lt;br /&gt;
*[[Flatland]]&lt;br /&gt;
*[[Swamp]]&lt;br /&gt;
*[[Desert]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
:* [[Wood industry]].&lt;br /&gt;
&lt;br /&gt;
{{Wood FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Oil&amp;diff=209533</id>
		<title>Oil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Oil&amp;diff=209533"/>
		<updated>2014-08-15T10:17:09Z</updated>

		<summary type="html">&lt;p&gt;Bognor: /* Value */ from 1 to 6 is a 500% increase&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Oil''' is an ingredient in [[cooking]] and [[soap]] making, made by [[pressing]] one of the several [[seed]] pastes or fruit at a [[Screw press]]. The press squeezes the material releasing the oil, which is stored in a [[liquid]]-capable [[jug]].  The oil can then be used to supplement a fortress's [[food]] supply, or can be combined with [[lye]] to make soap.&lt;br /&gt;
&lt;br /&gt;
== Oil Producing Crops ==&lt;br /&gt;
&lt;br /&gt;
The following crops produce seeds that can be milled and pressed into oil:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Plant Name&lt;br /&gt;
! Underground?&lt;br /&gt;
! Oil Name&lt;br /&gt;
! Oil Value&lt;br /&gt;
|-&lt;br /&gt;
|[[Quarry bush]]&lt;br /&gt;
|Yes&lt;br /&gt;
|Rock Nut Oil&lt;br /&gt;
|5☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Cotton]]&lt;br /&gt;
|No&lt;br /&gt;
|Cottonseed oil&lt;br /&gt;
|5☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Flax]]&lt;br /&gt;
|No&lt;br /&gt;
|Linseed oil&lt;br /&gt;
|5☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Hemp]]&lt;br /&gt;
|No&lt;br /&gt;
|Hempseed oil&lt;br /&gt;
|5☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Kenaf]]&lt;br /&gt;
|No&lt;br /&gt;
|Kenaf seed oil&lt;br /&gt;
|5☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Olive]] (fruit)&lt;br /&gt;
|No&lt;br /&gt;
|Olive oil&lt;br /&gt;
|5☼&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
&lt;br /&gt;
Oil will be used in the [[kitchen]] when 'prepare meal' tasks are queued if it is enabled in the [[Status#Kitchen_Status_Screen|Kitchen tab]] in the Status screen. &lt;br /&gt;
&lt;br /&gt;
Most of the seeds are edible raw, but have a base value of 1☼.  However, [[milling]] the seeds to a paste and pressing them into oil generates a [[press cake]] with a value of 1☼ and a unit of oil with a value of 5☼, a 500% value increase for only two [[labor]]s. &lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Starting_build&amp;diff=208886</id>
		<title>v0.34:Starting build</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Starting_build&amp;diff=208886"/>
		<updated>2014-08-05T05:40:48Z</updated>

		<summary type="html">&lt;p&gt;Bognor: /* Survival */ minor copyedits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|10:09, 24 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''This is not a tutorial, a FAQ, or a new players guide. This is a mildly advanced theoretical treatment for someone ready to take the plunge and make all the decisions about their own fortress. The following are intended for beginners:''&lt;br /&gt;
::*[[Quickstart guide]]&lt;br /&gt;
::*[[Main:From Caravan to Happy Dwarves|Beginner Flowchart]]&lt;br /&gt;
::*[[User:Calite/Gloss_Guide|Beginner Checklist]]&lt;br /&gt;
:''For an explanation of the interface for starting out, see [[Embark]].''&lt;br /&gt;
&lt;br /&gt;
A '''starting build''' is a personal strategy for choosing the initial supplies, equipment, and [[skill]]s of your initial seven dwarves when starting a new game in [[fortress mode]] (see [[Sample Starting Builds]]). These skills and items which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year.&lt;br /&gt;
&lt;br /&gt;
This page attempts to provide a discussion about how and why you make the choices on what you bring with you. This page is not an explanation of the mechanics of doing so, see the [[embark]] page for an explanation of the interface itself. This page assumes you have already made certain decisions, such as where you plan on settling, and that you are looking at the [[Embark#Prepare_Carefully|Prepare Carefully]] screen.&lt;br /&gt;
&lt;br /&gt;
One thing should be made clear - there is no &amp;quot;best&amp;quot; build, no &amp;quot;perfect&amp;quot; or &amp;quot;clearly superior&amp;quot; final mix of skills and items, if only because there isn't any one goal of play. The goals you have for a fortress will dictate which sets of items and skills are best suited to achieving that goal - in your opinion. And then there is the environment, where your dwarves will arrive, the creatures, the resources available, and so forth. Finally, some people do things solely because it is hard, and that makes it more [[fun]] for them.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Components of a Starting Build ==&lt;br /&gt;
There are two components of a starting build: skills and items (which includes [[animal]]s).  &lt;br /&gt;
&lt;br /&gt;
Skills for your initial dwarves determine how quickly they will work early on, what industries you are able to start with skilled workers, how well you can defend your dwarves early on, and what the quality of various goods they produce will be, and possibly many other considerations. This page considers in detail how you might go about choosing skills for your starting dwarves, and examines the multiple competing perspectives from which you can make that decision.&lt;br /&gt;
&lt;br /&gt;
The items that your dwarves bring with you can be tailored a number of ways. There are trade-offs to cheaper and more expensive alternatives, and reasons why you might choose either. This section explores the nature of these trade-offs and the reasons for making a decision. It also looks at optimizing goods brought in more general contexts.&lt;br /&gt;
&lt;br /&gt;
Starting builds can and should vary based upon a number of other variables. [[location|Where you choose to settle]] will dictate what raw materials are available, and thus require different skill sets to utilize, not to mention different threats from native wildlife based on [[biome]], [[surroundings|savagery]], and [[surroundings|alignment]]. Which dwarven civilization you chose will restrict the materials with which you can start. Making choices about these variables is not part of a starting build. What you choose for skills and items because of these choices is part of your starting build, and so some general guidelines about different environments is given last.&lt;br /&gt;
&lt;br /&gt;
This page does not cover the interface for accomplishing these tasks; please see the [[embark]] page for that information.&lt;br /&gt;
&lt;br /&gt;
== Skill Optimization ==&lt;br /&gt;
With only 7 dwarves, you can't take every [[skill]], so you must balance what you do take. At the starting phase, each dwarf can only be assigned a maximum total of 10 skill levels, with no single skill starting higher than &amp;quot;5&amp;quot;. Maximum skill distribution is thus constrained to 1 level in each of 10 skills, or 5 levels in each of two skills, or something in between. Because dwarves can [[experience|learn]] any and all skills once your fortress starts, these initial choices do not dictate what the dwarves can do, opening up incredible latitude to choose skills for reasons other than survival.&lt;br /&gt;
&lt;br /&gt;
:''(* Note that an unskilled dwarf starts with all Skills at Level '''0'''. Adding +5 Levels is then Level '''5'''. This is true regardless of how many &amp;quot;points&amp;quot; a level costs when first buying skills at embark.)''&lt;br /&gt;
&lt;br /&gt;
A brief list of considerations governing skill choice:&lt;br /&gt;
:* Maximizing starting skill ranks vs. generalizing and having more skills covered at lower levels.&lt;br /&gt;
:* Balancing multiple skills for a single dwarf, so they aren't constantly needed for two different tasks at critical periods&lt;br /&gt;
:* Military vs economic needs&lt;br /&gt;
:* Your goals vs &amp;quot;basic survival needs&amp;quot; to keep your fortress healthy and happy.&lt;br /&gt;
:* Speed that a skill can be trained in game&lt;br /&gt;
:* Demand for a skill during a game&lt;br /&gt;
:* Whether quality or speed are significant considerations for tasks/final product&lt;br /&gt;
:* Balancing the desire to create [[wealth]] ''(with high-value products)'' with the need to maintain [[thought|morale]] ''(with low-value but commonly used products, like [[bed]]s, which normally are made from [[wood]])''.&lt;br /&gt;
:* most importantly - ''your playstyle'' - what '''you''' think is &amp;quot;[[fun]]&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
==== Breadth vs. Depth ====&lt;br /&gt;
&lt;br /&gt;
A dwarf with only 2 starting skills at 5 ranks each is pretty good at 2 tasks, but untrained at anything else. A dwarf with nothing higher than level 1 is passable at many tasks, but not good at anything. Each dwarf in your party is going to be somewhere along this continuum, and you'll need to choose where.  &lt;br /&gt;
&lt;br /&gt;
Level in a skill dictates how fast a dwarf completes a task (most of the time), and the [[quality]] of the result (if applicable).  On one extreme, [[butchery]] has no time variance for slaughtering a tame animal, and has no quality associated with the outcome. On the other extreme, [[Metal industry|metalworking]] tasks can take a long time for an untrained worker to complete and their high material value means the quality multiplier has a large impact on the end value.&lt;br /&gt;
&lt;br /&gt;
Dwarves who complete tasks faster can do more total [[job]]s within a given time. The rate at which speed increases with level varies with skill, so some skills will benefit more than others.  &lt;br /&gt;
&lt;br /&gt;
Dwarves who make items of higher quality will contribute more to fortress [[wealth]] and may have a large impact on fortress [[thought|happiness]] if their work is readily available to be seen by other dwarves. Items which typically contribute to happiness are common public items like [[bed]]s and [[table]]s. Items which contribute the most to fortress wealth often cannot be displayed, but make useful [[trade goods]] or [[equipment]] for your military.&lt;br /&gt;
&lt;br /&gt;
Aside from the obvious trade off, there is another reason to prefer depth - dwarves can obviously only complete so many total jobs within a given timespan. If a dwarf is busy doing one thing, he can't simultaneously be doing something else. So a dwarf who is highly skilled in a few skills may not actually experience any disadvantage if he is kept doing those things in which he specializes. The generalist dwarf, on the other hand, may be able to do many more different tasks adequately, but he can still only do one type of task at a time. A dwarf with one highly used skill (such as Mechanics or Mining) can feasibly spend all his time using only his primary skill and thus has no need to generalize. In effect, the generalist is wasting more skill points whenever he does jobs than the specialist, so long as the specialist tends to do jobs he has levels in. Specializing your initial skill investment is therefore superior if you specialize the division of labor in your fortress.&lt;br /&gt;
&lt;br /&gt;
Of course, you can still only bring 7 dwarves with 10 total levels of skills each, so covering everything you want to do in 14 skills may be hard, if not impossible. A generalist or two can cover more bases that have little quality need or are otherwise fast even without a high level. The generalists real problem arises from the fact that any dwarf can do any task, and having 1 level isn't much better than having no levels.  Which isn't to say there isn't a situation where a 1/1/1/1/1/5 dwarf is the right solution (indeed, the typical recommended [[leader]]/[[broker]] takes 1/1/1/1/1 in [[appraiser]]/[[judge of intent]]/[[negotiator]]/+2 social skills because none of these skills have a time or quality component), but most less-specialized dwarves are more likely to fall in the 5/3/2 or 4/3/3 end of the spectrum solely because there is a minimum investment necessary to be noticeably better than not having any levels at all.&lt;br /&gt;
&lt;br /&gt;
==== Design Constraints: Which skills do I need, really? ====&lt;br /&gt;
&lt;br /&gt;
The only thing that you absolutely must do in the first year is get your [[food]] supplies into a food stockpile, preferably inside, or your food will [[rot]] on the ground and your dwarves will starve. Anything else you want to do can be accommodated by sufficient investment in initial supplies and/or skills. This means the options for possible starting builds are vast because virtually any set of starting skills for your dwarves is viable (and that's before you even think about equipment, which adds more variables). So the short answer is: none.&lt;br /&gt;
&lt;br /&gt;
That said, there are some skills which will be '''used''', to one extent or another, by virtually every fortress - but that doesn't mean you '''need''' or even want to invest points in them to start. You could even manipulate the fortress (see [[challenge]]) to completely avoid one or more of the following, but these are the skills you will find it exceptionally hard to avoid creating jobs for:&lt;br /&gt;
&lt;br /&gt;
*[[Mining]] - to dig your fortress, and create loose [[stone]] for projects. It's only possible to avoid mining if you're secretly an [[elf]].&lt;br /&gt;
** Inexperienced [[miner]]s work very slowly. Mining can be leveled up quite quickly by mining [[soil#soil|soil]], but taking two dwarves with at least some points in mining is recommended in most cases.&lt;br /&gt;
*[[Carpentry]], [[wood cutter|Wood cutting]] - [[bed]]s can only be produced from [[wood]] (rare [[mood]]s aside). This skill is also quite useful for producing [[bin]]s and [[barrel]]s.&lt;br /&gt;
** It's best not to assign carpentery and wood cutting to the same dwarf. Doing so creates a bottleneck early on, when carpentry is your only reliable industry.&lt;br /&gt;
*[[Masonry]] - to fashion dwarven [[furniture]] from stone, and build [[buildings]] and [[constructions]] from stone.&lt;br /&gt;
** Due to the vast supply of loose stones, masons can be easily trained by [[repeat]]ing jobs at a mason's workshop. &lt;br /&gt;
*[[Grower|Growing]] - your farmers' work echoes throughout so many other tasks, it's stunning.&lt;br /&gt;
** Skilled planters produce larger stacks of crops, which means more food, more booze, more cloth, more dye, ....&lt;br /&gt;
** While it's possible to feed your fortress on nothing but caravan goods, you'll never come by enough alcohol that way, so you'll eventually need to grow or gather plants for brewing. Dwarves will literally go crazy if forced to drink nothing but water for long periods. Thus you'll want to plan for farming eventually - not that you must bring a highly skilled [[Grower]], but it'll certainly be ''very'' helpful.&lt;br /&gt;
** Planters with low skill levels can decrease your seed stockpiles - each seed planted by an untrained grower will usually result in a single replacement seed, but may produce no seed at all if the crop fails. When you start out with only a handful of seeds, a few losses can easily impact the sustainability of your fortress. &lt;br /&gt;
*[[Brewer|Brewing]], [[Cook|Cooking]] - A skilled brewer produces [[alcohol]] more quickly. Likewise, a skilled [[cook]] prepares [[prepared meal|meals]] more quickly (and more appealingly). However, most food can be eaten raw, and your dwarves can exist for a time on water.&lt;br /&gt;
*[[Mechanics]] - If you want traps, and most people will. Also needed for most machinery. Mechanisms sell for a high price as a bonus.&lt;br /&gt;
*[[Architecture|Building Designer]] - Mandatory for some buildings and constructions, but skill only improves speed a tad and increases structure [[value]].&lt;br /&gt;
*[[Appraiser]] - you will use this whenever you trade with a caravan. Without it, the game won't tell you how much anything is worth, making trading difficult. It's almost always recommended to start with a dwarf with Novice (1 pt) Appraiser skill.&lt;br /&gt;
*[[Clothier]], [[Leatherworker]] - At least one of these skills will be necessary to supply your dwarves with new [[clothing]]. Articles of clothing count as [[finished goods]] with quality modifiers, and clothes can be traded easily (either before or after your dwarves wear them).&lt;br /&gt;
&lt;br /&gt;
The very fact that you ''will'' use these skills can make many of them desirable to choose as starting skills for your dwarves. Of the above, Mining, Masonry, Growing, Cooking, and Mechanics are generally worth considering as &amp;quot;highly desirable&amp;quot;.  However, '''any skill can be used untrained, and/or get trained on the job''' - it just means a slower process and/or average lower quality product than if done by a dwarf with a higher [[experience|skill level]]. Some skills (e.g. [[Record Keeper]]) are rarely worth investing initial points in even though you will almost always use them; you can simply let the dwarf learn on the job. Others (e.g. Mining, Carpentry) may be worth investing points in depending on your goals or the tempo with which you want to achieve them. (Mining is easy to train so you could forgo initial investment and just train on the job, but this could force you to spend longer on the surface, increasing your exposure to dangers. A skilled carpenter can contribute a lot to fortress mood, but won't produce much [[value]]; see the discussion of Quality below.)&lt;br /&gt;
&lt;br /&gt;
Many other skills are optional for your fortress; you will have to deliberately choose to use them. The skills above are essential to basic aspects of the game, and avoiding one requires a deliberate choice ''not'' to use it (and likely a lot of effort spent to avoid doing so). A fortress can make its wealth by smithing fine weapons, weaving quality cloth, encrusting precious stones onto furniture, or crafting quality trinkets. Or all of those. But there usually isn't a compelling reason to choose any one in particular. A fortress that never designates a tile for mining, however, requires [[challenges|exceptional effort]] to achieve.&lt;br /&gt;
&lt;br /&gt;
There is no universal design constraint on which skills to start with. Ultimately the answer to &amp;quot;What skills do I need?&amp;quot; is &amp;quot;Whichever ''you'' want&amp;quot;. Choosing a mixture of these commonly used skills and your desired specialized skills will make starting up your fortress easier and more efficient, but you don't need to start with any of them. Choosing to avoid some skills may force you to use some others, but nothing compels you to invest in any skill in particular.&lt;br /&gt;
&lt;br /&gt;
A common skill list (Just as a general quick start):&lt;br /&gt;
*2 Miners&lt;br /&gt;
*1 Woodcutter&lt;br /&gt;
*1 Grower/Cook&lt;br /&gt;
*1 Grower/Brewer&lt;br /&gt;
*1 Carpenter&lt;br /&gt;
*1 Mason&lt;br /&gt;
&lt;br /&gt;
This is not the be all end all, of course; it all depends upon your location, your goals, and what you consider fun.&lt;br /&gt;
&lt;br /&gt;
==== Balancing military and economic needs ====&lt;br /&gt;
&lt;br /&gt;
Not all embarks will require a military presence in the first year, but anyone planning an expedition to a [[sinister]], [[haunted]], or [[terrifying]] [[biome]] would be foolish not to be prepared for nasty dwarf-killing creatures. The solution doesn't strictly need to be military skills; quick delving and a skilled mechanic may be sufficient; but starting with a military dwarf will give you the earliest possible protection and a lot more versatility in where that protection can be applied. Whatever you choose to do, understand the risk and be prepared for it.&lt;br /&gt;
&lt;br /&gt;
==== Training considerations ====&lt;br /&gt;
&lt;br /&gt;
Some skills are harder to gain experience in than others - requiring valuable resources or taking an extended period of time, and thus inconvenient to train from scratch. Investing in some of these skills for your initial dwarves can make those industries much less painful to start. For example, [[metal]]-related skills generally eat metal [[bar]]s, and thus the less time you spend training metal workers up to a decent level, the faster they'll be churning out high-quality items and the fewer raw materials (bars and [[fuel]]) they'll waste in training. On the other hand, despite its importance, skills like mining train relatively quickly and barring extenuating circumstances (expected need to accomplish particular digging projects in the first month or you'll get mauled by a Giant for example) there's little need to actually invest your starting skills in it - they can learn on the job.  &lt;br /&gt;
&lt;br /&gt;
==== Quality, value, and happiness ====&lt;br /&gt;
&lt;br /&gt;
[[Quality]] is an important part of Dwarf Fortress. Higher-quality items produce better and more frequent happy [[thought]]s and are worth more money in [[wealth]] and [[trade]]. When choosing skills that produce objects of quality, the desire to produce valuable goods for trade will often conflict with the desire to produce objects that will make your dwarves happy. Built items that are frequently encountered tend to be things like [[furniture]] (especially [[bed]]s) which tend to have low material values and thus low total value despite the quality of the work. Further, these things tend to be inconvenient to trade (due to [[weight]] and storage constraints). It is often best to strike a balance between dwarves who produce valuable trade goods and dwarves who produce quality items that will make your population happy - and thus be able to achieve both goals simultaneously.&lt;br /&gt;
&lt;br /&gt;
It's worth noting that built furniture and worn clothing counts its value twice -- once under the appropriate category and once for displayed value. If you're trying to maximize your created [[wealth]] total, a good metalsmith producing [[statue]]s from high-value metals is optimal. A mason can also build furniture directly from metal ores such as gold nuggets, if these are enabled in the stocks &amp;quot;Stone&amp;quot; screen. While building with ore saves time and [[fuel]], it generally results in a 25% reduction of total material value compared to refining the ore. This is balanced somewhat by the fact that masonry is much easier to train, and therefore more likely to yield a high [[quality]] modifier to offset the reduced material value.&lt;br /&gt;
&lt;br /&gt;
==== Moodable skills ====&lt;br /&gt;
&lt;br /&gt;
[[Strange mood]]s can give a dwarf Legendary skill in his/her highest-level &amp;quot;moodable&amp;quot; skill, and moods take hold of dwarves with different professions at different rates.  Some skills are &amp;quot;moodable&amp;quot; where others are not. You might choose to take a certain skill solely because it opens up moods for that skill with that dwarf. Some moodable skills are more valuable than others - a legendary weaponsmith is both valuable and useful. A legendary tanner is generally a waste of a mood since tanned hides have no quality.&lt;br /&gt;
&lt;br /&gt;
Because a dwarf can only have a strange mood in one skill, pairing a moodable skill with a non-moodable skill can ensure that if the dwarf has a mood it will be in the skill you desire. See the section on combining skills below for more details on ways to pair skills.&lt;br /&gt;
&lt;br /&gt;
Dwarves with no moodable skill can be allowed to do one task using a moodable skill to give them a moodable skill with no starting build investment, so moodable skill considerations should not be considered a primary reason to choose particular skills - you should also want to make use of them for other reasons.&lt;br /&gt;
&lt;br /&gt;
==== Combining Skills ====&lt;br /&gt;
Every dwarf is going to have 2 or more [[skills]]. This means that even once you know which skills you want, you're going to need to pair them up before assigning them.  Not all skill combinations are equally functional.&lt;br /&gt;
&lt;br /&gt;
Some skills are highly time-consuming, either because the skill is in frequent demand (e.g. [[mining]]), because it requires extensive travel (e.g. [[wood cutting]]), or because it takes a long time to do an individual job (e.g. [[strand extraction]]). If a dwarf is spending most of their time using that skill, they aren't making much use of their other skill. Pairing two time-consuming skills together therefore tends to be a bad idea, as one or both jobs are not going to get the attention they need or deserve. Similarly, pairing a skill with time-critical jobs with a time-consuming skill also tends to be a bad idea.  If your [[grower]] is also mining, he may not stop to plant crops one season. Or he might neglect to harvest your crops in a timely fashion and they could rot on the ground (if you only let your growers harvest). Arranging your skill combinations to avoid these situations is generally beneficial. For example, Masons, miners, growers, and any craft that your fortress will base their economy off of (glass, stonecrafts, armour, etc.) will take a lot of time, so plan accordingly.&lt;br /&gt;
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Instead, pairing relatively time-intensive tasks with less time-intensive tasks will let your dwarf accomplish all such tasks adequately. Once you get a metal industry rolling, an armorer/weaponsmith will need to make a lot fewer weapons to outfit your soldiers than he will armor components. Thus he can usefully do both jobs without hurting your productivity too much. Similarly, a mason might also be your architect, since building designer is a very infrequently used skill.&lt;br /&gt;
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Working at different jobs levels up specific [[attribute]]s. One could level up a miner until he becomes mighty and ultra-tough - and then turn him into a soldier, or retire him to haul stone. If you plan on doing so, it may not be a good idea to give this guy a second critical job that will demand a lot of time away from their focus.  &lt;br /&gt;
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Since tasks will take place in specific areas, another approach is to combine tasks into dwarves who will take care of a specific industry, or spend all their time in one generally narrow part of the fortress - the forges, or the kitchens, or outdoors, for instance. So combining Farming with cooking, rather than mining, for example, and turn on only Haul Food, not Haul Stone. Metalworkers spending their time in the forge can easily handle more than one type of metalworking skill, and are also well-situated to be furnace operators.  &lt;br /&gt;
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Similarly, you can also make the craftsmen of your finished products also responsible for the production of intermediate products from raw ingredients. This way when they run out of materials to make into finished goods they can immediately switch over to working raw products into intermediate products so they'll have more to work with later. This works better in some industries than in others. A single butcher/tanner/cook trying to process multiple animals simultaneously will likely result in rotten food, carcases, or skins.  But a weaponsmith who doubles as a furnace operator can usefully ensure he has material to work with when you want him to. Later on, however, a highly skilled craftsdwarf is often better suited at sitting in their [[workshop]] and having others deliver raw materials to them than going out and obtaining their own raw materials themselves, but in the early game dwarf-time is limited, and a single dwarf who can work an entire production chain can do so relatively efficiently and let your other dwarves be used elsewhere.&lt;br /&gt;
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There is no requirement that a dwarves job combination needs to look 'right' or logical. A weaponsmith will most probably not spend nearly 100% of their time creating weapons - what they do with the other part of their time may have nothing at all to do with forges or smithing. Jobs which require little time in general, or little time early even if time-intensive later, may well be paired with any time-intensive task solely to provide the dwarf with something to usefully and skillfully do with most of their time, and freed from that duty as needed for the other tasks.&lt;br /&gt;
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Another constraint you can impose on your skill combinations is to try to limit dwarves to [[moodable]] skill and one non-moodable skill (or a moodable and a less desired moodable skill at lower level), so any mood will improve the desired one. For example, pairing craft skills with farming skills gives you dwarves that will perform useful food production or raw good processing services while also getting their mood in a valuable finished goods skill. Example: Clothier/Grower.&lt;br /&gt;
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Finally, when combining skills think twice about placing your most valuable skills (e.g. [[grower]]) alongside dangerous skills (e.g. [[hunting]], [[wood cutting]], etc.). Your most valuable dwarves should be kept safe inside your fortress; less valuable dwarves should be chosen to venture into the wilderness.&lt;br /&gt;
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==== Which dwarf should have which skill? ====&lt;br /&gt;
Dwarves who craft goods they prefer, or work materials they prefer, gain a bonus to the quality of the finished work. This can inform your choice of which skills you choose, for example by choosing a weaver because you notice a preference for sheep wool yarn, or you might choose the skills you want and then try to find a suitable dwarf to use that skill. In the latter case, since all dwarves have one metal preference you might assign an armorsmithing skill to a dwarf with a preference for iron, steel, or adamantine.&lt;br /&gt;
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The dwarf with the most social skills will end up being the [[Expedition leader]], who will then become the [[mayor]] and start making [[demand]]s and [[mandate]]s. Thus you should avoid giving the most social skills to a dwarf who has [[preferences]] for things like [[adamantine]] and [[traction bench]]es. Ideally, a dwarf with no item preferences will result in a mandate-free [[noble]].&lt;br /&gt;
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Dwarves have physical and mental attributes that affect the performance of certain skills. You may wish to give a socially adept and patient dwarf the leadership/broker skills, or a dwarf who doesn't tire easily a skill which will be in frequent use like mining. You can also try to match skills to [[personality]], some of which have obvious implications for their willingness to work long hours or how frequently they might take breaks.&lt;br /&gt;
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Of course, all combined these represent a lot of possible constraints on where you assign particular skills, and it would be impossible to apply them in total to your entire desired skill load. Use these as a guide, but don't be upset if all your dwarves are anti-social psychopaths - someone still needs to be the leader, after all.&lt;br /&gt;
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==== Other considerations ====&lt;br /&gt;
[[Migrant]]s can and will arrive with a wide selection of decently trained skills. While it is a gamble, chances are pretty decent that migrants will arrive with a highly trained skill that is also highly desirable and would usurp the job of one of the seven starting ones. The first few migration waves are likely to give you a much better talent pool than what you can assign at embark. On the other hand, you may never see a migrant arrive with the skill you really want. Even then, migrants still provide an excellent pool of workers to train for the specific skills you desire.&lt;br /&gt;
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Skills atrophy if not used (they are marked &amp;quot;rusty&amp;quot; and later &amp;quot;very rusty&amp;quot;), and they can eventually decrease in level. Consider that skills which you will use years after embark are going to be rusty or even deleveled. Embark to the first caravan is long enough for a skill to start rusting, so you might want to make sure you'll use every skill you embark with before the first year ends to avoid catastrophic rusting.&lt;br /&gt;
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Remember that you need to survive in order to accomplish any goals. Have a plan for lasting to at least the first caravan, if not one for longterm sustainability.&lt;br /&gt;
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== Items ==&lt;br /&gt;
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The items you choose to bring with you will need to satisfy a number of needs. Most importantly, you need to keep yourself alive - at least until the caravan arrives in the fall to resupply your fortress. You probably also want to plan on some way of making a shelter, whether that be the traditional delved hall, a majestic castle, a log cabin, or something even more exotic. You may want to plan for mishaps by bringing essential medical supplies, especially those which may be hard to acquire on site. And you might bring items which will assist in creating items for trade to that first caravan, should you need anything for the skills you're planning on.&lt;br /&gt;
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For the purposes of this article, livestock are considered items.&lt;br /&gt;
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All embarks get the following items without paying for them: 2 animals (who pulled the wagon), and the 3 wood that make up the wagon.&lt;br /&gt;
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=== Motivations ===&lt;br /&gt;
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==== Survival ====&lt;br /&gt;
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A single dwarf eats about 2x/season, and drinks about 4x/season. With 7 dwarves that's ~approximately~ 14 meals per season and 28 alcohol per season, or ~42 meals and ~84 alcohol until the end of Fall. The dwarf caravan tends to arrive in the third month of fall, so you will probably need to plan on a full 3 seasons. You are also likely to get at least one if not two small waves of migrants before the caravan arrives.&lt;br /&gt;
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It is possible to bring enough food and drink to make it to the caravan - indeed, bringing enough food isn't especially hard, especially once you factor in slaughtering the animals who hauled your wagon. Bringing sufficient alcohol is harder, although bringing plump helmets to brew can significantly cut the cost.  With DF 2014 comes garden &amp;quot;vegetables.&amp;quot;  These usually contain 1-2 brewable fruits at half the cost of plump helmets (2 units instead of 4 - likely an oversight).  While Bringing plump helmets might save you 30 value from the liquor (5 helmets cost 20 value and can be turned into 25 booze worth a total of 50), bringing a garden &amp;quot;fruit&amp;quot; will save you 40 units for the same amount of booze.  A full 3 seasons (84 alcohol/168 value) can be supplied with 17 passion fruit/black berries/bananas/etc at a cost of only 34 units! You'll need to build your still first thing (or have drinkable water nearby).  I recommend bringing along a unit of stone (magma safe and colorful are a bonus AND don't cost you extra) for only 3 units when you do this so you can immediately start brewing before your dwarves get thirsty.  &lt;br /&gt;
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The likely best way to keep your dwarves in drink is also the most labor-intensive - setting up farming in the first season or two is perfectly plausible, allowing to grow your own [[plants]] from seeds and brew the products. (Keep in mind not all plants can be brewed - don't plant dimple cups and expect to make alcohol). In addition to the necessary seeds, starting your own farming operation is going to require either some [[soil]] or [[irrigation|some way to get the ground muddy]].  In the spring, only plump helmets and sweet pods are brewable.  Cave wheat and pigtail can be brewed as well, but you'll need to wait for summer first.  &lt;br /&gt;
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It is possible, if highly inefficient, to make all your alcohol by harvesting aboveground plants. However, with DF2014 came &amp;quot;garden vegetables.&amp;quot; These largely replace the normal above ground shrubs on new embarks.  While there are brewable garden vegetables (passion fruits, various berries, sweet potatoes, tomatoes, etc), they only fruit in the summer or fall.  So when you embark in spring and designate a large area to be gathered and brewed... you'll find your plant stockpile full of &amp;quot;Blueberry Bushes&amp;quot; and &amp;quot;Sweet Potato Vines&amp;quot; but not a single blueberry or sweet potato to brew! You'll likely only have 1-2 prickle berries, rat weeds, etc.  The leaves you gain with this can't even be eaten raw, but instead need to be cooked.  If you wish to save on booze via gathering, you'll need to bring enough booze to tide you over through mid summer, or very carefully use look &amp;quot;k&amp;quot; and only designate the non-garden vegetable plants to be harvested in spring (rat weed, whip vine, prickle berry, etc).  These will be barely 1/3 to 1/4 of the shrubs.  If you are still intent on gathering your booze, bring a plant gatherer and have him selectively pick these shrubs.  Otherwise, you'll have uprooted all your berry bushes long before they would have fruited in the summer/fall.  This is further complicated by areas of sparse vegetation (badlands, deserts) or various evil biomes (many shrubs will be dead) and glaciers/mountains (no shrubs at all).&lt;br /&gt;
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==== Shelter ====&lt;br /&gt;
Barring a convenient cave, you're going to have to do something for shelter. Shelter is your first defense against roving creatures, keeping them away from where your dwarves are working so they don't spam job cancellations and strew items all over the place. (As you might guess, most 'convenient caves' aren't actually that convenient, as they tend to have residents). Basic walls that allow you egress won't stop a dedicated invader, but you ''probably'' won't see those until year 2 or 3, so you have a little time to develop more elaborate defenses.&lt;br /&gt;
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Food outside will also spoil a lot faster than food inside, so making a cellar of some sort to store your food in will increase the longevity of your food supplies. The rate at which food spoils depends on ambient temperature, so the urgency of making a cellar will depend on where you settled. It might be possible to go without a cellar in a freezing biome.{{verify}} The only way you can avoid thinking about food storage in the first year is if you collect food and make alcohol as needed - i.e., by using an herbalist to collect local plants - which can avoid needing to mine at all.&lt;br /&gt;
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Delving a shelter requires mining, which means having picks to dig with. One can always bring one or more picks at embark, but its also possible to bring the supplies necessary to make them. See [[Starting build#Finished product or do it yourself|finished product or do it yourself]].&lt;br /&gt;
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An aboveground shelter can be made with stone or wood or possibly more exotic materials.  Stone of course requires mining, and thus picks. Wood can be had with an axe assuming trees are present, and axes, like picks, can similarly be brought at embark or made on site. It is of course possible to bring sufficient raw materials to build walls and a roof with, but this is far less efficient than just bringing a pick or an axe, although it could make a fun challenge.&lt;br /&gt;
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==== Industry ====&lt;br /&gt;
Most industries require little more than materials you can collect at the site and a workshop. As long as you have access to some sort of building material (stone, wood, or even ice), you won't need to bring anything for these.  However, if you want to get an industry going immediately, it does help to bring a few building materials along (or be willing to use the wood from the wagon, if only temporarily).&lt;br /&gt;
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Some industries require fire-safe materials to build with. Nearly all stone qualifies, as does metal. Wood can be converted to a fire safe material by burning it to ashes in a wood burners workshop, but of course that workshop requires a fire-safe material. If you're mining, this condition is easy to satisfy, but if you intend to run any of these industries right away you will need to plan on bringing appropriate materials.&lt;br /&gt;
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Some industries require plant or animal matter to work with. Clothiers ultimately need cloth, which comes from certain plants or animals. Leatherworkers need tanned skins.  (And while you can get 2 off your pack animals, this isn't sufficient to run an industry). If you plan on running these types of industries you will need to have a plan for providing suitable raw materials. Hunting can cover leatherworking needs (although this requires a hunter and hunting implements), and foraging can find rope reed plants, but its usually better to bring enough appropriate animals or plant seeds to have a good shot at getting started in a predictable and sustainable way. Similarly, milking and cheese making require milkable animals, and bonecarving requires a dependable source of bones.&lt;br /&gt;
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Metal industries require [[metal]] and an [[anvil]]. You cannot make an anvil on site without already having an anvil, so if you plan on doing any forging before the first caravan you will need to bring one with you. Metal can be brought as bars or as ores to be smelted in a smelter into bars, or can be mined yourself. Each unit of ore smelted will produce 4 bars of metal, so there is definitely a cost-advantage for creating the bars on site. You will need to provide [[fuel]] or magma to run these workshops; a bar of coke and some bituminous coal can bring your metal industries up to speed much faster than relying on charcoal. Keep in mind that if you wish to produce steel, you will need some form of refined fuel even if you have easy access to magma. Bringing along some bituminous coal is a cheap and efficient way to guarantee a supply, especially since volcanic regions typically lack coal resources. This will greatly ease your wood consumption as well.  &lt;br /&gt;
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[[Soap]] requires wood and a source of [[tallow]] to be done. [[Lye]] can be bought at embark to skip the first steps and make soap more directly, though, due to a bug, an entire stack of lye will be used to create a single bar of soap, so bringing lye is expensive {{bug|2117}}). You will still need to bring or make buckets and have an empty barrel to actually produce soap, this is a matter of having sufficient wood. Tallow can only be acquired by hunting or from livestock you bring but both sources hamper a quick industry start anyway.&lt;br /&gt;
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Jewelers require gems. Cut gems can be brought at embark, but are too expensive to bring in quantity. Generally a jeweler requires mining to find sufficient gems or a glassworker to produce raw glass to work with.&lt;br /&gt;
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Glassmaking and Pottery requires sand or clay and fuel. It's hard to viably run these industries solely off imports.  You can check the pre-embark screen for clay layers, but sand is reported as a soil layer which may contain no sand at all unless in a Sand Desert biome.  Like metal workshops, coal can be brought to substitute for fuel fairly efficiently, and [[magma]] can abate the need for fuel entirely.&lt;br /&gt;
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As is probably obvious, certain industries depend on similar inputs. Planning on a set of industries which require similar complementary inputs can let you more efficiently spend your starting points at embark or more efficiently plan your digging during the first year. If you plan on a lot of fuel-dependent industries, it may be worthwhile to prioritize finding a source of magma.&lt;br /&gt;
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=== Optimization ===&lt;br /&gt;
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==== Container mechanics and free items ====&lt;br /&gt;
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Many items come in containers such as [[barrel]]s and [[bag]]s, including [[food]], liquids, [[seed]]s, and [[powder]]s. The cost to embark with these items can be cheaper than the cost of the container itself, and each different type of item for each category will come in its own container. Furthermore, you'll get a new container after every 10th instance for food, most liquids, and seeds, and after every item of powders.{{verify}} [[Alcohol]] gets a new barrel after every 5th unit. (Food actually groups by animal type, so if you get horse tripe and horse meat they'll combine in one barrel, but horse meat and donkey meat will come in separate barrels). Thus diversifying your initial food supply with 1 of each low-cost food item will net you a large number of barrels. Similarly, it is worth taking 1 of each seed you weren't planning on taking more of solely for the bags. Taking some sand or gypsum powder is also a cheap way to get bags. [[Lye]] (for soap) and [[milk]]s can be brought for more barrels - and milk can be made into cheese for a low-cost embark option that becomes food.&lt;br /&gt;
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As stockpiling and some jobs are container limited, getting as many free containers as you can will free up labor (and possibly valuable materials) that would otherwise be used making containers. Note, however, that this behavior is considered by some to be an [[exploit]] since it provides substantial advantage at no cost.&lt;br /&gt;
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==== Finished product or do it yourself ====&lt;br /&gt;
Bringing raw materials and making the finished product yourself is often easier on your embark points than bringing the finished product. On the other hand, making it yourself takes time during which you aren't making use of the finished product.  &lt;br /&gt;
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The most common scenario involves [[make your own weapons|forging your own metal tools and weapons]]. While not usually too much of a hardship, it can be dangerous to make your own weapons or picks if you expect possible hostile creatures. Furthermore, you will lose time - possibly 1/4 to 1/2 the first month - if you forge your own picks.  &lt;br /&gt;
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Of special note regarding weapons is that a training battle axe is perfectly capable of chopping trees, and is made with nothing more than a carpentry workshop and a log. While the delay in acquiring one is minimal, a wood battle axe is not a good weapon, and so it loses utility for doing anything other than acquiring more wood.&lt;br /&gt;
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You can also easily plan on making all or most of one's own booze, as plump helmets can be bought at embark and brewed at a still.&lt;br /&gt;
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Any finished good can of course be made from raw materials that you bring, but most of them are not essential like the above, and thus you can generally wait until you find suitable resources on site or buy them from caravans.&lt;br /&gt;
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==== Biome considerations: Dude, where's my wood? ====&lt;br /&gt;
Some environments have a shortage of trees. While you can direct production of a lot of item types to other materials, [[bed]]s and some items still require [[wood]].  In addition, it is difficult to make [[bin]]s out of non-wood materials early in the game, especially without ready magma (since otherwise you'll probably need to burn wood to make metal bins). If you have an aquifer it can be even worse - stone may be difficult or impossible to access easily. While you can ultimately ask for wood from your liaison and buy whatever the humans and elves happen to bring, and eventually you can create a [[tree farm]] underground, tight wood will limit storage and sleeping arrangements for at least the first year if not longer. You may wish to plan accordingly if embarking in a site with sparse or no trees.&lt;br /&gt;
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==== Items for moods ====&lt;br /&gt;
When a dwarf is taken by a [[strange mood]], he often needs obscure material or he will go insane and die, possibly with severe consequences to an entire fortress.  Bringing along some of the harder-to-find ores ([[cassiterite]], [[sphalerite]], [[bismuthinite]], [[garnierite]]), and putting those aside, forbidding their use &amp;quot;just in case&amp;quot;, is spending a few points on an insurance policy. Many players also choose to bring a few items like pig tail cloth and cave spider silk just in case.  &lt;br /&gt;
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Alternately, if you're otherwise being minimalistic on gear you're bringing you can choose to bring a few valuable components to try to maximize the value of mood items.  That artifact animal trap will be worth a lot more if your woodcarver grabs a blue diamond instead of moss agate.&lt;br /&gt;
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==== Free Equipment ====&lt;br /&gt;
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The only free equipment you get in Dwarf Fortress mode is the wagon (which can be broken down for some logs), its draft animals, and your dwarves' clothes. Unfortunately, your dwarves don't get any free equipment based on their skills. This is in contrast to [[Adventure mode]], in which the only equipment available on starting is free equipment.&lt;br /&gt;
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That said, it is possible to procure additional containers by choosing to embark with a diverse range of items, ensuring that each is given their own bag, barrel or bin for less of the cost of the item by itself. See [[Starting_build#Container_mechanics_and_free_items|Container Mechanics and Free Items]].&lt;br /&gt;
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==Site considerations==&lt;br /&gt;
Each fortress [[location]] offers particular challenges and opportunities, and can make different demands on your starting build. Your starting build may need to be adjusted depending on the [[region]] your fort occupies, the specific vision you have of your fortress, and what it will take to [[losing|stay alive]] where you're going!&lt;br /&gt;
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The differences include what [[biome]]s, [[region]]s and likely [[metal]]s are present in your chosen embark site.&lt;br /&gt;
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=== General Surroundings ===&lt;br /&gt;
Simply put, if your [[surroundings]] are [[evil]] or [[savage]], your dwarves have a higher risk of suddenly facing personal combat before they are safely behind their defenses. Consider bringing extra weaponry, in the form of axes, picks or crossbows. Hand in hand with those, consider skill mixes that include [[axedwarf]], [[mining]] (the skill used to wield a pick), and [[marksdwarf]] (for [[crossbow]]s).&lt;br /&gt;
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The same is true if you are embarking near an exposed magma vent or an open chasm - these features can be seen on the embark map, but it's impossible to tell if they are &amp;quot;open&amp;quot; to the surface or not, until you are there in person.&lt;br /&gt;
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Be sure to include some source of [[water]] on the map, preferably running [[water]].  Water is (almost) essential for any fortress. In Cold and Freezing climates streams and [[lake]]s will often be frozen year-round and your dwarves may quickly die of exposure, in Hot climates [[murky pool]]s will dry up, and in Dry ones rain will only rarely re-fill them, if ever. Choose Temperate or tropical zones for an easier game.&lt;br /&gt;
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===Aquifers===&lt;br /&gt;
If an [[aquifer]] is present in the first soil or stone layers (visible on the pre-embark menu), it may bar all access to [[stone]] and [[ore]] until you find a way through the water barrier.  Consider bringing some stone for building, and ore for your first basic needs. This may be critical to getting your fortress running smoothly.&lt;br /&gt;
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=== Mountains ===&lt;br /&gt;
Mountains often have abundant [[ore]]s, but at the loss of trees and plants. In previous versions lacking [[cavern]]s, this was a serious drawback. Brave pioneers can dig down into the caverns to find essentials like water, mud, and plants. However, players should be aware that above-ground crops will not grow in mountain biomes, no matter how muddy you may make the surface.&lt;br /&gt;
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Depending on the exact layers, it's common to find exposed [[vein]]s of useful [[ore]]s that can be immediately mined for [[Make your own weapons|DIY]] weapons and tools.&lt;br /&gt;
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=== Wooded/Plains ===&lt;br /&gt;
Flatlands with at least some trees and gatherable plants can also make for highly successful fortresses. Advantages over mountain zones include abundant trees and plants and (unless frozen) more abundant water. There are even (rare) magma vents. More water also means a high likelihood of an [[aquifer]] being present. Make sure to check on embark.&lt;br /&gt;
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The greatest disadvantage is the potential lack of exposed [[stone]] to mine. The first level(s) below the surface is often [[soil]] of some type, which offers no building materials. However, soil is mined much more quickly than stone (x3-x4 faster), and expansive accommodations (rooms) can be achieved quickly even by untrained miners. You will find stone, you just have to go down a bit for it - but that's what dwarves do, isn't it?&lt;br /&gt;
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[[Experience|Training]] a [[Miner]] from No Skill to Proficient takes less than a month (~20 days with hauling disabled) in soil, and to Legendary in just under a season after. From embark, this means you should have legendary miners in early summer if you dig only in soil. Times increase slightly for each additional miner used.&lt;br /&gt;
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=== Oceanside ===&lt;br /&gt;
With many features in common with some of the above locations, [[beach]]es are often a mix of ease intermingled with bouts of extreme difficulty. Minerals and trees are often abundant, as well as farmland and sand, but there is often no drinking water unless the biome has a flowing [[water]] of some sort. &lt;br /&gt;
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By definition, the settlement will fall between (at least) two [[biome]]s (one land, one water), potentially hazardous if the player expects a peaceful oceanside meadow, without realizing the [[terrifying]] ocean is full of amphibious zombie [[whale]]s.&lt;br /&gt;
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Hunters should be replaced with fisherdwarves and a fish cleaner (although the latter can be easily trained).  Due to a current bug, fish stocks will never be restored, severely limiting the value of fishing {{bug|2780}}. Depending how much water vs. land, more starting wood and ores might be helpful. Swimming is rarely useful in Fortress mode, even at the beach, and can be trained.&lt;br /&gt;
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=== Desert, Glaciers, and Barren ===&lt;br /&gt;
Treeless (or near-treeless) [[biome]]s are challenging sites for a fortress: you get most of the disadvantages of a flatland site without having access to nearly as many trees and plants. However, near-lifeless zones such as [[glacier]]s are wonderful for players with slower computers, as there's little to burden the CPU but your dwarves and livestock. [[Desert]]s and barren areas often have sand; with a sufficient source of energy (preferably magma or [[coke]], keeping in mind the scarcity of trees in these biomes), you can build almost anything out of unlimited glass.&lt;br /&gt;
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==Technical tricks/modifications==&lt;br /&gt;
Starting builds are located in data/init/[[embark_profiles.txt]]. They are editable as well as (usually) transferable.&lt;br /&gt;
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==Sample starting builds==&lt;br /&gt;
See [[Sample Starting Builds]]&lt;br /&gt;
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{{Starting FAQ}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stockpile_design&amp;diff=208527</id>
		<title>Stockpile design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stockpile_design&amp;diff=208527"/>
		<updated>2014-07-31T09:27:31Z</updated>

		<summary type="html">&lt;p&gt;Bognor: misc. grammar tweaks; no need to list all 0.40 plants here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}}&lt;br /&gt;
[[Image:DFflowchart.png|thumb|200px|'''Production flowchart for most workshops'''.&amp;lt;br /&amp;gt; Not all items are represented!&amp;lt;br /&amp;gt;''(Click to enlarge)'']]&lt;br /&gt;
&lt;br /&gt;
[[Stockpile]]s can be created almost anywhere, can have almost any size, and have many different options. Choosing where to place them, how big to make them, and how to configure their settings constitutes the art of '''stockpile design'''. Efficient stockpile design is one of the most critical aspects of overall fortress efficiency. Stockpile and workflow design is, perhaps, the third most important thing you need to do in your fortress, after keeping dwarves fed and protected. A fortress with poor stockpile layouts will grind to an [[FPS]] death much faster than one designed with efficiency in mind.&lt;br /&gt;
&lt;br /&gt;
== Avoiding hauling-caused job cancellations ==&lt;br /&gt;
&lt;br /&gt;
One of the major problems you will face in a fortress with inefficient stockpile design is the endless &amp;quot;spam&amp;quot; of job cancellations due to items being hauled. While an item is being hauled, ''or is inside a container which is tasked for hauling'', it can't be used. If a hauling job takes a month, then all the items involved in that job are unavailable for an entire month.&lt;br /&gt;
&lt;br /&gt;
The solution to this issue is to minimize the amount of time a container full of items spends being hauled, either by avoiding the use of containers altogether, or by minimizing the distance a container will travel.&lt;br /&gt;
&lt;br /&gt;
The classic example of this problem is the seed stockpile. Your planters need seeds to sow crops in farm plots. Seeds are stored in food stockpiles, in [[bag]]s; the bags in turn will be stored in [[barrel]]s or large pots if you allow it, and if enough empty barrels/pots are available. If you simply create a food stockpile next to the farm, and disable everything except seeds, the default settings will allow the use of barrels to store the seed bags. This will lead to job cancellations. Let's take a closer look at why this happens.&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;stockpile at rest&amp;quot; (when no new seeds have been generated in a long time), we will most likely have 1 or 2 barrels full of seed bags, plus one empty barrel. (All barrel- and bin-using stockpiles try to keep one empty container for future use.) The barrels can hold a huge number of seed bags, so there will be a small number of very full barrels.&lt;br /&gt;
&lt;br /&gt;
Now, suppose some dwarf eats a [[plump helmet]] and generates a plump helmet spawn. The stockpile will eventually realize this has occurred, and will generate a job to acquire the seed. If there is already a bag of plump helmet spawn in the stockpile, then the job will be &amp;quot;Store Item in Bag&amp;quot;. Some dwarf will be assigned to take the bag of plump helmet spawn ''out'' of the stockpile, bring it to the dining room where the seed is, and put the seed into the bag. However, as soon as this job has been '''created''', the bag is marked as being part of the hauling job. All the seeds in it are now unavailable for use -- and the dwarf hasn't even picked it up yet!&lt;br /&gt;
&lt;br /&gt;
But it gets worse. Once the bag has been taken to the dining room and has acquired one (or possibly several) new seeds, the stockpile will generate another job to bring the bag back. Since there is a non-full barrel already in the stockpile, the job will be &amp;quot;Store Item in Barrel&amp;quot;. Some dwarf will be assigned to take the barrel ''out'' of the stockpile, drag it to the dining room where the bag is, and put the bag into the barrel. As soon as this job is created, the '''whole barrel full of seed bags''' (which may be every seed in the entire fortress) is marked for hauling and is unavailable for any other purpose, including planting crops. The planter can't use any of those seeds until the barrel has been dragged out, and then finally dragged back to the original stockpile. And if any new seeds have been generated while that's going on, then the cycle never ends.&lt;br /&gt;
&lt;br /&gt;
There are a few designs that try to mitigate this problem. The simplest design is to '''disallow barrels''' in the seed stockpile. Seeds will continue to be stored in bags (you cannot stop this by any means, if empty, unforbidden bags exist). You will continue to get some planting job cancellations when a bag is removed to pick up new seeds, but it is nowhere near as bad as the situation you get with barrels.&lt;br /&gt;
&lt;br /&gt;
== Multiple stockpile designs ==&lt;br /&gt;
&lt;br /&gt;
=== Double stockpile ===&lt;br /&gt;
&lt;br /&gt;
Another design that works well for seeds uses two stockpiles. The first stockpile is set to &amp;quot;take from anywhere&amp;quot;, and disallows barrels. This stockpile is typically quite small, because it only holds items temporarily. The second stockpile is set to &amp;quot;take from links only&amp;quot;, and is linked to take from the first stockpile (and the two stockpiles are extremely close together). This second stockpile may permit barrels. This design gives you the increased storage capacity of the stockpile with containers (for long term storage), while minimizing the amount of the time the barrels spend out of their stockpile. Rather than being dragged all the way from the seed stockpile to the dining room (or still, or farmer's workshop, etc.) the barrel only has to move a few tiles to the neighboring stockpile.&lt;br /&gt;
&lt;br /&gt;
Neither of these designs will completely eliminate job cancellations, but they reduce the spam (and the time a planter spends waiting for seeds) immensely.&lt;br /&gt;
&lt;br /&gt;
The double-stockpile design is also particularly good for heavy items, like armor. An armor stockpile that accepts items from anywhere and permits bins will cause dwarves to drag bins full of metal armor all the way down to the forges and back. If you're using magma forges a hundred levels down, along corridors that have to twist around caverns, such a trip can take literally weeks. The armor in that bin is unavailable for that entire time. But if you make a small &amp;quot;feeder&amp;quot; stockpile with no bins that takes from anywhere, dwarves will simply carry pieces of armor one at a time from the forge to the feeder stockpile. A larger long-term storage stockpile has bins, takes from links only, and takes from the nearby feeder stockpile. The heavy bins will only have to be moved a few tiles, and the armor in them is unavailable for a much shorter time.&lt;br /&gt;
&lt;br /&gt;
=== Single source distribution ===&lt;br /&gt;
&lt;br /&gt;
This design works well for inputs that come from a single location (e.g. plants from [[farming|farm plots]]), and are used in many other locations. Rather than simply putting a plant stockpile by each workshop that uses plants (which would mean a great deal of hauling barrels from those workshops to the farm plots to pick up new plants), place one &amp;quot;source&amp;quot; plant stockpile by the farms which disallows barrels, and takes from anywhere. All the farm crops will go there first (directly, because no barrels are involved).&lt;br /&gt;
&lt;br /&gt;
Now, place a plant stockpile by each workshop that uses plants ([[still]], [[farmer's workshop]], etc.), set it to take from links only, and link it to take from the &amp;quot;source&amp;quot; stockpile. Ideally, each of these workshop-feeding stockpiles will take only an appropriately chosen subset of the plants (the still takes only brewable plants, while the farmer's workshop for the textile industry only takes plants that can be processed into [[thread]], and so on). You may choose whether to allow barrels on a case by case basis, depending on how many of each plant you expect to have at once, how time-critical their processing is, etc.&lt;br /&gt;
&lt;br /&gt;
If you are so inclined, you can use a [[Exploit#The_Minecart_Stop|quantum stockpile]] as the &amp;quot;source&amp;quot;. This allows an infinite amount of storage in a tiny space. In the specific case of plants, this means your harvest ''always'' has somewhere to go, and will never wilt on the ground (unless your haulers are all busy elsewhere).&lt;br /&gt;
&lt;br /&gt;
== Workshop layout for efficient hauling ==&lt;br /&gt;
&lt;br /&gt;
It is virtually impossible to discuss stockpile design without simultaneously addressing workshop (or workflow) design. They are two sides of the same coin.&lt;br /&gt;
&lt;br /&gt;
Most workshops take some items as ''input'' and produce other items as ''output''. Consider an entire chain of workshops and products from raw materials to finished products. The closer each workshop's inputs are, the faster your dwarves can process them. When the outputs are in turn used as inputs in another workshop, it makes sense to keep those two workshops close together, to minimize the amount of distance each intermediate product has to move. In many cases, you may not even ''need'' a stockpile for the intermediate products; just let them sit in the first workshop until the second workshop is ready for them. (This depends on the workshop and the products.)&lt;br /&gt;
&lt;br /&gt;
It's also worth mentioning that heavily congested corridors are extremely inefficient. Your most heavily traveled tunnels should be at ''least'' two tiles wide, and three tiles is better. When dwarves have to squeeze past each other, one of them has to stop moving to let the other go by. Worse, dwarves who are ''about'' to collide will run a path-finding algorithm (which takes computer time), and if an alternative route is available, they'll go out of their way - possibly a ''long'' way out of their way - rather than simply stop and let the other dwarf squeeze by. Try to avoid this.&lt;br /&gt;
&lt;br /&gt;
=== Stockpile placement ===&lt;br /&gt;
&lt;br /&gt;
One strategy is to place the feeder stockpile immediately around the workshop.  This works well for single workshops with just one input (like a [[mason's workshop|mason's]] or [[mechanic's workshop]]).&lt;br /&gt;
&lt;br /&gt;
  SSSSS   S feeder stockpile&lt;br /&gt;
  SWWWS   W workshop&lt;br /&gt;
  SWWWS&lt;br /&gt;
  SWWWS&lt;br /&gt;
  SSSSS&lt;br /&gt;
&lt;br /&gt;
Another strategy is to put the workshop's stockpile above or below it.  This keeps the stockpiles close to the workshops, and lets the workshops expand, even adding workshops on additional Z-levels as necessary.  It works particularly well with multiple similar workshops working off the same stockpile.&lt;br /&gt;
&lt;br /&gt;
           adjacent z-level&lt;br /&gt;
  WWW WWW      SSSSSSS&lt;br /&gt;
  WWW&amp;lt;WWW      SSS&amp;gt;SSS&lt;br /&gt;
  WWW WWW      SSSSSSS&lt;br /&gt;
&lt;br /&gt;
== Specific industry designs ==&lt;br /&gt;
&lt;br /&gt;
=== Farm-centric ===&lt;br /&gt;
&lt;br /&gt;
[[Farming|Farms]] feed a wide array of workshops.  Plants from farms may directly feed the [[kitchen]], [[still]], [[millstone]] (or [[quern]]) and [[farmer's workshop]].  The mill and farmer's workshop feed the [[loom]] and [[dyer]] which feed the [[clothier]].  Farms are in turn supplied seeds from the still, mill, farmer's workshop and dining rooms, completing the cycle of plant life.&lt;br /&gt;
&lt;br /&gt;
As such, it's a good idea to design all (or at least, many) of these workshops and their [[stockpile]]s around each other.  Above-ground farms can only be built in certain places, and underground farms are much ''easier'' to build in soil layers, so in many cases this dictates the location and layout.&lt;br /&gt;
&lt;br /&gt;
=== Butcher &amp;amp; Tanning ===&lt;br /&gt;
&lt;br /&gt;
Because tanners are supplied directly from a butcher it's best to put them right next to each other.  Designate a refuse stockpile taking Corpses for the butcher. Let the hides sit in the [[butcher's shop]], and the tanner will take them directly to the [[tanner's shop]] with no hauling jobs required.&lt;br /&gt;
&lt;br /&gt;
Consider placing a [[stockpile#Refuse|refuse stockpile]] somewhere behind an airlock (to keep out the [[miasma]]), to take the cartilage and other useless by-products.&lt;br /&gt;
&lt;br /&gt;
* Note: When near a [[necromancer|necromancer tower]], butcher shops and refuse piles where corpses are collected should be kept within the fortress out of line of sight of any necromancer. When in an evil [[biome]] which causes the dead to reanimate, corpses should be disposed of promptly, preferably in magma.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen ===&lt;br /&gt;
&lt;br /&gt;
A food stockpile accepting meat/fish, raw edible [[crop|plants]]*†, [[cheese]], [[Quarry bush|leaves]], cookable [[millstone|milled]] plants (everything but the [[dye|dyes]]), [[fat]]†, cookable [[extract|extracts]] ([[Dwarven syrup]] and all the [[milk|milks]]†).  If you cook [[Alcohol|booze]], include that.  If you want to reserve some edible plants for [[still|brewing]], leave them out.  Allow the maximum barrels. Remember to turn off prepared food.&lt;br /&gt;
:''(* [[plump helmet]], [[muck root]], [[bloated tuber]], [[prickle berry]], [[wild strawberry]], [[rat weed]], [[fisher berry]] and [[sun berry]])'' &amp;lt;!-- Needs 0.40 plant list update! --&amp;gt;&lt;br /&gt;
:''(† These items generally have better uses than cooking: [[milk]] for [[cheese]], [[fat]] for [[tallow]] which is used in [[soap]] and [[crop|plants]] for brewing as cooking will not return seeds.  See [[kitchen]] for more information.)''&lt;br /&gt;
&lt;br /&gt;
=== Brewing ===&lt;br /&gt;
&lt;br /&gt;
A food stockpile accepting brewable [[plant|plants]].  Some of these have other uses, like pig tail for making thread, so you might want to disallow them if you plan on using them for something else.  Remember to turn off prepared food.&lt;br /&gt;
&lt;br /&gt;
Also include a barrel stockpile near your [[still]] to ensure a steady supply of empty barrels.&lt;br /&gt;
&lt;br /&gt;
== Use of wheelbarrows ==&lt;br /&gt;
&lt;br /&gt;
[[Wheelbarrow]]s are tremendously useful tools, when properly applied. They allow a dwarf to move a single item at the dwarf's normal walking speed, ''regardless of the item's weight''. But they have trade-offs, so they should not be used in every stockpile.&lt;br /&gt;
&lt;br /&gt;
The first trade-off is that you may only use 3 wheelbarrows per stockpile. This limits the number of active hauling jobs a single stockpile can generate to 3 (or however many wheelbarrows you assign). This can be worked around by creating multiple small stockpiles with 3 wheelbarrows each, rather than a single large stockpile.&lt;br /&gt;
&lt;br /&gt;
The second trade-off is that the dwarf has to walk to the stockpile first to fetch the wheelbarrow, then take the wheelbarrow to the item, and finally back to the stockpile. So, each hauling job may involve a much greater travel distance, and even though all the walking done at full speed, the total time spent may actually increase if you aren't careful.&lt;br /&gt;
&lt;br /&gt;
Wheelbarrows are used by default in stone stockpiles, and for good reason -- stones are ''heavy''! Dwarves, especially [[Attribute#Strength|weak]] ones, will move extremely slowly when hauling a stone without a wheelbarrow or [[minecart]]. It is strongly recommend that if you have any workshops which process stones, you use a feeder stockpile near them (linked to give to the workshop, so the mason doesn't carry a stone all the way from her bedroom!), and use wheelbarrows in that stockpile. This way, the stone is only ever carried by hand for a few tiles, from the stockpile to the workshop, by the mason/mechanic/craftsdwarf doing the work.&lt;br /&gt;
&lt;br /&gt;
Furniture stockpiles are another good use of wheelbarrows, as many pieces of furniture are extremely heavy (a granite statue weighs 156Γ, and a gold statue weighs 1159Γ, despite being made out of 3 gold bars that weigh 115Γ apiece -- dwarves aren't great at math).&lt;br /&gt;
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By contrast, wheelbarrows are not a great choice for a wood stockpile. Most logs of wood weigh about 30Γ, which will not slow a dwarf of average strength. Forcing the use of wheelbarrows would just increase the time spent per log, as well as reducing the number of simultaneous log hauling jobs. (Weak or very weak dwarves ''will'' be slowed when hauling typical logs; you may wish to disable wood hauling on these dwarves. Ironically, very weak dwarves make great stone haulers, because they can push a wheelbarrow perfectly well.)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Minecart]]&lt;br /&gt;
*[[Exploit#Quantum_stockpiles|Quantum stockpiles]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Design}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Stockpiles}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Metal&amp;diff=208393</id>
		<title>Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Metal&amp;diff=208393"/>
		<updated>2014-07-29T12:06:37Z</updated>

		<summary type="html">&lt;p&gt;Bognor: /* Special Metals */ +{{minorspoiler}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Metal''' is a [[material]] extracted from [[ore]] at a [[smelter]], turning the ore into '''bars''' of pure metal. (One [[adamantine|special metal]] becomes wafers instead of bars.) It is sometimes combined with other materials to form an '''alloy''' metal, which is also measured by the bar. An alloy usually improves on the properties of its components to give more uses or increased [[Item value|value]]. The metal bars resulting from [[smelting]] are used to make items such as [[weapon]]s, [[armor]], [[furniture]], and [[crafts]] at a [[Metalsmith's forge|forge]]. &lt;br /&gt;
&lt;br /&gt;
Smelting pure ores into the corresponding bars raises the base value from that of stone (3) to that of bars (5). This value is then multiplied against the [[value#Material multipliers|material multiplier]] of the metal to give the final value for the bar.&lt;br /&gt;
&lt;br /&gt;
==Alloys==&lt;br /&gt;
There are eleven pure metals in Dwarf Fortress (plus a twelfth [[Adamantine|special metal]]).  Many of these can be mixed together to create '''alloys''' of one type or another, of which there are another fourteen.  In some cases making alloys will result in an overall increase in value, or the resultant alloy will be more powerful when used to forge weapons or armor, though many alloys result in no overall increase in utility or [[Wealth|created wealth]]. (These increases in value can be compared in the &amp;quot;Difference&amp;quot; column of the below table.)&lt;br /&gt;
&lt;br /&gt;
There are many uses for alloys:&lt;br /&gt;
* Increased performance for armor or weapons.d&lt;br /&gt;
* Increased value (particularly when a silver-bearing ore is substituted for silver)&lt;br /&gt;
* Stretching your supply of scarce metals.&lt;br /&gt;
* Creating items with distinct colors (for instance, [[rose gold]] is [[Color scheme|magenta]]) for furniture, color-coding rooms or levers, or artistic constructions (including [[floor]] mosaics).&lt;br /&gt;
* Increasing [[thought|happiness]] or perceived [[room]] value for a dwarf who particularly likes a given alloy.&lt;br /&gt;
* Decreased [[fuel]] consumption if making the alloy directly from ores (e.g. [[bronze]] requires only one smelter task to make 8 bars from 2 ores).&lt;br /&gt;
&lt;br /&gt;
The number of bars used to create an alloy always equals the number of bars produced: the number of bars input equals the number of bars of output.  However, the number of bars produced from smelting ores is four times greater (X ores in = 4X bars out).&lt;br /&gt;
&lt;br /&gt;
== List of metals ==&lt;br /&gt;
&lt;br /&gt;
===Standard Metals===&lt;br /&gt;
&lt;br /&gt;
{{v0.34 pure metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Aluminum|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native aluminum]]|notes=|soliddensity=2.70|mp=11188|val=40|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1421|shearyield=20|shearfracture=50|shearelasticity=77&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Bismuth|color={{Tile|≡|5:1}}{{Tile|‼|5:5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:5:1&amp;lt;/span&amp;gt;|source=[[Bismuthinite]]|notes=Only useful for alloying into [[bismuth bronze]]|soliddensity=9.78|mp=10488|val=2|valinc=+1|impactyield=1.08|impactfracture=1.08|impactelasticity=3484|shearyield=30|shearfracture=50|shearelasticity=250&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Copper|color={{Tile|≡|6:0}}{{Tile|‼|6:4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Gold|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=[[Native gold]]|notes=|soliddensity=19.32|mp=11915|val=30|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Iron|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes=Can be used to forge all weapons, armor, ammunition, picks, and [[anvil]]s|soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Lead|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Galena]]|notes=|soliddensity=11.34|mp=10589|val=2|valinc=-3*|impactyield=1.08|impactfracture=1.08|impactelasticity=2348|shearyield=10|shearfracture=12|shearelasticity=179&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Nickel|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source=[[Garnierite]]|notes=|soliddensity=8.80|mp=12619|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=660|shearyield=20|shearfracture=160|shearelasticity=26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Platinum|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native platinum]]|notes=|soliddensity=21.40|mp=13182|val=40|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=470|shearyield=100|shearfracture=200|shearelasticity=164&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Silver|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native silver]], [[Horn silver]],&amp;lt;br /&amp;gt;[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes=Can be used to forge melee weapons and ammunition|soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Tin|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source=[[Cassiterite]]|notes=|soliddensity=7.28|mp=10417|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Zinc|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source=[[Sphalerite]]|notes=|soliddensity=7.13|mp=10755|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1542|shearyield=50|shearfracture=150|shearelasticity=116&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
''Legend:''&lt;br /&gt;
:* '''Tile Color''' corresponds to how items made from that metal are displayed in game, foreground and background colors.&lt;br /&gt;
:*'''Source Ore(s)''' indicates the specific ores that can provide a metal. If production of the metal is not guaranteed, a percent chance is indicated following the ore.&lt;br /&gt;
:*'''Density''' is used to determine the different weight of finished objects.&lt;br /&gt;
:*'''Melting point''' is used to determine if a material is [[magma-safe]] or not: magma is 12000°U.&lt;br /&gt;
:*'''[[Material value]]''' is what the base value of an object made of this metal is multiplied by to determine its worth.&lt;br /&gt;
:*'''Value difference''' indicates the difference in material value between the metal and the ore, separated with commas in cases where multiple ore values differ.&lt;br /&gt;
::'''*''' - Values marked with an asterisk denote ores that can yield multiple metals. On average, the expected difference in value from smelting [[tetrahedrite]] is +1 and [[galena]] is +2.&lt;br /&gt;
&lt;br /&gt;
===Alloys===&lt;br /&gt;
''(Unless specified, ores of the ingredients may be used instead of bars for alloy reactions)''&lt;br /&gt;
{{v0.34 alloy metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Billon|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source=[[Silver]] + [[Copper]]|notes=Can be made with [[Tetrahedrite]] or [[Galena]] instead of [[Silver]] for increased value (Tetrahedrite + Tetrahedrite: +3, Copper ore + Tetrahedrite: +3.5, Copper ore + Galena: + 2.5, Tetrahedrite + Galena: + 2). |soliddensity=8.93|val=6|valinc=+0|mp=11952|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Bismuth bronze|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=1 [[Tin]] + 2 [[Copper]] + 1 [[Bismuth]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Black bronze|color={{Tile|≡|5:0}}{{Tile|‼|5:6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:6:0&amp;lt;/span&amp;gt;|source=2 [[Copper]] + 1 [[Silver]] + 1 [[Gold]] '''!'''|notes=Unique color|soliddensity=8.93|val=11|valinc=+0|mp=11952|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Brass|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=[[Zinc]] + [[Copper]]|notes=Value difference is +4.5 if [[Tetrahedrite]] is used instead of [[Copper]]|soliddensity=8.55|val=7|valinc=+5|mp=11656|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=200|shearfracture=550|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Bronze|color={{Tile|≡|6:0}}{{Tile|‼|6:4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Tin]] + [[Copper]]|notes=Can be used to forge all weapons, armor, ammunition, and picks. Value difference is +2.5 if [[Tetrahedrite]] is used instead of [[Copper]]|soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Electrum|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=[[Silver]] + [[Gold]]|notes=Can be made with [[Tetrahedrite]] or [[Galena]] instead of  [[Silver]] for increased value (Gold + Tetrahedrite: +3.5, Gold + Galena: +2.5).|soliddensity=8.65|val=20|valinc=+0|mp=11828|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Fine pewter|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=3 [[Tin]] + 1 [[Copper]]|notes=Value difference is +2.75 if [[Tetrahedrite]] is used instead of [[Copper]]|soliddensity=7.28|val=5|valinc=+3|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Lay pewter|color={{Tile|≡|3:0}}{{Tile|‼|3:7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:7:0&amp;lt;/span&amp;gt;|source=2 [[Tin]] + 1 [[Copper]] + 1 [[Lead]] '''!'''|notes=Unique color|soliddensity=7.28|val=3|valinc=+1|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Nickel silver|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source= 2 [[Nickel]] + 1 [[Copper]] + 1 [[Zinc]] '''!'''|notes=|soliddensity=8.65|val=3|valinc=+1|mp=11620|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=20|shearfracture=160|shearelasticity=26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Pig iron|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Iron]] + [[flux]] stone + [[fuel]] '''!'''|notes=Only used to make [[steel]]|soliddensity=7.85|val=10|valinc=+0|mp=12106|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Rose gold|color={{Tile|≡|5:1}}{{Tile|‼|5:5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:5:1&amp;lt;/span&amp;gt;|source=3 [[Gold]] + 1 [[Copper]] '''!'''|notes=Unique color|soliddensity=19.32|val=23|valinc=+0|mp=11915|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Steel|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, picks, and [[anvil]]s|soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1.08|impactfracture=1.08|impactelasticity=675|shearyield=520|shearfracture=860|shearelasticity=500&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Sterling silver|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=3 [[Silver]] + 1 [[Copper]] '''!'''|notes=|soliddensity=10.49|val=8|valinc=+0|mp=11602|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Trifle pewter|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source=2 [[Tin]] + 1 [[Copper]]|notes=Value difference is +1.67 if [[Tetrahedrite]] is used instead of [[Copper]]|react=|soliddensity=7.28|val=4|valinc=+2|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
''Legend:''&lt;br /&gt;
:* '''Tile Color''' corresponds to how items made from that metal are displayed in game, foreground and background colors.&lt;br /&gt;
:*'''Reaction''' indicates the basic recipe for an alloy - this does not include any [[fuel]] necessary to operate the smelter.  See the article for that alloy or [[smelting]] for possible alternatives.&lt;br /&gt;
::'''!''' - ''You can use only [[bar]]s of metal in this reaction, not ores.&lt;br /&gt;
:*'''Density''' is used to determine the different weight of finished objects.&lt;br /&gt;
:*'''Melting point''' is used to determine if a material is [[magma-safe]] or not: magma is 12000°U.&lt;br /&gt;
:*'''[[Material value]]''' is what the base value of an object made of this metal is multiplied by to determine its worth.&lt;br /&gt;
:*'''Value difference''' indicates the difference between the average [[value]] of the required bars of metals vs. the value of the resulting bars of alloy - what went in vs. what comes out, measured per bar. &amp;quot;+0&amp;quot; indicates that the resulting alloy is a perfectly average value of the component metals. Note that substituting tetrahedrite for copper ore always results in a value decrease, while substituting tetrahedrite or galena for silver ore always results in a value increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special metals===&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
{{v0.34 pure metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Adamantine|color={{Tile|≡|3:1}}{{Tile|‼|3:3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source=[[Raw adamantine]]|notes=Cannot be smelted directly; must be [[Strand extractor|extracted]] first. &amp;lt;br/&amp;gt;Can be used to forge anything except beds; &amp;lt;br/&amp;gt; Blades are 10x sharper than standard metals|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5.00|impactfracture=5.00|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Divine metal|color={{Tile|≡|7:0}}{{Tile|‼|0:0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:0:1&amp;lt;/span&amp;gt;|source=none|notes=Procedurally generated name&lt;br /&gt;
Blades are 1.2x sharper than standard metals&lt;br /&gt;
&lt;br /&gt;
Absurdly strong yield and fracture values allow even blunt weapons of this light material to be dangerous&lt;br /&gt;
&lt;br /&gt;
Overall stats make it stronger than steel but weaker than adamantine |react=|soliddensity=1000|val=300|valinc=|mp=none|mps=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon and armor quality ==&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Adamantine|color={{Tile|/|3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source=[[Raw adamantine]]|notes=Can be used to forge anything except beds &amp;lt;br/&amp;gt; |soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Steel|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, picks, and [[anvil]]s|soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bronze|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Tin]] + [[Copper]]|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Iron|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes=Can be used to forge all weapons, armor, ammunition, picks, and [[anvil]]s|soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Copper|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native silver]], [[Horn silver]],&amp;lt;br /&amp;gt;[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes=Can be used to forge melee weapons and ammunition|soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Platinum|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native platinum]]|notes= Only available as [[artifact]] weapons.|soliddensity=21.4|mp=13182|val=40|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=350|impactfracture=700|impactelasticity=152|shearyield=100|shearfracture=200|shearelasticity=164&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
*''Combat information'' is used internally by the game to determine the [[material science|combat properties]] of weapons and armor made from this metal:&lt;br /&gt;
:'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration.  Value shown here is g/cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
:'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Impact elasticity''': Used for blunt-force combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
:'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Shear elasticity''': Used for cutting calculations in combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
&lt;br /&gt;
*General Term Explanations (From Wikipedia)&lt;br /&gt;
:'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.&lt;br /&gt;
:'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Stress''' - Force per area = F/A&lt;br /&gt;
:'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus&lt;br /&gt;
&lt;br /&gt;
So...&lt;br /&gt;
:Explanations!&lt;br /&gt;
::'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation)&lt;br /&gt;
::'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material &lt;br /&gt;
::'''Elasticity''' (or ''IMPACT_STRAIN_AT_YIELD'' in RAWs) is the amount of deformation (bending) that occurs at the yield point&lt;br /&gt;
:Implications to Dwarf Fortress Combat&lt;br /&gt;
::Yield combined with Elasticity can tell what a material will do under stress (be it from a hammer, axe, or arrow)&lt;br /&gt;
::Higher yield means that it takes more stress to deform&lt;br /&gt;
::Lower elasticity means that it will deform less when stress is applied&lt;br /&gt;
&lt;br /&gt;
'''Preliminary Combat Testing &amp;amp; Analysis'''&lt;br /&gt;
&lt;br /&gt;
Adamantine and Steel take first and second place respectively, with Iron the third best material in the game. Beyond which, bronze is in a close tie with copper as to being the second worst material. As in older versions, silver continues to hold steady as the worst material available (no longer beneficial with wooden training weapons being available now) in regards to edged weaponry. &lt;br /&gt;
Additionally, with regards to blunt weapons all of the standard materials perform respectably well, with a very slight edge towards steel and silver. Here is the thread with the details:&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=53571.0&lt;br /&gt;
&lt;br /&gt;
Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Best&lt;br /&gt;
! Better&lt;br /&gt;
! Good&lt;br /&gt;
! Fair&lt;br /&gt;
! Poor&lt;br /&gt;
! Terrible&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Armor&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Edged Weapons&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| Silver&lt;br /&gt;
| For piercing iron armor, copper is better than bronze.  For piercing copper or bronze armor, bronze is better than copper.&lt;br /&gt;
|-&lt;br /&gt;
| Ammunition&lt;br /&gt;
| Steel, Iron, Bronze, Bismuth Bronze, Copper, Silver&lt;br /&gt;
| &lt;br /&gt;
| Adamantine&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Adamantine bolts deflect off of adamantine armor, but otherwise their performance is on par with bolts made out of other metals.&lt;br /&gt;
|-&lt;br /&gt;
| Blunt Weapons&lt;br /&gt;
| Platinum&lt;br /&gt;
| Steel, Silver&lt;br /&gt;
| Copper, Bismuth Bronze, Bronze, Iron&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Adamantine&lt;br /&gt;
| All six standard weapon metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor. Platinum (only available as [[artifact]] weapons) has twice the density of silver and several other improved properties, making it the best metal for impact weapons, though very limited in production.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cross referencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons&lt;br /&gt;
&lt;br /&gt;
See also:&lt;br /&gt;
:Some [[User:Shinziril#Weapons_and_Armor|outstanding research]] on armor vs. different weapon types by Shinziril.&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=116151.0 Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors].&lt;br /&gt;
&lt;br /&gt;
{{Category|Metals}}{{Category|Materials}}&lt;br /&gt;
[[ru:DF2012:Metal]]&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Soldier&amp;diff=207695</id>
		<title>Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Soldier&amp;diff=207695"/>
		<updated>2014-07-24T17:28:39Z</updated>

		<summary type="html">&lt;p&gt;Bognor: misc. copyedits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
{{Timelessness Notice}}&lt;br /&gt;
&lt;br /&gt;
:''This article is about individual soldiers and their training; for information on [[squads|maneuvering]], [[scheduling]], or [[equipment|equipping]], your dwarves, see the respective pages. For a general overview, see [[Military]].&lt;br /&gt;
&lt;br /&gt;
Your '''soldiers''' are the dwarves who make up each '''[[squad]]''' of your '''[[military]]'''. Turning your [[lye maker|useless civilians]] into hardened harbingers of death is one of the most important jobs in the fort. With all the &amp;lt;s&amp;gt;[[forgotten beast|horrors]]&amp;lt;/s&amp;gt; [[forgotten beast|Fun]] [[megabeast|awaiting]] [[titan|you]], you'll need the toughest dwarves you can get.&lt;br /&gt;
&lt;br /&gt;
==Soldiers and Civilians==&lt;br /&gt;
At any given moment, a dwarf is either a ''soldier'' or a ''civilian''.  When on duty, a dwarf plays the role of a soldier.  The dwarf's icon will be solid: {{Raw Tile|☻|#fff}} .  When off duty, the dwarf is a [[skill|civilian]], with a hollow icon: {{Raw Tile|☺|#fff}} .  Off duty is the default state; all your dwarves will start out this way.&lt;br /&gt;
&lt;br /&gt;
A dwarf goes on duty when given an active [[squad#orders|order]], or when his [[scheduling|schedule]] requires him to follow a passive order.  When going on duty, a dwarf will pick up any equipment needed to fill out his assigned uniform.  If the dwarf's military title is &amp;quot;Recruit&amp;quot; (see Skills below), then the dwarf will think a bad [[thought]] about the draft when going on duty ''unless'' there is an active siege.  Likewise, if a military dwarf goes off duty but has no civilian skills of Novice or higher (civilian title of &amp;quot;Peasant&amp;quot;), then the dwarf receives a bad thought about being relieved from duty (unless he was previously a Recruit).&lt;br /&gt;
&lt;br /&gt;
On-duty soldiers will not follow any orders, alerts or schedules when they are in line of sight of an &amp;quot;enemy&amp;quot; creature, be it a [[goblin]], an [[alligator]], or even a [[hoary marmot]]. However, if facing enemy fighters or large threatening/freakish creatures such as werecreatures, , they may turn right around and flee in a routed state labeled as &amp;quot;overcome by terror,&amp;quot; and are extremely vulnerable to attack as their panic may prevent them from fighting back. Thrill seeking, quarrelsome and dutiful personality traits help dwarves avoid fleeing in terror, as does the [[Discipline]] skill.  Conversely, undisciplined or insufficiently  emotionally hardened soldiers may be &amp;quot;overwhelmed by horror&amp;quot; after witnessing one or more sapients die and become too horrified to fight or run, resulting in their swift demise if their comrades aren't swift in dispatching nearby enemies. This is also true for attacking forces: They may outright turn tail and refuse to fight when faced with large numbers of dwarves or militia that stand their ground, and may collapse in complete horror if they see several allies die (if they aren't already running hither and yon trying to avoid the same fate). On-duty soldiers don't take kindly to dwarves trying to assault them during tantrums and may seriously injure or, more likely, kill dwarves who try to beat them up.   While off duty they will instead use whatever dodging skill they have to avoid the angry dwarf's fists, and turn them in to the [[fortress guard]].&lt;br /&gt;
&lt;br /&gt;
Off-duty civilians behave in a similar manner. A civilian who spots a hostile creature will possibly panic in a similar manner to undisciplined or generally routed soldiers: He will stop working on whatever job he is performing, and will run often in some highly inappropriate direction - generally ''away'' from the perceived threat, but not necessarily ''toward'' safety. It doesn't matter if the &amp;quot;threat&amp;quot; is trapped behind a solid wall, three Z levels down, with no conceivable way to injure the dwarf - if a civilian can see it, he'll run from it, unless he has a &amp;quot;belligerent&amp;quot; personality (quarrelsome, dutiful, thrill seeking, or other similar traits) or some measure of discipline, in which case they may ''actually attack it'' or ignore it completely if they perceive it as nonthreatening, though line of sight may be a factor.&lt;br /&gt;
&lt;br /&gt;
An off-duty dwarf who is a member of a squad will perform whatever civilian [[labor]]s are enabled.  In addition, he may train in his [[barracks]], doing Individual Weapon Drills to keep his abilities semi-sharp, if his squad has an assigned barracks. (He will not participate in any group training, though.) Off-duty dwarves may continue to wear their military uniforms and it is advised to have them do so (this is the default behavior). Also, it's advised to make sure they have at least the bare minimums for a uniform if told to have it replace their civilian attire to avoid unhappiness from no shoes and being uncovered/shirtless: upper and lower body and shoes (for example, a mail shirt, trousers, and socks are perfectly fine while a mail shirt and trousers by themselves are not.) This is due to some dwarves being even less bright than usual and stripping off whatever isn't acceptable to use for their uniform.&lt;br /&gt;
&lt;br /&gt;
==Weapons and skills==&lt;br /&gt;
&lt;br /&gt;
Dwarves will train with whatever [[weapon]]s they carry, which may vary from dwarf to dwarf depending on what you've explicitly issued or their uniform requires; otherwise, they will [[wrestling|wrestle]] if not told to use a weapon in their uniforms or equipment in general. All dwarves can wear armor and wield a shield along with their weapon(s) if they use any, in which case the shield  may end up their weapon along with thier fist and feet. Occasionally, dwarves may become &amp;quot;attached to&amp;quot; their weapons and shields, and can even name either or both. Whether this is true for pieces of armor is unknown.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
When reaching Novice skill with a weapon (or wrestling), a dwarf will turn from a Recruit to a specialized soldier, e.g., a [[sword]]-using Recruit would become a Swordsdwarf. When reaching the level of Great or higher in a weapon skill, he will become a Hero, or ''elite'' soldier (e.g. a Swordsdwarf becomes a Swordmaster.)&lt;br /&gt;
&lt;br /&gt;
Dwarves can specialize in any of the following weapon skills. Not all of these skills are easily trained however: Some weapons, like pikes and whips, are 'foreign' and cannot be manufactured by dwarves normally and are generally lack quality modifiers, and bowdwarves require a steady stream of ammo from human and elven caravans as well as weapons purchased from the same or looted from invaders.&lt;br /&gt;
* [[Axedwarf]]&lt;br /&gt;
* [[Hammerdwarf]]&lt;br /&gt;
* [[Macedwarf]]&lt;br /&gt;
* [[Marksdwarf]]&lt;br /&gt;
* [[Speardwarf]]&lt;br /&gt;
* [[Swordsdwarf]]&lt;br /&gt;
* [[Wrestler]]&lt;br /&gt;
* [[Combat skill|Pikedwarf]]&lt;br /&gt;
* [[Combat skill|Lasher]]&lt;br /&gt;
* [[Combat skill|Knife User]]&lt;br /&gt;
* [[Combat skill|Blowgunner]]&lt;br /&gt;
* [[Combat skill|Bowdwarf]]&lt;br /&gt;
&lt;br /&gt;
Other military skills cannot be specialized in, but are also important:&lt;br /&gt;
* [[Armor user]]&lt;br /&gt;
* [[Dodger]]&lt;br /&gt;
* [[Fighter]]&lt;br /&gt;
* [[Kicker]]&lt;br /&gt;
* [[Shield user]]&lt;br /&gt;
* [[Striker]]&lt;br /&gt;
* [[Archer]]&lt;br /&gt;
&lt;br /&gt;
Yet more civilian skills are important for a soldier to have in order to learn (or teach) better during demonstrations.&lt;br /&gt;
* [[Concentration]]&lt;br /&gt;
* [[Leader]]&lt;br /&gt;
* [[Observer]]&lt;br /&gt;
* [[Student]]&lt;br /&gt;
* [[Teacher]]&lt;br /&gt;
* [[DF2014:Discipline|Discipline]]&lt;br /&gt;
&lt;br /&gt;
The [[miner]] skill is unique in that although Dwarf Fortress does not technically consider it a weapon skill, it is the primary skill used by military dwarves wielding a pick against meaty goblinite rather than rock or dirt. Dwarves without any other military specialization skill, but with skill in miner, will still be named and considered &amp;quot;Recruit&amp;quot; and act as such. The same appears to be true for knife users and possibly lashers.&lt;br /&gt;
&lt;br /&gt;
==Soldier professions==&lt;br /&gt;
&lt;br /&gt;
Every [[weapon]] has an associated skill. Soldiers will have professions according to what weapon they are most skilled at using, as long as they are at least a novice rank in one. Thus a soldier whose highest weapon skill is with a [[spear]] will be known as a Speardwarf, even if the soldier has been reassigned to train with an [[axe]] instead, and when told to use their choice of melee weapon they will choose the weapon they already have skill with more often than not, or barring that, whatever is the most valuable weapon available.  For example, they'll be more apt to choose a silver battle axe over a copper mace if they have skill with swords but none are available, simply because the axe is more valuable than the mace.&lt;br /&gt;
&lt;br /&gt;
=== [[Axeman|Axedwarves]] ===&lt;br /&gt;
&lt;br /&gt;
Axedwarves, thought by some to be the only true dwarven soldiers, specialize in the slash [[damage type]], also known as the fine art of severing limbs. &lt;br /&gt;
&lt;br /&gt;
=== [[Hammerman|Hammerdwarves]] ===&lt;br /&gt;
&lt;br /&gt;
Hammerdwarves, the other true dwarven soldiers, specialize in blunt damage, which breaks the bones of the enemy and may propel the enemy a short or large distance, causing extra damage if they are bashed into a wall, though this happens much less frequently than in earlier versions.&lt;br /&gt;
&lt;br /&gt;
Human Hammermen often use a two-handed maul instead of a war hammer. More powerful, mauls focus on breaking bones rather than mangling limbs, though that does also happen on the occasion. They have a greater chance to knock back an opponent than a mace, but this comes at the cost of speed; this is often exacerbated by them often using a shield as well, further reducing their attack speed. Also should someone be knocked back into an obstacle, they'll take extra damage.&lt;br /&gt;
&lt;br /&gt;
=== [[Maceman|Macedwarves]] ===&lt;br /&gt;
&lt;br /&gt;
Macedwarves, like hammerdwarves, use blunt weapons that are suited to fighting plate-armored opponents. If you plan to use the dwarves as marksdwarves it may be better to use hammers instead, as the hammer skill determines the effectiveness of crossbows used in melee.&lt;br /&gt;
&lt;br /&gt;
=== [[Spearman|Speardwarves]] ===&lt;br /&gt;
&lt;br /&gt;
Speardwarves specialize in edged damage, and will puncture an enemy's organs quickly and critically once in range. The spear doesn't hit as hard as an axe, but it has a higher chance of piercing organs and chipping bones (rather than fracture or totally shatter them like a hammer or mace will), making it a better choice against large, living creatures like demons or dragons. These dwarves are your monster killers; they specialize mainly in killing unarmored targets but are still extremely deadly against armored targets since they can pierce armor somewhat reliably and puncture the organs under that breastplate if they have the better material spear or get lucky. While your other dwarves disable the enemy, the speardwarves will finish them off quickly. Definitely have a squad of them in your military. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[Swordsman|Swordsdwarves]] ===&lt;br /&gt;
&lt;br /&gt;
A Jack-of-All-Trades weapon, Swordsdwarves deal edged damage. Swords can cut off limbs, like an axe, but are also reasonably good at hitting internal organs, like a spear. They are useful for a general-purpose squad or a stormtrooper squad of sorts. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[Marksman|Marksdwarves]] ===&lt;br /&gt;
&lt;br /&gt;
Marksdwarves, the only ranged soldiers dwarves can train without external resources or modding, are armed with [[crossbow]]s and deal edge damage from afar. A [[bolt]] does a fine job at destroying the internal organs of a creature while also doing some damage to outside parts. This is of limited use against creatures without organs, such as [[bronze colossus]]es or creatures made out of non-solid materials, such as [[magma man|magma men]]. Occasionally a bolt will get stuck in a target. These bolts may later be retrieved from the corpse to be melted down or possibly reused.  They also may be grabbed by a [[wrestling]] dwarf, who may twist the bolt it in the [[wound]]. &amp;lt;!--Need info on material and weight vs. weapon quality--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many players use marksdwarves as a first line of defense, sticking them in towers or bunkers behind fortifications to slow or injure enemies so that melee dwarves can take them out easier, though enemy ranged troops can potentially kill or cripple them if they aren't distracted. Others may simply send their melee troops in while marksdwarves provide support fire after the fight is already underway, which has a nice side effect of keeping enemy archers from picking your own off (as they're focused on the closer melee dorfs). Don't rely on them too much either way though; it takes a while for them to kill most enemies unless they score a lucky hit to the head or throat.  Such hits generally cause instant death, nervous tissue damage, or rapid exsanguination.  However, against certain monsters, these dwarves may be your only means of combat without (or at least with significantly reduced) risk.&lt;br /&gt;
&lt;br /&gt;
A Marksdwarf who is forced into melee will use the [[combat skill#Weapon skills|hammer skill]] to bash enemies with their crossbow, so you may consider crosstraining them as hammerdwarves. However marksdwarves in such situations tend to be slaughtered rather quickly. It should be noted dwarves can use crossbows one handed, and so may be issued a shield if you desire to do so. It is recommended you give them wooden or leather shields so that they can attack - or flee - much quicker while still being able to block attacks more readily.&lt;br /&gt;
&lt;br /&gt;
Immigrating [[Trapper|Trappers]], [[Hunter]]s, and other [[Ranger]]s often arrive with some training in the Marksdwarf skill, usually between novice and skilled.&lt;br /&gt;
&lt;br /&gt;
=== [[Wrestler|Wrestlers]] ===&lt;br /&gt;
&lt;br /&gt;
Wrestlers focus on tying the opponent into knots, choking them, gouging eyes, and breaking limbs. Creatures tied up in [[wrestling]] will do nothing else and remain immobile, either fighting the attacker or trying to break free. They are perfect targets for a marksdwarf to pick off at a range or an armed dwarf to carve into bite-sized pieces or bludgeon into paste. Wrestling is often used in extremely close combat regardless of what weapon a dwarf is holding, so it can be useful even for a dwarf with a weapon equipped. Wrestlers are much weaker than any other soldier type, but forcing powerful opponents to wrestle can exhaust them and make them easy prey for other soldiers. It should be noted that with the introduction of pulping, elite wrestlers are once again a force to be reckoned with, as their punches and kicks can crush an adult human's chest with as little as one strike with stronger individuals.&lt;br /&gt;
&lt;br /&gt;
Wrestler skill will be improved somewhat even while practicing with a weapon.&lt;br /&gt;
&lt;br /&gt;
=== Recruits ===&lt;br /&gt;
&lt;br /&gt;
Any dwarf without at least one of the above skills at [[skill|Novice]] level or higher will be classified as a recruit. If you keep recruits off active duty, they will train at their selected weapon until they reach Novice skill, at which point they will turn into one of the above weaponsdwarves. Miners and knife users will be treated as recruits regardless so it may be worthwhile to have a pick- or dagger-armed militia train to at least novice wrestler skill.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
[[Image:Champions.png|thumb|left|Melee goblins are no match for a champion Axedwarf.]]&lt;br /&gt;
&lt;br /&gt;
Once soldiers reach ''Great'' [[skill]] level ''(the 11th level)'' in any weapon, they will become '''heroes''', will be called Lord/Master/Elite and have a different color shade, and will turn off all of their [[labor]]s{{bug|3100}}. Heroes can be removed from duty regardless of skill level unlike in past versions and can be kept on active duty indefinitely, since they love training and combat and will no longer complain about long patrol duty.&lt;br /&gt;
&lt;br /&gt;
Note that non-weapon skills like shield user, fighter, or armor user ''do not'' make dwarf a hero.&lt;br /&gt;
&lt;br /&gt;
:'''Exception:''' If a dwarf gains Great skill (or above) in a weapons skill while a civilian (usually as a [[Hunter]]), they will not become a Hero, not even when activated ''as'' military.  To become a Hero, some experience over the limit must be gained ''while'' activated as a soldier.  Weapon skills can only be improved as a civilian while [[Hunting]], very slowly through off duty drills, or on the chance occasion that a civilian dwarf is forced or decides to attack an enemy rather than flee. If the dwarf is then activated as military and gains any experience in a weapon that is at rank 11 or better, the dwarf becomes a Hero as usual.&lt;br /&gt;
&lt;br /&gt;
==Champion==&lt;br /&gt;
&lt;br /&gt;
The '''[[champion]]''' is a noble position appointed by the [[Baron]] (that is, you can appoint it, but you can't do so without a baron or greater [[noble]] being present). A champion has no special room requirements, but may make a single demand eventually. As the title of champion is bestowed by appointment rather than merit, you may want to have your best [[teacher]] be the champion and conduct weapon demonstrations to boost the morale of training soldiers while your toughest killers go out and fight [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
&lt;br /&gt;
Once you've drafted some dwarves, you should start training them. Dwarves will perform 'Individual Training' when they have no [[squads|active order]] or [[scheduling]] to follow. They will spar, or observe/teach combat demonstrations when they are following the 'Train' schedule order. Dwarves will train with whatever weapon they carry. [[Marksdwarf|Marksdwarves]] require an archery target to train, as well as bolts (assigned in the military/ammunition window). If this is not available, they will simply do combat demonstrations in the barracks; if you do not assign them a barracks, they will simply stand in your meeting areas with the job &amp;quot;Soldier (cannot follow orders)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Squads train in their assigned [[barracks]]. To assign a squad, build a bed or storage building (i.e. weapon rack) and turn it into a room, then use the secondary up/down selector to pick your squad and press {{k|t}} to tell the squad to train there. You may wish to build your barracks outside to avoid [[cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
===Duty roster===&lt;br /&gt;
Dwarves will get a bad [[thought]] if left on patrol duty too long. When [[scheduling]] your squads, make sure they have some down-time, such as training.&lt;br /&gt;
&lt;br /&gt;
Due to a bug, however, training is currently considered to be &amp;quot;active patrol duty&amp;quot; and will escalate unhappy thoughts, and reverting to Civilian mode does '''not''' count as down-time.{{bug|3190}}&lt;br /&gt;
&lt;br /&gt;
===Rations===&lt;br /&gt;
&lt;br /&gt;
You can assign what squad carries how much or little food and alcohol through the military screen's '''supplies tab'''. Make sure your dwarves have access to [[flask]]s, [[waterskin]]s and [[backpack]]s. Carrying rations will not prevent your dwarves from going off duty to eat or drink, but it will reduce the amount of time they are off duty. The downside of assigning food to soldiers is that they will likely drop it in their barracks if they rotate out to inactive, where it will rot and produce miasma{{bug|3471}}. [[Utility:DFHack|DFHack]]'s ''cleanowned'' command can solve this problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
&lt;br /&gt;
:* [[Weapon]]s&lt;br /&gt;
:* [[Armor]]&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wound&amp;diff=206962</id>
		<title>Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wound&amp;diff=206962"/>
		<updated>2014-07-20T23:34:13Z</updated>

		<summary type="html">&lt;p&gt;Bognor: misc. grammar tweaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|Exceptional|21:13, 30 March 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are five different levels of injury in the game, ranging from none to complete part loss.&lt;br /&gt;
Shown using the default colors, they are:&lt;br /&gt;
&amp;lt;!--THESE TERMS AND DEFINITIONS ARE COPIED, WORD FOR WORD, FROM INIT.TXT.&lt;br /&gt;
So no more &amp;quot;mangled&amp;quot; - RED is now &amp;quot;broken&amp;quot;, and the old &amp;quot;broken&amp;quot; is now &amp;quot;inhibited&amp;quot; - don't fight it, just go with it. :\ &lt;br /&gt;
&lt;br /&gt;
Also note - no more light grey &amp;quot;lightly wounded&amp;quot; - apparently, if it's not worth worrying about, it's not shown.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:black&amp;quot;&amp;gt;&lt;br /&gt;
:{{DFtext|NONE: No recorded active wounds on the part.|#fff}}&lt;br /&gt;
:{{DFtext|MINOR: Any damage that doesn't have functional/structural consequences (might be heavy bleeding, though).|#808000}}&lt;br /&gt;
:{{DFtext|INHIBITED: Any muscular, structural, or functional damage, without total loss.|#ffff00}}&lt;br /&gt;
:{{DFtext|FUNCTION LOSS: An important function of the part is completely lost, but the part is structurally sound (or, at least partially intact).|#00ffff}}&lt;br /&gt;
:{{DFtext|BROKEN: The part has lost all structural integrity or muscular ability.|#ff0000}}&lt;br /&gt;
:{{DFtext|MISSING: The part is completely gone.|#808080}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:''(The [[color]] of wounds can be changed in [[d_init.txt]].)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wound effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Brain''': Any damage almost always results in instant death. A bruised brain may occasionally not cause death. If it does not, the dwarf suffers no effect from the injured brain and lives as normal.&lt;br /&gt;
&lt;br /&gt;
'''Eyes''': Eye damage causes extreme pain, generally causing unconsciousness and loss of sight, limiting dwarf perception.&lt;br /&gt;
&lt;br /&gt;
'''Mouth/nose/ears/cheeks''': No effect&lt;br /&gt;
&lt;br /&gt;
'''Teeth''': Fewer teeth to use for biting attacks.&lt;br /&gt;
&lt;br /&gt;
'''Lungs''': Non-bruising damage to one lung interferes with breathing. Creature toughness affects how well it can survive with impaired breathing. Damage to both lungs almost always results in suffocation.&lt;br /&gt;
&lt;br /&gt;
'''Heart''': Causes massive, fatal bleeding. The heart itself isn't required for life - it is the extreme bleeding that causes death when the heart is pierced. A bruised heart causes no ill effects; a torn heart is always fatal.&lt;br /&gt;
&lt;br /&gt;
'''Pancreas/liver''': No effect, despite how terrifying liver damage is to dwarves. Dwarves have a larger liver than any other sapient species, causing them to suffer liver damage more often, as it is easier to hit.&lt;br /&gt;
&lt;br /&gt;
'''Guts''': Damage to the guts causes great pain and nausea. Creature will vomit and then retch repeatedly depending on how much damage was caused. This slows down the creature and can dehydrate them. When the guts are pierced they may spill out of the wound. This is visible as a red &amp;quot;~&amp;quot; trailing behind the creature. This causes a lot of bleeding and exposes the guts themselves as a target for aimed attacks. Slicing off the exposed guts causes heavy bleeding and almost always death. The cut off guts can then be picked up and used as a weapon.&lt;br /&gt;
&lt;br /&gt;
'''Spinal injuries''': Attacks to the spine that tear nervous tissue are extremely serious.  Lower spinal injuries permanently stop the creature from ever standing again. They can only crawl. Middle spine injuries disable legs. Upper spinal injuries disable every limb in the body, rendering the creature unable to do anything except to use the default &amp;quot;push&amp;quot; attack and move about very slowly. It also disables every organ in the body besides the brain. This injures the lungs and upper spine injuries will invariably cause fatal suffocation within a few turns. As a whole, spinal damage is usually a death sentence.&lt;br /&gt;
&lt;br /&gt;
A broken bone in the spine does '''not''' cause irreparable damage - only damage to the nervous tissue does. If you suffer a broken bone in the spine without any nerve damage, just wait and it will eventually heal.&lt;br /&gt;
&lt;br /&gt;
== Pain ==&lt;br /&gt;
&lt;br /&gt;
How pain works:&lt;br /&gt;
* Bruising causes 1x the pain value from the raw files&lt;br /&gt;
* Partially damaged tissue causes 2x pain&lt;br /&gt;
* Broken tissue causes 3x pain&lt;br /&gt;
* Having 150+ pain causes unconsciousness.&lt;br /&gt;
* Pain is independant of body part size&lt;br /&gt;
&lt;br /&gt;
Most tissue has [PAIN_RECEPTORS:5], except bone has [PAIN_RECEPTORS:50]. So being punched in the guts (bruising skin, fat, muscle, guts) causes 20 pain and some nausea. Having any bone broken causes 15+50*3=165 pain (presuming bruised skin, fat, muscle). Having good stats presumably causes the pain to recede quickly, but that won't cause you to wake up sooner after you fall unconscious.&lt;br /&gt;
&lt;br /&gt;
Strangely, having all your fingers cut off in DF is much less painful (or even painless?) compared to having a single finger bone broken. &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous injuries ==&lt;br /&gt;
&lt;br /&gt;
These injuries include generic tears, cuts and breaks that don't target a specific organ.&lt;br /&gt;
&lt;br /&gt;
Some attacks may shatter nail or horn. These attacks generate a cosmetic injury report but otherwise have no effect, unless they become infected.&lt;br /&gt;
&lt;br /&gt;
Likewise, attacks that tear hair have no ill effects. Attacks that destroy hair are common during chokeholds on animals, such as a lion's mane being damaged by the chokehold.&lt;br /&gt;
&lt;br /&gt;
Injuries that only tear skin tend to cause little or no bleeding or scarring.&lt;br /&gt;
&lt;br /&gt;
Injuries that tear fat layers cause bleeding but little pain.&lt;br /&gt;
&lt;br /&gt;
Injuries to muscle layers can sometime cause the affected limb to become unusable. This usually happens when the muscle is &amp;quot;torn apart&amp;quot; rather than just torn. If the muscle is in an arm damage to the muscle may cause items held in that arms hand to be dropped. Torn apart leg or foot muscles may cause the creature to fall over and sometimes be unable to walk until it heals.&lt;br /&gt;
&lt;br /&gt;
Tendons and ligaments may also be torn by attacks. As they link bones together, torn ligaments and tendons can impair grasping abilities, causing items to be dropped more easily.&lt;br /&gt;
&lt;br /&gt;
Bone damage that cause fractures or breaks cause extreme pain. They are the most painful injuries in Dwarf Fortress and will almost invariably causes unconsciousness from the pain. Bone that is broken in a limb will render that limb inoperable. Bones that are hit hard enough may shatter and be jammed into other bones or body parts, causing far more damage. This is most common with the skull. A hard hit to the skull that causes a fracture can force the broken part into the vulnerable brain, causing immediate death.  A broken smashed arm may be jammed into the shoulder as well, breaking it. &lt;br /&gt;
&lt;br /&gt;
The upper spine was previously contained in the head in 0.34.11, but is contained in the neck in 0.40.xx&lt;br /&gt;
The neck is appended to the upper body in 0.40.xx and the head is appended to the neck (which is why you have to press &amp;quot;d&amp;quot; now to target the head, and &amp;quot;c&amp;quot; is the neck - the neck must be defined first). You can't hurt the upper spine anymore by attacking the head in 0.40.xx&lt;br /&gt;
&lt;br /&gt;
* Having the upper spine broken in 0.40.xx disables the use of attacks or movement attached to the head, including bite attacks, and disables the effects of pain in the neck, head, and facial features. You don't even feel the pain of the broken spine.&lt;br /&gt;
* Having the lower spine (in the lower body) broken paralyzes the legs, preventing kicks. Also prevents pain in the legs from mattering. You don't even feel the pain of the broken spine.&lt;br /&gt;
* Having the middle spine broken (in the upper body) disables everything and causes suffocation.&lt;br /&gt;
&lt;br /&gt;
So &amp;quot;what's below it&amp;quot; means &amp;quot;further from the upper body&amp;quot;. Broken/pulped necks now only prevent biting attacks, but don't disable the head/brain otherwise to cause suffocation. &lt;br /&gt;
&lt;br /&gt;
== Missing limb ==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this signals that a limb has been completely severed. Dwarves with severed limbs frequently either die of blood loss or linger in the [[hospital]] permanently. Those who recover may find themselves unable to perform the same tasks they had in the past.&lt;br /&gt;
&lt;br /&gt;
Dwarves without arms are unable to [[haul]] items, but are still able to gather crops or work in a workshop. Once created/gathered, the items simply remain where they are until another dwarf comes along to move them. They are also unable to equip armor/clothing, but this won't stop them from biting/kicking in combat. Armless dwarves are unable to operate [[screw pump]]s. Armless dwarves trying to dress or clean themselves often cause constant cancellation spam.&lt;br /&gt;
&lt;br /&gt;
== Function loss ==&lt;br /&gt;
The cyan &amp;quot;Function loss&amp;quot; signals impairment of an organ for which &amp;quot;broken&amp;quot; or &amp;quot;bruised&amp;quot; would not make sense. Internal organs and eyes have been observed to turn cyan, indicating failures of sight, liver function, and other maladies.&lt;br /&gt;
&lt;br /&gt;
A dwarf can also suffer nervous damage to sensory and/or motor nerves. For example, motor nerve damage to a leg means that the dwarf will never be able to stand up again, which will show as &amp;quot;Ability to stand lost&amp;quot; in the dwarf's personal health screen, in addition to nervous damage information. Sensory nerve damage causes pain to disappear and is thought to make a creatures' attacks weaker. With a crutch applied, dwarves with leg nerve damage can become mobile / useful again. Damage to spinal nervous tissue disconnects all nervous function below the damaged point. For the upper and middle spines this can include the lungs, so damage leads to suffocation.&lt;br /&gt;
&lt;br /&gt;
Creatures can be set to heal spinal nerve damage by going into the [[raw file|raws]], finding the tissue_template_default and setting a number like [HEALING_RATE:100] at the NERVE_TEMPLATE. A higher number translates to a slower healing rate, with bones for example having a healing rate of 1000. However, this setting does not affect non-spinal nerves, as they do not count as &amp;quot;nervous tissue&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Scarring ==&lt;br /&gt;
&lt;br /&gt;
Dwarves who sustain major injuries may never fully heal — the part will always remain listed in their Wounds section as &amp;quot;Minor&amp;quot; or &amp;quot;Inhibited&amp;quot;, and the dwarf's description in his Thoughts and Preferences screen will note that he bears scars of varying degrees and types, eg {Tiny, very short, short, long, very long, massive, huge, etc.}; {Jagged, Dent, Straight, etc.}. While not all scars have an effect, this may result in notes in the [[Health screen]] such as &amp;quot;Ability to grasp somewhat impaired&amp;quot;. This means that one of the creature's grasping parts (usually hands) has lost the ability to grasp.&amp;lt;!-- More likely to lose a weapon stuck in an enemy? --&amp;gt; Military dwarves with inhibited ability to grasp will not hold a weapon or shield in the crippled arm. However, they will automatically grasp both weapon and shield in their good hand when they next come to equip themselves, assuming of course that they are set to use both such items. &lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Healthcare}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
&lt;br /&gt;
== Permanent injury ==&lt;br /&gt;
There are several types of injuries dwarves will never recover from. Nerve damage is permanent; loss of limbs is permanent. Some types of [[syndrome]]s are lifelong. As a result, you may end up with a dwarf who has lost function in one or more body parts, or who continually exhibits some kind of problematic symptom. But these dwarves, if they don't meet with an [[unfortunate accident]], can still be very useful.&lt;br /&gt;
&lt;br /&gt;
===Disabled veterans===&lt;br /&gt;
When a highly skilled soldier is injured too badly to continue on active duty, he can remain in the military as a teacher. Put him into a squad with your raw recruits and have him teach them what soldiering is about. When the recruits have been whipped into shape, they can be transferred to active-duty squads.&lt;br /&gt;
&lt;br /&gt;
===Function Loss: Legs===&lt;br /&gt;
Dwarves who have lost the use of one leg cannot walk (or kick enemies in battle, but that's a minor problem). If the dwarf in question has had a foot or leg amputated, or has nerve damage to the leg, he can be issued a [[crutch]] by doctors in your hospital. Thereafter, he will gain crutch-walking skill whenever he moves with the crutch in his inventory. Eventually, his speed with the crutch will likely be faster than it was before, without the crutch. A dwarf using a crutch can go back to military duty without any loss of effectiveness; in fact, it is quite possible for a one-armed dwarf to hold a shield, crossbow, and crutch (and occasionally bash his enemies with it - it is recommended to make metal crutches to issue to military dwarves).&lt;br /&gt;
&lt;br /&gt;
===Lower Body Paralysis===&lt;br /&gt;
A dwarf who has nerve damage to his lower spine, or has nerve damage to both of his legs, is unable to use his legs and cannot benefit from using a crutch. After he recovers (you may need to deconstruct his hospital bed to get him out of it), he can move--but only very slowly. Dwarves like this are obviously unfit for military duty--they can still swing a battle axe, but they won't make it to the battle before the rest of the squad have finished their jobs and have moved on to claiming the enemies' socks. The best jobs for these dwarves are ones that don't require them to move around much. For best results, create a [[burrow]] containing the dwarf's workshop, stockpiles for food and booze, and the dwarf's bedroom. Turn off all labors but the one you want the dwarf to do; most importantly, turn off hauling. A paralyzed dwarf can also be kept idle in your lever room, where he will still move five steps more quickly than another dwarf can move fifty; or he can be appointed as [[broker]] and burrowed with your depot. You could also make such a dwarf [[Hammerer]], with exemplary results.&lt;br /&gt;
&lt;br /&gt;
No one has yet done Science on the possibility of using [[minecart]]s to transport paralyzed dwarves. Will your fort be the first?&lt;br /&gt;
&lt;br /&gt;
===Function Loss: Arms===&lt;br /&gt;
The dwarf who has lost the use of an arm can go on with his life normally, and can even hold a shield and battle-axe at the same time. In the military, he is limited only in that he cannot wield weapons that are too large to be wielded one-handed. Outside the military, he can work as well as any other dwarf.&lt;br /&gt;
&lt;br /&gt;
Losing both arms is a different story. Dwarves who cannot use both arms will be unable to do almost any task. Even managers, bookkeepers, and brokers must be able to use at least one arm. They cannot pick up weapons or shields and cannot haul items. Most irritatingly, they cannot clean themselves and cannot pick up clothing in order to put it on and will probably spam cancellation  messages at you (seriously consider turning off job cancellation messages in the 'o'rders menu if this is the case). These dwarves are at risk of [[insanity]] from the lack of clothing once theirs wears out, though they may have been lucky enough to be wearing armor, which will not wear out. Military dwarves can still lead demonstrations in non-weapons skills, and could quite possibly become a good wrestler or biter. Dwarves without arms can also be used as sentries; burrow them in watchtowers to spot ambushes.&lt;br /&gt;
&lt;br /&gt;
===Blindness===&lt;br /&gt;
A dwarf with both eyes damaged cannot see - and what he can't see, he won't be afraid of. Therefore, a blind dwarf can do civilian labors without dropping everything and running when there's a wild animal nearby. He does suffer a severe drop in the [[quality]] of his work.&lt;br /&gt;
&lt;br /&gt;
===Long-Term Syndrome===&lt;br /&gt;
The most common long-term syndrome is probably the bite of a [[cave spider]], which causes long-term mild dizziness. The dwarf seems fine and works normally, except that the work tends to be low-quality because the dwarf is feeling under the weather. Even legendary dwarves will, if they're feeling dizzy enough, be unable to produce masterwork crafts. Assign these dwarves to producing goods that don't have quality levels.&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Nest_box&amp;diff=200562</id>
		<title>v0.34:Nest box</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Nest_box&amp;diff=200562"/>
		<updated>2014-07-02T14:38:13Z</updated>

		<summary type="html">&lt;p&gt;Bognor: add glass/glassmaker to infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:13, 28 April 2011 (UTC)}}&lt;br /&gt;
{{av}}{{Buggy}}&lt;br /&gt;
{{Building|name=Nest box|key=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, once created and placed, a tame, [[egg]] laying creature will claim and use to lay eggs in.&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;
&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 male to be around, once the eggs are fertilized and laid. If a male is present, the eggs may be fertilized and 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. There may be no way of telling whether or not eggs have been fertilized, but if they sit in a nest box for more than two seasons, they are unlikely to ever hatch. 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;
=== 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. 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 re-assigned 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;
&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. 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).&lt;br /&gt;
&lt;br /&gt;
[[Aquatic]] creatures (such as [[sea serpent]]s) refuse to use a submerged nest box, making them unable to [[breed]].{{bug|4105}}&lt;br /&gt;
&lt;br /&gt;
[[category:buildings]]&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Long_sword&amp;diff=200221</id>
		<title>v0.34:Long sword</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Long_sword&amp;diff=200221"/>
		<updated>2014-06-27T14:01:55Z</updated>

		<summary type="html">&lt;p&gt;Bognor: Undo revision 200211 by 99.247.30.109 (talk) no need for such a spoiler&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:51, 18 February 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For a comparison of different weapons, see [[Weapon]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Espadon-Morges.jpg|right|thumb|100px|'''''Long sword''''']]&lt;br /&gt;
A '''long sword''' is an [[attack types|edged]] [[weapon]] that is more than twice the size of a [[short sword]], but still 30% smaller than a [[two-handed sword]]. Long swords have the same basic attacks as other swords, but benefit from increased damage potential over short swords, and increased usability over two handed swords. &lt;br /&gt;
&lt;br /&gt;
Long swords use and train the [[swordsdwarf]] skill. As foreign weapons dwarves cannot [[forge]] long swords, limiting supply to whatever low-[[quality]] specimens can be traded from human [[caravan]]s and scavenged from invaders. &lt;br /&gt;
&lt;br /&gt;
Although longer than standard short swords, most dwarves are still able to equip long swords. With height and broadness modifiers, some dwarves ''should'' not be able to use a long sword, and a few others might only manage to do so two-handed. Currently, due to a [[#Bugs|bug]], long swords can be equipped by all dwarves.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
In fortress mode, one-handed vs. two-handed checks are performed correctly, but can wield vs. can't wield ignores height and broadness modifiers, so all dwarves can equip long swords.{{Bug|0005812}} See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this] forum post for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Giant_cheetah&amp;diff=198797</id>
		<title>v0.34:Giant cheetah</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Giant_cheetah&amp;diff=198797"/>
		<updated>2014-04-22T16:08:40Z</updated>

		<summary type="html">&lt;p&gt;Bognor: Remove erroneous size&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:18, 5 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=17&lt;br /&gt;
|meat=14&lt;br /&gt;
|fat=13&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant cheetahs''' are strong carnivorous animals, roaming savage [[tropical]] areas. Adult giant cheetahs are slightly smaller than a standard [[cow]]. Giant cheetahs may also appear as [[mount]]s during a [[siege]].&lt;br /&gt;
&lt;br /&gt;
Captured giant cheetahs may be [[tame]]d and kept as [[pet]]s, [[animal trainer|trained]] for hunting or war, or used as livestock for a [[meat industry]]. While they do not produce as much meat as other &amp;quot;giant&amp;quot; creatures, giant cheetah [[butcher]]ing returns are worth four times as much as common domestic animals.&lt;br /&gt;
&lt;br /&gt;
Note that giant cheetahs have the same default [[speed]] as most other creatures, and cannot sprint.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Wild_boar&amp;diff=198538</id>
		<title>v0.34:Wild boar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Wild_boar&amp;diff=198538"/>
		<updated>2014-04-12T00:28:14Z</updated>

		<summary type="html">&lt;p&gt;Bognor: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|16:27, 4 November 2012 (UTC)}}&lt;br /&gt;
{{creaturelookup/0&lt;br /&gt;
|bone=12-14&lt;br /&gt;
|meat=8-9&lt;br /&gt;
|fat=8&lt;br /&gt;
|ivory=2&lt;br /&gt;
|skull=1&lt;br /&gt;
|hoof=4&lt;br /&gt;
|lung=2&lt;br /&gt;
|intestine=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Wild boars''' are creatures closely related to [[pig]]s, however rather more dangerous. In real life, wild boars will usually charge an opponent and attempt to gore them with their tusks. Oddly, wild boars in dwarf fortress are not able to gore opponents in this manner and will generally flee from combat.&lt;br /&gt;
&lt;br /&gt;
They share with pigs the key attribute of not being [[grazer]]s.  Thus, when [[tame]]d, wild boars can be safely stored in [[cage]]s and small [[pasture]]s. They can be bred as livestock for a [[meat industry]], where they will also supply [[ivory]] for your craftsdwarves.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ausgewachsenes Wildschwein beim Suhlen.JPG|thumb|left|400px|[[preference|Admired]] for their ''tusks'' and their ''ferocious charges''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion/Announcements&amp;diff=196833</id>
		<title>Dwarf Fortress Wiki:Centralized Discussion/Announcements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion/Announcements&amp;diff=196833"/>
		<updated>2014-02-22T12:19:06Z</updated>

		<summary type="html">&lt;p&gt;Bognor: support sidebar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For those who haven't noticed, the announcements previously located at the top of each page have been removed (around a month ago, in fact). This was due to a couple reasons:&lt;br /&gt;
* Few people who read the wiki care about the announcements, since most of them apply to editors (with the exception of reporting vandalism).&lt;br /&gt;
* The announcements change so rarely that people who do read them get tired of constantly seeing them everywhere (&amp;quot;'''Report vandalism at [[DF:AIV]]'''&amp;quot;)&lt;br /&gt;
* The announcements took up a lot of space - even though they were supposed to auto-hide, sometimes it could take a while before the script to hide them loaded.&lt;br /&gt;
However, it's still nice to have announcements ''somewhere'' so people know what's going on around the wiki. My suggestion is that they go on [[Special:RecentChanges]], which is essentially the equivalent of Wikipedia's watchlist (there is little enough activity that hardly anyone needs to check their watchlist on this wiki).&lt;br /&gt;
&lt;br /&gt;
The announcements are currently located [[DF:Announcements|here]], and I recently added a link to them on the sidebar.&lt;br /&gt;
&lt;br /&gt;
A couple proposals (they aren't all mutually exclusive - more than one location for announcements would be fine):&lt;br /&gt;
* Link to the announcements from the sidebar, and have a &amp;quot;new&amp;quot; indicator appear when there are new announcements (similar to how the old announcements box wouldn't auto-hide after being updated until you clicked &amp;quot;hide&amp;quot; again).&lt;br /&gt;
* Include announcements at the top of [[Special:RecentChanges]], which most editors check regularly.&lt;br /&gt;
** Optional: Don't link to announcements in the sidebar, but include the &amp;quot;new&amp;quot; indicator next to the recent changes link instead.&lt;br /&gt;
* Allow users to choose where the announcements indicator should go in their preferences (which would be complicated, but could work).&lt;br /&gt;
** Optional: Also allow users to choose where the ''announcements'' should appear. This would be prone to slow loading times, which means that, for a few seconds while the page is loading, the announcements could appear in undesired locations or not show up where they should.&lt;br /&gt;
** Note that this only applies to logged-in users, so there would still need to be a default location for announcements.&lt;br /&gt;
&lt;br /&gt;
Also, another question is the placement of active discussions ([[DF:Centralized Discussion]]). Most recent discussions there have been small and didn't attract much attention. I already set up the announcements to include a list of active discussions (the [[DF:ANNC|second box]]). Any thoughts on this?&lt;br /&gt;
&lt;br /&gt;
(The main reason I added the sidebar link was to draw attention to this discussion. I can certainly change things if people strongly object to the way it's set up currently.)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:46, 20 February 2014 (UTC)&lt;br /&gt;
: I like the announcements side bar option, personally, but I'm not sure overall where we should head with this. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 04:09, 21 February 2014 (UTC)&lt;br /&gt;
::Do you mean things like centralized discussion? It just occurred to me that we could use a separate sidebar indicator for new announcements and new discussions (which I would like better than having everything in the same place) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:37, 21 February 2014 (UTC)&lt;br /&gt;
:::I've barely edited since 2011, but for whatever it's worth, I think sidebar + red NEW box is an excellent idea.  I used to check RecentChanges, but it's so full of spammers it's hardly worth it. [[User:Bognor|Bognor]] ([[User talk:Bognor|talk]]) 12:19, 22 February 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Arms_industry&amp;diff=180885</id>
		<title>v0.34:Arms industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Arms_industry&amp;diff=180885"/>
		<updated>2013-02-08T11:49:20Z</updated>

		<summary type="html">&lt;p&gt;Bognor: training weapons are very useful for live training&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|21:49, 8 July 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''arms industry''' deals with the production and processing of [[weapon]]s. As with other [[Industry|industries]], it deals with the use of raw materials to create usable items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
To create a decent arms industry, you will need weapon-grade [[metal]] [[bar]]s, an [[anvil]], and a source of [[fuel]] (either [[coke]] or [[magma]]).  Anvils can be purchased at embark, or traded from most [[caravan]]s, while [[tree]]s (for [[charcoal]]) and [[magma]] are generally quite plentiful on most maps. When selecting a site, the game will inform you if one or more metals are available, but not if the metal is suitable for use in weapons and armor. Should your chosen site only have vast deposits of [[gold]] and [[bismuthinite]], your arms production will be severely limited. &lt;br /&gt;
&lt;br /&gt;
The first step to establishing your arms industry is to build a [[smelter]] and a [[forge]] or [[magma forge]]. &lt;br /&gt;
&lt;br /&gt;
== Creating Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
Effective melee [[weapon]]s are made of metal. Metal weapons require a single bar of weapons-grade metals such as [[copper]], [[iron]], [[steel]], [[bronze]], [[silver]], and [[bismuth bronze]], or several wafers of [[adamantine]]. Metal weapons are made at a [[forge]] or [[magma forge]] by a [[weaponsmith]]. &lt;br /&gt;
&lt;br /&gt;
Note that weapon [[quality]] influences effectiveness - a skilled weaponsmith is quite valuable. &lt;br /&gt;
&lt;br /&gt;
Wooden training weapons can be made at a [[carpenter's workshop]] by a [[carpenter]].&lt;br /&gt;
&lt;br /&gt;
== Creating Ranged Weapons ==&lt;br /&gt;
&lt;br /&gt;
The only ranged weapon suitable for production by dwarves is the [[crossbow]]. Crossbows can be made out of weapons-grade metal, [[bone]], and [[wood]]. Wood and bone crossbows are created at a [[bowyer's workshop]], while metal crossbows are created at a [[forge]] or a [[magma forge]]. &lt;br /&gt;
&lt;br /&gt;
Crossbows fire bolts, created out of wood or bone at a [[craftsdwarf's workshop]] or out of metal at a [[forge]]. One bar of metal or pile of wood will give 25 bolts, while one bone will give 5 bolts.&lt;br /&gt;
&lt;br /&gt;
Unlike melee weapons, the [[material]] of a ranged weapon is significantly less important, and a high-quality wooden crossbow is likely preferable to a low-quality metal crossbow.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* Low-value metals like [[copper]] and [[bronze]] are great for training your weaponsmith; and the resulting goods can be [[trade]]d to a [[caravan]] for supplies, including raw materials for more arms production.&lt;br /&gt;
&lt;br /&gt;
* Weaponsmiths produce higher-quality results when working with a metal they [[preference|prefer]]. Choosing a weaponsmith with a preference for [[adamantine]] (and [[axe]]s or[[sword]]s, if possible) will result in very high quality adamantine weapons.&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Giant_eagle&amp;diff=180884</id>
		<title>v0.34:Giant eagle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Giant_eagle&amp;diff=180884"/>
		<updated>2013-02-08T11:47:32Z</updated>

		<summary type="html">&lt;p&gt;Bognor: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:18, 6 January 2013 (UTC)}}{{av}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|meat=18&lt;br /&gt;
|fat=12&lt;br /&gt;
|skull=1&lt;br /&gt;
|bone=23&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant eagles''' are the over-sized version of [[eagle]]s, found in the same wide array of [[biome]]s. They can be extremely annoying to an early fortress due to their ability to fly over your fortress defenses and kill your unarmed civilians. Unlike [[giant kea|other aerial pests]], giant eagles will generally not path into your fortress, and usually only attack if provoked. They may also appear as [[mount]]s during a [[siege]], resulting in a highly-maneuverable and dangerous squad of attackers.&lt;br /&gt;
&lt;br /&gt;
Captured giant eagles may be kept as exotic pets, requiring substantial time and effort to tame. Unfortunately, they cannot be trained to increase their combat effectiveness. [[elf|Elven]] [[caravan|caravans]] may offer to trade tame giant eagles if the elven [[civilization]] is situated in a mountainous area.&lt;br /&gt;
&lt;br /&gt;
Giant eagles are relatively useless for [[egg production]] thanks to their small clutch sizes, but they are a viable choice for your [[meat industry]], yielding a respectable amount of food without [[grazer|grazing]]. Their [[egg]]s take approximately six months of gametime to hatch; if eggs haven't hatched in seven months then something has gone wrong -- either they weren't fertilized, the mother was forced out of the nest box, your fort has hit a cap on total animals, or something else -- and you'll need to remove those eggs to allow new ones to be laid. Once hatched, giant eagle hatchlings take roughly one year to reach adulthood.&lt;br /&gt;
&lt;br /&gt;
There is a current bug where tamed animals that have the [FLYING] tag won't actually fly. Once tamed, your giant eagles will remain earthbound and never take to the sky, which makes them somewhat less deadly than they would otherwise be. &lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Glass&amp;diff=180712</id>
		<title>v0.34:Glass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Glass&amp;diff=180712"/>
		<updated>2013-01-31T02:37:47Z</updated>

		<summary type="html">&lt;p&gt;Bognor: might as well be explicit re glass values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:04, 30 July 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Glass is produced at the [[glass furnace]] using [[fuel]] with either [[sand]] (green glass), sand and [[pearlash]] (clear glass), or [[rock crystal]] and pearlash (crystal glass). A [[magma glass furnace]] can also be used, in which case no fuel is required.  Raw glass (of all three types) can also be acquired from some [[trading|trade]] caravans and be purchased in the [[embark]] screen.  Note that raw glass can '''''not''''' be made into glass items (excluding [[strange mood]]s), but can only be [[gem cutting|cut]] into [[gem]]-like items which can be used for [[decoration|decorating]] items - you have to buy or collect [[sand]] to get the raw materials to make glass.&lt;br /&gt;
&lt;br /&gt;
Glass value corresponds to the difficulty of its production, with green glass having the lowest material value (2), clear glass intermediate (5), and crystal glass the highest (10).&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Glass may be used to produce most things that can be produced at a [[carpenter's workshop]], with the exception of beds, medical supplies, training weapons, and possibly other things. In addition, it may be used to produce [[gems#Glass|glass gems]]. These, especially ones made of green glass, are excellent practice for aspiring jewelers (and their production provides experience for [[glassmaker]]s). Glass can also be shaped into [[block]]s which can be used to build [[workshop]]s and [[construction]]s. You can even make glass trap components.&lt;br /&gt;
&lt;br /&gt;
For more information on the use of glass, see the [[Glass industry]] page.&lt;br /&gt;
&lt;br /&gt;
Raw and cut glass storage options can be found under the Gem [[stockpile]] sub-menu. Glass blocks are stored in Bar/Block stockpiles.&lt;br /&gt;
&lt;br /&gt;
==Glass and magma==&lt;br /&gt;
Glass behaves somewhat oddly with [[magma]], despite being strictly magma-safe (with a melting point of 13,600°U) - glass objects dropped into magma tend to disappear instantly (a property seemingly shared by every organic material), but '''built''' glass furniture will survive indefinitely when covered with magma.&lt;br /&gt;
&lt;br /&gt;
==Physical properties==&lt;br /&gt;
Through memory hacking, the material properties of each type of glass have been determined; for reference, they have been reconstructed below as material definitions:&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2012:hardcoded_materials.txt|MATERIAL|GLASS_GREEN}}}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2012:hardcoded_materials.txt|MATERIAL|GLASS_CLEAR}}}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2012:hardcoded_materials.txt|MATERIAL|GLASS_CRYSTAL}}}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Glass industry]]&lt;br /&gt;
*[[Glassmaker]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Clear_diamond&amp;diff=180661</id>
		<title>v0.34:Clear diamond</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Clear_diamond&amp;diff=180661"/>
		<updated>2013-01-28T00:58:04Z</updated>

		<summary type="html">&lt;p&gt;Bognor: Undo revision 180643 by 24.165.160.223 (talk) good faith but misplaced&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|20:14, 26 December 2010 (UTC)}}{{gemlookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Clear diamonds''' are particularly rare [[gem]]s, similar to [[black diamond|black]], [[yellow diamond|yellow]], [[red diamond|red]], [[blue diamond|blue]] and [[green diamond|green]] diamonds  - they occur only as individual gems within existing [[vein|clusters]] of [[faint yellow diamond]]s which are themselves found only within [[kimberlite]], itself found only within [[gabbro]] [[stone layers|layers]]. Correspondingly, they are among the most [[value|valuable]] gems that can be found in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Mount&amp;diff=179709</id>
		<title>v0.34:Mount</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Mount&amp;diff=179709"/>
		<updated>2012-12-26T07:18:50Z</updated>

		<summary type="html">&lt;p&gt;Bognor: &amp;quot;elk bird&amp;quot; was a needlessly confusing example of a flightless creature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|03:22, 2 June 2012 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Enemies in [[siege]]s will often come mounted on other [[creature]]s, their '''mounts'''. These mounts can not only add to the attacks of those mounted on them, but also give their riders more battle ability: their mounts might be able to [[fly]], might be [[building destroyer]]s, they might be faster and fleeter than the creature would regularly be on foot, or they might just be plain scary in combat.&lt;br /&gt;
&lt;br /&gt;
Mounts can arrive in one of three forms: as individual rides for a squad [[captain]], with whole [[squad]]s mounted on them, or as rider-less squads, that is, ordinary creatures under control of the attacking army. Some mounts, such as [[giant bat]]s or [[giant cave swallow]]s, possess the ability to fly, pathing over whatever walls and traps you have set up for them. This can lead to a great deal of [[Fun]] if you do not have sufficient marksdwarves to deal with them. However, mounted squads tend to come with mixed mounts, all of which must be capable of flight in order for the besiegers to attack from the skies. This means that if a squad of bat-riders has a single [[giant cave spider]] in it, the squad will behave like any other land unit. Some siegers also come on amphibious mounts, such as [[cave crocodile]]s and [[giant toad]]s. Humorously, these units will disregard their rider's inability to breathe underwater or [[swimmer|swim]], and reports of amphibious mounts pathing into [[moat]]s or [[river]]s, only to have their goblin riders drown, are fairly common.&lt;br /&gt;
&lt;br /&gt;
There are three types of mounts: ordinary [MOUNT]s, ridden by [[Human]]s; above-ground (or &amp;quot;good&amp;quot;) [MOUNT_EXOTIC]s, ridden by [[Elf|Elves]]; and underground (or &amp;quot;evil&amp;quot;) [MOUNT_EXOTIC]s, ridden by [[Goblin]]s. As of the current version, [[Dwarf|Dwarves]] cannot train or ride mounts. There are many animals that have [MOUNT] or [MOUNT_EXOTIC] in their raw files, but below are the most commonly found when an army besieges your fortress.&lt;br /&gt;
&lt;br /&gt;
* Goblin sieges have been known to ride [[elk bird]]s, [[giant cave swallow]]s, [[giant olm]]s, [[giant bat]]s, and [[giant cave spider]]s, [[cave crocodile]]s, [[rutherer]]s, [[jabberer]]s, [[blind cave bear]]s, and [[voracious cave crawler]]s. [[Cave dragon]]s and [[troll]]s can also appear riderless alongside their sieges. These are usually the only sieges where you need to worry about enemies flying into your fortress from above.&lt;br /&gt;
&lt;br /&gt;
* Elves prefer arriving on foot, but when they do ride mounts, they usually use the dreaded [[unicorn]], although it is theoretically possible for them to arrive riding any exotic land animal, such as [[elephant]]s, [[giant hamster]]s, or [[giant mantis]]es. Because of this, be prepared for flying enemies when elves besiege your fortress.&lt;br /&gt;
&lt;br /&gt;
* Human seiges will come riding [[camel]]s (of both varieties), [[horse]]s, and [[grizzly bear]]s, in addition to bringing along squads of trained war animals, like [[giant cheetah]]s.&lt;br /&gt;
&lt;br /&gt;
Beyond acting like a force multiplier, dead mounts can be butchered after the battle to feed your meat industry. A squad of cave dragons that is killed and hauled back inside your fort will produce a ''lot'' of meat products, making mounted sieges convenient food resupplies, if you are prepared to handle them that is. Note that goblins only have a single animal trainer, their general; if he falls (or, because of a bug, leaves the map), you will never see mounted goblin units again.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Copper&amp;diff=179694</id>
		<title>v0.34:Copper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Copper&amp;diff=179694"/>
		<updated>2012-12-25T07:37:28Z</updated>

		<summary type="html">&lt;p&gt;Bognor: grammar and organisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|14:12, 1 December 2010 (UTC)}}{{Metal|name=Copper|color=6:4:0&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[Brass]] at [[smelter]]&lt;br /&gt;
* Make [[Bronze]] at [[smelter]]&lt;br /&gt;
* Make [[Billon]] at [[smelter]]&lt;br /&gt;
* Make [[Fine pewter]] at [[smelter]]&lt;br /&gt;
* Make [[Trifle pewter]] at [[smelter]]&lt;br /&gt;
* Make [[Lay pewter]] at [[smelter]]&lt;br /&gt;
* Make [[Nickel silver]] at [[smelter]]&lt;br /&gt;
* Make [[Black bronze]] at [[smelter]]&lt;br /&gt;
* Make [[Sterling silver]] at [[smelter]]&lt;br /&gt;
* Make [[Rose gold]] at [[smelter]]&lt;br /&gt;
* Make [[Bismuth bronze]] at [[smelter]]&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Native copper]] &lt;br /&gt;
* [[Malachite]]&lt;br /&gt;
* [[Tetrahedrite]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 2&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Copper''' is a [[metal]] used in a large number of [[alloy]]s, among them [[Bronze]], which is almost as good as [[iron]] for smithing [[weapon]]s and [[armor]], and [[Brass]], which has the largest value increase of all non-[[steel]] alloys. Copper itself is a common, low-value metal and a sub-par arms material- more specifically, it is the second worst metal available for slashing weapons, but is pretty good for blunt weapons.&lt;br /&gt;
&lt;br /&gt;
Copper is fire-safe but ''not'' magma-safe.&lt;br /&gt;
&lt;br /&gt;
== Major uses ==&lt;br /&gt;
&lt;br /&gt;
*Early-game melee weapon and armor production, if you have no [[tin]] to make [[bronze]] or no [[iron]]. You will probably do best to find better metals though.&lt;br /&gt;
*Making bronze, which is better overall than copper for military applications.&lt;br /&gt;
*Training metalworking dwarves : copper is generally plentiful. This is possibly the best use for copper if you have better metals.&lt;br /&gt;
*Copper crossbows and copper bolts. Copper crossbows are the best crossbows if your marksdwarves are forced into melee : silver crossbows are only brought by humans and have no quality modifiers. Copper bolts are heavy enough and sharp enough to work as a good projectile, and iron/steel is generally too rare to be used in bolts. Both uses also train your weaponsmiths, which is always a good thing.&lt;br /&gt;
*Bins, cages, and barrels, although wooden ones are generally cheaper, lighter and just as resistant as copper ones, but wood may be scarce.&lt;br /&gt;
&lt;br /&gt;
== Alloys ==&lt;br /&gt;
&lt;br /&gt;
Copper is smelted (at a [[Smelter]]) from [[Native copper]], [[Malachite]], or [[Tetrahedrite]]. &lt;br /&gt;
&lt;br /&gt;
Copper may be combined with other metals at a [[smelter]]. The following is a list of recipes involving copper:&lt;br /&gt;
*[[Brass]] = Copper + [[Zinc]]&lt;br /&gt;
*[[Bronze]] = Copper + [[Tin]]&lt;br /&gt;
*[[Billon]] = Copper + [[Silver]]&lt;br /&gt;
*[[Fine pewter]] = Copper + 3x [[Tin]]&lt;br /&gt;
*[[Trifle pewter]] = Copper + 2x [[Tin]]&lt;br /&gt;
*[[Lay pewter]] = Copper + 2x [[Tin]] + [[Lead]]&lt;br /&gt;
*[[Nickel silver]] = Copper + 2x [[Nickel]] + [[Zinc]]&lt;br /&gt;
*[[Black bronze]] = 2x Copper + [[Silver]] + [[Gold]]&lt;br /&gt;
*[[Sterling silver]] = Copper + 3x [[Silver]]&lt;br /&gt;
*[[Rose gold]] = Copper + 3x [[Gold]]&lt;br /&gt;
*[[Bismuth bronze]] = 2x Copper + [[Tin]] + [[Bismuth]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Copper_2.jpg|A copper ingot, coin and rod.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Metal&amp;diff=179173</id>
		<title>v0.34:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Metal&amp;diff=179173"/>
		<updated>2012-12-05T02:26:30Z</updated>

		<summary type="html">&lt;p&gt;Bognor: remove needlessly pessimistic &amp;quot;only&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:17, 18 April 2011 (UTC)}}{{av}}&lt;br /&gt;
'''Metal''' is a [[material]] extracted from [[ore]] at a [[smelter]], turning the ore into '''bars''' of pure metal. (One [[adamantine|special metal]] becomes wafers instead of bars.) It is sometimes combined with other materials to form an '''alloy''' metal, which is also measured by the bar. An alloy usually improves on the properties of its components to give more uses or increased [[Item value|value]]. The metal bars resulting from [[smelting]] are used to make items such as [[weapon]]s, [[armor]], [[furniture]], and [[crafts]] at a [[Metalsmith's forge|forge]]. &lt;br /&gt;
&lt;br /&gt;
Smelting pure ores into the corresponding bars raises the base value from that of stone (3) to that of bars (5). This value is then multiplied against the [[value#Material multipliers|material multiplier]] of the metal to give the final value for the bar.&lt;br /&gt;
&lt;br /&gt;
==Alloys==&lt;br /&gt;
There are eleven pure metals in Dwarf Fortress (plus a twelfth [[Adamantine|special metal]]).  Many of these can be mixed together to create '''alloys''' of one type or another, of which there are another fourteen.  In some cases making alloys will result in an overall increase in value, or the resultant alloy will be more powerful when used to forge weapons or armor, though many alloys result in no overall increase in utility or [[Wealth|created wealth]]. (These increases in value can be compared in the &amp;quot;Difference&amp;quot; column of the below table.)&lt;br /&gt;
&lt;br /&gt;
There are many uses for alloys:&lt;br /&gt;
* Increased performance for armor or weapons.&lt;br /&gt;
* Increased value (particularly when a silver-bearing ore is substituted for silver)&lt;br /&gt;
* Stretching your supply of scarce metals.&lt;br /&gt;
* Creating items with distinct colors (for instance, [[rose gold]] is [[Color scheme|magenta]]) for furniture, color-coding rooms or levers, or artistic constructions (including [[floor]] mosaics).&lt;br /&gt;
* Increasing [[thought|happiness]] or perceived [[room]] value for a dwarf who particularly likes a given alloy.&lt;br /&gt;
* Decreased [[fuel]] consumption if making the alloy directly from ores (e.g. [[bronze]] requires only one smelter task to make 8 bars from 2 ores).&lt;br /&gt;
&lt;br /&gt;
The number of bars used to create an alloy always equals the number of bars produced: the number of bars input equals the number of bars of output.  However, the number of bars produced from smelting ores is four times greater (X ores in = 4X bars out).&lt;br /&gt;
&lt;br /&gt;
== List of metals ==&lt;br /&gt;
&lt;br /&gt;
===Pure Metals===&lt;br /&gt;
&lt;br /&gt;
{{v0.34 pure metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Adamantine|color={{Tile|≡|3:1}}{{Tile|‼|3:3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source=[[Raw adamantine]]|notes=Cannot be smelted directly; must be [[Strand extractor|extracted]] first. &amp;lt;br/&amp;gt;Can be used to forge anything except beds; &amp;lt;br/&amp;gt; Blades are 10x sharper than any other material|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5.00|impactfracture=5.00|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Aluminum|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native aluminum]]|notes=|soliddensity=2.70|mp=11188|val=40|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1421|shearyield=20|shearfracture=50|shearelasticity=77&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Bismuth|color={{Tile|≡|5:1}}{{Tile|‼|5:5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:5:1&amp;lt;/span&amp;gt;|source=[[Bismuthinite]]|notes=Only useful for alloying into [[bismuth bronze]]|soliddensity=9.78|mp=10488|val=2|valinc=+1|impactyield=1.08|impactfracture=1.08|impactelasticity=3484|shearyield=30|shearfracture=50|shearelasticity=250&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Copper|color={{Tile|≡|6:0}}{{Tile|‼|6:4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Gold|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=[[Native gold]]|notes=|soliddensity=19.32|mp=11915|val=30|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Iron|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes=Can be used to forge all weapons, armor, ammunition, picks, and [[anvil]]s|soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Lead|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Galena]]|notes=|soliddensity=11.34|mp=10589|val=2|valinc=-3*|impactyield=1.08|impactfracture=1.08|impactelasticity=2348|shearyield=10|shearfracture=12|shearelasticity=179&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Nickel|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source=[[Garnierite]]|notes=|soliddensity=8.80|mp=12619|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=660|shearyield=20|shearfracture=160|shearelasticity=26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Platinum|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native platinum]]|notes=|soliddensity=21.40|mp=13182|val=40|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=470|shearyield=100|shearfracture=200|shearelasticity=164&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Silver|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native silver]], [[Horn silver]],&amp;lt;br /&amp;gt;[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes=Can be used to forge melee weapons and ammunition|soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Tin|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source=[[Cassiterite]]|notes=|soliddensity=7.28|mp=10417|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Zinc|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source=[[Sphalerite]]|notes=|soliddensity=7.13|mp=10755|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1542|shearyield=50|shearfracture=150|shearelasticity=116&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
''Legend:''&lt;br /&gt;
:* '''Tile Color''' corresponds to how items made from that metal are displayed in game, foreground and background colors.&lt;br /&gt;
:*'''Source Ore(s)''' indicates the specific ores that can provide a metal. If production of the metal is not guaranteed, a percent chance is indicated following the ore.&lt;br /&gt;
:*'''Density''' is used to determine the different weight of finished objects.&lt;br /&gt;
:*'''Melting point''' is used to determine if a material is [[magma-safe]] or not: magma is 12000°U.&lt;br /&gt;
:*'''[[Material value]]''' is what the base value of an object made of this metal is multiplied by to determine its worth.&lt;br /&gt;
:*'''Value difference''' indicates the difference in material value between the metal and the ore, separated with commas in cases where multiple ore values differ.&lt;br /&gt;
::'''*''' - Values marked with an asterisk denote ores that can yield multiple metals. On average, the expected difference in value from smelting [[tetrahedrite]] is +1 and [[galena]] is +2.&lt;br /&gt;
&lt;br /&gt;
===Alloys===&lt;br /&gt;
''(Unless specified, ores of the ingredients may be used instead of bars for alloy reactions)''&lt;br /&gt;
{{v0.34 alloy metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Billon|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source=[[Silver]] + [[Copper]]|notes=Can be made with [[Tetrahedrite]] or [[Galena]] instead of [[Silver]] for increased value (Tetrahedrite + Tetrahedrite: +3, Copper + Tetrahedrite: +3.5, Copper + Galena: + 2.5). |soliddensity=8.93|val=6|valinc=+0|mp=11952|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Bismuth bronze|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=1 [[Tin]] + 2 [[Copper]] + 1 [[Bismuth]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Black bronze|color={{Tile|≡|5:0}}{{Tile|‼|5:6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:6:0&amp;lt;/span&amp;gt;|source=2 [[Copper]] + 1 [[Silver]] + 1 [[Gold]] '''!'''|notes=Unique color|soliddensity=8.93|val=11|valinc=+0|mp=11952|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Brass|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=[[Zinc]] + [[Copper]]|notes=Value difference is +4.5 if [[Tetrahedrite]] is used instead of [[Copper]]|soliddensity=8.55|val=7|valinc=+5|mp=11656|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=200|shearfracture=550|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Bronze|color={{Tile|≡|6:0}}{{Tile|‼|6:4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Tin]] + [[Copper]]|notes=Can be used to forge all weapons, armor, ammunition, and picks. Value difference is +2.5 if [[Tetrahedrite]] is used instead of [[Copper]]|soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Electrum|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=[[Silver]] + [[Gold]]|notes=Can be made with [[Tetrahedrite]] or [[Galena]] instead of  [[Silver]] for increased value (Gold + Tetrahedrite: +3.5, Gold + Galena: +2.5).|soliddensity=8.65|val=20|valinc=+0|mp=11828|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Fine pewter|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=3 [[Tin]] + 1 [[Copper]]|notes=Value difference is +2.75 if [[Tetrahedrite]] is used instead of [[Copper]]|soliddensity=7.28|val=5|valinc=+3|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Lay pewter|color={{Tile|≡|3:0}}{{Tile|‼|3:7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:7:0&amp;lt;/span&amp;gt;|source=2 [[Tin]] + 1 [[Copper]] + 1 [[Lead]] '''!'''|notes=Unique color|soliddensity=7.28|val=3|valinc=+1|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Nickel silver|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source= 2 [[Nickel]] + 1 [[Copper]] + 1 [[Zinc]] '''!'''|notes=|soliddensity=8.65|val=3|valinc=+1|mp=11620|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=20|shearfracture=160|shearelasticity=26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Pig iron|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Iron]] + [[flux]] stone + [[fuel]] '''!'''|notes=Only used to make [[steel]]|soliddensity=7.85|val=10|valinc=+0|mp=12106|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Rose gold|color={{Tile|≡|5:1}}{{Tile|‼|5:5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:5:1&amp;lt;/span&amp;gt;|source=3 [[Gold]] + 1 [[Copper]] '''!'''|notes=Unique color|soliddensity=19.32|val=23|valinc=+0|mp=11915|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Steel|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, picks, and [[anvil]]s|soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1.08|impactfracture=1.08|impactelasticity=675|shearyield=520|shearfracture=860|shearelasticity=500&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Sterling silver|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=3 [[Silver]] + 1 [[Copper]] '''!'''|notes=|soliddensity=10.49|val=8|valinc=+0|mp=11602|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Trifle pewter|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source=2 [[Tin]] + 1 [[Copper]]|notes=Value difference is +1.67 if [[Tetrahedrite]] is used instead of [[Copper]]|react=|soliddensity=7.28|val=4|valinc=+2|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
''Legend:''&lt;br /&gt;
:* '''Tile Color''' corresponds to how items made from that metal are displayed in game, foreground and background colors.&lt;br /&gt;
:*'''Reaction''' indicates the basic recipe for an alloy - this does not include any [[fuel]] necessary to operate the smelter.  See the article for that alloy or [[smelting]] for possible alternatives.&lt;br /&gt;
::'''!''' - ''You can use only [[bar]]s of metal in this reaction, not ores.&lt;br /&gt;
:*'''Density''' is used to determine the different weight of finished objects.&lt;br /&gt;
:*'''Melting point''' is used to determine if a material is [[magma-safe]] or not: magma is 12000°U.&lt;br /&gt;
:*'''[[Material value]]''' is what the base value of an object made of this metal is multiplied by to determine its worth.&lt;br /&gt;
:*'''Value difference''' indicates the difference between the average [[value]] of the required bars of metals vs. the value of the resulting bars of alloy - what went in vs. what comes out, measured per bar. &amp;quot;+0&amp;quot; indicates that the resulting alloy is a perfectly average value of the component metals. Note that substituting tetrahedrite for copper ore always results in a value decrease, while substituting tetrahedrite or galena for silver ore always results in a value increase.&lt;br /&gt;
&lt;br /&gt;
== Weapon and armor quality ==&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Adamantine|color={{Tile|/|3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source=[[Raw adamantine]]|notes=Can be used to forge anything except beds; &amp;lt;br/&amp;gt; Blades are ten times as sharp as any other material aside from obsidian|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Steel|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, picks, and [[anvil]]s|soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bronze|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Tin]] + [[Copper]]|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Iron|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes=Can be used to forge all weapons, armor, ammunition, picks, and [[anvil]]s|soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Copper|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native silver]], [[Horn silver]],&amp;lt;br /&amp;gt;[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes=Can be used to forge melee weapons and ammunition|soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bone|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes=Can be used to make crossbows, ammunition and some armor|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Wood|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Trees|notes=Can be used to make crossbows, ammunition and some armor and weapons|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Shell|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes=Can be used to make some armor|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Cloth{{!}}Plant cloth|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Plants|notes=Can be used to make clothing|soliddensity=1.52|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=100000|shearyield=600|shearfracture=600|shearelasticity=100000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Cloth{{!}}Silk cloth|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Silk|notes=Can be used to make clothing|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=100000|shearyield=1150|shearfracture=1200|shearelasticity=100000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Cloth{{!}}Wool cloth|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Hair|notes=Can be used to make clothing|soliddensity=0.50|mp=NONE(burn at 10508)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=100000|shearyield=60|shearfracture=120|shearelasticity=100000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Leather|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes=Can be used to make armor|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:&lt;br /&gt;
:'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration.  Value shown here is g/cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
:'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Impact elasticity''': Used for blunt-force combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
:'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Shear elasticity''': Used for cutting calculations in combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
&lt;br /&gt;
*General Term Explanations (From Wikipedia)&lt;br /&gt;
:'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.&lt;br /&gt;
:'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Stress''' - Force per area = F/A&lt;br /&gt;
:'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus&lt;br /&gt;
&lt;br /&gt;
So...&lt;br /&gt;
:Explanations!&lt;br /&gt;
::'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation)&lt;br /&gt;
::'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material &lt;br /&gt;
::'''Elasticity''' (or ''IMPACT_STRAIN_AT_YIELD'' in RAWs) is the amount of deformation (bending) that occurs at the yield point&lt;br /&gt;
:Implications to Dwarf Fortress Combat&lt;br /&gt;
::Yield combined with Elasticity can tell what a material will do under stress (be it from a hammer, axe, or arrow)&lt;br /&gt;
::Higher yield means that it takes more stress to deform&lt;br /&gt;
::Lower elasticity means that it will deform less when stress is applied&lt;br /&gt;
&lt;br /&gt;
'''Preliminary Combat Testing &amp;amp; Analysis'''&lt;br /&gt;
&lt;br /&gt;
Adamantine and Steel take first and second place respectively, with Iron the third best material in the game. Beyond which, bronze is in a close tie with copper as to being the second worst material. As in older versions, silver continues to hold steady as the worst material available (no longer beneficial with wooden training weapons being available now) in regards to edged weaponry. &lt;br /&gt;
Additionally, with regards to blunt weapons almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details:&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=53571.0&lt;br /&gt;
&lt;br /&gt;
Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Best&lt;br /&gt;
! Better&lt;br /&gt;
! Good&lt;br /&gt;
! Fair&lt;br /&gt;
! Poor&lt;br /&gt;
! Terrible&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Armor&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Edged Weapons&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| Silver&lt;br /&gt;
| For piercing iron armor, copper is better than bronze.  For piercing copper or bronze armor, bronze is better than copper.&lt;br /&gt;
|-&lt;br /&gt;
| Ammunition&lt;br /&gt;
| Steel, Iron, Bronze, Bismuth Bronze, Copper, Silver&lt;br /&gt;
| &lt;br /&gt;
| Adamantine&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Adamantine bolts deflect off of adamantine armor, but otherwise their performance is on par with bolts made out of other metals.&lt;br /&gt;
|-&lt;br /&gt;
| Blunt Weapons&lt;br /&gt;
| Steel, Silver&lt;br /&gt;
| Copper, Bismuth Bronze, Bronze, Iron&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Adamantine&lt;br /&gt;
| All six non-adamantine metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cross referencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons&lt;br /&gt;
&lt;br /&gt;
See also:&lt;br /&gt;
:Some [[User:Shinziril#Weapons_and_Armor|outstanding research]] on armor vs. different weapon types by Shinziril.&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=116151.0 Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors].&lt;br /&gt;
&lt;br /&gt;
{{Category|Metals}}{{Category|Materials}}&lt;br /&gt;
[[ru:DF2012:Metal]]&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Weapon&amp;diff=178710</id>
		<title>v0.34:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Weapon&amp;diff=178710"/>
		<updated>2012-11-15T02:49:11Z</updated>

		<summary type="html">&lt;p&gt;Bognor: /* Size */ actually don't know whether caste or race or whatever&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:06, 17 May 2012 (UTC)}}{{av}}&lt;br /&gt;
:''This page deals entirely with manufactured weapons. For natural weapons, see [[Natural weapon]].''&lt;br /&gt;
&lt;br /&gt;
A '''weapon''' in the sense described on this page is any object specifically designed to be wielded in the pursuit of bodily harm to others. In [[fortress mode]], weapons can be made at a [[metalsmith's forge]] (all metal weapons) using a single bar of metal, a [[bowyer's workshop]] (wooden and bone crossbows), or a [[craftsdwarf's workshop]] ([[obsidian]] short swords).&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
=== Native vs. foreign ===&lt;br /&gt;
Weapons fall into two categories: those that you can produce, and those that you can't. [[Weaponsmith]]s can produce seven types of native weapons at a [[metalsmith's forge]], but there are also fourteen foreign weapons that can be found in the hands of enemy combatants, or bought from trading caravans. These cannot be reliably produced by your dwarves, and may use skills they are unfamiliar with. It is also impossible to buy them in bulk, and considering they are of variable quality and material and usually quite expensive, they are rarely worth it, except when they are products of [[strange mood]]s (see strange moods, below). Since they are bread-and-butter for other nations, it is important to understand their properties when you have to fight enemies wielding them.&lt;br /&gt;
&lt;br /&gt;
=== Types of weapons ===&lt;br /&gt;
{{main|Attack types}}&lt;br /&gt;
One can divide weapons in dwarf fortress into three categories. The first is slashing weapons, like the shortsword and battle axe. These weapons work by concentrating their force along a blade, allowing them to make gashes in or completely sever body parts, and given the opportunity, make the quickest work of their foes. They are far less effective against armored targets, however, as armor will block most hits and convert them into weaker blunt damage.&lt;br /&gt;
&lt;br /&gt;
The second is piercing weapons, like the spear and foreign pike. These weapons work by concentrating their force at a point, allowing them to punch through armor and damage internal organs, often getting stuck and giving their wielder further leverage on the target. Note that ranged weapons - [[crossbow]]s, bows, and blowguns, (blowguns cannot be used as a ranged weapon currently), - are effectively piercing weapons with range to them. When used in melee, these weapons function like weaker war hammers.&lt;br /&gt;
&lt;br /&gt;
The third is crushing weapons, like the war hammer and mace. These weapons work by concentrating their force behind a large, blunt mass, putting dents in armor and breaking bones beneath their blows. These weapons are slow to kill their targets - dwarves have a habit of breaking every bone in their opponent's body before moving on to the next target - but are the most effective weapons against heavy and heavily armored foes which shrug off damage more easily.&lt;br /&gt;
&lt;br /&gt;
There's also training weapons. Training weapons are all wooden, and all made at the [[Carpenter's workshop|carpenter's workshop]]. Training axes, spears, and short swords can be constructed in dwarf fortress mode. They used to be useful for avoiding sparring injuries, but since dwarves sparring generally do not carry that risk, they are mostly useless, except in [[danger room]]s.&lt;br /&gt;
&lt;br /&gt;
=== Types of targets ===&lt;br /&gt;
One can divide the types of foes you will meet into three categories. The first is organic and unarmored (or poorly armored) enemies, like [[thief|thieves]], non-sentient [[creature]]s (be it local wildlife or siege mounts), [[semi-megabeast]]s and [[megabeast]]s besides the [[bronze colossus]]. Weapons that deal slashing damage work best and quickest against these types of enemies, severing whole body parts and leaving them severely incapacitated.&lt;br /&gt;
&lt;br /&gt;
The second is organic and armored enemies, like [[ambush]]ers and [[siege]]rs. The way [[armor]] works, slashing blows that are countered by a piece of armor are converted into generally less effective blunt damage; the best damage against these kinds of enemies are piercing weapons, which punch through armor and damage their internal organs, incapacitating them and allowing the wielder to finish them off. Crushing weapons work as well, although they are slower.&lt;br /&gt;
&lt;br /&gt;
The third and most dangerous types of enemies are inorganic enemies (or ones that [[Giant cave spider|don't feel pain]]), which are [[titan]]s, [[forgotten beast]]s, [[bronze colossus]]es, and [[HFS|hidden fun stuff]]. These enemies ''have'' no internal organs, and depending on the material they are made of, may be very difficult to slash at (although a forgotten beast made of, for instance, mud is laughably easy to kill). Against these enemies, crushing weapons are the best, because they can chip at their foes until they collapse from cumulative damage.&lt;br /&gt;
&lt;br /&gt;
=== Weapon skill ===&lt;br /&gt;
{{main|Combat skill#Weapon skill}}&lt;br /&gt;
Every type of weapon has its own associated [[military]] [[skill]]. The higher a dwarf is in his skill with a weapon, the better he will be able to use it in combat, connecting hammer blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the better at fighting the dwarf will be.&lt;br /&gt;
&lt;br /&gt;
Once a dwarf has reached &amp;quot;Great&amp;quot; skill in a certain weapon, they become weapon lords for that specific weapon. They are listed as such on the [[status]] screen, will love fighting, and will no longer complain about long patrol duties. Weapon skill is trained in fighting enemies in combat, demonstrations, and combat drills, but if you leave your dwarves shieldless, a [[danger room]] will train their skill very, very quickly. Note that this does not quite work for marksdwarves - danger rooming ranged weapons increases their melee skill, increasing their hammerdwarf skill, although [[Cross-training|this may be the point]].&lt;br /&gt;
&lt;br /&gt;
=== Attachment ===&lt;br /&gt;
A dwarf that has has used a particular weapon for a long time will grow attached to it, equipping it whenever their uniform allows them to. This is fine if they are wielding a ☼Steel Mace☼, but a major problem if they are wielding what is meant to be a training weapon (be it a wooden axe or a copper spear). You can avoid this pitfall by not using training weapons and not forging weapons until you have real weaponsmithing underway. These events generate [[announcement]]s.&lt;br /&gt;
&lt;br /&gt;
In addition, dwarves that reach a certain number or level of kills with a weapon will name it. This prompts a major announcement, and usually happens after a dwarf manages to put down something significant &amp;amp;mdash; a forgotten beast for instance. Only the last shot counts for the [[kill list|kill]]. Once named, the weapon will appear in the artifact list, albeit in blue.&lt;br /&gt;
&lt;br /&gt;
Dwarves may also become attached to shields and name them in the same way.&lt;br /&gt;
&lt;br /&gt;
=== Quality and strange moods ===&lt;br /&gt;
The quality of a weapon has a significant (and currently poorly understood) impact on its combat performance, as well as being significantly more valuable.&lt;br /&gt;
{{v0.31:Item quality/Table}}&lt;br /&gt;
&lt;br /&gt;
Weaponsmithing is a moodable profession, which means that you can get [[artifact]] weapons. This is a bit of a mixed bag: although a legendary [[armorsmith]], [[engraver]], or [[stone crafter]] would be more useful, it's certainly better then a legendary [[mechanic]]. Artifact weapons have a 3x combat bonus, but do ''not'' have to be made of logical materials; ordinarily a [[rainbow trout]] [[bone]] spear is impossible, but a moody dwarf can create one with a single bone. Thus artifact weapons made of totally inappropriate materials are inferior to regular ones made of weapons-grade metal, although the exact balance is still under discussion.&lt;br /&gt;
&lt;br /&gt;
Dwarves in strange moods are not held to producing native weapons, and in fact often don't, as the number of foreign weapons outnumbers the natives. In the case where they create a valuable and battle-worthy foreign weapon (like a steel two-handed sword), it's worth it to manually go through your dwarves to find someone who can best utilize it, and assign it to him. See the caveats of foreign weapons however, discussed below.&lt;br /&gt;
&lt;br /&gt;
=== Weapons as tools ===&lt;br /&gt;
[[Hunter]]s use crossbows, [[Wood cutter]]s use battle axes, and [[miner]]s use picks. They must be in possession of these items to do their jobs, and it's as simple as that.&lt;br /&gt;
&lt;br /&gt;
=== Ammunition ===&lt;br /&gt;
:''Main article: [[Ammunition]]''&lt;br /&gt;
&lt;br /&gt;
Crossbows and other ranged weapons require [[ammunition]] (in the case of the crossbow, [[bolt]]s). This ammunition is carried in a [[quiver]] in packs of about 25, and when they run out they will switch to using their ranged weapons as crude hammers. It's often a good idea to get them to retreat once they run out of ammo &amp;amp;mdash; crossbows are for shooting, not bashing.&lt;br /&gt;
&lt;br /&gt;
=== Secondary weapons ===&lt;br /&gt;
Although it sounds like a cool idea, equipping a marksdwarf with a backup shortsword just in case doesn't often work, as dwarves are just as quick to run up their foes and start bashing them with a crossbow as they are to draw their swords and do it properly.&lt;br /&gt;
&lt;br /&gt;
See [http://www.bay12forums.com/smf/index.php?topic=112008.0 this forum post] for details.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Native weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Hands Used&lt;br /&gt;
! [[Weaponsmith|Metal]]&lt;br /&gt;
! [[Bowyer|Wood]]&lt;br /&gt;
! [[Bowyer|Bone]]&lt;br /&gt;
! [[Stone crafter|Obsidian]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Battle Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
| Hack || Edge || 40000 || 6000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multigrasp?&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 40000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow (Melee)&lt;br /&gt;
| 400&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25x&lt;br /&gt;
| Hammer&lt;br /&gt;
| Singlegrasp?&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Mace&lt;br /&gt;
| 800&lt;br /&gt;
| Bash || Blunt || 20 || (200) || 2.0x&lt;br /&gt;
| Mace&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Pick (foreign)&lt;br /&gt;
| 500&lt;br /&gt;
| Strike || Edge || 100 || 4000 || 2.0x&lt;br /&gt;
| Mining&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Short Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Edge || 20000 || 4000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Singlegrasp&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
| Stab || Edge || 20 || 10000 || 1.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Singlegrasp&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| War Hammer&lt;br /&gt;
| 400&lt;br /&gt;
| Bash || Blunt || 10 || (200) || 2.0x&lt;br /&gt;
| Hammer&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that although the [[pick]] is a foreign weapon, it can be produced by dwarves and is therefore considered native.&lt;br /&gt;
&lt;br /&gt;
=== Details ===&lt;br /&gt;
*If you find your dwarves wearing more than one weapon -- or any unwanted [[armor]], for that matter -- one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least &amp;quot;left-handedness&amp;quot; seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped. &lt;br /&gt;
* Using weapons is much more effective than unarmed combat -- an untrained swordsdwarf with an [[iron]] weapon can defeat a grand master [[wrestler]], provided neither is wearing armor. &lt;br /&gt;
** Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this is an area requiring more research.&lt;br /&gt;
* The size for a weapon is its volume in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.&lt;br /&gt;
* The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks -- indicated by numbers in parentheses). Large contact areas combined with low penetration represent slashing attacks, while small contact areas with high penetration behave as piercing attacks.&lt;br /&gt;
* The velocity seems to adjust the amount of actual force used during the attack (otherwise based on the size of the weapon, the material from which the weapon is made, and the strength of the wielder) - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).&lt;br /&gt;
* Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a [[weaponsmith]] at a [[forge]], while wood and bone crossbows are made by a [[bowyer]] at a bowyer's workshop. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core [[item quality|quality]] of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a [[experience|legendary]] bowyer is a better choice than a proficient weaponsmith. &lt;br /&gt;
&lt;br /&gt;
=== Training weapons ===&lt;br /&gt;
All training weapons must be made of [[wood]] at the [[carpenter's workshop]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Training Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
| Hack || Blunt || 30000 || (6000) || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 30000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Training Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Blunt || 50 || (2000) || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Training Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
| Stab || Blunt || 200 || (10000) || 1.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Foreign weapons ===&lt;br /&gt;
Using any multigrasp weapon in a single hand (ie. with a shield in the other hand) gives you a disability to hit. Do not equip two-handed swords with a shield, for instance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Used by&lt;br /&gt;
! Hands Used&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 2H Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 900&lt;br /&gt;
| Slash || Edge || 100000 || 8000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 4000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 100000 || (8000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Blowgun (Melee)&lt;br /&gt;
| 150&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25x&lt;br /&gt;
| Sword&lt;br /&gt;
| Subterranean animal peoples&lt;br /&gt;
| Singlegrasp?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Bow (Melee)&lt;br /&gt;
| 300&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25x&lt;br /&gt;
| Sword&lt;br /&gt;
| [[Elf]], Goblin, Human, [[Kobold]]&lt;br /&gt;
| Singlegrasp?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Flail&lt;br /&gt;
| 500&lt;br /&gt;
| Bash || Blunt || 200 || (4000) || 2.5x&lt;br /&gt;
| Mace&lt;br /&gt;
| Goblin, Human&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Great Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1300&lt;br /&gt;
| Hack || Edge || 60000 || 8000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 60000 || (8000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Halberd&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
| Slash || Edge || 20000 || 8000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 20000 || (6000) || 1.25x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger (Large)&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 200&lt;br /&gt;
| Slash || Edge || 1000 || 800 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Goblin, Kobold&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 5 || 1000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 20 || (600) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Long Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 700&lt;br /&gt;
| Slash || Edge || 60000 || 6000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Elf, Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 3000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 60000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Maul&lt;br /&gt;
| 1300&lt;br /&gt;
| Bash || Blunt || 100 || (6000) || 2.0x&lt;br /&gt;
| Hammer&lt;br /&gt;
| Goblin, Human&lt;br /&gt;
| Multigrasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Morningstar&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 500&lt;br /&gt;
| Bash || Edge || 10 || 500 || 2.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Mace&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 50 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Pike&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 800&lt;br /&gt;
| Stab || Edge || 20 || 12000 || 1.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Pike&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Scimitar&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Edge || 20000 || 4000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 50 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Scourge&lt;br /&gt;
| 300&lt;br /&gt;
| Lash || Edge || 10 || 50 || 2.0x&lt;br /&gt;
| Whip&lt;br /&gt;
| Goblin&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Whip&lt;br /&gt;
| 100&lt;br /&gt;
| Lash || Blunt || 1 || (10) || 5.0x&lt;br /&gt;
| Whip&lt;br /&gt;
| Goblin, Human&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Size==&lt;br /&gt;
&lt;br /&gt;
Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33750 and 93750 (average 60000) based on their height and broadness, so not all dwarves can use all weapons. The following table shows approximately how many dwarves ''should be'' able to use each weapon one or two handed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Min Size&lt;br /&gt;
(Two-Handed)&lt;br /&gt;
! Min Size&lt;br /&gt;
(One-Handed)&lt;br /&gt;
! Dwarves&lt;br /&gt;
Can't Wield&lt;br /&gt;
! Dwarves Wield&lt;br /&gt;
Two-Handed&lt;br /&gt;
! Dwarves Wield&lt;br /&gt;
One-Handed&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Battle Axe&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49&lt;br /&gt;
| 10/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Crossbow (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Mace&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Pick&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49&lt;br /&gt;
| 10/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Short Sword&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Spear&lt;br /&gt;
| 5000&lt;br /&gt;
| 47500&lt;br /&gt;
| -&lt;br /&gt;
| 11/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| War Hammer&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Axe&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49&lt;br /&gt;
| 10/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Sword&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Spear&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49&lt;br /&gt;
| 10/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 2H Sword&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49&lt;br /&gt;
| 14/49&lt;br /&gt;
| 3/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Blowgun (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Bow (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Flail&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49&lt;br /&gt;
| 10/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Great Axe&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49&lt;br /&gt;
| 14/49&lt;br /&gt;
| 3/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Halberd&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49&lt;br /&gt;
| 14/49&lt;br /&gt;
| 3/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Dagger (Large)&lt;br /&gt;
| 5000&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Long Sword&lt;br /&gt;
| 52500&lt;br /&gt;
| 57500&lt;br /&gt;
| 11/49&lt;br /&gt;
| 7/49&lt;br /&gt;
| 31/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Maul&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49&lt;br /&gt;
| 14/49&lt;br /&gt;
| 3/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Morningstar&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Pike&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49&lt;br /&gt;
| 14/49&lt;br /&gt;
| 3/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Scimitar&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Scourge&lt;br /&gt;
| 22500&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Whip&lt;br /&gt;
| 22500&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details.&lt;br /&gt;
&lt;br /&gt;
Unfortunately this is currently bugged in Fortress mode.{{Bug|0005812}}  One-handed vs. two-handed checks are performed correctly, but can wield vs. can't wield ignores height and broadness modifiers.  So Dwarves in Fortress mode will never equip two handed swords, great axes, halberds, mauls, or pikes.  (But presumably they'll all be able to equip long swords, most with one hand?)  See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this] forum post.&lt;br /&gt;
&lt;br /&gt;
==Material==&lt;br /&gt;
{{v0.31 material metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Adamantine|color={{Tile|/|3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source=[[Raw adamantine]]|notes= &amp;lt;br/&amp;gt;|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Steel|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes= |soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|notes= |soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bronze|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Tin]] + [[Copper]]|notes= |soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Iron|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes= |soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Copper|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes= |soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native silver]], [[Horn silver]],&amp;lt;br /&amp;gt;[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes= |soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bone|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Wood|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Trees|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Shell|color={{Tile|/|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= Only available as Artifact Weapons.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Leather|color={{Tile|/|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= Material data added for comparison.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Obsidian|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Lava|notes= Only available for Short Swords.|soliddensity=2.67|mp=13600|val=3|valinc=+0|impactyield=120|impactfracture=120|impactelasticity=100|shearyield=15|shearfracture=15|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Crystal glass|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as Trap Components.|soliddensity=2.6|mp=13600|val=10|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Clear glass|color={{Tile|/|3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as Trap Components.|soliddensity=2.6|mp=13600|val=5|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Green glass|color={{Tile|/|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as Trap Components.|soliddensity=2.6|mp=13600|val=2|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:&lt;br /&gt;
**'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration.  Value shown here is g/cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
**'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Impact elasticity''' (or '''strain at yield'''): Used for blunt-force combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
**'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Shear elasticity''' (or '''strain at yield'''): Used for cutting calculations in combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
&lt;br /&gt;
*General Term Explanations (From Wikipedia)&lt;br /&gt;
**'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.&lt;br /&gt;
**'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.&lt;br /&gt;
**'''Stress''' - Force per area = F/A&lt;br /&gt;
**'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus&lt;br /&gt;
&lt;br /&gt;
=== Explanation ===&lt;br /&gt;
* '''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation).&lt;br /&gt;
* '''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material.&lt;br /&gt;
* '''Elasticity''' or '''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point.&lt;br /&gt;
&lt;br /&gt;
=== Implications ===&lt;br /&gt;
Yield strength combined with strain at yield can tell what a material will do under stress (be it from a hammer, axe, or arrow); higher yield means that it takes more stress to deform, while lower strain at yield means that it will deform less when stress is applied.&lt;br /&gt;
&lt;br /&gt;
== Combat testing ==&lt;br /&gt;
[[Adamantine]] and [[steel]] take first and second place respectively, with [[iron]] the third best material in the game, matched by the [[bronze]]s. Beyond that is [[copper]], the second worst material, and [[silver]] is the worst weapon material available (and due to the existence of training weapons, not even useful in that regard) in regards to edged weaponry. &lt;br /&gt;
&lt;br /&gt;
Additionally, with regards to blunt weapons almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details: [http://www.bay12forums.com/smf/index.php?topic=53571.0].&lt;br /&gt;
&lt;br /&gt;
Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Best&lt;br /&gt;
! Better&lt;br /&gt;
! Good&lt;br /&gt;
! Fair&lt;br /&gt;
! Poor&lt;br /&gt;
! Terrible&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Armor&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Edged Weapons&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| Silver&lt;br /&gt;
| For piercing iron armor, copper is better than bronze.  For piercing copper or bronze armor, bronze is better than copper.&lt;br /&gt;
|-&lt;br /&gt;
| Ammunition&lt;br /&gt;
| Steel, Iron, Bronze, Bismuth Bronze, Copper, Silver&lt;br /&gt;
| &lt;br /&gt;
| Adamantine&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Adamantine bolts deflect off of adamantine armor, but otherwise their performance is on par with bolts made out of other metals.&lt;br /&gt;
|-&lt;br /&gt;
| Blunt Weapons&lt;br /&gt;
| Steel, Silver&lt;br /&gt;
| Copper, Bismuth Bronze, Bronze, Iron&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Adamantine&lt;br /&gt;
| All six non-adamantine metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cross referencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons.&lt;br /&gt;
&lt;br /&gt;
===Analysis===&lt;br /&gt;
&lt;br /&gt;
Testing of weapons (15 dwarves vs. 15 dwarves combats) in the [[object testing arena]] shows that the best dwarven-made weapon against humanoids is the silver war hammer {{version|0.31.12}}.&lt;br /&gt;
&lt;br /&gt;
Even in 15&amp;amp;times;(steel armor+silver war hammer) versus 15&amp;amp;times;(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted &amp;amp;mdash; axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a [[bronze colossus]] (attacks were glancing away) due to bronze being a better &amp;quot;weapon&amp;quot; material.&lt;br /&gt;
&lt;br /&gt;
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves.  Tests show that indeed [[gold]] and [[platinum]] (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).&lt;br /&gt;
&lt;br /&gt;
For more on ranged ammunition see the forum thread [http://www.bay12forums.com/smf/index.php?topic=116151.0 Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors].&lt;br /&gt;
&lt;br /&gt;
More arena tests are available in the [[Main:Military testing|Military testing]] article.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Equipping weapons/armor on military is erratic{{Bug|535}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Industry}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Weapon&amp;diff=178709</id>
		<title>v0.34:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Weapon&amp;diff=178709"/>
		<updated>2012-11-15T02:47:25Z</updated>

		<summary type="html">&lt;p&gt;Bognor: /* Size */ note inability of ANY dwarf to equip large weapons in fortress mode, per provided links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:06, 17 May 2012 (UTC)}}{{av}}&lt;br /&gt;
:''This page deals entirely with manufactured weapons. For natural weapons, see [[Natural weapon]].''&lt;br /&gt;
&lt;br /&gt;
A '''weapon''' in the sense described on this page is any object specifically designed to be wielded in the pursuit of bodily harm to others. In [[fortress mode]], weapons can be made at a [[metalsmith's forge]] (all metal weapons) using a single bar of metal, a [[bowyer's workshop]] (wooden and bone crossbows), or a [[craftsdwarf's workshop]] ([[obsidian]] short swords).&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
=== Native vs. foreign ===&lt;br /&gt;
Weapons fall into two categories: those that you can produce, and those that you can't. [[Weaponsmith]]s can produce seven types of native weapons at a [[metalsmith's forge]], but there are also fourteen foreign weapons that can be found in the hands of enemy combatants, or bought from trading caravans. These cannot be reliably produced by your dwarves, and may use skills they are unfamiliar with. It is also impossible to buy them in bulk, and considering they are of variable quality and material and usually quite expensive, they are rarely worth it, except when they are products of [[strange mood]]s (see strange moods, below). Since they are bread-and-butter for other nations, it is important to understand their properties when you have to fight enemies wielding them.&lt;br /&gt;
&lt;br /&gt;
=== Types of weapons ===&lt;br /&gt;
{{main|Attack types}}&lt;br /&gt;
One can divide weapons in dwarf fortress into three categories. The first is slashing weapons, like the shortsword and battle axe. These weapons work by concentrating their force along a blade, allowing them to make gashes in or completely sever body parts, and given the opportunity, make the quickest work of their foes. They are far less effective against armored targets, however, as armor will block most hits and convert them into weaker blunt damage.&lt;br /&gt;
&lt;br /&gt;
The second is piercing weapons, like the spear and foreign pike. These weapons work by concentrating their force at a point, allowing them to punch through armor and damage internal organs, often getting stuck and giving their wielder further leverage on the target. Note that ranged weapons - [[crossbow]]s, bows, and blowguns, (blowguns cannot be used as a ranged weapon currently), - are effectively piercing weapons with range to them. When used in melee, these weapons function like weaker war hammers.&lt;br /&gt;
&lt;br /&gt;
The third is crushing weapons, like the war hammer and mace. These weapons work by concentrating their force behind a large, blunt mass, putting dents in armor and breaking bones beneath their blows. These weapons are slow to kill their targets - dwarves have a habit of breaking every bone in their opponent's body before moving on to the next target - but are the most effective weapons against heavy and heavily armored foes which shrug off damage more easily.&lt;br /&gt;
&lt;br /&gt;
There's also training weapons. Training weapons are all wooden, and all made at the [[Carpenter's workshop|carpenter's workshop]]. Training axes, spears, and short swords can be constructed in dwarf fortress mode. They used to be useful for avoiding sparring injuries, but since dwarves sparring generally do not carry that risk, they are mostly useless, except in [[danger room]]s.&lt;br /&gt;
&lt;br /&gt;
=== Types of targets ===&lt;br /&gt;
One can divide the types of foes you will meet into three categories. The first is organic and unarmored (or poorly armored) enemies, like [[thief|thieves]], non-sentient [[creature]]s (be it local wildlife or siege mounts), [[semi-megabeast]]s and [[megabeast]]s besides the [[bronze colossus]]. Weapons that deal slashing damage work best and quickest against these types of enemies, severing whole body parts and leaving them severely incapacitated.&lt;br /&gt;
&lt;br /&gt;
The second is organic and armored enemies, like [[ambush]]ers and [[siege]]rs. The way [[armor]] works, slashing blows that are countered by a piece of armor are converted into generally less effective blunt damage; the best damage against these kinds of enemies are piercing weapons, which punch through armor and damage their internal organs, incapacitating them and allowing the wielder to finish them off. Crushing weapons work as well, although they are slower.&lt;br /&gt;
&lt;br /&gt;
The third and most dangerous types of enemies are inorganic enemies (or ones that [[Giant cave spider|don't feel pain]]), which are [[titan]]s, [[forgotten beast]]s, [[bronze colossus]]es, and [[HFS|hidden fun stuff]]. These enemies ''have'' no internal organs, and depending on the material they are made of, may be very difficult to slash at (although a forgotten beast made of, for instance, mud is laughably easy to kill). Against these enemies, crushing weapons are the best, because they can chip at their foes until they collapse from cumulative damage.&lt;br /&gt;
&lt;br /&gt;
=== Weapon skill ===&lt;br /&gt;
{{main|Combat skill#Weapon skill}}&lt;br /&gt;
Every type of weapon has its own associated [[military]] [[skill]]. The higher a dwarf is in his skill with a weapon, the better he will be able to use it in combat, connecting hammer blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the better at fighting the dwarf will be.&lt;br /&gt;
&lt;br /&gt;
Once a dwarf has reached &amp;quot;Great&amp;quot; skill in a certain weapon, they become weapon lords for that specific weapon. They are listed as such on the [[status]] screen, will love fighting, and will no longer complain about long patrol duties. Weapon skill is trained in fighting enemies in combat, demonstrations, and combat drills, but if you leave your dwarves shieldless, a [[danger room]] will train their skill very, very quickly. Note that this does not quite work for marksdwarves - danger rooming ranged weapons increases their melee skill, increasing their hammerdwarf skill, although [[Cross-training|this may be the point]].&lt;br /&gt;
&lt;br /&gt;
=== Attachment ===&lt;br /&gt;
A dwarf that has has used a particular weapon for a long time will grow attached to it, equipping it whenever their uniform allows them to. This is fine if they are wielding a ☼Steel Mace☼, but a major problem if they are wielding what is meant to be a training weapon (be it a wooden axe or a copper spear). You can avoid this pitfall by not using training weapons and not forging weapons until you have real weaponsmithing underway. These events generate [[announcement]]s.&lt;br /&gt;
&lt;br /&gt;
In addition, dwarves that reach a certain number or level of kills with a weapon will name it. This prompts a major announcement, and usually happens after a dwarf manages to put down something significant &amp;amp;mdash; a forgotten beast for instance. Only the last shot counts for the [[kill list|kill]]. Once named, the weapon will appear in the artifact list, albeit in blue.&lt;br /&gt;
&lt;br /&gt;
Dwarves may also become attached to shields and name them in the same way.&lt;br /&gt;
&lt;br /&gt;
=== Quality and strange moods ===&lt;br /&gt;
The quality of a weapon has a significant (and currently poorly understood) impact on its combat performance, as well as being significantly more valuable.&lt;br /&gt;
{{v0.31:Item quality/Table}}&lt;br /&gt;
&lt;br /&gt;
Weaponsmithing is a moodable profession, which means that you can get [[artifact]] weapons. This is a bit of a mixed bag: although a legendary [[armorsmith]], [[engraver]], or [[stone crafter]] would be more useful, it's certainly better then a legendary [[mechanic]]. Artifact weapons have a 3x combat bonus, but do ''not'' have to be made of logical materials; ordinarily a [[rainbow trout]] [[bone]] spear is impossible, but a moody dwarf can create one with a single bone. Thus artifact weapons made of totally inappropriate materials are inferior to regular ones made of weapons-grade metal, although the exact balance is still under discussion.&lt;br /&gt;
&lt;br /&gt;
Dwarves in strange moods are not held to producing native weapons, and in fact often don't, as the number of foreign weapons outnumbers the natives. In the case where they create a valuable and battle-worthy foreign weapon (like a steel two-handed sword), it's worth it to manually go through your dwarves to find someone who can best utilize it, and assign it to him. See the caveats of foreign weapons however, discussed below.&lt;br /&gt;
&lt;br /&gt;
=== Weapons as tools ===&lt;br /&gt;
[[Hunter]]s use crossbows, [[Wood cutter]]s use battle axes, and [[miner]]s use picks. They must be in possession of these items to do their jobs, and it's as simple as that.&lt;br /&gt;
&lt;br /&gt;
=== Ammunition ===&lt;br /&gt;
:''Main article: [[Ammunition]]''&lt;br /&gt;
&lt;br /&gt;
Crossbows and other ranged weapons require [[ammunition]] (in the case of the crossbow, [[bolt]]s). This ammunition is carried in a [[quiver]] in packs of about 25, and when they run out they will switch to using their ranged weapons as crude hammers. It's often a good idea to get them to retreat once they run out of ammo &amp;amp;mdash; crossbows are for shooting, not bashing.&lt;br /&gt;
&lt;br /&gt;
=== Secondary weapons ===&lt;br /&gt;
Although it sounds like a cool idea, equipping a marksdwarf with a backup shortsword just in case doesn't often work, as dwarves are just as quick to run up their foes and start bashing them with a crossbow as they are to draw their swords and do it properly.&lt;br /&gt;
&lt;br /&gt;
See [http://www.bay12forums.com/smf/index.php?topic=112008.0 this forum post] for details.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Native weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Hands Used&lt;br /&gt;
! [[Weaponsmith|Metal]]&lt;br /&gt;
! [[Bowyer|Wood]]&lt;br /&gt;
! [[Bowyer|Bone]]&lt;br /&gt;
! [[Stone crafter|Obsidian]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Battle Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
| Hack || Edge || 40000 || 6000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multigrasp?&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 40000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow (Melee)&lt;br /&gt;
| 400&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25x&lt;br /&gt;
| Hammer&lt;br /&gt;
| Singlegrasp?&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Mace&lt;br /&gt;
| 800&lt;br /&gt;
| Bash || Blunt || 20 || (200) || 2.0x&lt;br /&gt;
| Mace&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Pick (foreign)&lt;br /&gt;
| 500&lt;br /&gt;
| Strike || Edge || 100 || 4000 || 2.0x&lt;br /&gt;
| Mining&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Short Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Edge || 20000 || 4000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Singlegrasp&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
| Stab || Edge || 20 || 10000 || 1.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Singlegrasp&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| War Hammer&lt;br /&gt;
| 400&lt;br /&gt;
| Bash || Blunt || 10 || (200) || 2.0x&lt;br /&gt;
| Hammer&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that although the [[pick]] is a foreign weapon, it can be produced by dwarves and is therefore considered native.&lt;br /&gt;
&lt;br /&gt;
=== Details ===&lt;br /&gt;
*If you find your dwarves wearing more than one weapon -- or any unwanted [[armor]], for that matter -- one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least &amp;quot;left-handedness&amp;quot; seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped. &lt;br /&gt;
* Using weapons is much more effective than unarmed combat -- an untrained swordsdwarf with an [[iron]] weapon can defeat a grand master [[wrestler]], provided neither is wearing armor. &lt;br /&gt;
** Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this is an area requiring more research.&lt;br /&gt;
* The size for a weapon is its volume in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.&lt;br /&gt;
* The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks -- indicated by numbers in parentheses). Large contact areas combined with low penetration represent slashing attacks, while small contact areas with high penetration behave as piercing attacks.&lt;br /&gt;
* The velocity seems to adjust the amount of actual force used during the attack (otherwise based on the size of the weapon, the material from which the weapon is made, and the strength of the wielder) - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).&lt;br /&gt;
* Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a [[weaponsmith]] at a [[forge]], while wood and bone crossbows are made by a [[bowyer]] at a bowyer's workshop. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core [[item quality|quality]] of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a [[experience|legendary]] bowyer is a better choice than a proficient weaponsmith. &lt;br /&gt;
&lt;br /&gt;
=== Training weapons ===&lt;br /&gt;
All training weapons must be made of [[wood]] at the [[carpenter's workshop]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Training Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
| Hack || Blunt || 30000 || (6000) || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 30000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Training Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Blunt || 50 || (2000) || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Training Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
| Stab || Blunt || 200 || (10000) || 1.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Foreign weapons ===&lt;br /&gt;
Using any multigrasp weapon in a single hand (ie. with a shield in the other hand) gives you a disability to hit. Do not equip two-handed swords with a shield, for instance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Used by&lt;br /&gt;
! Hands Used&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 2H Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 900&lt;br /&gt;
| Slash || Edge || 100000 || 8000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 4000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 100000 || (8000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Blowgun (Melee)&lt;br /&gt;
| 150&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25x&lt;br /&gt;
| Sword&lt;br /&gt;
| Subterranean animal peoples&lt;br /&gt;
| Singlegrasp?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Bow (Melee)&lt;br /&gt;
| 300&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25x&lt;br /&gt;
| Sword&lt;br /&gt;
| [[Elf]], Goblin, Human, [[Kobold]]&lt;br /&gt;
| Singlegrasp?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Flail&lt;br /&gt;
| 500&lt;br /&gt;
| Bash || Blunt || 200 || (4000) || 2.5x&lt;br /&gt;
| Mace&lt;br /&gt;
| Goblin, Human&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Great Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1300&lt;br /&gt;
| Hack || Edge || 60000 || 8000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 60000 || (8000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Halberd&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
| Slash || Edge || 20000 || 8000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 20000 || (6000) || 1.25x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger (Large)&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 200&lt;br /&gt;
| Slash || Edge || 1000 || 800 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Goblin, Kobold&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 5 || 1000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 20 || (600) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Long Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 700&lt;br /&gt;
| Slash || Edge || 60000 || 6000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Elf, Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 3000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 60000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Maul&lt;br /&gt;
| 1300&lt;br /&gt;
| Bash || Blunt || 100 || (6000) || 2.0x&lt;br /&gt;
| Hammer&lt;br /&gt;
| Goblin, Human&lt;br /&gt;
| Multigrasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Morningstar&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 500&lt;br /&gt;
| Bash || Edge || 10 || 500 || 2.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Mace&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 50 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Pike&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 800&lt;br /&gt;
| Stab || Edge || 20 || 12000 || 1.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Pike&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Scimitar&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Edge || 20000 || 4000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 50 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Scourge&lt;br /&gt;
| 300&lt;br /&gt;
| Lash || Edge || 10 || 50 || 2.0x&lt;br /&gt;
| Whip&lt;br /&gt;
| Goblin&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Whip&lt;br /&gt;
| 100&lt;br /&gt;
| Lash || Blunt || 1 || (10) || 5.0x&lt;br /&gt;
| Whip&lt;br /&gt;
| Goblin, Human&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Size==&lt;br /&gt;
&lt;br /&gt;
Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33750 and 93750 (average 60000) based on their height and broadness, so not all dwarves can use all weapons. The following table shows approximately how many dwarves ''should be'' able to use each weapon one or two handed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Min Size&lt;br /&gt;
(Two-Handed)&lt;br /&gt;
! Min Size&lt;br /&gt;
(One-Handed)&lt;br /&gt;
! Dwarves&lt;br /&gt;
Can't Wield&lt;br /&gt;
! Dwarves Wield&lt;br /&gt;
Two-Handed&lt;br /&gt;
! Dwarves Wield&lt;br /&gt;
One-Handed&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Battle Axe&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49&lt;br /&gt;
| 10/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Crossbow (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Mace&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Pick&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49&lt;br /&gt;
| 10/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Short Sword&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Spear&lt;br /&gt;
| 5000&lt;br /&gt;
| 47500&lt;br /&gt;
| -&lt;br /&gt;
| 11/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| War Hammer&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Axe&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49&lt;br /&gt;
| 10/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Sword&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Spear&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49&lt;br /&gt;
| 10/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| 2H Sword&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49&lt;br /&gt;
| 14/49&lt;br /&gt;
| 3/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Blowgun (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Bow (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Flail&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49&lt;br /&gt;
| 10/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Great Axe&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49&lt;br /&gt;
| 14/49&lt;br /&gt;
| 3/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Halberd&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49&lt;br /&gt;
| 14/49&lt;br /&gt;
| 3/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Dagger (Large)&lt;br /&gt;
| 5000&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Long Sword&lt;br /&gt;
| 52500&lt;br /&gt;
| 57500&lt;br /&gt;
| 11/49&lt;br /&gt;
| 7/49&lt;br /&gt;
| 31/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Maul&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49&lt;br /&gt;
| 14/49&lt;br /&gt;
| 3/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Morningstar&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Pike&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49&lt;br /&gt;
| 14/49&lt;br /&gt;
| 3/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Scimitar&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Scourge&lt;br /&gt;
| 22500&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Whip&lt;br /&gt;
| 22500&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details.&lt;br /&gt;
&lt;br /&gt;
Unfortunately this is currently bugged in Fortress mode.{{Bug|0005812}}  One-handed vs. two-handed checks are performed correctly, but can wield vs. can't wield considers only the creature's caste, not height or broadness modifiers.  So Dwarves in Fortress mode will never equip two handed swords, great axes, halberds, mauls, or pikes.  (But presumably they'll all be able to equip long swords, most with one hand?)  See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this] forum post.&lt;br /&gt;
&lt;br /&gt;
==Material==&lt;br /&gt;
{{v0.31 material metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Adamantine|color={{Tile|/|3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source=[[Raw adamantine]]|notes= &amp;lt;br/&amp;gt;|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Steel|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes= |soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|notes= |soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bronze|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Tin]] + [[Copper]]|notes= |soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Iron|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes= |soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Copper|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes= |soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native silver]], [[Horn silver]],&amp;lt;br /&amp;gt;[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes= |soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bone|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Wood|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Trees|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Shell|color={{Tile|/|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= Only available as Artifact Weapons.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Leather|color={{Tile|/|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= Material data added for comparison.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Obsidian|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Lava|notes= Only available for Short Swords.|soliddensity=2.67|mp=13600|val=3|valinc=+0|impactyield=120|impactfracture=120|impactelasticity=100|shearyield=15|shearfracture=15|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Crystal glass|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as Trap Components.|soliddensity=2.6|mp=13600|val=10|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Clear glass|color={{Tile|/|3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as Trap Components.|soliddensity=2.6|mp=13600|val=5|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Green glass|color={{Tile|/|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as Trap Components.|soliddensity=2.6|mp=13600|val=2|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:&lt;br /&gt;
**'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration.  Value shown here is g/cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
**'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Impact elasticity''' (or '''strain at yield'''): Used for blunt-force combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
**'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Shear elasticity''' (or '''strain at yield'''): Used for cutting calculations in combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
&lt;br /&gt;
*General Term Explanations (From Wikipedia)&lt;br /&gt;
**'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.&lt;br /&gt;
**'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.&lt;br /&gt;
**'''Stress''' - Force per area = F/A&lt;br /&gt;
**'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus&lt;br /&gt;
&lt;br /&gt;
=== Explanation ===&lt;br /&gt;
* '''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation).&lt;br /&gt;
* '''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material.&lt;br /&gt;
* '''Elasticity''' or '''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point.&lt;br /&gt;
&lt;br /&gt;
=== Implications ===&lt;br /&gt;
Yield strength combined with strain at yield can tell what a material will do under stress (be it from a hammer, axe, or arrow); higher yield means that it takes more stress to deform, while lower strain at yield means that it will deform less when stress is applied.&lt;br /&gt;
&lt;br /&gt;
== Combat testing ==&lt;br /&gt;
[[Adamantine]] and [[steel]] take first and second place respectively, with [[iron]] the third best material in the game, matched by the [[bronze]]s. Beyond that is [[copper]], the second worst material, and [[silver]] is the worst weapon material available (and due to the existence of training weapons, not even useful in that regard) in regards to edged weaponry. &lt;br /&gt;
&lt;br /&gt;
Additionally, with regards to blunt weapons almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details: [http://www.bay12forums.com/smf/index.php?topic=53571.0].&lt;br /&gt;
&lt;br /&gt;
Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Best&lt;br /&gt;
! Better&lt;br /&gt;
! Good&lt;br /&gt;
! Fair&lt;br /&gt;
! Poor&lt;br /&gt;
! Terrible&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Armor&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Edged Weapons&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| Silver&lt;br /&gt;
| For piercing iron armor, copper is better than bronze.  For piercing copper or bronze armor, bronze is better than copper.&lt;br /&gt;
|-&lt;br /&gt;
| Ammunition&lt;br /&gt;
| Steel, Iron, Bronze, Bismuth Bronze, Copper, Silver&lt;br /&gt;
| &lt;br /&gt;
| Adamantine&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Adamantine bolts deflect off of adamantine armor, but otherwise their performance is on par with bolts made out of other metals.&lt;br /&gt;
|-&lt;br /&gt;
| Blunt Weapons&lt;br /&gt;
| Steel, Silver&lt;br /&gt;
| Copper, Bismuth Bronze, Bronze, Iron&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Adamantine&lt;br /&gt;
| All six non-adamantine metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cross referencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons.&lt;br /&gt;
&lt;br /&gt;
===Analysis===&lt;br /&gt;
&lt;br /&gt;
Testing of weapons (15 dwarves vs. 15 dwarves combats) in the [[object testing arena]] shows that the best dwarven-made weapon against humanoids is the silver war hammer {{version|0.31.12}}.&lt;br /&gt;
&lt;br /&gt;
Even in 15&amp;amp;times;(steel armor+silver war hammer) versus 15&amp;amp;times;(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted &amp;amp;mdash; axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a [[bronze colossus]] (attacks were glancing away) due to bronze being a better &amp;quot;weapon&amp;quot; material.&lt;br /&gt;
&lt;br /&gt;
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves.  Tests show that indeed [[gold]] and [[platinum]] (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).&lt;br /&gt;
&lt;br /&gt;
For more on ranged ammunition see the forum thread [http://www.bay12forums.com/smf/index.php?topic=116151.0 Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors].&lt;br /&gt;
&lt;br /&gt;
More arena tests are available in the [[Main:Military testing|Military testing]] article.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Equipping weapons/armor on military is erratic{{Bug|535}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Industry}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Thought&amp;diff=177919</id>
		<title>40d:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Thought&amp;diff=177919"/>
		<updated>2012-09-26T12:02:20Z</updated>

		<summary type="html">&lt;p&gt;Bognor: fix typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Masterwork}}&lt;br /&gt;
Dwarf psychology is not all that complex - various events cause dwarves to gain 'thoughts'. Thoughts have a happiness/unhappiness value. The value of all the thoughts a particular dwarf has is simply summed to determine how happy or unhappy they are. If dwarves are particularly unhappy, they may throw [[tantrum]]s, and may enter fell or macabre [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
To view a dwarf's thoughts, press {{key|v}} on the dwarf. Then press {{key|p}}(preferences) -&amp;gt; {{key|z}} -&amp;gt; {{key|enter}}.&amp;lt;br/&amp;gt;&lt;br /&gt;
Now you will see descriptions on how the dwarf feels ''(Ecstatic, happy, content, unhappy, miserable)'', and what recent events made an impact on the dwarf.  There are also some personal traits listed on the bottom.&lt;br /&gt;
&lt;br /&gt;
== Happy thoughts ==&lt;br /&gt;
A catalog of happy thoughts:&lt;br /&gt;
* &amp;quot;Slept in a (good) quality [[bedroom]] recently&amp;quot; &lt;br /&gt;
* &amp;quot;Dined in a (good) quality [[dining room]] lately&amp;quot; &lt;br /&gt;
* &amp;quot;Had a pretty decent/fine/good/wonderful/truly decadent drink/meal lately&amp;quot; -boosted by food pref?&lt;br /&gt;
* &amp;quot;Is quite pleased with making an [[artifact]]&amp;quot; - huge boost&lt;br /&gt;
* &amp;quot;Admired a fine craft/furniture/building lately&amp;quot; &lt;br /&gt;
* &amp;quot;Admired a own fine craft/furniture/building lately&amp;quot; -both of these boosted by material pref.&lt;br /&gt;
* &amp;quot;Made a friend recently&amp;quot; &lt;br /&gt;
* &amp;quot;Talked with a friend lately&amp;quot; &lt;br /&gt;
* &amp;quot;Talked with the spouse lately&amp;quot; &lt;br /&gt;
* &amp;quot;Talked with a parent lately&amp;quot; -Child&lt;br /&gt;
* &amp;quot;Was comforted by a pet recently&amp;quot;&lt;br /&gt;
* &amp;quot;Received [[water]]/[[food]] recently&amp;quot;&lt;br /&gt;
* &amp;quot;Gave somebody water/food lately&amp;quot;&lt;br /&gt;
* &amp;quot;Was comforted by a lovely waterfall lately&amp;quot; - Mist from falling water&lt;br /&gt;
* &amp;quot;Has been rescued recently&amp;quot; - Wounded&lt;br /&gt;
* &amp;quot;Was able to rest and recuperate lately&amp;quot; - Wounded&lt;br /&gt;
* &amp;quot;Made a satisfying acquisition lately.&amp;quot;&lt;br /&gt;
* &amp;quot;Has been satisfied at work lately&amp;quot; -boosted by preferences&lt;br /&gt;
* &amp;quot;Had a satisfying sparring session lately&amp;quot;&lt;br /&gt;
* &amp;quot;Pleased to have a mandate deadline met lately&amp;quot; - you are treating the [[noble]]s wrong, they get cocky&lt;br /&gt;
* &amp;quot;Conducted a meeting in a great setting recently&amp;quot;&lt;br /&gt;
* &amp;quot;Was honored to join the Fortress Guard&amp;quot;&lt;br /&gt;
* &amp;quot;Took joy in slaughter lately&amp;quot;&lt;br /&gt;
* &amp;quot;Beat somebody with a hammer recently&amp;quot; - Hammerer&lt;br /&gt;
* &amp;quot;Was glad to have punishment delayed recently&amp;quot; - Criminal&lt;br /&gt;
* &amp;quot;Is happy to be free&amp;quot; - criminal after his sentence ended&lt;br /&gt;
* &amp;quot;Was very pleased to receive a higher rank of nobility recently&amp;quot; - Count&lt;br /&gt;
* &amp;quot;Was very happy to be elected mayor recently&amp;quot; - Mayor&lt;br /&gt;
* &amp;quot;Was satisfied to bring up job scarcity in a meeting lately&amp;quot; - after a meeting at the manager's office&lt;br /&gt;
* &amp;quot;Cried on somebody in charge lately and felt a little/lot better afterwards&amp;quot; - result of an unhappy dwarf using mayor's consoler skill.&lt;br /&gt;
* &amp;quot;Shouted at someone in charge recently, and felt better afterwards&amp;quot; - result of an unhappy dwarf using mayor's pacifier skill.&lt;br /&gt;
&lt;br /&gt;
==Unhappy thoughts ==&lt;br /&gt;
A catalog of unhappy thoughts:&lt;br /&gt;
* &amp;quot;Slept without a [[bed]] / Slept in the mud&amp;quot;&lt;br /&gt;
* &amp;quot;Slept without a decent room lately&amp;quot;&lt;br /&gt;
* &amp;quot;Ate in poor dining room recently&amp;quot; - Noble&lt;br /&gt;
* &amp;quot;Slept uneasily due to [[noise]] recently&amp;quot;&lt;br /&gt;
* &amp;quot;Was awoken by noise while sleeping lately&amp;quot;&lt;br /&gt;
* &amp;quot;Complained of the lack of [[chair]]s / [[table]]s&amp;quot;&lt;br /&gt;
* &amp;quot;Was upset to be wearing old/tattered clothing lately&amp;quot; -removed/deferred for later versions&lt;br /&gt;
* &amp;quot;Complained about the [[military|draft]]&amp;quot;&lt;br /&gt;
* &amp;quot;Complained of thirst lately&amp;quot;&lt;br /&gt;
* &amp;quot;Has been dehydrated&amp;quot;&lt;br /&gt;
* &amp;quot;Has been starving lately&amp;quot;&lt;br /&gt;
* &amp;quot;Was upset at having given aid to someone lately&amp;quot; -personality trait&lt;br /&gt;
* &amp;quot;Lost a good friend/husband/wife/child&amp;quot;&lt;br /&gt;
* &amp;quot;Had a miscarriage recently&amp;quot; - Married female&lt;br /&gt;
* &amp;quot;Was knocked out during a cave-in lately&amp;quot;&lt;br /&gt;
* &amp;quot;Sustained minor injuries lately&amp;quot;&lt;br /&gt;
* &amp;quot;Was annoyed by [[vermin]]&amp;quot; &lt;br /&gt;
* &amp;quot;Has been accosted by terrible vermin&amp;quot; -personal dislike&lt;br /&gt;
* &amp;quot;Was disgusted by [[miasma]]&amp;quot;&lt;br /&gt;
* &amp;quot;Has been annoyed by flies&amp;quot;&lt;br /&gt;
* &amp;quot;Was [[Cave adaptation|nauseated]] by the sun lately&amp;quot;&lt;br /&gt;
* &amp;quot;Has witnessed death&amp;quot;&lt;br /&gt;
* &amp;quot;Is depressed about being [[Justice|confined]]&amp;quot;&lt;br /&gt;
* &amp;quot;Was unhappy with the lack of work last season&amp;quot;''&lt;br /&gt;
* &amp;quot;Was unable to make suggestions about [[manager|work allocations]] lately&amp;quot; - Manager&lt;br /&gt;
* &amp;quot;Was unable to find someone to complain to about job scarcity lately&amp;quot;&lt;br /&gt;
* &amp;quot;Was shouted at by an unhappy citizen lately&amp;quot; - After counselling an unhappy dwarf&lt;br /&gt;
* &amp;quot;Was upset to have disappointed a noble recently&amp;quot; - Tax Collector  &lt;br /&gt;
* &amp;quot;Was misinformed about a room for tax collection recently&amp;quot; - Tax Collector &lt;br /&gt;
* &amp;quot;Was worried not to have adequate protection lately&amp;quot; - Tax Collector &lt;br /&gt;
* &amp;quot;Was upset by having a mandate ignored lately&amp;quot; (heh, noble gets what's coming to him!)&lt;br /&gt;
* &amp;quot;Conducted a meeting in an awful setting recently&amp;quot; - Mayor&lt;br /&gt;
* &amp;quot;Was angered that nobody could be punished for a recent failure&amp;quot; - Noble&lt;br /&gt;
* &amp;quot;Was upset/flattened/shattered/enraged/traumatized/utterly traumatized by a lesser's pretentious sleeping/dining/office/burial arrangements lately&amp;quot; - Noble&lt;br /&gt;
* &amp;quot;Has been evicted lately&amp;quot;&lt;br /&gt;
* &amp;quot;Formed a grudge recently&amp;quot;&lt;br /&gt;
* &amp;quot;Was caught in the rain lately&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The mechanics of thoughts ==&lt;br /&gt;
&lt;br /&gt;
{{Spoiler|The rest of this page|the exact mechanics of thoughts}}&lt;br /&gt;
&lt;br /&gt;
A dwarf's emotional state is quantified in a single number. This number is computed by summing the modifier for each thought the dwarf is currently remembering. Each thought lasts one year, and after half a year has passed since gaining a thought, the modifier is halved, rounding away from zero (so 7 halved would be 4 and -9 halved would be -5). There is no way to tell the age of a thought.&lt;br /&gt;
&lt;br /&gt;
The resulting number is then used in this table:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot;&lt;br /&gt;
! Number&lt;br /&gt;
! Happiness&lt;br /&gt;
|-&lt;br /&gt;
| 150 or more || ecstatic&lt;br /&gt;
|-&lt;br /&gt;
| 125 to 149 || happy&lt;br /&gt;
|-&lt;br /&gt;
| 75 to 124 || quite content&lt;br /&gt;
|-&lt;br /&gt;
| 51 to 74 || fine&lt;br /&gt;
|-&lt;br /&gt;
| 26 to 50 || unhappy&lt;br /&gt;
|-&lt;br /&gt;
| 1 to 25 || very unhappy&lt;br /&gt;
|-&lt;br /&gt;
| 0 || miserable &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The method by which one is chosen for thoughts with multiple negative bonus possibilities is presently unknown. It appears that some are merely incremented for each occurrence. Others apparently are chosen by the severity of the incident that caused the thought.&lt;br /&gt;
&lt;br /&gt;
== Thoughts Experienced ==&lt;br /&gt;
&lt;br /&gt;
There are 217 thoughts that a dwarf can experience in this version of Dwarf Fortress. Many of these thoughts never actually occur, but are placeholders for things that have yet to be implemented (or were present in earlier versions but subsequently removed):&lt;br /&gt;
&lt;br /&gt;
Thoughts marked as &amp;quot;Tragedy&amp;quot; have their happiness penalties reduced based on how hardened the dwarf has become - somebody who &amp;quot;doesn't care about anything anymore&amp;quot; will receive the minimum penalty listed.&lt;br /&gt;
&lt;br /&gt;
Thoughts marked as &amp;quot;Outdoors&amp;quot; have their happiness penalties reduced based on how much the dwarf enjoys working outdoors - somebody who &amp;quot;likes working outdoors and grumbles only mildly at inclement weather&amp;quot; will receive the minimum penalty listed.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Index&lt;br /&gt;
! Value&lt;br /&gt;
! Thought&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 0 || -50/-30/-20/-10 || had a miscarriage recently || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 1 || -10 || has been evicted lately&lt;br /&gt;
|-&lt;br /&gt;
| 2 || -5 || has been tired lately&lt;br /&gt;
|-&lt;br /&gt;
| 3 || -30 || has been exhausted lately&lt;br /&gt;
|-&lt;br /&gt;
| 4 || -5 || has complained of hunger lately&lt;br /&gt;
|-&lt;br /&gt;
| 5 || -5 || has complained of thirst lately&lt;br /&gt;
|-&lt;br /&gt;
| 6 || -30 || has been starving lately&lt;br /&gt;
|-&lt;br /&gt;
| 7 || -30 || has been dehydrated lately&lt;br /&gt;
|-&lt;br /&gt;
| 8 || -10 || was worried by the scarcity of royal guards lately&lt;br /&gt;
|-&lt;br /&gt;
| 9 || -10 || was worried by the scarcity of fortress guards lately&lt;br /&gt;
|-&lt;br /&gt;
| 10 || -10 || was worried by the scarcity of cages and chains lately&lt;br /&gt;
|-&lt;br /&gt;
| 11 || -30/-20/-10/-5 || has been attacked lately || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 12 || -50/-30/-20/-10 || has been attacked by the dead lately&lt;br /&gt;
|-&lt;br /&gt;
| 12a || -50/-30/-20/-10 || has been attacked by a dead pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 12b || -50/-30/-20/-10 || has been attacked by a dead spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 12c || -50/-30/-20/-10 || has been attacked by own dead mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 12d || -50/-30/-20/-10 || has been attacked by own dead father lately&lt;br /&gt;
|-&lt;br /&gt;
| 12j || -50/-30/-20/-10 || has been attacked by a dead lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 12l || -50/-30/-20/-10 || has been attacked by a dead sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 12m || -50/-30/-20/-10 || has been attacked by own dead child lately&lt;br /&gt;
|-&lt;br /&gt;
| 12n || -50/-30/-20/-10 || has been attacked by a dead friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 12o || -50/-30/-20/-10 || has been attacked by a dead and still annoying acquaintance lately&lt;br /&gt;
|-&lt;br /&gt;
| 13 || -5 || was unable to reach a room for tax collection lately&lt;br /&gt;
|-&lt;br /&gt;
| 14 || -5 || was misinformed about a room for tax collection lately&lt;br /&gt;
|-&lt;br /&gt;
| 15 || -10 || was upset that the tax collection didn't go smoothly lately&lt;br /&gt;
|-&lt;br /&gt;
| 16 || -5 || has been taxed recently&lt;br /&gt;
|-&lt;br /&gt;
| 17 || -10 || has lost property to the Royal Guard recently&lt;br /&gt;
|-&lt;br /&gt;
| 18 || -10 || was upset to have disappointed a noble lately&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 0/-2/-3/-5/-10/-20/-30 || has complained of the lack of chairs lately || Based on desired dining room quality, base index 2; if no desired dining room quality, maximum outdoor preference reduces this to index 1&lt;br /&gt;
|-&lt;br /&gt;
| 20 || -2 || has complained of the crowded tables lately&lt;br /&gt;
|-&lt;br /&gt;
| 21 || 0/-2/-3/-5/-10/-20/-30 || has complained of the lack of dining tables lately || Based on desired dining room quality, base index 1&lt;br /&gt;
|-&lt;br /&gt;
| 22 || -30/-20/-10 || was forced to eat vermin to survive lately || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| 23 || -50 || was forced to eat a beloved creature to survive lately&lt;br /&gt;
|-&lt;br /&gt;
| 24 || -1000 || was forced to eat a treasured pet to survive lately || Drops to -100&lt;br /&gt;
|-&lt;br /&gt;
| 25 || -5/-3/-2 || has complained of the lack of a well lately || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| 26 || -10/-5/-3 || has complained of the nasty water lately || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| 27 || -30/-20/-10/-5 || was forced to drink slime lately || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 28 || -30/-20/-10/-5 || was forced to drink vomit lately || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 29 || -30/-20/-10/-5 || was forced to drink (contaminated) water lately || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 30 || -2 || slept uneasily due to noise lately&lt;br /&gt;
|-&lt;br /&gt;
| 31 || -5 || slept very uneasily due to noise lately&lt;br /&gt;
|-&lt;br /&gt;
| 32 || -10 || was woken by noise while sleeping lately&lt;br /&gt;
|-&lt;br /&gt;
| 33 || -10 || was worried not to have adequate protection lately&lt;br /&gt;
|-&lt;br /&gt;
| 34 || -30 || has complained about the draft lately&lt;br /&gt;
|-&lt;br /&gt;
| 35 || -30 || was upset about being relieved from duty&lt;br /&gt;
|-&lt;br /&gt;
| 36 || -30 || was upset about being expelled from the Royal Guard&lt;br /&gt;
|-&lt;br /&gt;
| 37 || -20 || was upset about being expelled from the Fortress Guard&lt;br /&gt;
|-&lt;br /&gt;
| 38 || -200/x || has suffered the travesty of art defacement || Based on number of masterworks produced&lt;br /&gt;
|-&lt;br /&gt;
| 39 || -5/-3/-2 || has been annoyed by flies || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| 40 || -30/-20/-10 || has been accosted by terrible vermin || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| 41 || -10/-5/-3 || saw something unpleasant in a cage recently || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| 42 || -10/-5/-3 || saw something unpleasant in a pond recently || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| 43 || -30/-20/-10/-5 || has witnessed death || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 44 || -50/-30/-20/-10 || has lost a pet recently || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 45 || -50/-30/-20/-10 || has lost a pet recently || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 46 || -50/-30/-20/-10 || accidentally killed somebody in a fit of rage recently || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 47 || -50/-30/-20/-10 || killed somebody by accident while sparring recently || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 48 || -50/-30/-20/-10 || has lost a spouse to tragedy recently || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 49 || -50/-30/-20/-10 || has lost a friend to tragedy recently || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 50 || -50/-30/-20/-10 || has lost a sibling to tragedy recently || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 51 || -50/-30/-20/-10 || has lost a child to tragedy recently || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 52 || -50/-30/-20/-10 || has lost a mother to tragedy recently || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 53 || -50/-30/-20/-10 || has lost a father to tragedy recently || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 54a || -20/-10/-5/-3 || was forced to endure the decay of a pet || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 54b || -20/-10/-5/-3 || was forced to endure the decay of a spouse || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 54c || -20/-10/-5/-3 || was forced to endure the decay of a mother || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 54d || -20/-10/-5/-3 || was forced to endure the decay of a father || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 54j || -20/-10/-5/-3 || was forced to endure the decay of a lover || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 54l || -20/-10/-5/-3 || was forced to endure the decay of a sibling || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 54m || -20/-10/-5/-3 || was forced to endure the decay of a child || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 54n || -20/-10/-5/-3 || was forced to endure the decay of a friend || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 54o || -20/-10/-5/-3 || was forced to endure the decay of an annoying acquaintance || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 55 || -10 || ate rotten food lately&lt;br /&gt;
|-&lt;br /&gt;
| 56 || -10 || drank something spoiled lately&lt;br /&gt;
|-&lt;br /&gt;
| 57a || -10/-5/-3/-2 || was grumbling about long patrol duty lately || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 57b || -20/-10/-6/-4 || was depressed by long patrol duty lately || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 57c || -30/-15/-9/-6 || was angered by long patrol duty lately || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 57d || -40/-20/-12/-8 || was enraged by long patrol duty lately || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 58 || -10/-5/-3/-2 || was disgusted by a bloody mist lately || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 59 || -10/-5/-3/-2 || was disgusted by a miasma lately || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 60 || -5/-3/-2 || choked on smoke underground lately || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| 61 || -5/-3/-2 || choked on dust underground lately || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| 62 || -20/-10/-5/-3 || was knocked out during a cave-in lately || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 63 || -50/-30/-20/-10/-5/-3 || was embarrassed to have to conduct an official meeting in a dining room || Based on desired office quality&lt;br /&gt;
|-&lt;br /&gt;
| 64 || -50/-30/-20/-10/-5/ || was very embarrassed to have to conduct an official meeting in a bedroom || Based on desired office quality&lt;br /&gt;
|-&lt;br /&gt;
| 65 || -50/-30/-20/-10 || was incredibly embarrassed not to have any rooms lately || Based on desired office quality&lt;br /&gt;
|-&lt;br /&gt;
| 66 || -30/-20/-10/-5 || sustained major injuries recently || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 67 || -20/-10/-5/-3 || sustained minor injuries recently || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 68 || 0/-2/-3/-5/-10/-20/-30 || slept in the mud recently || Based on desired bedroom quality; if none, Outdoors index 6/3/1 with additional +1 if not a soldier or hunter&lt;br /&gt;
|-&lt;br /&gt;
| 69 || 0/-2/-3/-5/-10/-20/-30 || slept in the grass recently || Based on desired bedroom quality; if none, Outdoors index 4/2/1 with additional +1 if not a soldier or hunter&lt;br /&gt;
|-&lt;br /&gt;
| 70 || 0/-2/-3/-5/-10/-20/-30 || slept in the dirt recently || Based on desired bedroom quality; if none, Outdoors index 4/2/1 with additional +1 if not a soldier or hunter&lt;br /&gt;
|-&lt;br /&gt;
| 71 || 0/-2/-3/-5/-10/-20/-30 || slept on rocks recently || Based on desired bedroom quality; if none, Outdoors index 3/1/0 with additional +1 if not a soldier or hunter&lt;br /&gt;
|-&lt;br /&gt;
| 72 || 0/-2/-3/-5/-10/-20/-30 || slept on a rough cave floor recently || Based on desired bedroom quality; if none, Outdoors index 2/1/0 with additional +1 if not a soldier or hunter&lt;br /&gt;
|-&lt;br /&gt;
| 73 || 0/-2/-3/-5/-10/-20/-30 || slept on the floor recently || Based on desired bedroom quality; if none, Outdoors index 1/0/0 with additional +1 if not a soldier or hunter&lt;br /&gt;
|-&lt;br /&gt;
| 74 || 0/-2/-3/-5/-10/-20/-30 || slept on ice recently || Based on desired bedroom quality; if none, Outdoors index 4/2/1 with additional +1 if not a soldier or hunter&lt;br /&gt;
|-&lt;br /&gt;
| 75 || 0/-2/-3/-5/-10/-20/-30 || slept on a pile of driftwood recently || Based on desired bedroom quality; if none, Outdoors index 5/2/1 with additional +1 if not a soldier or hunter&lt;br /&gt;
|-&lt;br /&gt;
| 76 || 0/-2/-3/-5/-10/-20/-30 || slept without a proper room recently || Based on desired bedroom quality; base index 1 if not a soldier or hunter&lt;br /&gt;
|-&lt;br /&gt;
| 77 || -20 || slept in a horribly substandard bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 78 || -10 || slept in a horrible bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 79 || -5 || slept in an awful bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 80 || -3 || slept in a very poor bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 81 || -2 || slept in a poor bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 82 || -30|| conducted a meeting in a horribly substandard setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 83 || -20 || conducted a meeting in a horrible setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 84 || -10 || conducted a meeting in an awful setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 85 || -5 || conducted a meeting in a very poor setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 86 || -3 || conducted a meeting in a poor setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 87 || -20 || dined in a horribly substandard dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 88 || -10 || dined in a horrible dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 89 || -5 || dined in an awful dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 90 || -3 || dined in a very poor dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 91 || -2 || dined in a poor dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 92 || 0/-2/-3/-5/-10/-20/-30 || dined without a proper dining room recently || Based on desired dining room quality&lt;br /&gt;
|-&lt;br /&gt;
| 93 || -3/-5/-10/-20/-30/-50 || worried greatly about not having a tomb after gaining another year || Based on desired '''office''' quality; due to a bug, though, this thought never happens anyways&lt;br /&gt;
|-&lt;br /&gt;
| 94 || -30 || worried about having a horribly substandard tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 95 || -20 || worried about having a horrible tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 96 || -10 || worried about having an awful tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 97 || -5 || worried about having a very poor tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 98 || -3 || worried about having a poor tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 99 || -10 || was greatly angered at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 100 || -5 || was very angered at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 101 || -3 || was angered at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 102 || -3 || was upset by not having enough chests lately&lt;br /&gt;
|-&lt;br /&gt;
| 103 || -3 || was upset by not having enough cabinets lately&lt;br /&gt;
|-&lt;br /&gt;
| 104 || -3 || was upset by not having enough armor stands lately&lt;br /&gt;
|-&lt;br /&gt;
| 105 || -3 || was upset by not having enough weapon racks lately&lt;br /&gt;
|-&lt;br /&gt;
| 106 || -3/-2/0 || was upset to be wearing old clothing lately || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| 107 || -5/-3/-2 || was upset to be wearing tattered clothing lately || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| 108 || -10/-5/-3 || was very upset to have worn clothes rot away lately || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| 109 || -20/-10/-5 || was very embarrassed to be uncovered lately || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| 110 || -10/-5/-3 || was embarrassed to have no shirt lately || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| 111 || -10/-5/-3 || was embarrassed to have no shoes lately || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| 112 || -20/-10/-5 || was very embarrassed to be uncloaked lately || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| 113 || -3/-2/0 || was caught in the rain recently || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| 114 || -3/-2/0 || was caught in a snow storm recently || Outdoors&lt;br /&gt;
|-&lt;br /&gt;
| 115 || -4 * severity || was (put off/flustered/upset/very upset/greatly upset/angered/enraged/shattered/traumatized/utterly traumatized) by a lesser's pretentious (office/sleeping/dining/burial) arrangements lately&lt;br /&gt;
|-&lt;br /&gt;
| 116 || -50 || was unable to find an available hammer lately&lt;br /&gt;
|-&lt;br /&gt;
| 117 || -5 || was upset by having a mandate ignored lately&lt;br /&gt;
|-&lt;br /&gt;
| 118 || -3 || was upset by having a mandate deadline missed lately&lt;br /&gt;
|-&lt;br /&gt;
| 119 || -5 || was upset by having a request ignored lately&lt;br /&gt;
|-&lt;br /&gt;
| 120 || -10 || was angered that nobody could be punished for a recent failure&lt;br /&gt;
|-&lt;br /&gt;
| 121 || -5 || was upset that a criminal could not be properly punished&lt;br /&gt;
|-&lt;br /&gt;
| 122 || -5 || was upset by the delayed punishment of a criminal&lt;br /&gt;
|-&lt;br /&gt;
| 123 || -10/-5/-3/-2 || was beaten recently || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 124 || -20/-10/-5/-3 || was beaten with a hammer recently || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 125 || -10 || is depressed about being confined&lt;br /&gt;
|-&lt;br /&gt;
| 126 || -10 || was unhappy with the amount of available work last season&lt;br /&gt;
|-&lt;br /&gt;
| 127 || -20 || had a terrifying nightmare about an army of the dead&lt;br /&gt;
|-&lt;br /&gt;
| 128 || +x || admired a (fine/very fine/splendid/wonderful/completely sublime) (building) lately || x == min(5, (buildvalue/128) + 1) &lt;br /&gt;
|-&lt;br /&gt;
| 129 || +2x || admired own (fine/very fine/splendid/wonderful/completely sublime) (building) lately || x == min(5, (buildvalue/128) + 1) &lt;br /&gt;
|-&lt;br /&gt;
| 130 || +2x || admired a (fine/very fine/splendid/wonderful/completely sublime) tastefully arranged (building) lately || x == min(5, (buildvalue/128) + 1) &lt;br /&gt;
|-&lt;br /&gt;
| 131 || +4x || admired own (fine/very fine/splendid/wonderful/completely sublime) tastefully arranged (building) lately || x == min(5, (buildvalue/128) + 1) &lt;br /&gt;
|-&lt;br /&gt;
| 132 || +3 || was comforted by a wonderful creature in a cage recently&lt;br /&gt;
|-&lt;br /&gt;
| 133 || +3 || was comforted by a wonderful creature in a pond recently&lt;br /&gt;
|-&lt;br /&gt;
| 134 || +5 || was pleased by having a request approved lately&lt;br /&gt;
|-&lt;br /&gt;
| 135 || +20 || was glad to have punishment reduced recently&lt;br /&gt;
|-&lt;br /&gt;
| 136 || +20 || was glad to have punishment delayed recently&lt;br /&gt;
|-&lt;br /&gt;
| 137 || +5 || beat somebody recently&lt;br /&gt;
|-&lt;br /&gt;
| 138 || +5 || beat somebody with a hammer recently&lt;br /&gt;
|-&lt;br /&gt;
| 139 || +20 || was honored to join the Royal Guard&lt;br /&gt;
|-&lt;br /&gt;
| 140 || +10 || was honored to join the Fortress Guard&lt;br /&gt;
|-&lt;br /&gt;
| 141 || +5 || has been satisfied at work lately&lt;br /&gt;
|-&lt;br /&gt;
| 142 || +10 || was happy to have pleased a noble lately&lt;br /&gt;
|-&lt;br /&gt;
| 143 || +1000 || is quite pleased with making an artifact&lt;br /&gt;
|-&lt;br /&gt;
| 144 || +10 || made a satisfying acquisition lately&lt;br /&gt;
|-&lt;br /&gt;
| 145 || +10 || adopted a new pet recently&lt;br /&gt;
|-&lt;br /&gt;
| 146 || +10 || took joy in slaughter lately&lt;br /&gt;
|-&lt;br /&gt;
| 147 || +2 || ate a pretty decent meal lately&lt;br /&gt;
|-&lt;br /&gt;
| 148 || +3 || ate a fine dish lately&lt;br /&gt;
|-&lt;br /&gt;
| 149 || +5 || ate a wonderful dish lately&lt;br /&gt;
|-&lt;br /&gt;
| 150 || +10 || ate a truly decadent dish lately&lt;br /&gt;
|-&lt;br /&gt;
| 151 || +20 || ate a legendary meal lately&lt;br /&gt;
|-&lt;br /&gt;
| 152 || +2 || had a pretty decent drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 153 || +3 || had a fine drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 154 || +5 || had a wonderful drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 155 || +10 || had a truly decadent drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 156 || +20 || had a legendary drink lately&lt;br /&gt;
|-&lt;br /&gt;
| 157 || +5 || was comforted by a pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 158 || +5 || saw a beloved creature lately&lt;br /&gt;
|-&lt;br /&gt;
| 159 || +10 || was pleased to have a mandate deadline met lately&lt;br /&gt;
|-&lt;br /&gt;
| 160 || +2 || talked with somebody lately&lt;br /&gt;
|-&lt;br /&gt;
| 160a || +2 || talked with a pet lately&lt;br /&gt;
|-&lt;br /&gt;
| 160b || +2 || talked with the spouse lately&lt;br /&gt;
|-&lt;br /&gt;
| 160c || +2 || talked with mother lately&lt;br /&gt;
|-&lt;br /&gt;
| 160d || +2 || talked with father lately&lt;br /&gt;
|-&lt;br /&gt;
| 160j || +2 || talked with a lover lately&lt;br /&gt;
|-&lt;br /&gt;
| 160l || +2 || talked with a sibling lately&lt;br /&gt;
|-&lt;br /&gt;
| 160m || +2 || talked with a child lately&lt;br /&gt;
|-&lt;br /&gt;
| 160n || +2 || talked with a friend lately&lt;br /&gt;
|-&lt;br /&gt;
| 160o || -2 || was forced to talk to somebody annoying lately&lt;br /&gt;
|-&lt;br /&gt;
| 161 || +5 || made a friend recently&lt;br /&gt;
|-&lt;br /&gt;
| 162 || +10 || was pleased that the tax collection went smoothly lately&lt;br /&gt;
|-&lt;br /&gt;
| 163 || +5 || was comforted by a lovely waterfall lately&lt;br /&gt;
|-&lt;br /&gt;
| 164 || +30 || conducted a meeting in a setting worthy of legends recently&lt;br /&gt;
|-&lt;br /&gt;
| 165 || +20 || conducted a meeting in a fantastic setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 166 || +10 || conducted a meeting in a great setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 167 || +5 || conducted a meeting in a very good setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 168 || +3 || conducted a meeting in a good setting recently&lt;br /&gt;
|-&lt;br /&gt;
| 169 || +20 || dined in a legendary dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 170 || +10 || dined in a fantastic dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 171 || +5 || dined in a great dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 172 || +3 || dined in a very good dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 173 || +2 || dined in a good dining room recently&lt;br /&gt;
|-&lt;br /&gt;
| 174 || +20 || slept in a bedroom like a personal palace recently&lt;br /&gt;
|-&lt;br /&gt;
| 175 || +10 || slept in a fantastic bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 176 || +5 || slept in a great bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 177 || +3 || slept in a very good bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 178 || +2 || slept in a good bedroom recently&lt;br /&gt;
|-&lt;br /&gt;
| 179 || +10 || was greatly pleased at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 180 || +5 || was very pleased at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 181 || +3 || was pleased at the state of demands recently&lt;br /&gt;
|-&lt;br /&gt;
| 182 || +30 || celebrated having a legendary tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 183 || +20 || celebrated having a fantastic tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 184 || +10 || celebrated having a great tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 185 || +5 || celebrated having a very good tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 186 || +3 || celebrated having a good tomb after gaining another year&lt;br /&gt;
|-&lt;br /&gt;
| 187 || +20 || enjoyed starting a fist fight recently&lt;br /&gt;
|-&lt;br /&gt;
| 188 || +20 || enjoyed smashing up a building recently&lt;br /&gt;
|-&lt;br /&gt;
| 189 || +10 || enjoyed toppling something over recently&lt;br /&gt;
|-&lt;br /&gt;
| 190 || +5 || enjoyed throwing something recently&lt;br /&gt;
|-&lt;br /&gt;
| 191 || +10 || had a satisfying sparring session recently&lt;br /&gt;
|-&lt;br /&gt;
| 192 || +1000 || is happy to be free&lt;br /&gt;
|-&lt;br /&gt;
| 193 || -20 || was nauseated by the sun lately&lt;br /&gt;
|-&lt;br /&gt;
| 194 || -10 || was irritated by the sun lately&lt;br /&gt;
|-&lt;br /&gt;
| 195 || +10 || was able to rest and recuperate lately&lt;br /&gt;
|-&lt;br /&gt;
| 196 || +10 || received water recently&lt;br /&gt;
|-&lt;br /&gt;
| 197 || +10 || received food recently&lt;br /&gt;
|-&lt;br /&gt;
| 198 || +10 || was rescued recently&lt;br /&gt;
|-&lt;br /&gt;
| 199a || -10 || was unable to find somebody to complain to about job scarcity lately&lt;br /&gt;
|-&lt;br /&gt;
| 199b || -10 || was unable to make suggestions about work allocations lately&lt;br /&gt;
|-&lt;br /&gt;
| 199c || -10 || wwas unable to request weapon production lately&lt;br /&gt;
|-&lt;br /&gt;
| 199d || -10 || was unable to find somebody on charge to yell at lately&lt;br /&gt;
|-&lt;br /&gt;
| 199e || -10 || was unable to find somebody on charge to cry on lately&lt;br /&gt;
|-&lt;br /&gt;
| 200d || -6/-4/-3/-2 || was yelled at by an unhappy citizen lately || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 200e || -6/-4/-3/-2 || was cried on by an unhappy citizen lately || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 201a || +10 || was satisfied to bring up job scarcity in a meeting lately&lt;br /&gt;
|-&lt;br /&gt;
| 201b || +10 || was able to make suggestions about work allocations lately&lt;br /&gt;
|-&lt;br /&gt;
| 201c || +10 || was glad to request weapon production lately&lt;br /&gt;
|-&lt;br /&gt;
| 201d || +x || had a cathartic experience yelling at somebody in charge lately&amp;lt;br /&amp;gt;yelled at somebody in charge lately and felt (fantastic/great/a lot better/better/a little better) afterward&amp;lt;br /&amp;gt;yelled at somebody in charge lately (but only got angrier) || x = min(severity / 20, 100)&lt;br /&gt;
|-&lt;br /&gt;
| 201e || +x || had a cathartic experience crying on somebody in charge lately&amp;lt;br /&amp;gt;cried on somebody in charge lately and felt (fantastic/great/a lot better/better/a little better) afterward&amp;lt;br /&amp;gt;cried on somebody in charge lately (but only felt more depressed) || x = min(severity / 20, 100)&lt;br /&gt;
|-&lt;br /&gt;
| 202 || +30 || was very happy to be elected mayor recently&lt;br /&gt;
|-&lt;br /&gt;
| 203 || +30 || was very happy to be re-elected mayor recently&lt;br /&gt;
|-&lt;br /&gt;
| 204 || +30 || was very satisfied to be chosen as the expedition leader recently&lt;br /&gt;
|-&lt;br /&gt;
| 205 || +30 || was very pleased to receive a higher rank of nobility recently&lt;br /&gt;
|-&lt;br /&gt;
| 206 || +30 || was proud to have become a mayor recently&lt;br /&gt;
|-&lt;br /&gt;
| 207 || +20/+10/+5/+3/0/-3/-5/-10/-20 || was (overjoyed to be/happy to have been/pleased to have been) able to give somebody water lately&amp;lt;br /&amp;gt;gave somebody water lately&amp;lt;br /&amp;gt;(was irritated at/was unhappy at/has suffered the pain of) having to give somebody water lately || Varies based on ALTRUISM [[personality trait]]&lt;br /&gt;
|-&lt;br /&gt;
| 208 || +20/+10/+5/+3/0/-3/-5/-10/-20 || was (overjoyed to be/happy to have been/pleased to have been) able to give somebody food lately&amp;lt;br /&amp;gt;gave somebody food lately&amp;lt;br /&amp;gt;(was irritated at/was unhappy at/has suffered the pain of) having to give somebody food lately || Varies based on ALTRUISM [[personality trait]]&lt;br /&gt;
|-&lt;br /&gt;
| 209 || +20/+10/+5/+3/0/-3/-5/-10/-20 || was (overjoyed to be/happy to have been/pleased to have been) able to help somebody to bed lately&amp;lt;br /&amp;gt;brought somebody to bed lately&amp;lt;br /&amp;gt;(was irritated at/was unhappy at/has suffered the pain of) having to haul somebody to bed lately || Varies based on ALTRUISM [[personality trait]]&lt;br /&gt;
|-&lt;br /&gt;
| 210 || +1000 || gave birth to (children) recently&lt;br /&gt;
|-&lt;br /&gt;
| 211a || +250 || got married recently&lt;br /&gt;
|-&lt;br /&gt;
| 211i || +250 || became caught up in a new romance recently&lt;br /&gt;
|-&lt;br /&gt;
| 211k || +100 || gained (a) sibling(s) recently&lt;br /&gt;
|-&lt;br /&gt;
| 211l || +500 || became a parent of (children) recently&lt;br /&gt;
|-&lt;br /&gt;
| 212 || -5 || formed a grudge recently&lt;br /&gt;
|-&lt;br /&gt;
| 213 || -50/-30/-20/-10 || has lost a lover to tragedy recently || Tragedy&lt;br /&gt;
|-&lt;br /&gt;
| 214 || -10/-6/-4/-2 * x || (has lost/was just a little happy to lose/was happy to lose/was thrilled to lose) an annoying acquaintance to tragedy recently || Tragedy; x intended to range from -5 to +5 based on SYMPATHY [[personality trait]] but does not due to bug&lt;br /&gt;
|-&lt;br /&gt;
| 215 || -5 || has been tired of eating the same old food lately&lt;br /&gt;
|-&lt;br /&gt;
| 216 || -5 || has been tired of drinking the same old booze lately&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Sperm_whale&amp;diff=173550</id>
		<title>v0.34:Sperm whale</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Sperm_whale&amp;diff=173550"/>
		<updated>2012-06-21T03:33:31Z</updated>

		<summary type="html">&lt;p&gt;Bognor: that's no surprise - they die irl upon stranding&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:50, 24 May 2012 (UTC)}}&lt;br /&gt;
{{creaturelookup/0&lt;br /&gt;
|bone=160-240&lt;br /&gt;
|meat=660-940&lt;br /&gt;
|fat=140-220&lt;br /&gt;
|eye=2&lt;br /&gt;
|lung=110-160&lt;br /&gt;
|heart=25-45&lt;br /&gt;
|intestine=170-250&lt;br /&gt;
|liver=55-85&lt;br /&gt;
|tripe=55-85&lt;br /&gt;
|sweetbread=26-42&lt;br /&gt;
|spleen=26-42&lt;br /&gt;
|kidney=55-85&lt;br /&gt;
|brain=55-85&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
The '''sperm whale''' is the largest &amp;quot;normal&amp;quot; [[creature]] in the game, as in one that you actually see in the real world, and produces A LOT of products when butchered. It is best handled through a [[drowning chamber|fish-catching chamber]] and then drowning; out of the water a sperm whale will turn into a corpse relatively quickly. The products of an average sperm whale can feed an entire fortress of dwarves (all 200 of them) for just over a year, making it an enormous boon if you manage to catch them, providing an enormous food surplus and months of work job for your [[bone carver]]s.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Metal_industry&amp;diff=170627</id>
		<title>v0.34:Metal industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Metal_industry&amp;diff=170627"/>
		<updated>2012-04-28T17:39:17Z</updated>

		<summary type="html">&lt;p&gt;Bognor: /* Industry management */ &amp;quot;Make steel bars&amp;quot; makes two bars.  See http://www.bay12forums.com/smf/index.php?topic=101379.msg3234916#msg3234916&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Masterwork}}&lt;br /&gt;
&lt;br /&gt;
The '''metal industry''' is a catch-all phrase for both the smelting of raw [[ore]] into [[metal]] [[bar]]s (including [[Metal#Alloys|alloys]]), and turning those bars into [[crafts]], [[furniture]], [[weapon]]s, and [[armor]]. Some sort of metal industry is pretty much essential in any fortress, as without one your [[military]] will have to fight off [[invader]]s with [[wood]]en weapons and [[leather]] armor. Because of metal's high base value, it can be a very [[wealth|profitable]] industry, allowing the creation of valuable [[statue]]s and [[furniture]] for your fort or as trade goods. Specific information on the [[metal]]s and [[ore]]s themselves are covered on their respective pages, and will not be included on this page.&lt;br /&gt;
&lt;br /&gt;
[[Image:MetalIndustry3.jpg|thumb|500px|Metal Industry Flowchart.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Ores==&lt;br /&gt;
[[Ore]]s are naturally occurring [[stone]]s that leave behind valuable material after being [[mining|mined]], and are your primary source of metal. Although metal bars can be imported via caravans, these come in very limited amounts; you will have to rely on native ores if you wish to build any sort of sizable metal industry.&lt;br /&gt;
&lt;br /&gt;
The [[site finder]] lists two different types of ore occurrence in a region: shallow metal(s), which indicates high [[z-level]] ore(s) in the [[biome]], and deep metal(s), which indicates low z-level ore(s) in the biome. Different biomes can contain different resources; as such, you should scroll through the region with the F keys to see all of the available resources by biome. The exact position of your ores can be influenced by local factors; for instance, if you have embarked on a [[mountain]] adjacent to a flat plain, you can expect all of the ores to be located within the mountainside, and concentrate your search there. If you have neither shallow nor deep metals, surviving in the region will be very [[fun]]. Shallow metals are desirable not only because they are easy to find/access, but because [[iron]] ores are almost always found in shallow sedimentary layers.&lt;br /&gt;
&lt;br /&gt;
Different ores tend to occur in different [[stone layers]] and among different rocks; for instance, two of the ores of iron only occur in the [[sedimentary layer]], while the third occurs both there and in the [[igneous extrusive layer]]. The type of surrounding rock is a clue as to the types of ores it contains. Within these rock layers, ores occur in [[vein]]s -- sinuous, single z-level groupings of the rock that weave through the [[stone layer]] in no discernible pattern (multi-layer veins are planned for future releases) -- or in [[cluster]]s, smaller and more circular groupings of typically rare ores (like [[platinum]]). With luck, you might happen upon valuable ores while digging out your initial fortress, but generally finding your resources requires significant [[exploratory mining]] first, digging up a z-level to discover all of the goodies it contains.&lt;br /&gt;
&lt;br /&gt;
Whenever you strike a new ore on a z-level, the game will [[announcement|announce]] its presence with the message &amp;quot;You have struck &amp;lt;ORE&amp;gt;!&amp;quot;, similar to what it does for more mundane stones and for [[gem]]s. Where there is one ore, there is an entire vein or cluster, and this is your cue to mine out the area to explore your new-found resource.&lt;br /&gt;
&lt;br /&gt;
By default, ores are reserved for smelting; that is, they are unavailable for use by [[Mason]]s and [[Stone crafter]]s. If you have found a significant deposit of ore, however, you may wish to change this behavior in the [[Status#Stone status screen|status menu]] to allow your dwarves to make ore stone furniture and goods. This can be advantageous for several reasons:&lt;br /&gt;
* Most furniture costs 3 bars, but only 1 stone&lt;br /&gt;
* Your [[Mason]] may have higher skill than your rarely-used [[Blacksmith]]&lt;br /&gt;
* You may save the cost of fuel, and the time spent hauling/smelting the ore&lt;br /&gt;
This does not apply to furniture that cannot be made of stone, such as [[bin]]s; and obviously you cannot make furniture from alloys in this way, since alloys only exist in the form of metal bars or forged items.&lt;br /&gt;
&lt;br /&gt;
==Fuel==&lt;br /&gt;
The metal industry consists of two parts: the ores from which the metals are made, and the fuel which powers the making. With the exception of [[stud]]ding, all metalworking requires a unit of fuel (or more, if it is part of the reaction itself). There are currently three types of fuel in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
The simplest is [[charcoal]], made from wood [[log]]s at a [[wood furnace]] by a [[wood burner]] (note: ''not'' [[furnace operator]]). It may be necessary to produce a couple of bars of charcoal at the very least, as creating fuel from the other, mineral sources of fuel requires fuel itself. Charcoal can be used to jump start the process, but if your location is lacking in the other fuel sources, you will have to use charcoal exclusively (and whatever the caravans can bring in). Using charcoal as your main fuel source requires a lot of effort, and a heavily forested environment, as you will have to chop down many, many trees and potentially keep multiple burners on repeat to keep your metalworkers supplied, at least until you get down to [[magma]].&lt;br /&gt;
&lt;br /&gt;
Note that although by the name and method of production there does not seem to be a difference, [[ash]] is distinct from charcoal and cannot be used as fuel.&lt;br /&gt;
&lt;br /&gt;
The next fuel source is [[coke]], made from two types of depository coal: [[lignite]] and [[bituminous coal]]. When lignite is burned at a furnace, it consumes a unit of fuel while producing two units of coke, thus creating a net profit of one fuel; bituminous coal consumes one and produces three, for a net profit of two fuel (obviously being the better of the two). There is currently no way to know if a location does or does not have these resources, except through external utilities like DFHack (which is technically cheating).&lt;br /&gt;
&lt;br /&gt;
The final fuel source is [[magma]]. [[Channel]]ling a hole to a tile containing at least 4 units of magma will allow you to build magma forges, buildings that uses the heat of the magma instead of an actual fuel to do its work. The challenge is getting there; going down that deep requires passing through the [[caverns]] first, a feat to be concluded only by a fairly mature fortress. Once you hit magma, you will no longer need any other fuel source.&lt;br /&gt;
&lt;br /&gt;
If you have neither trees nor one of the two coals on hand, getting your industry together will be extremely difficult. You will have to buy up every log and as much charcoal as possible, but if you do not have enough trees you will not have enough [[bed]]s either; hurtling towards [[magma]] while avoiding the caverns is possible, although risky. To avoid this problem, try not to embark in a location without wood until you have some experience.&lt;br /&gt;
&lt;br /&gt;
==Smelting==&lt;br /&gt;
Ores cannot be made into metal objects raw; first they must be processed into metal [[bar]]s by a [[furnace operator]] at a [[smelter]]. Smelting, like most metalworking, requires a unit of fuel; you can create fuel by making coke from either lignite or bituminous coal, as discussed above.&lt;br /&gt;
&lt;br /&gt;
Smelting itself is pretty simple; make sure to have some dwarves with furnace operating enabled, and be sure to set one or a few of your smelters to continuously smelt lignite or bituminous coal if you have them. Since bars have no quality modifiers, increased furnace operating skill only increases the speed with which the operator works; some ores can produce multiple metals when smelted, or randomly give you one of two. Smelters are very prone to [[clutter]]ing, so having a non-filled bar stockpile and plenty of [[bin]]s is important for efficiency. In addition you should make an ore stockpile nearby, to reduce your furnace operators' walking distance.&lt;br /&gt;
&lt;br /&gt;
==Alloys==&lt;br /&gt;
[[Image:Ores_and_alloys_flowchart.png|thumb|Flowchart of ore refining and common alloy formulas.]]&lt;br /&gt;
Pure metal bars and, in some cases, ores can be combined at a smelter to produce [[Metal#alloys|metal alloys]]. These are special blends of materials that generally have an advantage over their components, be it in value, a unique color, decreased fuel consumption (when made directly from ores), or military application. For instance, [[brass]] can be smelted for a net gain in value, whereas [[rose gold]] is used for its unique color. In the case of [[bismuth]], its only use (besides as a trade good) is as a component in [[bismuth bronze]]. For a complete list of alloys and their uses, see [[Metal#Alloys]].&lt;br /&gt;
&lt;br /&gt;
==Flux stone==&lt;br /&gt;
Easily the most useful alloy of them all is [[steel]], which requires a complex series of steps to produce, as well as a resource which is not necessary for any of the other alloys: [[flux|flux]]. Flux stones are carbon-rich stones that are used to temper iron into steel during the smelting process: [[calcite]], [[chalk]], [[dolomite]], [[limestone]], and [[marble]]. Although iron is a good weapons-grade metal, steel is a good deal better, and well worth the investment - if you have the resources. Unlike coal, flux stone appears on the location viewer when you are looking for a site to embark on, and if you want to have a powerful military, a location with flux stones and metals is key. If you have none, it is possible to import it via caravans. Flux stone also have the advantage of being worth more then more mundane stones, and are thus good stonecrafting and masonry material, if you have enough of it.&lt;br /&gt;
&lt;br /&gt;
==Goblinite==&lt;br /&gt;
[[::goblinite|Goblinite]] is the humorous name coined by players to the metal of enemy [[siege]]s (usually [[goblin]]s, hence the moniker). [[Reclaim]]ing the remains from killed enemy combatants can be highly profitable; their metal arms and armor can be used as is or [[melt|melted down]] into bars (except in the case of elves, which do not use metal equipment). Once an object has been marked, it will sent to a smelter with an active &amp;quot;Melt Object&amp;quot; job. When an object is melted a full bar will never be produced; the amount of metal recovered from an item is consistent and varies from 10%-60%. The incomplete bar is stored in the Smelter and a bar will be produced once the recovered meter reaches 100%.&lt;br /&gt;
&lt;br /&gt;
The equipment of [[Cage|caged enemies]] can also be taken by mass dumping a caged creature (manually reclaim the caged creature via the {{k|k}} inspect menu to prevent it from being dumped too) and then reclaiming and marking for melting as explained above.&lt;br /&gt;
&lt;br /&gt;
==Smithing==&lt;br /&gt;
Once you have the metal bars or alloys created, you are ready to turn them into your finished products at a [[metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
Metal bars can be turned into a variety of products for use by your fortress, for the purpose of [[trade|exporting]] [[weight|low-weight]] items such as [[Finished goods#Craft|craft]]s are suggested. Four of the five [[metalsmith]] jobs are perpetrated at this stage:&lt;br /&gt;
* [[Weaponsmith]]s can create [[weapon|weapons]], [[trap]] components, [[bolt|bolts]], and [[ballista arrowhead|ballista arrowheads]]&lt;br /&gt;
* [[Armorsmith]]s can create [[armor]]&lt;br /&gt;
* [[Metal crafter]]s can create [[chain|chains]] and &amp;quot;Other Objects&amp;quot; ([[craft|crafts]], [[coins]], [[goblet|goblets]]), as well as performing [[stud|studding]]&lt;br /&gt;
*[[Blacksmith]]s can create [[anvil]]s, [[block]]s, and all [[furniture]] except chains.&lt;br /&gt;
&lt;br /&gt;
The metalsmith's forge also allows you to [[stud]] objects with your newly-created metal. This will give the object decorations and raise its value while consuming the metal bar - unlike every other process, however, it does not require fuel.&lt;br /&gt;
&lt;br /&gt;
==Industry management==&lt;br /&gt;
Of all the industries in Dwarf Fortress, the metal industry is easily the most versatile, able to generate high-value, powerful, and durable arms and armor, crafts, furniture, equipment, and tools. This versatility and the high value of metal goods comes at the cost of effort and logistics, however; as wide and powerful as the metal industry is, it is also difficult to set up, and logistically challenging to keep running.&lt;br /&gt;
&lt;br /&gt;
There are two methods to keep a vibrant metal industry running. The first is through judicious use of the workshop [[repeat]] button by smelting a large amount of fuel on repeat, followed by smelting ores on repeat; the bars generated can then be made into the finished products at the metalsmith's forge. A [[bookkeeper]] and resource management through checking the bars and fuel counts in the [[stocks]] menu are necessary with this method, as you have to know when you are running low on certain resources and need to adjust your processes. In particular, you want to avoid running out of fuel, as your dwarves will have to burn more wood to get the smelters jump-started again.&lt;br /&gt;
&lt;br /&gt;
The second method is through judicious use of the [[manager]]. This has the advantage of being easier to control, easier to follow, and easier to maintain then repeating tasks, but it involves a time delay and necessitates prior planning, as in a fortress with any sizable amount of players the manager must first validate all orders before acting upon them. To use the manager to manage your metal industry, queue up the jobs needed for your finished product in order. For instance, if you want to make 10 steel [[Armor|breastplates]], you would have to enqueue the following jobs in the following order:&lt;br /&gt;
# Smelt [[coke]] from lignite/bituminous coal (quantity 30)&lt;br /&gt;
# Smelt coke from lignite/bituminous coal (quantity 30)&lt;br /&gt;
# Smelt coke from lignite/bituminous coal (quantity 20)&lt;br /&gt;
# Smelt [[hematite]]/[[magnetite]]/[[limonite]] (quantity 30)&lt;br /&gt;
# Make [[pig iron]] bars (quantity 15)&lt;br /&gt;
# Make steel bars (quantity 15)&lt;br /&gt;
# (Once all the other jobs are done) Forge steel breastplates (quantity 10)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ambusher&amp;diff=159419</id>
		<title>v0.31:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ambusher&amp;diff=159419"/>
		<updated>2012-01-15T08:12:41Z</updated>

		<summary type="html">&lt;p&gt;Bognor: /* Free equipment */ edit per forum thread http://www.bay12forums.com/smf/index.php?topic=99052 - don't always get a full set of leather armor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|10:50, 12 July 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| specialty  = Hunter&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Hunting]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Focus&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Dwarves]] with the '''hunting''' [[labor]] enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey. The ambusher skill is listed among the 'misc' skills. Dwarves using the ambush skill move more slowly, but, if successful, cannot be seen by enemies. Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard [[combat]] with their prey using their crossbow.&lt;br /&gt;
&lt;br /&gt;
Since hunting is employed by players with varying success and your military will go after any game that looks at them funny anyway, you might be better off doing the good old 'hunt with your military'. After all, your military can be told to pick a specific target, and, more convenient, to ''stop'', too. One must remove the hunting labor from the hunter to get them to stop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
A dwarf with the hunting labor enabled will sleep outside, causing unhappy thoughts. It may thus be necessary to watch the mood of a full-time hunter and take him off the job in time.&lt;br /&gt;
&lt;br /&gt;
Animals will appear randomly on the edge of a map, especially once the map is cleared of all wildlife. This can result in your [[hoary marmot|marmot]] hunter suddenly having an unpleasant chitchat with an [[elephant]], [[giant eagle]], or worse.  That said, a seasoned and well-equipped hunter is more than a match for a giant eagle, and can be a good preemptive defense for your above-ground workers.  &lt;br /&gt;
&lt;br /&gt;
Hunters using crossbows must have a [[quiver]] to hold their bolts. Due to this change of behavior in version 0.31.x, the standard load for embarking now includes 3 quivers.&lt;br /&gt;
&lt;br /&gt;
Unskilled hunter will crawl in ambush mode unable to reach fast animals like badgers. Fortunatelly an experienced one will be able to rapidly bring down even swift prey.&lt;br /&gt;
&lt;br /&gt;
Ten novice hunters working together can take down even very large, very fast animals.&lt;br /&gt;
&lt;br /&gt;
A highly skilled and agile hunter will be able to single handedly take down nearly anything.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode {{verify}} ==&lt;br /&gt;
In [[adventurer mode]], ambusher skill is gained by moving around while {{key|S}}neaking, during which hostile [[creatures]] will not target you. Sneak mode remains active until toggled off, until detected by an enemy, or during sleep and fast travel (so it's impossible to sneak against a random encounter.) At lower skill levels, speed is greatly reduced, but the penalty gradually reduces until negated at Legendary skill, and it's possible to sneak at full movement rate. Chance of detection is also reduced, and a more skilled ambusher can remain in close combat for longer without being detected. The yellow announcement text &amp;quot;You have been spotted!&amp;quot; indicates that sneak mode is no longer active against any hostiles in range.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
A hunter picks a mark at random, which he then pursues, ignoring other animals and enemies{{verify}}. Hunters seem to switch marks under certain circumstances. As an ambusher gets closer to his prey, there is a greater and greater chance he or she will be spotted by the animal and stop ambushing.  Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking.&lt;br /&gt;
&lt;br /&gt;
Generally, when the dwarf is within shooting range the dwarf will move to engage. From there, the ambusher skill has no effect, and only combat skills are used.&lt;br /&gt;
&lt;br /&gt;
Upon killing the prey, a hunter will usually carry it home to the [[butcher's shop]]. A hunter may kill other [[creatures]] that are closer to them than the fleeing mark he is intent on catching{{verify}}. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside' ([[corpse]]s count as refuse). If you do this and have a good system of [[stockpile]]s, available dwarf haulers and a map free of menacing critters (like with calm [[surroundings]]), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.&lt;br /&gt;
&lt;br /&gt;
A hunter armed with a [[crossbow]] will increase his [[Marksman|marksdwarf]], ambusher and [[archery]] [[skill]]s.&lt;br /&gt;
&lt;br /&gt;
After a period of time, most hunters will eventually cause the extinction of the wild animals in the biomes where your fort is located. There are two ways to prevent this. The first is to ensure that some animals always escape; many animals spawn on the map in groups or herds, and as long as at least one member of this group survives to leave the map later, the population of that creature will not decrease. Another method is to capture the wild animals, breed them, and then either release them back into the biome or hunt the offspring.&lt;br /&gt;
&lt;br /&gt;
==Postprocessing==&lt;br /&gt;
Caution is advised in the slaughtering process. Hunters will drop carcasses directly into the [[butcher's shop|butchery]], which will make it [[clutter]]ed very fast. Animals upon being butchered explode into many many parts, and the clutter will make the [[butcher]] work many times slower. [[Stockpiles]] and [[haulers]] are suggested, or your animal corpses will rot even while in the butchery and you will lose the valuable byproducts: [[skin]], [[meat]], and ([[food]]). Bones and skulls can be salvaged from non-sentient skeletons once processed by a butcher. ([http://www.bay12games.com/dwarves/mantisbt/view.php?id=1180 doesn't work?]). It can also happen that your butcher is not fast enough and a hauler takes a corpse from the butchery and puts it on a refuse pile. This shouldn't be a problem as your butcher will pick it up from there.&lt;br /&gt;
&lt;br /&gt;
If you don't have a good stocking and hauling system, some of the food will rot.  Also, the [[craftsdwarf]] unfortunate enough to need the bones, hooves, etc, from the rotted critters will have to endure the [[miasma]] of rotting corpse.  All these things can place a strain on production speed and safety.&lt;br /&gt;
&lt;br /&gt;
==Dogs==&lt;br /&gt;
You can assign [[Dog#Hunting_Dogs|hunting dog]]s to your [[hunter]]s, which can sneak alongside their masters and attack the hunter's prey. You can also assign [[Dog#War_Dogs|War dog]]s, which are much stronger and can help take down bigger game, but cannot sneak and may rush into combat early.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Tactics ==&lt;br /&gt;
You should consider training hunters in wrestling in order for them to defend themselves.  Wrestling will help them to break the jaw-grips that the enemy critter places on him, and will help the dwarf wrestle on his own and even place his own jaw grips if both of his hands are incapacitated, and is the only option if a weapon is dropped or stuck in the animal. You should also consider training them in the [[Weapon skill|hammerdwarf]] skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf. Hunters will fight to the death if engaged, but get a job cancellation if they run out of [[bolt]]s.  Without bolts assigned, he must fight with the butt of the crossbow, which functions similarly to a [[Dwarven_weapon#War_hammer|hammer]].&lt;br /&gt;
&lt;br /&gt;
Using your military to hunt can be safer and more efficient than using hunters, particularly if they are agile enough to simply outrun the creatures.&lt;br /&gt;
&lt;br /&gt;
Be warned that hunters will not stop their current hunt if you disable their hunting labor; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially suicidal results.  This may be avoidable by disabling the labor while hunting or returning the kill.&lt;br /&gt;
&lt;br /&gt;
== Free equipment ==&lt;br /&gt;
Any dwarf with ambusher as their highest skill when embarking will get a metal crossbow, a quiver with 30-40 metal bolts, and one or more pieces of leather armor - potentially leather body armor, leather leggings, leather low or high boots, and a leather helm or steel cap.  All of these items will be of ordinary [[quality]]. Several caveats apply:&lt;br /&gt;
&lt;br /&gt;
*This equipment will only be given if ambusher is the dwarf's highest skill; a Proficient Ambusher/Proficient Cook will have [[farmer]] as a profession, and will not receive any equipment.  &lt;br /&gt;
*You can combine the ambusher skill with other [[ranger]] skills (except animal caretaker), even ones equal to their ambusher skill, will still receive this equipment. &lt;br /&gt;
*Most military skills (sorry [[fighter]] and [[biter]]), like macedwarf, can be combined at any level with the ambusher skill and still receive the equipment.  (Separately, dwarfs whose highest skill is a military skill will not influence what equipment is given: speardwarves will arrive at the site carrying nothing, and speardwarf/ambushers will arrive with the crossbow given to all ambushers.  [[Armor user]] and [[shield user]] have no effect either.)&lt;br /&gt;
&lt;br /&gt;
*You can also get the freebies by giving a social skilled dwarf a point in ambusher.&lt;br /&gt;
&lt;br /&gt;
*Any [[immigration|immigrating]] hunters will receive a full set of proper equipment.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Migrant hunters sometimes arrive with the hunting labor turned off, causing them to drop their equipment at the edge of the map [http://www.bay12games.com/dwarves/mantisbt/view.php?id=110] Fixed in 0.31.22?&lt;br /&gt;
*Weapons of hunters might not be assigned properly. Even if a hunter has a quiver and bow, and assigned ammo, he may not have the ''right'' bow. Disable his hunting skill so he stockpiles his equipment, then re-enable hunting when he's done.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pasture&amp;diff=159418</id>
		<title>v0.31:Pasture</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pasture&amp;diff=159418"/>
		<updated>2012-01-15T08:02:38Z</updated>

		<summary type="html">&lt;p&gt;Bognor: delete claim that grazers are typically good livestock candidates - the best are arguably cats, dogs, and poultry, none of which graze at all&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|17:59, 25 February 2011 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Pastures are a feature that was released with version 0.31.19 and are [[activity zone]]s that the player creates to hold tame animals, especially grazing animals.  Herbivorous animals now require [[grass]], cave moss or floor fungus to graze upon, and larger herbivores require a greater amount of grass to feed themselves. Some [[Panda|animals]] require special dietary needs (bamboo etc) rather than grass to graze. Using pastures allows herbivorous animals to be restricted to areas that they will have access to graze.&lt;br /&gt;
&lt;br /&gt;
A pasture is def{{K|i}}ned using {{K|i}}-{{K|n}} to draw a rectangle, and then animals are selected to graze. Having pressed {{K|i}} to define a zone, highlight the pasture and press {{K|N}} ({{K|Shift}}+{{K|n}}), select the animal(s) you wish to pasture using {{K|+}}/{{K|-}} and pressing {{K|Enter}}. Once all animals are selected, finish by pressing {{K|Esc}} and idle dwarves with [[animal hauling]] will lead the animals to pasture.&lt;br /&gt;
&lt;br /&gt;
Any tame animal may be assigned to a pasture. You can also assign pastures inside and use them to put animals that do not need to eat in certain areas. If there is fungus or moss on your indoor floors the animals will consume that in place of grass.&lt;br /&gt;
&lt;br /&gt;
==Grazing animals and pasture size==&lt;br /&gt;
Grazing animals use the [GRAZER:&amp;lt;value&amp;gt;] token to signify how much grass they need to eat.  This is an inverse number - the value in grazer signifies how much hunger is reduced when eating a unit of grass.  A creature with ten times the grazer value needs one tenth the amount of grass (and hence, pasture land) as a creature with a small grazer value. If you started your fortress in an undead biome you may need to assign more space for a pasture as much of the grass is dead. Animals will not eat dead grass and will only eat the still living patches.&lt;br /&gt;
&lt;br /&gt;
Each [[time]] unit adds one point to hunger.  An animal takes an average of one turn per ten time units, and takes one time unit to eat grass. If there were an unlimited amount of grass on a tile, even animals with [GRAZER:1] would be able to feed themselves, however there are at most 4 bunches of grass. Therefore, a creature of standard speed and agility with [GRAZER:3] would not be able to survive, and creatures with [GRAZER:4] require a constant source of grass (in other words infinite sized pastures) to survive. In practice, anything with [GRAZER:20] or less is completely incapable of feeding itself. Because of this, the larger creatures like dralthas are virtually impossible to keep fed, and elephants are incapable of feeding themselves fast enough to stave off starvation.&lt;br /&gt;
&lt;br /&gt;
If grazing animals consume all the grass on a tile, the tile will be reverted to the base layer material. This may be [[sand]], [[clay]] or [[soil]] In this way you receive a visual clue as to the size of the pasture required.&lt;br /&gt;
&lt;br /&gt;
==Overcrowding==&lt;br /&gt;
It is possible to overcrowd a pasture.  Animals may become enraged and start fights.  This is similar to a dwarf throwing a [[tantrum]] and can be solved by enlarging your pasture or keeping fewer animals in it.&lt;br /&gt;
&lt;br /&gt;
Another possibility is to split a large pasture which holds many animals into several smaller pastures, with the pasture size reflecting the amount of grazing the animal needs to survive. Animals will only fight each other if their pasture is sharing the same tiles as the creature they are fighting with{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
==Other Applications==&lt;br /&gt;
Pasture can serve as more advanced replacement for [[rope]] which allows you to &amp;quot;tie&amp;quot; multiple animals to same spot and even allows you to place pets and animals assigned to dwarves.&lt;br /&gt;
&lt;br /&gt;
This can be used to safely get rid of immigrant pets or cat infestation (pasture them outside fortress to serve as early warning system and meatshield or pasture them inside a room that then gets accidentally filled with [[magma]]).&lt;br /&gt;
&lt;br /&gt;
Note that while a pasture is a quick way of placing animals exactly in one defined area, it does not restrict the movement of an animal if they are threatened by an enemy - the animal will flee as normal, and will trigger an animal hauling task to re-pasture the animal once it leaves the border of the pasture. This is important as the announcement of an ambush may trigger a flood of animal haulers rushing to the pasture and into the face of the enemy.&lt;br /&gt;
&lt;br /&gt;
==List of grazing animals==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Animal&lt;br /&gt;
! Grazer&amp;lt;br&amp;gt;value&lt;br /&gt;
! Creature&amp;lt;br&amp;gt;Size&lt;br /&gt;
! [[Milking|Milkable]]&lt;br /&gt;
! [[Shearing|Shearable]]&lt;br /&gt;
! Minimal Pasture Size&amp;lt;br&amp;gt;per individual&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Elephant]]&lt;br /&gt;
| 12 || 5,000,000 || ||&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Cannot Self Feed (Graze Value &amp;lt;= 20)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Rhinoceros]]&lt;br /&gt;
| 20 || 3,000,000 || ||&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Cannot Self Feed (Graze Value &amp;lt;= 20)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant moose|Giant Bull Moose]]&lt;br /&gt;
| 23 || 4,257,750 || ||&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 29 x 29&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Draltha]]&lt;br /&gt;
| 24&lt;br /&gt;
| 2,500,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 29 x 29&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant moose|Giant Moose Cow]]&lt;br /&gt;
| 38&lt;br /&gt;
| 2,554,650&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 28 x 28&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Water buffalo]]&lt;br /&gt;
| 60&lt;br /&gt;
| 1,000,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 18 x 18&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giraffe]]&lt;br /&gt;
| 60&lt;br /&gt;
| 1,000,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 18 x 18&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Yak]]&lt;br /&gt;
| 85&lt;br /&gt;
| 700,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 16 x 16&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Gigantic panda]]&lt;br /&gt;
| 92&lt;br /&gt;
| 1,160,900&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| N/A (only eat bamboo, will starve without it)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Cow]]&lt;br /&gt;
| 100&lt;br /&gt;
| 600,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 14 x 14&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Unicorn]]&lt;br /&gt;
| 100&lt;br /&gt;
| 600,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 14 x 14&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Moose|Bull Moose]]&lt;br /&gt;
| 114&lt;br /&gt;
| 525,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 14 x 14&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Horse]]&lt;br /&gt;
| 120&lt;br /&gt;
| 500,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 13 x 13&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Camel]] (both)&lt;br /&gt;
| 120&lt;br /&gt;
| 500,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 13 x 13&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant capybara]]&lt;br /&gt;
| 133&lt;br /&gt;
| 523,350&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 13 x 13&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Mule]]&lt;br /&gt;
| 150&lt;br /&gt;
| 400,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 12 x 12&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Moose|Cow Moose]]&lt;br /&gt;
| 190&lt;br /&gt;
| 315,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 11 x 11&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Donkey]]&lt;br /&gt;
| 200&lt;br /&gt;
| 300,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 10 x 10&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Elk]]&lt;br /&gt;
| 200&lt;br /&gt;
| 300,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 10 x 10&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Muskox]]&lt;br /&gt;
| 210&lt;br /&gt;
| 285,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 10 x 10&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Llama]]&lt;br /&gt;
| 333&lt;br /&gt;
| 180,000&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 8 x 8&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Deer]]&lt;br /&gt;
| 428&lt;br /&gt;
| 140,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 7 x 7&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Reindeer]]&lt;br /&gt;
| 461&lt;br /&gt;
| 130,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 7 x 7&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Panda]]&lt;br /&gt;
| 462&lt;br /&gt;
| 130,000&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| N/A (only eat bamboo, will starve without it)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Warthog]]&lt;br /&gt;
| 600&lt;br /&gt;
| 100,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 6 x 6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Elk bird]]&lt;br /&gt;
| 600&lt;br /&gt;
| 100,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 6 x 6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Alpaca]]&lt;br /&gt;
| 857&lt;br /&gt;
| 70,000&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 5 x 5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Pig]]&lt;br /&gt;
| 1,000&lt;br /&gt;
| 60,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 5 x 5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Sheep]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 50,000&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Goat]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 50,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Mountain goat]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 50,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Capybara]]&lt;br /&gt;
| 1,333&lt;br /&gt;
| 45,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Gazelle]]&lt;br /&gt;
| 3,000&lt;br /&gt;
| 20,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 3 x 3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Hoary marmot]]&lt;br /&gt;
| 6,000&lt;br /&gt;
| 10,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 2 x 2&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Groundhog]]&lt;br /&gt;
| 20,000&lt;br /&gt;
| 3,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 1 x 1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Cavy]]&lt;br /&gt;
| 75,000&lt;br /&gt;
| 800&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 1 x 1 (can feed up to 3 cavies)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Rabbit]]&lt;br /&gt;
| 120,000&lt;br /&gt;
| 500&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 1 x 1 (can feed up to 5 rabbits)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Saltwater_crocodile&amp;diff=159245</id>
		<title>v0.31:Saltwater crocodile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Saltwater_crocodile&amp;diff=159245"/>
		<updated>2012-01-04T11:19:53Z</updated>

		<summary type="html">&lt;p&gt;Bognor: copyedit, and avoid giving people unrealistic expectations of breeding potential&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:33, 11 October 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|eye=0-2&lt;br /&gt;
|lung=0-2&lt;br /&gt;
|heart=0-1&lt;br /&gt;
|intestine=0-2&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=0-1&lt;br /&gt;
|skull=0-1&lt;br /&gt;
|nail=0-1&lt;br /&gt;
|fat=0-28&lt;br /&gt;
|scale=0-1&lt;br /&gt;
|meat=0-33&lt;br /&gt;
|bone=0-34&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Saltwater crocodiles''' are large exotic reptiles. Found in many wetland biomes, these creatures have a considerable pet value and are tamable. &lt;br /&gt;
&lt;br /&gt;
Saltwater crocodiles have the greatest egg-laying potential of any animal in the game, with 20-70 eggs per clutch. This makes them ideal animals to use for [[egg production]]. Considering the value of a single crocodile and the benefits of having 100+ tamed crocs watching over your dwarves, a breeding pair can be quite valuable. Taking two years to reach full size, they could power a valuable [[meat industry]] for a patient player.&lt;br /&gt;
&lt;br /&gt;
Though wild crocs generally do not wade far from the water's edge, they can be a major hazard to any dwarf whose job takes him near water. Fortunately, crocs are hard to provoke and most of the time will not chase your dwarves far.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sparring&amp;diff=154691</id>
		<title>v0.31 Talk:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sparring&amp;diff=154691"/>
		<updated>2011-11-11T12:27:01Z</updated>

		<summary type="html">&lt;p&gt;Bognor: /* Individual Combat Drill */ can anyone else confirm this?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Individual Combat Drill==&lt;br /&gt;
I have corrected a remark on the ICD part that said that ICD happens when a dwarf has no job. However ICD is happening when a dwarf is ON BREAK not when he/she has NO JOB. I have confirmed that on my fortress where I have jobless dwarfs not going to individual combat drills and when I remove from the military a dwarf who is on ICD, he/she immediately goes on break and vice versa. --[[User:tarkalak|tarkalak]]&lt;br /&gt;
:But have you observed that behavior with multiple dwarves?  It could simply be that the dwarf who was on break was highly motivated, whereas the other lazy bums were not.  Try checking their {{L|Personality trait|personalities}} - I'll bet you'll find the dwarf who did ICD while on break &amp;quot;is very active&amp;quot; or &amp;quot;is self-disciplined&amp;quot; or something like that. [[User:Bognor|Bognor]] 12:27, 11 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==This isn't funny, guys==&lt;br /&gt;
But it is [[Fun]]. How do I get them to use wooden training sword for training and metal swords for everything else? I spent months watching my swordsdwarves beating an ettin with what are essentially sticks, and when I finally get them using metal swords, one trainee sticks one in his sparring partner's stomach and twists it around! I thought they were supposed to be smart enough to switch on their own; I'm feeling pretty dumb that I can't even get them to switch on command. Help? --[[User:Zombiejustice|Zombiejustice]] 01:21, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Pffft, ''you'' feel dumb, I can't even ''get them to spar'' in the current setup :/ Stupid drills and lessons [[User:Greep|Greep]] 01:13, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Don't feel dumb, the military is horrendously bugged right now and some people are even having a hard time getting them to pick up something. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
::I'm having the problem right now.  They picked stuff up fine (more or less), but this current fort, I can't even get hunters to pick up their stuff. --[[User:LegacyCWAL|LegacyCWAL]] 17:49, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just to annoy you a little bit, my dwarves train fine, level up quite fast, train with steel and bronze weapons and i have yet to see any injury :P I will admit though that the military screen gave me quite a bit of headache at first. --[[Special:Contributions/92.202.9.88|92.202.9.88]] 14:26, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::For my edification, are they sparring with these metal weapons, or doing individual training? --[[User:Zombiejustice|Zombiejustice]] 22:56, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I'm with Greep; my dwarves don't spar whatsoever. I have the military screen largely figured out, I have my barracks designated for training, another for sleeping, etc. but I only see them standing around in a large group &amp;quot;Waiting for Combat Training&amp;quot; and whatnot. I never see my recruits pushing eachother around with the occasional smear of blood across the wall, like they use to (sparring, basically). Are they supposed to just stand around now and passively gain military skill, or do they move around? If so, '''HOW DO I GET THEM TO SPAR'''?! Much thanks. --[[User:Bronzebeard|Bronzebeard]] 02:58, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::To get them to spar, assign the squad a barracks, make an alert for that squad with a schedule that calls for training, and give that squad that alert. --[[User:Zombiejustice|Zombiejustice]] 19:23, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I've done all that. I don't see any sparring, though, unless it's been entirely taken out of the game and replaced with &amp;quot;individual combat drills&amp;quot; and demonstrations. The latter never seem to work because, for whatever reason, the dwarves can't all be there at the same time (unless they do work without the entire squad) BUT I have noticed that one way or another, my dwarves are improving their combat skills by just standing around doing drills and demonstrations. I have to assume that sparring -- dwarves knocking each other around -- has been eliminated from the game. --[[User:Bronzebeard|Bronzebeard]] 19:29, 23 April 2010 (UTC)&lt;br /&gt;
::::: My dwarves spar sometimes. Like most of the military jobs in 0.31.03 it seems to be somewhat buggy. All I did to get them to spar originally was to assign them a firing range, a barracks (both designated as training) and set their schedule to 'Train'. Getting them to not put each other in hospital on the other hand... [[User:Bpuk|Bpuk]] 22:38, 23 April 2010 (UTC)&lt;br /&gt;
:::::I've just figured out that along with the 'C' and 'H' at the upper left corner of the screen, there is also an 'S' that pertains to sparring announcements (an 'S' I've never seen, mind you), so traditional sparring must, clearly, still be around -- I apologize. However I've, again, yet to see it. --[[Special:Contributions/76.110.216.178|76.110.216.178]] 03:10, 30 April 2010 (UTC)&lt;br /&gt;
::::::Don't worry if your dwarves are just standing around attending &amp;quot;Demonstrations&amp;quot; or &amp;quot;Individual Combat Drills&amp;quot;.  They still gain military skill.  In my current fortress, I put a few of my useless dwarves into the military, including one who already had good fighting skills, before I had forged any weapons.  By the time I supplied them with battleaxes, the one had taught the others to become competent dodgers.  Once I gave them all weapons, they just stood around doing individual drills, but they still gained skill (only novice so far).--[[User:Aegeus|Aegeus]] 01:26, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My dwarves pick their weapons and armor as soon as I order them, too bad that they do &amp;quot;sparring&amp;quot; instead of &amp;quot;demonstrations&amp;quot; or &amp;quot;combat drills&amp;quot;. Lethal sparring. Sparring with exceptional iron short swords is deadlier than a GCS attack, even with full iron gear.&lt;br /&gt;
&lt;br /&gt;
::For me (in 31.11), my dwarfs &amp;quot;lightly tap&amp;quot; eachother with their weapon while sparring. Even with copper battle axe. No Dwarf was hurt until now.&lt;br /&gt;
::: ''The expedition leader hacks the recruit in the upper body with her (copper battle axe) lightly tapping the target.''  --[[Special:Contributions/94.217.127.39|94.217.127.39]] 09:33, 24 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've been wanting to add a little blurb in the training section about training with hammers--there's no training hammer you can build, but you can assign wooden crossbows to hammerdwarves and, without bolts, they'll train hammer, and won't bludgeon each other to death.  I've never actually contributed to a wiki before, and don't want to commit a faux pas by improper editing...&lt;br /&gt;
::I say go for it. If there is an error in your change someone else can just pitch in and correct it.&lt;br /&gt;
&lt;br /&gt;
=== version 31.12 ===&lt;br /&gt;
&lt;br /&gt;
I would really appreciate a keystroke-by-keystroke explanation of how to set up a training schedule. I'm trying to decipher it on my own right now, and will post when I get a chance, but in the meantime....if you know, please share? [[User:Romeofalling|Romeofalling]] 22:18, 15 August 2010 (UTC)&lt;br /&gt;
:I added in some more specific directions in the introduction as well as cleaned up the language a bit. I also added the bit about the danger room. Try my directions and see if you get better results. I have consistently been able to get my squads to train using the past two versions by following those instructions. If they still won't train I will write out a more detailed synopsis.[[User:Furlion|Furlion]] 07:09, 16 August 2010 (UTC)&lt;br /&gt;
::Thanks! That was very clear and concise. Would it be possible for you to make similar clarifications about how to integrate Scheduling into these sorts of training routines? In my specific case now that I've managed to train successfully, I'm trying to figure out how to set up 3 two-dwarf squads of melee combatants so that at any given month, one is training, one is on patrol, and the third is working their civilian jobs. [[User:Romeofalling|Romeofalling]] 21:49, 16 August 2010 (UTC)&lt;br /&gt;
:::Check my user talk page today or tomorrow. I am going to write up a little tutorial similar to the one found [http://df.magmawiki.com/index.php/DF2010:Military_interface here]. See if that link gets you anymore help then check my page. Glad my write up helped you get started training!--[[User:Furlion|Furlion]] 07:03, 17 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Injuries? ==&lt;br /&gt;
&lt;br /&gt;
Have there actually been any reported sparring injuries in 0.31.12?  A single one?  Anywhere?  I suspect the part of the page that discusses injuries may be out of date, but I don't want to change it prematurely. --[[User:Greycat|Greycat]] 16:33, 28 August 2010 (UTC)&lt;br /&gt;
:Actually now that you mention it, I was letting my squad train with real weapons and no one has suffered an injury yet. Or at least, I have yet to notice one. I would say that carefully monitoring a full squad of 10 for a whole year of training and seeing if anyone has been injured would be long enough to be considered verified. --[[User:Furlion|Furlion]] 16:18, 29 August 2010 (UTC)&lt;br /&gt;
::They are only &amp;quot;lightly tapping&amp;quot; each other with exceptional steel spears and masterwork steel battleaxes now. And doing actual sparring is slow but way faster than &amp;quot;individual combat drill&amp;quot;.--[[User:Another|Another]] 14:02, 19 September 2010 (UTC)&lt;br /&gt;
::: Oh yeah, I have seen the same, just that my dorfs are training with adamantine axes. At first I was like &amp;quot;SHIT&amp;quot; when my dorfs spar, cause I don't have a armorer yet, but they only tap each other, noone got any injurys yet.--[[User:Niggy|Niggy]] 11:39, 9 October 2010 (UTC)&lt;br /&gt;
:::: As the consensus seems to be that dorfs no longer hurt each other, I'm changing the page. [[User:Calite|Calite]] 14:04, 9 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Danger Room==&lt;br /&gt;
There is currently a {{l|Danger_room|Danger Room}} article so I am going to remove the text and instead put a link the See Also links. --[[User:Furlion|Furlion]] 05:33, 23 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 31.17 training oddity ==&lt;br /&gt;
&lt;br /&gt;
I do not know, if this is the best place but I noticed this little thing: if you schedule you dwarves to train and order says &amp;quot;minimum 1 dwarf&amp;quot; there will never be ''more than one'' dwarf training at a time. When I changed order to &amp;quot;minimum 3 dwarf&amp;quot; two more dwarves rushed in almost immediately. I will look on Mantis for this.--[[User:SanDiego|SanDiego]] 15:44, 23 November 2010 (UTC)&lt;br /&gt;
:That is correct. Also, if you put in 10 minimum, and you only have eight, ''they won't train at all.'' So it is a minimum, and a maximum. Although, if you train less than you have (which you should, so they get breaks) the other may engage in individual combat drills when they are not active.&lt;br /&gt;
::And so, in other words, the &amp;quot;minimum&amp;quot; setting of dwarves to train is actually the exact number (?)&lt;br /&gt;
&lt;br /&gt;
== Three-way sparring match ==&lt;br /&gt;
I'm currently observing a three-way sparring match taking place in my fortress (df 31.18).  Never knew this was possible before; don't know if it needs to be worked into the article or what.  (It does seem like it would impact the &amp;quot;optimum squad size&amp;quot;.) &amp;amp;mdash;[[User:Chaos|Chaos]] 18:17, 24 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
One of the dwarfs left the match without terminating it for the other two, incidentally. &amp;amp;mdash;[[User:Chaos|Chaos]] 18:21, 24 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I can confirm that this happened in my fort as well. [[User:Qwertyu|Qwertyu]] 13:36, 10 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarves Training With Other Squads ==&lt;br /&gt;
&lt;br /&gt;
I can confirm that dwarves that share a barracks for training will train with dwarves from other squads. My Captain of the Guard, who is in a one-dwarf squad, will 'organize combat training' with the other dwarves in the barracks.&lt;br /&gt;
&lt;br /&gt;
==Size of squad==&lt;br /&gt;
I have a squad of 5 and all 5 are sparing. Removed the error from the page.--[[User:Kwieland|Kwieland]] 17:54, 11 May 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;diff=154028</id>
		<title>Dwarf Fortress Wiki:Administrative intervention against vandalism</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;diff=154028"/>
		<updated>2011-11-02T10:41:11Z</updated>

		<summary type="html">&lt;p&gt;Bognor: /* Reports */ reporting DScheer82&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;infobox&amp;quot; id=&amp;quot;&amp;quot; style=&amp;quot;background-color: #eef5ff; border: 1px solid #0088CC; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: left; width: 100%; border-top-left-radius:8px; -moz-border-radius-topleft:8px; -webkit-border-top-left-radius:8px; border-bottom-right-radius:8px; -moz-border-radius-bottomright:8px; -webkit-border-bottom-right-radius:8px;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #0088CC; font-weight:bold; background-color: #8ce; padding-left: 1em; padding-right: 1em; border-top-left-radius:4px; -moz-border-radius-topleft:4px; -webkit-border-top-left-radius:4px; border-bottom-right-radius:4px; -moz-border-radius-bottomright:4px; -webkit-border-bottom-right-radius:4px;&amp;quot; |'''Instructions'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Reported edits must constitute vandalism.&lt;br /&gt;
#Link both an example of the user's vandalism and the user's talk page.&lt;br /&gt;
#Add report to top of list. Use format: &amp;lt;nowiki&amp;gt;#Reporting user [[User_talk:Briess|Briess]] for edits [link], [link] and [link] ~~~~ &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
#Please sign the report. &lt;br /&gt;
#If a report has remained here for more than 24 hour, please leave a message on an admin's talk page.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Reports==&lt;br /&gt;
&amp;lt;!--- ADD NEW REPORTS DIRECTLY UNDER THIS COMMENT ---&amp;gt;&lt;br /&gt;
Reporting users [[User:Shushu|Shushu]], [[User:Liliyuan|Liliyuan]], [[User:Smalltrees|Smalltrees]], and [[User:Bingbingyuan|Bingbingyuan]] for user tallk page spam. - [[User:Knight Otu|Knight Otu]] 09:07, 11 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reporting user Ameriplan - bunch of spammy stuff in User talk:Ameriplan &lt;br /&gt;
[[Special:Contributions/194.200.65.239|194.200.65.239]] 11:25, 30 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reporting user [[User talk:Aiai00125|Aiai00125]] for [http://df.magmawiki.com/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion&amp;amp;curid=14457&amp;amp;diff=153375&amp;amp;oldid=153097 this edit to the Centralized discussion page].  The user's talk page also contains linkage spam. -- [[User:Khym Chanur|Khym Chanur]] 03:45, 27 September 2011 (UTC)&lt;br /&gt;
:Also on [http://df.magmawiki.com/index.php?title=23a:Creature_small_mammals.txt&amp;amp;curid=15135&amp;amp;diff=153376&amp;amp;oldid=102951 23a:Creature_small_mammals.txt]. Both vandalized pages are reverted.&lt;br /&gt;
:[[User:Knight Otu|Knight Otu]] 11:22, 27 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reporting user [[User:AWurth93|AWurth93]] for this [http://df.magmawiki.com/index.php?title=Consolidated_Development:_Arcs,_core-items,_bloats,_Reqs_and_Powergoals&amp;amp;curid=17308&amp;amp;diff=153356&amp;amp;oldid=149506]. Yep, there's at least one link in that mess. - [[User:Knight Otu|Knight Otu]] 16:17, 26 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reporting user [[User:JBinkley89|JBinkley89]] for this [http://df.magmawiki.com/index.php/DF2010:Strange_mood] wait. I think this list is actually the same as Sgragg88's. -- [[User:RedHerring|Redherring]] 7:59 23/09/2011 GMT+2 (First time editing, sorry for the mess)&lt;br /&gt;
:I would suggest looking into users [[User:AWurth93|AWurth93]] and [[User:EKruse55|EKruse55]]. Their names follow the same pattern as Binkley and Gragg - if they are spam accounts then like those, they are probably to lie dormant for a few days before they start their spam.&lt;br /&gt;
:[[User:Knight Otu|Knight Otu]] 12:40, 23 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reporting user [[User:SGragg88|SGragg88]] for this [http://df.magmawiki.com/index.php?title=DF2010:Water_wheel&amp;amp;diff=153193&amp;amp;oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:String_dump&amp;amp;diff=153194&amp;amp;oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:Weapon_token&amp;amp;diff=153195&amp;amp;oldid=prev edit], and this [http://df.magmawiki.com/index.php?title=DF2010:Creature_token&amp;amp;diff=153196&amp;amp;oldid=prev edit].  I'd be remiss to not include this [http://df.magmawiki.com/index.php?title=40d:Lead&amp;amp;diff=153197&amp;amp;oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:Advanced_world_generation&amp;amp;diff=153198&amp;amp;oldid=prev edit], this [http://df.magmawiki.com/index.php?title=23a:Weapon_token&amp;amp;diff=153199&amp;amp;oldid=prev edit],  or this [http://df.magmawiki.com/index.php?title=40d:Armor&amp;amp;diff=153200&amp;amp;oldid=prev edit].  And who could forget such classics as this [http://df.magmawiki.com/index.php?title=40d:Strange_mood&amp;amp;diff=153201&amp;amp;oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:Armor_user&amp;amp;diff=153202&amp;amp;oldid=prev edit], this [http://df.magmawiki.com/index.php?title=DF2010:Release_information&amp;amp;diff=153203&amp;amp;oldid=prev edit], and everbody's favorite: this [http://df.magmawiki.com/index.php?title=Caravans&amp;amp;diff=153204&amp;amp;oldid=prev edit]?  But wait!  There's more!  This [http://df.magmawiki.com/index.php?title=DF2010:Strange_mood&amp;amp;diff=153205&amp;amp;oldid=152796 edit] free with purchase!  --[[User:Jwest23|Jwest23]] 21:00, 21 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reporting user [[Special:Contributions/75.163.224.80|75.163.224.80]] for this [http://df.magmawiki.com/index.php?title=DF2010:Adventure_mode_quick_start&amp;amp;curid=18784&amp;amp;diff=152872&amp;amp;oldid=152303 edit] --[[User:Cali|Cali]] 04:20, 6 September 2011 (UTC)&lt;br /&gt;
:At Wikipedia we'd call that a &amp;quot;test edit&amp;quot; - most likely the first ever wiki edit by a young person who didn't quite believe they could change the internet.  My bet is that there won't be any further disruption from that IP address, so no administrator action is required. [[User:Bognor|Bognor]] 14:56, 6 September 2011 (UTC)&lt;br /&gt;
:: I tend to agree here. --[[User:Briess|Briess]] 07:06, 9 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Pre-emptive, but I'm guessing the following are not genuine new-user registrations...&amp;lt;br&amp;gt;&lt;br /&gt;
(User creation log); 09:14 . . Download Love That Girl! - Season One 1080p movie New user account&amp;lt;br&amp;gt;&lt;br /&gt;
(User creation log); 08:44 . . Download 60 Minutes Australia - 2011 Full movie New user account&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:Contributions/194.200.65.239|194.200.65.239]] 10:29, 10 August 2011 (UTC)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
#Reporting IP Address 124.6.181.189 for an [http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;oldid=152086 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 16:03, 4 August 2011 (UTC)&lt;br /&gt;
#Reporting IP Address 124.6.181.183 for an [http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;diff=prev&amp;amp;oldid=151941 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 19:05, 31 July 2011 (UTC)&lt;br /&gt;
#Reporting user [[User_talk:Jose|Jose]] for an [http://df.magmawiki.com/index.php?title=DF2010:Nail&amp;amp;oldid=151747 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 18:06, 25 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a link insertion at [[Talk:Main_Page/Quote/archive1]] by an anonymous IP. I undid it, not sure if other measures need to be taken.&lt;br /&gt;
[[User:Knight Otu|Knight Otu]] 19:10, 18 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a vandalism at &amp;quot;http://df.magmawiki.com/index.php/DF2010:Ruin&amp;quot;. -- Dragongutz&lt;br /&gt;
:No there wasn't - the article history clearly indicates that the article has '''never''' had any content. --[[User:Quietust|Quietust]] 21:41, 11 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
reporting user [[User:Jalohear]] [[http://df.magmawiki.com/index.php?title=Main_Page&amp;amp;oldid=135938 link]]&lt;br /&gt;
:Interestingly, that user (and 2 others) signed up over a week ago and sat dormant this entire time. The bastards are trying to get sneaky... --[[User:Quietust|Quietust]] 21:50, 11 February 2011 (UTC)&lt;br /&gt;
::I've seen vandalized main pages like that on the other wikis under attack.  I'm not sure, but I think they start doing that only after they've &amp;quot;burrowed&amp;quot; into the site for an extended period of time.  I believe the goal is to keep their spam links a part of the wiki for as long as possible.  [[User:Uristocrat|Uristocrat]] 08:18, 12 February 2011 (UTC)&lt;br /&gt;
:::I suspect they were remaining dormant in order to get past the &amp;quot;new user&amp;quot; stage and gain the ability to edit semi-protected pages. --[[User:Quietust|Quietust]] 17:21, 12 February 2011 (UTC)&lt;br /&gt;
::::I've modified new user stage so that you have to have made 10 edits before you can edit semiprotected articles or create new articles, in addition to the 3 day wait period. --[[User:Briess|Briess]] 17:30, 12 February 2011 (UTC)&lt;br /&gt;
:::::I'm glad. Sounds like that should help. Although, I just tried to create my user profile ([[User:Thundercraft|Thundercraft]]) and it gave me a '''Permission error''', it said &amp;quot;You do not have permission to create new pages.&amp;quot; (I do not have 10 edits yet.) Perhaps you should make user profiles exempt from this rule? Also, I would recommend mentioning to new members about these requirements. Otherwise, it could mean a lot of confused new members at a lot of complaints. You would not have to be specific, however. You could just say that &amp;quot;several edits&amp;quot; are required before that privilege is granted. --[[User:Thundercraft|Thundercraft]] 23:01:23, 12 February 2011 (UTC)&lt;br /&gt;
::::::I made your user profile page for you.  An admin will have to do anything else.  Also, I have confirmation now that the webspam team at Google is taking a look at this.  They're interested because it's not just this wiki, there are thousands of others being vandalized by spammers and their real goal is to get their crap into the search engines.  That probably won't stop the spambots from vandalizing things, but it will help keep them from profiting from this.  [[User:Uristocrat|Uristocrat]] 08:39, 13 February 2011 (UTC)&lt;br /&gt;
::::::I'll look into permissions today and see if I can get user page creation working for newly registered users.  Also, you're probably right about needing a notice of some sort for this change. --[[User:Briess|Briess]] 16:56, 13 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Both [[User_talk:DaisyBarrett DaisyBarrett]] ([http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;diff=prev&amp;amp;oldid=151347 example]) and [[User_talk:SunshineMcfadden SunshineMcfadden]] ([http://df.magmawiki.com/index.php?title=DF2010:Sand&amp;amp;diff=prev&amp;amp;oldid=151343 example])  have added link-spam marked as minor edits.  Link spam is the only edits these two users have done. -- [[User:Khym Chanur|Khym Chanur]] 20:44, 15 July 2011 (UTC)&lt;br /&gt;
:Did you not notice that their edits were undone and '''I banned both of them 9 hours ago'''? --[[User:Quietust|Quietust]] 21:15, 15 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a single spam edit by 124.6.181.171, which I've reverted. [[User:Bognor|Bognor]] 07:21, 22 July 2011 (UTC)&lt;br /&gt;
:^Same story for DScheer82. [[User:Bognor|Bognor]] 10:41, 2 November 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Shaostoul%27s_Guide&amp;diff=154027</id>
		<title>Shaostoul's Guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Shaostoul%27s_Guide&amp;diff=154027"/>
		<updated>2011-11-02T10:40:14Z</updated>

		<summary type="html">&lt;p&gt;Bognor: Undo revision 154026 by DScheer82 (Talk) foul spammer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to my wiki guide! By popular demand I did what I could to make this as easy and simple as I could and not as overwhelming...&lt;br /&gt;
&lt;br /&gt;
There's a ton of information here and it &amp;quot;should&amp;quot; be able to help you with any simple reaction modding problems you run into at the moment.&lt;br /&gt;
&lt;br /&gt;
This WILL be updated with creature editing, entity editing and whatever else.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''MOST IMPORTANT NOTE FOR MODDING!''' - With the way the &amp;quot;new&amp;quot; Dwarf Fortress is, when you are modding the easiest thing to do is just to generate a new world. This new version saves raw and graphic information IN the SAVE-&amp;gt;(REGION1) folder. If you are editing an EXISTING world, you MUST edit the SAVE folder version and not the normal location for you to see the effects. To follow a safe motto for modding dwarf fortress... If you don't know if it needs a regen, just regen.&lt;br /&gt;
&lt;br /&gt;
It seems many people don't realize the new method of save handling and reaction handling. There are multiple places that have to be altered in order for your custom reaction/building to show up to be used. For example...&lt;br /&gt;
&lt;br /&gt;
If you add a smelting reaction, you have to add the reaction to the &amp;quot;reaction_smelter.txt&amp;quot;, you then have to make your reaction permitted on the &amp;quot;entity_default.txt&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
When you add a reaction to the &amp;quot;entity_default.txt&amp;quot; it will be under the [ENTITY:MOUNTAIN] listing. Your permitted reaction should look like...&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:XXXCUSTOM_REACTION_NAMEXXX]&amp;lt;br /&amp;gt;&lt;br /&gt;
When you add your custom building to the &amp;quot;entity_default.txt&amp;quot; it should look something like...&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_BUILDING:XXXCUSTOM_BUILDING_NAMEXXX]&amp;lt;br /&amp;gt;&lt;br /&gt;
YOU WILL CHANGE &amp;quot;XXXCUSTOM_REACTION_NAMEXXX&amp;quot; and &amp;quot;XXXCUSTOM_BUILDING_NAMEXXX&amp;quot; TO WHATEVER YOU HAVE IT LISTED AS.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Now that, that is out of the way.&lt;br /&gt;
&lt;br /&gt;
== Custom Build &amp;amp; Reaction ==&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: white; border: 1px solid darkgrey; font-size: 100%; padding: 2px; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid darkgrey; font-weight: bold; background-color: lightblue; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell;&amp;quot; | Your first custom reaction and building!&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
|'''You may not see the .txt, but don't worry, they should still be text files.'''&lt;br /&gt;
'''This is the guide to make a custom reaction and custom building.'''&lt;br /&gt;
&lt;br /&gt;
'''-To start open up your dwarf fortress folder.'''&lt;br /&gt;
&lt;br /&gt;
'''-Next go to the raw folder.'''&lt;br /&gt;
&lt;br /&gt;
'''-Next go to the objects folder.'''&lt;br /&gt;
&lt;br /&gt;
'''-We'll make a custom reaction that doesn't go into the smelter and has it's own custom building. So find the &amp;quot;reaction_other.txt&amp;quot; file and open it.'''&lt;br /&gt;
&lt;br /&gt;
'''-We'll start with a very simple reaction to give us one free granite stone.'''&lt;br /&gt;
&lt;br /&gt;
[REACTION:CHEAT_REACTION]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Granite Stone]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_WORKSHOP:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:STONE:NO_SUBTYPE:STONE:GRANITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:SMELT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''-Now save and close the file and look for the file named &amp;quot;building_custom.txt&amp;quot;.'''&lt;br /&gt;
&lt;br /&gt;
'''-You should see something along the lines of a Soap Maker Workshop entry. Go ahead and select and copy everything from &amp;quot;[BUILDING_WORKSHOP:SOAP_MAKER]&amp;quot; to &amp;quot;[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&amp;quot;.'''&lt;br /&gt;
&lt;br /&gt;
'''-Paste this entry right below the Soap Maker entry, make sure there is a space between them, so you should now have two entries separated by a line break. You should have the following...'''&lt;br /&gt;
&lt;br /&gt;
'''building_custom.txt'''&lt;br /&gt;
&lt;br /&gt;
[OBJECT:BUILDING] &lt;br /&gt;
&lt;br /&gt;
[BUILDING_WORKSHOP:SOAP_MAKER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Soap Maker's Workshop]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME_COLOR:7:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[DIM:3:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
[WORK_LOCATION:2:2]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_LABOR:SOAP_MAKER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_KEY:CUSTOM_SHIFT_S]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:2:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:3:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:1:' ':' ':150]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:2:' ':' ':'/']&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:3:'-':' ':' ']&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:1:0:0:0:0:0:0:6:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:2:0:0:0:0:0:0:6:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:3:6:0:0:0:0:0:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:1:' ':' ':'=']&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:2:'-':' ':8]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:3:' ':' ':150]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:1:0:0:0:0:0:0:6:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:2:6:0:0:0:0:0:6:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:3:0:0:0:0:0:0:6:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:1:'-':' ':8]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:2:' ':' ':8]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:3:' ':150:' ']&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:1:6:0:0:0:0:0:6:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:2:0:0:0:0:0:0:6:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:3:0:0:0:6:0:0:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:1:150:' ':8]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:2:' ':' ':8]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:3:' ':240:' ']&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:1:6:0:0:0:0:0:6:7:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:2:0:0:0:0:0:0:6:7:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:3:0:0:0:7:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_ITEM:1:BUCKET:NONE:NONE:NONE][EMPTY][CAN_USE_ARTIFACT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[BUILDING_WORKSHOP:SOAP_MAKER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Soap Maker's Workshop]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME_COLOR:7:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[DIM:3:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
[WORK_LOCATION:2:2]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_LABOR:SOAP_MAKER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_KEY:CUSTOM_SHIFT_S]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:2:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:3:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:1:' ':' ':150]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:2:' ':' ':'/']&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:3:'-':' ':' ']&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:1:0:0:0:0:0:0:6:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:2:0:0:0:0:0:0:6:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:3:6:0:0:0:0:0:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:1:' ':' ':'=']&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:2:'-':' ':8]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:3:' ':' ':150]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:1:0:0:0:0:0:0:6:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:2:6:0:0:0:0:0:6:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:3:0:0:0:0:0:0:6:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:1:'-':' ':8]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:2:' ':' ':8]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:3:' ':150:' ']&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:1:6:0:0:0:0:0:6:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:2:0:0:0:0:0:0:6:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:3:0:0:0:6:0:0:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:1:150:' ':8]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:2:' ':' ':8]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:3:' ':240:' ']&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:1:6:0:0:0:0:0:6:7:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:2:0:0:0:0:0:0:6:7:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:3:0:0:0:7:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_ITEM:1:BUCKET:NONE:NONE:NONE][EMPTY][CAN_USE_ARTIFACT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''-Now you want to change the second entry to following.'''&lt;br /&gt;
&lt;br /&gt;
[BUILDING_WORKSHOP:CHEAT_WORKSHOP]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Cheat Workshop]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME_COLOR:7:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[DIM:3:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
[WORK_LOCATION:2:2]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_LABOR:SMELT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_KEY:CUSTOM_SHIFT_C]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:2:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:3:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:1:' ':' ':150]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:2:' ':' ':'/']&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:3:'-':' ':' ']&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:1:0:0:0:0:0:0:6:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:2:0:0:0:0:0:0:6:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:3:6:0:0:0:0:0:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:1:' ':' ':'=']&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:2:'-':' ':8]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:3:' ':' ':150]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:1:0:0:0:0:0:0:6:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:2:6:0:0:0:0:0:6:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:3:0:0:0:0:0:0:6:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:1:'-':' ':8]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:2:' ':' ':8]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:3:' ':150:' ']&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:1:6:0:0:0:0:0:6:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:2:0:0:0:0:0:0:6:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:3:0:0:0:6:0:0:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:1:150:' ':8]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:2:' ':' ':8]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:3:' ':240:' ']&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:1:6:0:0:0:0:0:6:7:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:2:0:0:0:0:0:0:6:7:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:3:0:0:0:7:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''-Now save this file and close it and look for the final file called &amp;quot;entity_default&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
'''-The beginning entry should say &amp;quot;[ENTITY:MOUNTAIN]&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
'''If you scroll down a bit you should eventually come to a part in the list that looks like the following.'''&lt;br /&gt;
&lt;br /&gt;
[PERMITTED_JOB:BONE_SETTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_JOB:SUTURER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_JOB:SURGEON]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_BUILDING:SOAP_MAKER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TAN_A_HIDE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:RENDER_FAT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:MAKE_SOAP]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''-Now for simplicity sake and for keeping it a little organized go ahead and add the following between the &amp;quot;[PERMITTED_BUILDING:SOAP_MAKER]&amp;quot; and &amp;quot;[PERMITTED_REACTION:TAN_A_HIDE]&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
[PERMITTED_BUILDING:CHEAT_WORKSHOP]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_REACTION]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''You should now have...'''&lt;br /&gt;
&lt;br /&gt;
[PERMITTED_JOB:BONE_SETTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_JOB:SUTURER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_JOB:SURGEON]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_BUILDING:SOAP_MAKER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_BUILDING:CHEAT_WORKSHOP]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_REACTION]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TAN_A_HIDE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:RENDER_FAT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:MAKE_SOAP]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''-Now save and close this file.'''&lt;br /&gt;
&lt;br /&gt;
'''-You have now successfully created your first custom reaction, custom building and you've added it to the entity file!'''&lt;br /&gt;
&lt;br /&gt;
'''-Generate a new world and test it! Your custom building should be under the workshop menu at the bottom most likely. You could also press Shift+c to hotkey build it. It's going to use the furnace operating skill to build the workshop and use the custom reaction.'''&lt;br /&gt;
&lt;br /&gt;
'''-After all is said and done you should have one workshop named &amp;quot;Cheat Workshop&amp;quot; and one extra Granite!'''&lt;br /&gt;
&lt;br /&gt;
'''-Mind you this workshop is going to look like a soap makers workshop, but we want to keep things easy!'''&lt;br /&gt;
&lt;br /&gt;
'''-If you want to change the appearance of your workshop, use this utility: http://dffd.wimbli.com/file.php?id=2068'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Various Reactions and Information ==&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: white; border: 1px solid darkgrey; font-size: 100%; padding: 2px; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid darkgrey; font-weight: bold; background-color: lightblue; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell;&amp;quot; | Current List of Products&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
|[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:A:1:BARREL:NONE:NONE:NONE][EMPTY][PRESERVE_REAGENT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK][PRODUCT_TO_CONTAINER:A]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:A:1:BARREL:NONE:NONE:NONE][EMPTY][PRESERVE_REAGENT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK][PRODUCT_TO_CONTAINER:A]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_PICK:INORGANIC:STEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_MACE:INORGANIC:STEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SPEAR:INORGANIC:STEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:INORGANIC:STEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_HAMMER_WAR:INORGANIC:STEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:STEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_CROSSBOW:INORGANIC:STEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SPEAR_TRAINING:PLANT_MAT:OAK:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING:PLANT_MAT:OAK:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_AXE_TRAINING:PLANT_MAT:OAK:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:AMMO:ITEM_AMMO_BOLTS:INORGANIC:STEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ANVIL:NONE:INORGANIC:STEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:SKIN_TANNED:NONE:CREATURE_MAT:WARTHOG:LEATHER]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:CLOTH:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:CLOTH:NONE:CREATURE_MAT:SPIDER_CAVE_GIANT:SILK]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:SMALLGEM:NONE:INORGANIC:DIAMOND_CLEAR]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:GEM:NONE:INORGANIC:DIAMOND_CLEAR]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:A:1:BOX:NONE:NONE:NONE][BAG][EMPTY][PRESERVE_REAGENT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:SAND_RED][PRODUCT_TO_CONTAINER:A]&amp;lt;br /&amp;gt;&lt;br /&gt;
(Can be... SAND_RED, SAND_YELLOW, SAND_WHITE, SAND_BLACK, SAND&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NONE:GLASS_CRYSTAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BLOCKS:NONE:INORGANIC:OBSIDIAN]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE:PLANT_MAT:OAK:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW:PLANT_MAT:OAK:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL:PLANT_MAT:OAK:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC:PLANT_MAT:OAK:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE:PLANT_MAT:OAK:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:SHIELD:ITEM_SHIELD_SHIELD:INORGANIC:STEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:SHIELD:ITEM_SHIELD_BUCKLER:INORGANIC:STEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:CHEESE:NONE:CREATURE_MAT:COW:CHEESE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:CHEESE:NONE:CREATURE_MAT:HORSE:CHEESE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:CHEESE:NONE:CREATURE_MAT:DONKEY:CHEESE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:A:1:BOX:NONE:NONE:NONE][BAG][EMPTY][PRESERVE_REAGENT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:POWDER_MISC:NONE:INORGANIC:PLASTER][PRODUCT_TO_CONTAINER:A]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:A:1:BOX:NONE:NONE:NONE][BAG][EMPTY][PRESERVE_REAGENT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:POWDER_MISC:NONE:PLANT_MAT:POD_SWEET:MILL][PRODUCT_TO_CONTAINER:A]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:A:1:BOX:NONE:NONE:NONE][BAG][EMPTY][PRESERVE_REAGENT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:POWDER_MISC:NONE:PLANT_MAT:MUSHROOM_CUP_DIMPLE:MILL][PRODUCT_TO_CONTAINER:A]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:A:1:BOX:NONE:NONE:NONE][BAG][EMPTY][PRESERVE_REAGENT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:POWDER_MISC:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:MILL][PRODUCT_TO_CONTAINER:A]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:A:1:BARREL:NONE:NONE:NONE][EMPTY][PRESERVE_REAGENT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:LIQUID_MISC:NONE:CREATURE_MAT:COW:BLOOD][PRODUCT_TO_CONTAINER:A]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:A:1:BARREL:NONE:NONE:NONE][EMPTY][PRESERVE_REAGENT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:LIQUID_MISC:NONE:CREATURE_MAT:COW:MILK][PRODUCT_TO_CONTAINER:A]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:A:1:BARREL:NONE:NONE:NONE][EMPTY][PRESERVE_REAGENT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:LIQUID_MISC:NONE:PLANT_MAT:POD_SWEET:EXTRACT][PRODUCT_TO_CONTAINER:A]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:A:1:BARREL:NONE:NONE:NONE][EMPTY][PRESERVE_REAGENT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:LIQUID_MISC:NONE:CREATURE_MAT:DRAGONFLY:ICHOR][PRODUCT_TO_CONTAINER:A]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:A:1:BARREL:NONE:NONE:NONE][EMPTY][PRESERVE_REAGENT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:LIQUID_MISC:NONE:CREATURE_MAT:SPIDER_CAVE_GIANT:POISON][PRODUCT_TO_CONTAINER:A]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:EARRING:NONE:INORGANIC:CLAYSTONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:RING:NONE:INORGANIC:CLAYSTONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:FIGURINE:NONE:INORGANIC:CLAYSTONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:CROWN:NONE:INORGANIC:CLAYSTONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:SCEPTER:NONE:INORGANIC:CLAYSTONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BRACELET:NONE:INORGANIC:CLAYSTONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:AMULET:NONE:INORGANIC:CLAYSTONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:CAGE:NONE:INORGANIC:NICKEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BARREL:NONE:PLANT_MAT:OAK:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BUCKET:NONE:PLANT_MAT:OAK:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:FLASK:NONE:CREATURE_MAT:WARTHOG:LEATHER]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:FLASK:NONE:INORGANIC:IRON]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:QUIVER:NONE:CREATURE_MAT:WARTHOG:LEATHER]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BACKPACK:NONE:CREATURE_MAT:WARTHOG:LEATHER]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOX:NONE:CREATURE_MAT:WARTHOG:LEATHER]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOX:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOX:NONE:CREATURE_MAT:SPIDER_CAVE_GIANT:SILK]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:THREAD:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:THREAD:NONE:CREATURE_MAT:SPIDER_CAVE_GIANT:SILK]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:CHAIN:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:CHAIN:NONE:CREATURE_MAT:SPIDER_CAVE_GIANT:SILK]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:SPLINT:NONE:PLANT_MAT:OAK:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:CRUTCH:NONE:PLANT_MAT:OAK:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BAR:NONE:COAL:COKE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BAR:NONE:PEARLASH:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BAR:NONE:POTASH:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BAR:NONE:COAL:CHARCOAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:A:1:BARREL:NONE:NONE:NONE][EMPTY][PRESERVE_REAGENT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:LIQUID_MISC:NONE:LYE:NONE][PRODUCT_TO_CONTAINER:A]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:FLASK:VIAL:GLASS_XXX:NONE&amp;lt;br /&amp;gt;&lt;br /&gt;
(XXX can be GREEN, CLEAR or CRYSTAL)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:DOOR:NONE:METAL:GOLD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:CHAIR:NONE:METAL:GOLD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:TABLE:NONE:METAL:GOLD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:2:BOX:NO_SUBTYPE:METAL:GOLD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:2:CABINET:NONE:METAL:GOLD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BED:NONE:METAL:GOLD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ARMORSTAND:NONE:METAL:GOLD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WEAPONRACK:NONE:METAL:GOLD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:STATUE:NO_SUBTYPE:METAL:ADAMANTINE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA:METAL:STEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BALLISTAPARTS:NO_SUBTYPE:METAL:STEEL]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: white; border: 1px solid darkgrey; font-size: 100%; padding: 2px; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid darkgrey; font-weight: bold; background-color: lightblue; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell;&amp;quot; | Most Creature Specific Products&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
|Please see full creature list to fill in CCC.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:MEAT:NONE:CREATURE_MAT:CCC:MUSCLE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:MEAT:NONE:CREATURE_MAT:CCC:BRAIN]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:MEAT:NONE:CREATURE_MAT:CCC:KIDNEY]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:MEAT:NONE:CREATURE_MAT:CCC:SPLEEN]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:MEAT:NONE:CREATURE_MAT:CCC:PANCREAS]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:MEAT:NONE:CREATURE_MAT:CCC:STOMACH]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:MEAT:NONE:CREATURE_MAT:CCC:LIVER]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:MEAT:NONE:CREATURE_MAT:CCC:GUT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:MEAT:NONE:CREATURE_MAT:CCC:HEART]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:MEAT:NONE:CREATURE_MAT:CCC:LUNG]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:FISH:NONE:LOBSTER_CAVE:MALE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:FISH:NONE:LOBSTER_CAVE:FEMALE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:FISH:NONE:FISH_CAVE:MALE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:FISH:NONE:FISH_CAVE:FEMALE]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: white; border: 1px solid darkgrey; font-size: 100%; padding: 2px; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid darkgrey; font-weight: bold; background-color: lightblue; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell;&amp;quot; | Skills List&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
|MINING&amp;lt;br /&amp;gt;&lt;br /&gt;
WOODCUTTING&amp;lt;br /&amp;gt;&lt;br /&gt;
CARPENTRY&amp;lt;br /&amp;gt;&lt;br /&gt;
DETAILSTONE&amp;lt;br /&amp;gt;&lt;br /&gt;
MASONRY&amp;lt;br /&amp;gt;&lt;br /&gt;
PROCESSFISH&amp;lt;br /&amp;gt;&lt;br /&gt;
TRAPPING&amp;lt;br /&amp;gt;&lt;br /&gt;
WEAVING&amp;lt;br /&amp;gt;&lt;br /&gt;
BREWING&amp;lt;br /&amp;gt;&lt;br /&gt;
ALCHEMY&amp;lt;br /&amp;gt;&lt;br /&gt;
EXTRACT_STRAND&amp;lt;br /&amp;gt;&lt;br /&gt;
CLOTHESMAKING&amp;lt;br /&amp;gt;&lt;br /&gt;
MILLING&amp;lt;br /&amp;gt;&lt;br /&gt;
PROCESSPLANTS&amp;lt;br /&amp;gt;&lt;br /&gt;
CHEESEMAKING&amp;lt;br /&amp;gt;&lt;br /&gt;
HERBALISM&amp;lt;br /&amp;gt;&lt;br /&gt;
CUTGEM&amp;lt;br /&amp;gt;&lt;br /&gt;
ENCRUSTGEM&amp;lt;br /&amp;gt;&lt;br /&gt;
WOODCRAFT&amp;lt;br /&amp;gt;&lt;br /&gt;
STONECRAFT&amp;lt;br /&amp;gt;&lt;br /&gt;
METALCRAFT&amp;lt;br /&amp;gt;&lt;br /&gt;
LEATHERWORK&amp;lt;br /&amp;gt;&lt;br /&gt;
BONECARVE&amp;lt;br /&amp;gt;&lt;br /&gt;
AXE&amp;lt;br /&amp;gt;&lt;br /&gt;
SWORD&amp;lt;br /&amp;gt;&lt;br /&gt;
MISC_WEAPON (not too sure what weapons fall under this)&amp;lt;br /&amp;gt;&lt;br /&gt;
DAGGER&amp;lt;br /&amp;gt;&lt;br /&gt;
MACE&amp;lt;br /&amp;gt;&lt;br /&gt;
HAMMER&amp;lt;br /&amp;gt;&lt;br /&gt;
SPEAR&amp;lt;br /&amp;gt;&lt;br /&gt;
CROSSBOW&amp;lt;br /&amp;gt;&lt;br /&gt;
SHIELD&amp;lt;br /&amp;gt;&lt;br /&gt;
ARMOR&amp;lt;br /&amp;gt;&lt;br /&gt;
PIKE&amp;lt;br /&amp;gt;&lt;br /&gt;
WHIP&amp;lt;br /&amp;gt;&lt;br /&gt;
BOW&amp;lt;br /&amp;gt;&lt;br /&gt;
BLOWGUN&amp;lt;br /&amp;gt;&lt;br /&gt;
THROW&amp;lt;br /&amp;gt;&lt;br /&gt;
MECHANICS&amp;lt;br /&amp;gt;&lt;br /&gt;
MAGIC_NATURE (this raises &amp;quot;druid&amp;quot; iirc)&amp;lt;br /&amp;gt;&lt;br /&gt;
SNEAK (raises &amp;quot;ambush&amp;quot; must have hunter to train this iirc)&amp;lt;br /&amp;gt;&lt;br /&gt;
DESIGNBUILDING&amp;lt;br /&amp;gt;&lt;br /&gt;
DRESS_WOUNDS&amp;lt;br /&amp;gt;&lt;br /&gt;
SET_BONE&amp;lt;br /&amp;gt;&lt;br /&gt;
SUTURE&amp;lt;br /&amp;gt;&lt;br /&gt;
CRUTCH_WALK&amp;lt;br /&amp;gt;&lt;br /&gt;
WOOD_BURNING&amp;lt;br /&amp;gt;&lt;br /&gt;
SOAP_MAKING&amp;lt;br /&amp;gt;&lt;br /&gt;
SWIMMING&amp;lt;br /&amp;gt;&lt;br /&gt;
NEGOTIATION&amp;lt;br /&amp;gt;&lt;br /&gt;
JUDGING_INTENT&amp;lt;br /&amp;gt;&lt;br /&gt;
APPRAISAL&amp;lt;br /&amp;gt;&lt;br /&gt;
ORGANIZATION&amp;lt;br /&amp;gt;&lt;br /&gt;
RECORD_KEEPING&amp;lt;br /&amp;gt;&lt;br /&gt;
INTIMIDATION&amp;lt;br /&amp;gt;&lt;br /&gt;
CONVERSATION&amp;lt;br /&amp;gt;&lt;br /&gt;
COMEDY&amp;lt;br /&amp;gt;&lt;br /&gt;
FLATTERY&amp;lt;br /&amp;gt;&lt;br /&gt;
CONSOLE&amp;lt;br /&amp;gt;&lt;br /&gt;
PACIFY&amp;lt;br /&amp;gt;&lt;br /&gt;
TRACKING&amp;lt;br /&amp;gt;&lt;br /&gt;
KNOWLEDGE_ACQUISITION (this raises &amp;quot;student&amp;quot; skill)&amp;lt;br /&amp;gt;&lt;br /&gt;
CONCENTRATION&amp;lt;br /&amp;gt;&lt;br /&gt;
SITUATIONAL_AWARENESS&amp;lt;br /&amp;gt;&lt;br /&gt;
PROSE (this raises &amp;quot;writing&amp;quot; skill&amp;quot;)&amp;lt;br /&amp;gt;&lt;br /&gt;
READING&amp;lt;br /&amp;gt;&lt;br /&gt;
SPEAKING&amp;lt;br /&amp;gt;&lt;br /&gt;
COORDINATION&amp;lt;br /&amp;gt;&lt;br /&gt;
LEADERSHIP&amp;lt;br /&amp;gt;&lt;br /&gt;
TEACHING&amp;lt;br /&amp;gt;&lt;br /&gt;
MELEE_COMBAT (one of the few that don't seem to be used by dwarfs)&amp;lt;br /&amp;gt;&lt;br /&gt;
RANGED_COMBAT (one of the few that don't seem to be used by dwarfs)&amp;lt;br /&amp;gt;&lt;br /&gt;
WRESTLING&amp;lt;br /&amp;gt;&lt;br /&gt;
BITE&amp;lt;br /&amp;gt;&lt;br /&gt;
GRASP_STRIKE (one of the few that don't seem to be used by dwarfs)&amp;lt;br /&amp;gt;&lt;br /&gt;
STANCE_STRIKE (one of the few that don't seem to be used by dwarfs)&amp;lt;br /&amp;gt;&lt;br /&gt;
DODGING&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: white; border: 1px solid darkgrey; font-size: 100%; padding: 2px; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid darkgrey; font-weight: bold; background-color: lightblue; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell;&amp;quot; | Creature List&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
|TOAD&amp;lt;br /&amp;gt;&lt;br /&gt;
WORM&amp;lt;br /&amp;gt;&lt;br /&gt;
BIRD_BLUEJAY&amp;lt;br /&amp;gt;&lt;br /&gt;
BIRD_CARDINAL&amp;lt;br /&amp;gt;&lt;br /&gt;
BIRD_GRACKLE&amp;lt;br /&amp;gt;&lt;br /&gt;
BIRD_ORIOLE&amp;lt;br /&amp;gt;&lt;br /&gt;
BIRD_RW_BLACKBIRD&amp;lt;br /&amp;gt;&lt;br /&gt;
DOG&amp;lt;br /&amp;gt;&lt;br /&gt;
CAT&amp;lt;br /&amp;gt;&lt;br /&gt;
MULE&amp;lt;br /&amp;gt;&lt;br /&gt;
DONKEY&amp;lt;br /&amp;gt;&lt;br /&gt;
HORSE&amp;lt;br /&amp;gt;&lt;br /&gt;
COW&amp;lt;br /&amp;gt;&lt;br /&gt;
CHIMERA&amp;lt;br /&amp;gt;&lt;br /&gt;
CENTAUR&amp;lt;br /&amp;gt;&lt;br /&gt;
GRIFFON&amp;lt;br /&amp;gt;&lt;br /&gt;
FLY&amp;lt;br /&amp;gt;&lt;br /&gt;
ROACH_LARGE&amp;lt;br /&amp;gt;&lt;br /&gt;
BEETLE&amp;lt;br /&amp;gt;&lt;br /&gt;
ANT&amp;lt;br /&amp;gt;&lt;br /&gt;
BUTTERFLY_MONARCH&amp;lt;br /&amp;gt;&lt;br /&gt;
FIREFLY&amp;lt;br /&amp;gt;&lt;br /&gt;
DRAGONFLY&amp;lt;br /&amp;gt;&lt;br /&gt;
GOAT_MOUTAIN&amp;lt;br /&amp;gt;&lt;br /&gt;
MARMOT_HOARY&amp;lt;br /&amp;gt;&lt;br /&gt;
BIRD_EAGLE_GIANT&amp;lt;br /&amp;gt;&lt;br /&gt;
GNOME_MOUNTAIN&amp;lt;br /&amp;gt;&lt;br /&gt;
GNOME_DARK&amp;lt;br /&amp;gt;&lt;br /&gt;
WALRUS&amp;lt;br /&amp;gt;&lt;br /&gt;
WHALE&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_LAMPREY_SEA&amp;lt;br /&amp;gt;&lt;br /&gt;
SHARK_GREAT_WHITE&amp;lt;br /&amp;gt;&lt;br /&gt;
SHARK_FRILL&amp;lt;br /&amp;gt;&lt;br /&gt;
SHARK_SPINY_DOGFISH&amp;lt;br /&amp;gt;&lt;br /&gt;
SHARK_WOBBEGONG_SPOTTED&amp;lt;br /&amp;gt;&lt;br /&gt;
SHARK_WHALE&amp;lt;br /&amp;gt;&lt;br /&gt;
SHARK_BASKING&amp;lt;br /&amp;gt;&lt;br /&gt;
SHARK_NURSE&amp;lt;br /&amp;gt;&lt;br /&gt;
SHARK_MAKO_SHORTFIN&amp;lt;br /&amp;gt;&lt;br /&gt;
SHARK_MAKO_LONGFIN&amp;lt;br /&amp;gt;&lt;br /&gt;
SHARK_TIGER&amp;lt;br /&amp;gt;&lt;br /&gt;
SHARK_BULL&amp;lt;br /&amp;gt;&lt;br /&gt;
SHARK_REEF_BLACKTIP&amp;lt;br /&amp;gt;&lt;br /&gt;
SHARK_REEF_WHITETIP&amp;lt;br /&amp;gt;&lt;br /&gt;
SHARK_BLUE&amp;lt;br /&amp;gt;&lt;br /&gt;
SHARK_HAMMERHEAD&amp;lt;br /&amp;gt;&lt;br /&gt;
SHARK_ANGEL&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_SKATE_COMMON&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_RAY_MANTA&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_STINGRAY&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_COELACANTH&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_STURGEON&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_CONGER_EEL&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_MILKFISH&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_COD&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_OPAH&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_GROUPER_GIANT&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_BLUEFISH&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_SUNFISH_OCEAN&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_SWORDFISH&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_MARLIN&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_HALIBUT&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_BARRACUDA_GREAT&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_TUNA_BLUEFIN&amp;lt;br /&amp;gt;&lt;br /&gt;
HIPPO&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_GAR_LONGNOSE&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_CARP&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_TIGERFISH&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_PIKE&amp;lt;br /&amp;gt;&lt;br /&gt;
BEAR_GRIZZLY&amp;lt;br /&amp;gt;&lt;br /&gt;
BEAR_BLACK&amp;lt;br /&amp;gt;&lt;br /&gt;
DEER&amp;lt;br /&amp;gt;&lt;br /&gt;
FOX&amp;lt;br /&amp;gt;&lt;br /&gt;
RACCOON&amp;lt;br /&amp;gt;&lt;br /&gt;
MACAQUE_RHESUS&amp;lt;br /&amp;gt;&lt;br /&gt;
COUGAR&amp;lt;br /&amp;gt;&lt;br /&gt;
WOLF&amp;lt;br /&amp;gt;&lt;br /&gt;
GROUNDHOG&amp;lt;br /&amp;gt;&lt;br /&gt;
ALLIGATOR&amp;lt;br /&amp;gt;&lt;br /&gt;
BIRD_BUZZARD&amp;lt;br /&amp;gt;&lt;br /&gt;
ELEPHANT&amp;lt;br /&amp;gt;&lt;br /&gt;
WARTHOG&amp;lt;br /&amp;gt;&lt;br /&gt;
LION&amp;lt;br /&amp;gt;&lt;br /&gt;
LEOPARD&amp;lt;br /&amp;gt;&lt;br /&gt;
JAGUAR&amp;lt;br /&amp;gt;&lt;br /&gt;
TIGER&amp;lt;br /&amp;gt;&lt;br /&gt;
CHEETAH&amp;lt;br /&amp;gt;&lt;br /&gt;
GAZELLE&amp;lt;br /&amp;gt;&lt;br /&gt;
MANDRILL&amp;lt;br /&amp;gt;&lt;br /&gt;
CHIMPANZEE&amp;lt;br /&amp;gt;&lt;br /&gt;
BONOBO&amp;lt;br /&amp;gt;&lt;br /&gt;
GORILLA&amp;lt;br /&amp;gt;&lt;br /&gt;
ORANGUTAN&amp;lt;br /&amp;gt;&lt;br /&gt;
GIBBON_SIAMANG&amp;lt;br /&amp;gt;&lt;br /&gt;
GIBBON_WHITE_HANDED&amp;lt;br /&amp;gt;&lt;br /&gt;
GIBBON_BLACK_HANDED&amp;lt;br /&amp;gt;&lt;br /&gt;
GIBBON_GRAY&amp;lt;br /&amp;gt;&lt;br /&gt;
GIBBON_SILVERY&amp;lt;br /&amp;gt;&lt;br /&gt;
GIBBON_PILEATED&amp;lt;br /&amp;gt;&lt;br /&gt;
GIBBON_BILOU&amp;lt;br /&amp;gt;&lt;br /&gt;
GIBBON_WHITE_BROWED&amp;lt;br /&amp;gt;&lt;br /&gt;
GIBBON_BLACK_CRESTED&amp;lt;br /&amp;gt;&lt;br /&gt;
CAMEL_1_HUMP&amp;lt;br /&amp;gt;&lt;br /&gt;
CAMEL_2_HUMP&amp;lt;br /&amp;gt;&lt;br /&gt;
CROCODILE_SALTWATER&amp;lt;br /&amp;gt;&lt;br /&gt;
BIRD_VULTURE&amp;lt;br /&amp;gt;&lt;br /&gt;
MUSKOX&amp;lt;br /&amp;gt;&lt;br /&gt;
ELK&amp;lt;br /&amp;gt;&lt;br /&gt;
BEAR_POLAR&amp;lt;br /&amp;gt;&lt;br /&gt;
FLOATING_GUTS&amp;lt;br /&amp;gt;&lt;br /&gt;
DRUNIAN&amp;lt;br /&amp;gt;&lt;br /&gt;
CREEPING_EYE&amp;lt;br /&amp;gt;&lt;br /&gt;
VORACIOUS_CAVE_CRAWLER&amp;lt;br /&amp;gt;&lt;br /&gt;
BLIND_CAVE_OGRE&amp;lt;br /&amp;gt;&lt;br /&gt;
CAP_HOPPER&amp;lt;br /&amp;gt;&lt;br /&gt;
MAGMA_CRAB&amp;lt;br /&amp;gt;&lt;br /&gt;
CRUNDLE&amp;lt;br /&amp;gt;&lt;br /&gt;
HUNGRY_HEAD&amp;lt;br /&amp;gt;&lt;br /&gt;
FLESH_BALL&amp;lt;br /&amp;gt;&lt;br /&gt;
ELK_BIRD&amp;lt;br /&amp;gt;&lt;br /&gt;
HELMET_SNAKE&amp;lt;br /&amp;gt;&lt;br /&gt;
GREEN_DEVOURER&amp;lt;br /&amp;gt;&lt;br /&gt;
RUTHERER&amp;lt;br /&amp;gt;&lt;br /&gt;
CREEPY_CRAWLER&amp;lt;br /&amp;gt;&lt;br /&gt;
DRALTHA&amp;lt;br /&amp;gt;&lt;br /&gt;
GIANT_EARTHWORM&amp;lt;br /&amp;gt;&lt;br /&gt;
BLOOD_MAN&amp;lt;br /&amp;gt;&lt;br /&gt;
BUGBAT&amp;lt;br /&amp;gt;&lt;br /&gt;
MANERA&amp;lt;br /&amp;gt;&lt;br /&gt;
MOLEMARIAN&amp;lt;br /&amp;gt;&lt;br /&gt;
JABBERER&amp;lt;br /&amp;gt;&lt;br /&gt;
POND_GRABBER&amp;lt;br /&amp;gt;&lt;br /&gt;
BLIND_CAVE_BEAR&amp;lt;br /&amp;gt;&lt;br /&gt;
CAVE_DRAGON&amp;lt;br /&amp;gt;&lt;br /&gt;
REACHER&amp;lt;br /&amp;gt;&lt;br /&gt;
ELEMENTMAN_GABBRO&amp;lt;br /&amp;gt;&lt;br /&gt;
CAVE_FLOATER&amp;lt;br /&amp;gt;&lt;br /&gt;
PLUMP_HELMET_MAN&amp;lt;br /&amp;gt;&lt;br /&gt;
CAVE_BLOB&amp;lt;br /&amp;gt;&lt;br /&gt;
ELEMENTMAN_AMETHYST&amp;lt;br /&amp;gt;&lt;br /&gt;
FOXSQUIRREL&amp;lt;br /&amp;gt;&lt;br /&gt;
MOGHOPPER&amp;lt;br /&amp;gt;&lt;br /&gt;
RAT_DEMON&amp;lt;br /&amp;gt;&lt;br /&gt;
WAMBLER_FLUFFY&amp;lt;br /&amp;gt;&lt;br /&gt;
LIZARD_RHINO_TWO_LEGGED&amp;lt;br /&amp;gt;&lt;br /&gt;
WORM_KNUCKLE&amp;lt;br /&amp;gt;&lt;br /&gt;
SPIDER_PHANTOM&amp;lt;br /&amp;gt;&lt;br /&gt;
FLY_ACORN&amp;lt;br /&amp;gt;&lt;br /&gt;
GNAT_BLOOD&amp;lt;br /&amp;gt;&lt;br /&gt;
SNAILMAN&amp;lt;br /&amp;gt;&lt;br /&gt;
SLUGMAN&amp;lt;br /&amp;gt;&lt;br /&gt;
LEECHMAN&amp;lt;br /&amp;gt;&lt;br /&gt;
LIZARD&amp;lt;br /&amp;gt;&lt;br /&gt;
TURTLE&amp;lt;br /&amp;gt;&lt;br /&gt;
LION_GIANT&amp;lt;br /&amp;gt;&lt;br /&gt;
LEOPARD_GIANT&amp;lt;br /&amp;gt;&lt;br /&gt;
JAGUAR_GIANT&amp;lt;br /&amp;gt;&lt;br /&gt;
TIGER_GIANT&amp;lt;br /&amp;gt;&lt;br /&gt;
CHEETAH_GIANT&amp;lt;br /&amp;gt;&lt;br /&gt;
SCORPION_DESERT_GIANT&amp;lt;br /&amp;gt;&lt;br /&gt;
TIGERMAN&amp;lt;br /&amp;gt;&lt;br /&gt;
RAT&amp;lt;br /&amp;gt;&lt;br /&gt;
SQUIRREL_GRAY&amp;lt;br /&amp;gt;&lt;br /&gt;
SQUIRREL_RED&amp;lt;br /&amp;gt;&lt;br /&gt;
CHIPMUNK&amp;lt;br /&amp;gt;&lt;br /&gt;
HEDGEHOG&amp;lt;br /&amp;gt;&lt;br /&gt;
MUSSEL&amp;lt;br /&amp;gt;&lt;br /&gt;
OYSTER&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_SALMON&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_CLOWNFISH&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_HAGFISH&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_LAMPREY_BROOK&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_RAY_BAT&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_RAY_THORNBACK&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_RATFISH_SPOTTED&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_HERRING&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_SHAD&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_ANCHOVY&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_TROUT_STEELHEAD&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_HAKE&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_SEAHORSE&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_GLASSEYE&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_PUFFER_WHITE_SPOTTED&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_SOLE&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_FLOUNDER&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_MACKEREL&amp;lt;br /&amp;gt;&lt;br /&gt;
JELLYFISH_SEA_NETTLE&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_LUNGFISH&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_LOACH_CLOWN&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_BULLHEAD_BROWN&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_BULLHEAD_YELLOW&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_BULLHEAD_BLACK&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_KNIFEFISH_BANDED&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_CHAR&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_TROUT_RAINBOW&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_MOLLY_SAILFIN&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_GUPPY&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_PERCH&amp;lt;br /&amp;gt;&lt;br /&gt;
DWARF&amp;lt;br /&amp;gt;&lt;br /&gt;
HUMAN&amp;lt;br /&amp;gt;&lt;br /&gt;
ELF&amp;lt;br /&amp;gt;&lt;br /&gt;
GOBLIN&amp;lt;br /&amp;gt;&lt;br /&gt;
KOBOLD&amp;lt;br /&amp;gt;&lt;br /&gt;
GREMLIN&amp;lt;br /&amp;gt;&lt;br /&gt;
TROLL&amp;lt;br /&amp;gt;&lt;br /&gt;
OGRE&amp;lt;br /&amp;gt;&lt;br /&gt;
UNICORN&amp;lt;br /&amp;gt;&lt;br /&gt;
DRAGON&amp;lt;br /&amp;gt;&lt;br /&gt;
SATYR&amp;lt;br /&amp;gt;&lt;br /&gt;
COLOSSUS_BRONZE&amp;lt;br /&amp;gt;&lt;br /&gt;
GIANT&amp;lt;br /&amp;gt;&lt;br /&gt;
CYCLOPS&amp;lt;br /&amp;gt;&lt;br /&gt;
ETTIN&amp;lt;br /&amp;gt;&lt;br /&gt;
MINOTAUR&amp;lt;br /&amp;gt;&lt;br /&gt;
YETI&amp;lt;br /&amp;gt;&lt;br /&gt;
SASQUATCH&amp;lt;br /&amp;gt;&lt;br /&gt;
BLIZZARD_MAN&amp;lt;br /&amp;gt;&lt;br /&gt;
WOLF_ICE&amp;lt;br /&amp;gt;&lt;br /&gt;
FAIRY&amp;lt;br /&amp;gt;&lt;br /&gt;
PIXIE&amp;lt;br /&amp;gt;&lt;br /&gt;
BEAK_DOG&amp;lt;br /&amp;gt;&lt;br /&gt;
GRIMELING&amp;lt;br /&amp;gt;&lt;br /&gt;
WEREWOLF&amp;lt;br /&amp;gt;&lt;br /&gt;
BLENDEC_FOUL&amp;lt;br /&amp;gt;&lt;br /&gt;
STRANGLER&amp;lt;br /&amp;gt;&lt;br /&gt;
NIGHTWING&amp;lt;br /&amp;gt;&lt;br /&gt;
HARPY&amp;lt;br /&amp;gt;&lt;br /&gt;
HYDRA&amp;lt;br /&amp;gt;&lt;br /&gt;
MERPERSON&amp;lt;br /&amp;gt;&lt;br /&gt;
SEA_SERPENT&amp;lt;br /&amp;gt;&lt;br /&gt;
SEA_MONSTER&amp;lt;br /&amp;gt;&lt;br /&gt;
CROCODILE_CAVE&amp;lt;br /&amp;gt;&lt;br /&gt;
TOAD_GIANT&amp;lt;br /&amp;gt;&lt;br /&gt;
OLM_GIANT&amp;lt;br /&amp;gt;&lt;br /&gt;
BAT_GIANT&amp;lt;br /&amp;gt;&lt;br /&gt;
RAT_GIANT&amp;lt;br /&amp;gt;&lt;br /&gt;
RAT_LARGE&amp;lt;br /&amp;gt;&lt;br /&gt;
MOLE_DOG_NAKED&amp;lt;br /&amp;gt;&lt;br /&gt;
TROGLODYTE&amp;lt;br /&amp;gt;&lt;br /&gt;
MOLE_GIANT&amp;lt;br /&amp;gt;&lt;br /&gt;
IMP_FIRE&amp;lt;br /&amp;gt;&lt;br /&gt;
SPIDER_CAVE_GIANT&amp;lt;br /&amp;gt;&lt;br /&gt;
SPIDER_CAVE&amp;lt;br /&amp;gt;&lt;br /&gt;
FISH_CAVE&amp;lt;br /&amp;gt;&lt;br /&gt;
CAVE_FISH_MAN&amp;lt;br /&amp;gt;&lt;br /&gt;
LOBSTER_CAVE&amp;lt;br /&amp;gt;&lt;br /&gt;
SNAKE_FIRE&amp;lt;br /&amp;gt;&lt;br /&gt;
OLM&amp;lt;br /&amp;gt;&lt;br /&gt;
OLM_MAN&amp;lt;br /&amp;gt;&lt;br /&gt;
BAT&amp;lt;br /&amp;gt;&lt;br /&gt;
BAT_MAN&amp;lt;br /&amp;gt;&lt;br /&gt;
MAGGOT_PURRING&amp;lt;br /&amp;gt;&lt;br /&gt;
ELEMENTMAN_FIRE&amp;lt;br /&amp;gt;&lt;br /&gt;
ELEMENTMAN_MAGMA&amp;lt;br /&amp;gt;&lt;br /&gt;
ELEMENTMAN_IRON&amp;lt;br /&amp;gt;&lt;br /&gt;
ELEMENTMAN_MUD&amp;lt;br /&amp;gt;&lt;br /&gt;
BIRD_SWALLOW_CAVE&amp;lt;br /&amp;gt;&lt;br /&gt;
CAVE_SWALLOW_MAN&amp;lt;br /&amp;gt;&lt;br /&gt;
BIRD_SWALLOW_CAVE_GIANT&amp;lt;br /&amp;gt;&lt;br /&gt;
AMPHIBIAN_MAN&amp;lt;br /&amp;gt;&lt;br /&gt;
REPTILE_MAN&amp;lt;br /&amp;gt;&lt;br /&gt;
SERPENT_MAN&amp;lt;br /&amp;gt;&lt;br /&gt;
ANT_MAN&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: white; border: 1px solid darkgrey; font-size: 100%; padding: 2px; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid darkgrey; font-weight: bold; background-color: lightblue; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell;&amp;quot; | Basic Body Modification&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
|This section has some basic body modifications to change your dwarves in a subtle  way.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Just copy from the points indicated by bold to the matching points in the creature_standard.txt and paste over any of the information that is in-between the 2 bold points of the original'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: white; border: 1px solid darkgrey; font-size: 100%; padding: 2px; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid darkgrey; font-weight: bold; background-color: lightblue; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell;&amp;quot; | Obsidian Skin &amp;amp; Bones&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
|'''Next we use body detail plans (which have their own raw file) to streamline the addition of some of the common materials, tissues and their relationships with each other.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_TISSUES]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN_OBSIDIAN:FAT:MUSCLE:BONE_OBSIDIAN:CARTILAGE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[TISSUE:SKIN_OBSIDIAN]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TISSUE_NAME:obsidian:NP]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SCARS]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TISSUE_MATERIAL:INORGANIC:OBSIDIAN]&amp;lt;br /&amp;gt;&lt;br /&gt;
[RELATIVE_THICKNESS:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[HEALING_RATE:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[VASCULAR:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[CONNECTS]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TISSUE_SHAPE:LAYER]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[TISSUE:BONE_OBSIDIAN]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TISSUE_NAME:obsidianbone:NP]&amp;lt;br /&amp;gt;&lt;br /&gt;
[STRUCTURAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
[CONNECTIVE_TISSUE_ANCHOR]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TISSUE_MATERIAL:INORGANIC:OBSIDIAN]&amp;lt;br /&amp;gt;&lt;br /&gt;
[RELATIVE_THICKNESS:2]&amp;lt;br /&amp;gt;&lt;br /&gt;
[HEALING_RATE:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[VASCULAR:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
[CONNECTS]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TISSUE_SHAPE:LAYER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SETTABLE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SPLINTABLE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REMOVE_MATERIAL:BONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REMOVE_MATERIAL:SKIN]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_TISSUES]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REMOVE_TISSUE:BONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REMOVE_TISSUE:SKIN]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[SELECT_TISSUE_LAYER:BY_CATEGORY:ALL]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TL_HEALING_RATE:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[SELECT_MATERIAL:ALL] ''You don't need this part. It just makes your dwarfs skin and bones never melt or freeze. If you don't want it then just skip this part.''&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLDDAM_POINT:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[HEATDAM_POINT:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[IGNITE_POINT:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[IF_EXISTS_SET_MELTING_POINT:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[IF_EXISTS_SET_BOILING_POINT:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SPEC_HEAT:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Eyebrows and eyelashes are manually added here.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: white; border: 1px solid darkgrey; font-size: 100%; padding: 2px; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid darkgrey; font-weight: bold; background-color: lightblue; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell;&amp;quot; | Obsidian Tendons and Ligaments&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
|'''Tendons and ligaments are currently very abstract, but adding these flags will let wounds occur that damage them.  The number afterward is the healing rate.  Lower is faster.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[TENDONS:LOCAL_CREATURE_MAT:OBSIDIAN:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[LIGAMENTS:LOCAL_CREATURE_MAT:OBSIDIAN:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[TISSUE:OBSIDIAN]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TISSUE_NAME:obsidian:np]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TISSUE_MATERIAL:INORGANIC:OBSIDIAN]&amp;lt;br /&amp;gt;&lt;br /&gt;
[MUSCULAR]&amp;lt;br /&amp;gt;&lt;br /&gt;
[FUNCTIONAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
[STRUCTURAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
[RELATIVE_THICKNESS:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[CONNECTS]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TL_HEALING_RATE:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TISSUE_SHAPE:LAYER]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''This makes the creature susceptible to severed nerves when muscles are torn in limb, grasp and stance parts.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: white; border: 1px solid darkgrey; font-size: 100%; padding: 2px; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid darkgrey; font-weight: bold; background-color: lightblue; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell;&amp;quot; | Obsidion Skin Colors&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
|==''This is very important to have, as it prevents the whole thing from not working and or spamming the error log with messages''==&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Here all of the skin is selected and various colors are listed.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN_OBSIDIAN]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TLCM_NOUN:skin:SINGULAR]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[APP_MOD_RATE:1:YEARLY:0:100:60:0:NO_END]&amp;lt;br /&amp;gt;&lt;br /&gt;
[APP_MOD_NOUN:skin:SINGULAR]&amp;lt;br /&amp;gt;&lt;br /&gt;
[APP_MOD_DESC_RANGE:0:0:0:1:25:50]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Now we do the eyes, using the somewhat clunky eye color patterns.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Finished Reactions/Buildings ==&lt;br /&gt;
=== SKILLS ===&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: white; border: 1px solid darkgrey; font-size: 100%; padding: 2px; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid darkgrey; font-weight: bold; background-color: lightblue; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell;&amp;quot; | Skill Training&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
|'''How to train your dwarf'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''What is here...'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''87 reactions... that will train your dwarf in near every skill imaginable (I excluded some for the sake that dwarfs don't really use them.)'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''2 custom buildings... these are to separate what I called civilian skills and military skills... red military, blue civilian.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''89 permit listings... these are to allow your race (dwarf) to use the buildings and the reactions.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''All of what is contained here is required to have a custom building and custom reaction. Please remember that you MUST generate a new world when you ADD new reactions or buildings.'''&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: white; border: 1px solid darkgrey; font-size: 100%; padding: 2px; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid darkgrey; font-weight: bold; background-color: lightblue; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell;&amp;quot; | reaction_cheats_skills.txt&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
|reaction_cheats_skill&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[OBJECT:REACTION]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_M_001]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Sneak]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_MILITARY:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:SNEAK]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_M_002]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Dodging]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_MILITARY:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:DODGING]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_M_003]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Biting]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_MILITARY:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:BITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_M_004]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Wrestling]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_MILITARY:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:WRESTLING]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_M_005]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Armor]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_MILITARY:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:ARMOR]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_M_006]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Shield]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_MILITARY:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:SHIELD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_M_007]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Crossbow]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_MILITARY:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:CROSSBOW]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_M_008]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Spear]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_MILITARY:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:SPEAR]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_M_009]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Hammer]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_MILITARY:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:HAMMER]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_M_010]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Mace]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_MILITARY:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:MACE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_M_011]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Sword]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_MILITARY:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:SWORD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_M_012]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Axe]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_MILITARY:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:AXE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_001]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Smelt]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:SMELT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_002]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Glassmaker]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:GLASSMAKER]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_003]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Dyer]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:DYER]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_004]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Writing]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:PROSE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_005]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Cook]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:COOK]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_006]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Butcher]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:BUTCHER]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_007]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Tanner]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:TANNER]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_008]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Bowyer]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:BOWYER]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_009]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Animal Train]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:ANIMALTRAIN]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_010]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Animal Care]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:ANIMALCARE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_011]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Diagnose]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:DIAGNOSE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_012]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Surgery]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:SURGERY]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_013]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Dissect Vermin]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:DISSECT_VERMIN]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_014]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Milk]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:MILK]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_015]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Dissect Fish]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:DISSECT_FISH]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_016]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Forge Weapon]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:FORGE_WEAPON]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_017]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Forge Armor]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:FORGE_ARMOR]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_018]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Forge Furniture]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:FORGE_FURNITURE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_019]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Extract Strand]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:EXTRACT_STRAND]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_020]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Siege Craft]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:SIEGECRAFT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_021]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Siege Operate]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:SIEGEOPERATE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_022]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Potash Making]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:POTASH_MAKING]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_023]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Lye Making]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:LYE_MAKING]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_024]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Operate Pump]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:OPERATE_PUMP]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_025]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Mining]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:MINING]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_026]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Woodcutting]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:WOODCUTTING]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_027]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Carpentry]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:CARPENTRY]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_028]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Detail Stone]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:DETAILSTONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_029]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Masonry]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:MASONRY]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_030]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Process Fish]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:PROCESSFISH]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_031]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Trapping]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:TRAPPING]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_032]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Weaving]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:WEAVING]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_033]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Brewing]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:BREWING]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_034]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Alchemy]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:ALCHEMY]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_035]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Clothes Making]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:CLOTHESMAKING]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_036]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Milling]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:MILLING]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_037]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Process Plants]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:PROCESSPLANTS]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_038]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Cheese Making]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:CHEESEMAKING]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_039]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Herbalism]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:HERBALISM]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_040]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Cut Gem]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:CUTGEM]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_041]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Encrust Gem]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:ENCRUSTGEM]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_042]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Wood Craft]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:WOODCRAFT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_043]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Stone Craft]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:STONECRAFT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_044]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Metal Craft]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:METALCRAFT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_045]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Leather Work]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:LEATHERWORK]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_046]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Bone Carve]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:BONECARVE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_047]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Mechanics]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:MECHANICS]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_048]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Design Building]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:DESIGNBUILDING]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_049]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Dress Wounds]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:DRESS_WOUNDS]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_050]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Set Bone]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:SET_BONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_051]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Suture]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:SUTURE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_052]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Crutch Walk]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:CRUTCH_WALK]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_053]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Wood Burning]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:WOOD_BURNING]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_054]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Soap Making]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:SOAP_MAKING]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_055]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Swimming]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:SWIMMING]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_056]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Negotiation]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:NEGOTIATION]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_057]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Judging Intent]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:JUDGING_INTENT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_058]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Appraisal]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:APPRAISAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_059]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Organization]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:ORGANIZATION]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_060]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Record Keeping]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:RECORD_KEEPING]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_061]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Intimidation]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:INTIMIDATION]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_062]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Conversation]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:CONVERSATION]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_063]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Comedy]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:COMEDY]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_064]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Flattery]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:FLATTERY]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_065]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Console]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:CONSOLE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_066]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Pacify]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:PACIFY]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_067]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Tracking]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:TRACKING]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_068]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Concentration]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:CONCENTRATION]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_069]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Situational Awareness]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:SITUATIONAL_AWARENESS]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_070]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Reading]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:READING]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_071]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Speaking]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:SPEAKING]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_072]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Coordination]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:COORDINATION]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_073]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Leadership]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:LEADERSHIP]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_074]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Teaching]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:TEACHING]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:TRAIN_C_075]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Train Student]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:TRAINING_BOOTH_CIVILIAN:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SKILL:KNOWLEDGE_ACQUISITION]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: white; border: 1px solid darkgrey; font-size: 100%; padding: 2px; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid darkgrey; font-weight: bold; background-color: lightblue; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell;&amp;quot; | building_cheats.txt&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
|building_cheats&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[OBJECT:BUILDING]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING_WORKSHOP:TRAINING_BOOTH_CIVILIAN]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Civilian Training Booth]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME_COLOR:7:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[WORK_LOCATION:2:2]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_LABOR:CARPENTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_KEY:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[DIM:3:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:1:1:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:2:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:3:1:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:1:32:32:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:2:32:32:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:3:32:32:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:1:0:0:0:0:0:0:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:2:0:0:0:0:0:0:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:3:0:0:0:0:0:0:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:1:32:32:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:2:32:32:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:3:32:32:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:1:0:0:0:0:0:0:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:2:0:0:0:0:0:0:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:3:0:0:0:0:0:0:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:1:32:32:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:2:32:32:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:3:32:32:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:1:0:0:0:0:0:0:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:2:0:0:0:0:0:0:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:3:0:0:0:0:0:0:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:1:201:61:187]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:2:61:61:61]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:3:200:61:188]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:1:3:7:1:3:7:1:3:7:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:2:3:7:1:3:7:1:3:7:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:3:3:7:1:3:7:1:3:7:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING_WORKSHOP:TRAINING_BOOTH_MILITARY]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Military Training Booth]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME_COLOR:7:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[WORK_LOCATION:2:2]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_LABOR:CARPENTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_KEY:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[DIM:3:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:1:1:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:2:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:3:1:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:1:32:32:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:2:32:32:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:3:32:32:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:1:0:0:0:0:0:0:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:2:0:0:0:0:0:0:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:3:0:0:0:0:0:0:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:1:32:32:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:2:32:32:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:3:32:32:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:1:0:0:0:0:0:0:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:2:0:0:0:0:0:0:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:3:0:0:0:0:0:0:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:1:32:32:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:2:32:32:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:3:32:32:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:1:0:0:0:0:0:0:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:2:0:0:0:0:0:0:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:3:0:0:0:0:0:0:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:1:201:61:187]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:2:61:61:61]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:3:200:61:188]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:1:4:0:1:4:0:1:4:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:2:4:0:1:4:0:1:4:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:3:4:0:1:4:0:1:4:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: white; border: 1px solid darkgrey; font-size: 100%; padding: 2px; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid darkgrey; font-weight: bold; background-color: lightblue; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell;&amp;quot; | entity_default.txt&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
|[PERMITTED_BUILDING:TRAINING_BOOTH_CIVILIAN]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_BUILDING:TRAINING_BOOTH_MILITARY]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_M_001]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_M_002]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_M_003]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_M_004]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_M_005]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_M_006]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_M_007]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_M_008]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_M_009]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_M_010]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_M_011]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_M_012]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_001]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_002]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_003]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_004]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_005]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_006]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_007]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_008]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_009]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_010]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_011]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_012]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_013]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_014]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_015]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_016]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_017]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_018]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_019]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_020]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_021]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_022]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_023]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_024]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_025]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_026]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_027]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_028]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_029]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_030]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_031]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_032]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_033]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_034]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_035]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_036]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_037]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_038]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_039]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_040]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_041]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_042]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_043]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_044]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_045]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_046]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_047]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_048]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_049]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_050]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_051]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_052]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_053]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_054]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_055]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_056]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_057]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_058]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_059]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_060]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_061]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_062]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_063]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_064]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_065]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_066]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_067]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_068]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_069]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_070]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_071]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_072]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_073]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_074]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:TRAIN_C_075]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== TREES &amp;amp; PLANTS ===&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: white; border: 1px solid darkgrey; font-size: 100%; padding: 2px; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid darkgrey; font-weight: bold; background-color: lightblue; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell;&amp;quot; | Trees &amp;amp; Plants&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
|'''''For food in bed'''''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''What is in this post...'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''52 reactions... will give you access to all plants and trees.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''2 custom buildings... two buildings, one for plants and one for trees'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''54 permit listings... these are to allow your race (dwarf) to use the buildings and the reactions.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''All of what is contained here is required to have a custom building and custom reaction. Please remember that you MUST generate a new world when you ADD new reactions or buildings.'''&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: white; border: 1px solid darkgrey; font-size: 100%; padding: 2px; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid darkgrey; font-weight: bold; background-color: lightblue; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell;&amp;quot; | reaction_cheats_trees_plants.txt&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
|reaction_cheats_trees_plants&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[OBJECT:REACTION]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_001]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mangrove]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:MANGROVE:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_002]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Saguaro]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:SAGUARO:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_003]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Pine]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:PINE:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_004]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Cedar]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:CEDAR:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_005]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Oak]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:OAK:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_006]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mahogany]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:MAHOGANY:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_007]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Acacia]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:ACACIA:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_008]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Kapok]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:KAPOK:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_009]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Maple]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:MAPLE:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_010]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Willow]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:WILLOW:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_011]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Tower Cap]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:TOWER_CAP:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_012]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Black Cap]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:BLACK_CAP:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_013]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Nether Cap]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:NETHER_CAP:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_014]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Goblin Cap]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:GOBLIN_CAP:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_015]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Fungiwood]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:FUNGIWOOD:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_016]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Tunnel Tube]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:TUNNEL_TUBE:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_017]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Spore Tree]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:SPORE_TREE:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_018]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Blood Thorn]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:BLOOD_THORN:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_019]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Glumprong]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:GLUMPRONG:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_020]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Feather]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:FEATHER:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_021]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Highwood]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:HIGHWOOD:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_022]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Larch]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:LARCH:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_023]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Chestnut]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:CHESTNUT:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_024]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Alder]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:ALDER:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_025]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Birch]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:BIRCH:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_026]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Ash]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:ASH:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_027]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Candlenut]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:CANDLENUT:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_028]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mango]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:MANGO:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_029]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Rubber]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:RUBBER:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_030]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Cacao]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:CACAO:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_TREE_031]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Palm]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_TREE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:PALM:WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_PLANT_001]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Plump Helmet Mushroom]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_PLANT:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:20:PLANT:NO_SUBTYPE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:PLANT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_PLANT_002]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Pig Tail Grass]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_PLANT:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:20:PLANT:NO_SUBTYPE:PLANT_MAT:GRASS_TAIL_PIG:PLANT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_PLANT_003]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Cave Wheat Grass]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_PLANT:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:20:PLANT:NO_SUBTYPE:PLANT_MAT:GRASS_WHEAT_CAVE:PLANT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_PLANT_004]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Sweet Pod]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_PLANT:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:20:PLANT:NO_SUBTYPE:PLANT_MAT:POD_SWEET:PLANT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_PLANT_005]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Quarry Bush]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_PLANT:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:20:PLANT:NO_SUBTYPE:PLANT_MAT:BUSH_QUARRY:PLANT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_PLANT_006]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Muck Root]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_PLANT:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:20:PLANT:NO_SUBTYPE:PLANT_MAT:ROOT_MUCK:PLANT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_PLANT_007]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Bloated Tuber]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_PLANT:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:20:PLANT:NO_SUBTYPE:PLANT_MAT:TUBER_BLOATED:PLANT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_PLANT_008]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Kobold Bulb]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_PLANT:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:20:PLANT:NO_SUBTYPE:PLANT_MAT:BULB_KOBOLD:PLANT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_PLANT_009]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Prickle Berries]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_PLANT:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:20:PLANT:NO_SUBTYPE:PLANT_MAT:BERRIES_PRICKLE:PLANT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_PLANT_010]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Wild Stawberries]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_PLANT:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:20:PLANT:NO_SUBTYPE:PLANT_MAT:BERRIES_STRAW_WILD:PLANT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_PLANT_011]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Longland Grass]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_PLANT:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:20:PLANT:NO_SUBTYPE:PLANT_MAT:GRASS_LONGLAND:PLANT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_PLANT_012]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Valley Herb]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_PLANT:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:20:PLANT:NO_SUBTYPE:PLANT_MAT:HERB_VALLEY:PLANT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_PLANT_013]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Rat Weed]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_PLANT:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:20:PLANT:NO_SUBTYPE:PLANT_MAT:WEED_RAT:PLANT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_PLANT_014]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Fisher Berries]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_PLANT:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:20:PLANT:NO_SUBTYPE:PLANT_MAT:BERRIES_FISHER:PLANT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_PLANT_015]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Rope Reed]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_PLANT:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:20:PLANT:NO_SUBTYPE:PLANT_MAT:REED_ROPE:PLANT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_PLANT_016]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Dimple Cup Mushroom]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_PLANT:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:20:PLANT:NO_SUBTYPE:PLANT_MAT:MUSHROOM_CUP_DIMPLE:PLANT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_PLANT_017]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Blade Weed]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_PLANT:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:20:PLANT:NO_SUBTYPE:PLANT_MAT:WEED_BLADE:PLANT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_PLANT_018]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Hide Root]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_PLANT:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:20:PLANT:NO_SUBTYPE:PLANT_MAT:ROOT_HIDE:PLANT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_PLANT_019]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Sliver Barb]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_PLANT:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:20:PLANT:NO_SUBTYPE:PLANT_MAT:SLIVER_BARB:PLANT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_PLANT_020]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Sun Berry]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_PLANT:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:20:PLANT:NO_SUBTYPE:PLANT_MAT:BERRY_SUN:PLANT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_PLANT_021]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Whip Vine]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_PLANT:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:20:PLANT:NO_SUBTYPE:PLANT_MAT:VINE_WHIP:PLANT]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: white; border: 1px solid darkgrey; font-size: 100%; padding: 2px; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid darkgrey; font-weight: bold; background-color: lightblue; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell;&amp;quot; | building_cheats.txt&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
|building_cheats&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING_WORKSHOP:CHEAT_FREE_TREE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Cheat Free Tree]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME_COLOR:7:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[WORK_LOCATION:2:2]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_LABOR:CARPENTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_KEY:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:1:1:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:2:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:3:1:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[DIM:3:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:1:32:49:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:2:32:49:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:3:32:49:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:1:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:2:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:3:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:1:32:50:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:2:32:50:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:3:32:50:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:1:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:2:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:3:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:1:32:51:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:2:32:51:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:3:32:51:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:1:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:2:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:3:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:1:3:61:4]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:2:61:61:61]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:3:5:61:6]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:1:2:2:1:0:2:0:2:2:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:2:0:2:0:0:2:0:0:2:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:3:2:2:1:0:2:0:2:2:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING_WORKSHOP:CHEAT_FREE_PLANT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Cheat Free Plant]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME_COLOR:7:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[WORK_LOCATION:2:2]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_LABOR:CARPENTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_KEY:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:1:1:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:2:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:3:1:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[DIM:3:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:1:32:49:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:2:32:49:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:3:32:49:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:1:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:2:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:3:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:1:32:50:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:2:32:50:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:3:32:50:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:1:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:2:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:3:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:1:32:51:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:2:32:51:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:3:32:51:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:1:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:2:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:3:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:1:34:61:34]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:2:61:61:61]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:3:34:61:34]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:1:2:2:1:0:2:0:2:2:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:2:0:2:0:0:2:0:0:2:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:3:2:2:1:0:2:0:2:2:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: white; border: 1px solid darkgrey; font-size: 100%; padding: 2px; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid darkgrey; font-weight: bold; background-color: lightblue; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell;&amp;quot; | entity_default.txt&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
|[PERMITTED_BUILDING:CHEAT_FREE_PLANT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_BUILDING:CHEAT_FREE_TREE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_001]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_002]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_003]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_004]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_005]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_006]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_007]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_008]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_009]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_010]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_011]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_012]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_013]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_014]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_015]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_016]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_017]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_018]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_019]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_020]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_021]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_022]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_023]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_024]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_025]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_026]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_027]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_028]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_029]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_030]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_TREE_031]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_PLANT_001]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_PLANT_002]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_PLANT_003]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_PLANT_004]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_PLANT_005]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_PLANT_006]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_PLANT_007]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_PLANT_008]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_PLANT_009]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_PLANT_010]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_PLANT_011]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_PLANT_012]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_PLANT_013]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_PLANT_014]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_PLANT_015]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_PLANT_016]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_PLANT_017]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_PLANT_018]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_PLANT_019]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_PLANT_020]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_PLANT_021]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== MINERALS, STONES, METALS, GEMS ===&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: white; border: 1px solid darkgrey; font-size: 100%; padding: 2px; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid darkgrey; font-weight: bold; background-color: lightblue; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell;&amp;quot; | Minerals, Stones, Metals, Gems&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
|'''''That crap you stand on and has walled you in... plus shinies!'''''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''What is here...'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''236 reactions... every mineral, stone, metal and gems that you could ask for... literally, all of them.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''4 custom buildings... one for each category - mineral, stone, metal and gem.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''239 permit listings... these are to allow your race (dwarf) to use the buildings and the reactions.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''All of what is contained here is required to have a custom building and custom reaction. Please remember that you MUST generate a new world when you ADD new reactions or buildings.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''File = reaction_cheats_mineral --- below is a reaction for every mineral.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''reaction_cheats_mineral'''&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: white; border: 1px solid darkgrey; font-size: 100%; padding: 2px; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid darkgrey; font-weight: bold; background-color: lightblue; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell;&amp;quot; | reaction_cheats_stones.txt&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
|reaction_cheats_stones&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[OBJECT:REACTION]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_001]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Hematite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:HEMATITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_002]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Limonite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:LIMONITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_003]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Garnierite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:GARNIERITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_004]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Native Gold]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:NATIVE_GOLD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_005]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Native Silver]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:NATIVE_SILVER]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_006]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Native Copper]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:NATIVE_COPPER]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_007]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Malachite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:MALACHITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_008]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Galena]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:GALENA]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_009]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Sphalerite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:SPHALERITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_010]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Cassiterite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:CASSITERITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_011]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Coal Bituminous]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:COAL_BITUMINOUS]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_012]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Lignite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:LIGNITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_013]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Native Platinum]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:NATIVE_PLATINUM]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_014]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Cinnabar]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:CINNABAR]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_015]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Cobaltite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:COBALTITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_016]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Tetrahedrite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:TETRAHEDRITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_017]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Horn Silver]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:HORN_SILVER]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_018]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Gypsum]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:GYPSUM]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_019]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Talc]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:TALC]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_020]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Jet]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:JET]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_021]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Puddingstone]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:PUDDINGSTONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_022]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Petrified Wood]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:PETRIFIED_WOOD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_023]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Graphite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:GRAPHITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_024]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Brimstone]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:BRIMSTONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_025]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Kimberlite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:KIMBERLITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_026]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Bismuthinite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:BISMUTHINITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_027]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Realgar]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:REALGAR]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_028]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Orpiment]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:ORPIMENT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_029]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Stibnite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:STIBNITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_030]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Marcasite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:MARCASITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_031]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Sylvite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:SYLVITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_032]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Cryolite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:CRYOLITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_033]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Periclase]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:PERICLASE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_034]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Ilmenite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:ILMENITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_035]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Rutile]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:RUTILE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_036]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Magnetite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:MAGNETITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_037]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Chromite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:CHROMITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_038]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Pyrolusite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:PYROLUSITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_039]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Pitchblende]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:PITCHBLENDE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_040]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Bauxite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:BAUXITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_041]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Native Aluminum]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:NATIVE_ALUMINUM]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_042]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Borax]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:BORAX]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_043]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Olivine]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:OLIVINE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_044]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Hornblende]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:HORNBLENDE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_045]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Kaolinite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:KAOLINITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_046]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Serpentine]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:SERPENTINE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_047]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Orthoclase]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:ORTHOCLASE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_048]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Microcline]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:MICROCLINE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_049]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Mica]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:MICA]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_050]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Calcite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:CALCITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_051]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Saltpeter]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:SALTPETER]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_052]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Alabaster]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:ALABASTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_053]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Selenite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:SELENITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_054]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Satinspar]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:SATINSPAR]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_055]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Anhydrite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:ANHYDRITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_056]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Alunite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:ALUNITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_057]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Raw Adamantine]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:RAW_ADAMANTINE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_MINERAL_058]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Mineral Slade]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_MINERAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:SLADE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_STONE_001]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Stone Sandstone]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_STONE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:SANDSTONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_STONE_002]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Stone Siltstone]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_STONE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:SILTSTONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_STONE_003]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Stone Mudstone]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_STONE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:MUDSTONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[REACTION:CHEAT_STONE_004]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Stone Shale]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_STONE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:SHALE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_STONE_005]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Stone Claystone]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_STONE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:CLAYSTONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_STONE_006]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Stone Rock Salt]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_STONE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:ROCK_SALT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_STONE_007]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Stone Limestone]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_STONE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:LIMESTONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_STONE_008]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Stone Conglomerate]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_STONE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:CONGLOMERATE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_STONE_009]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Stone Dolomite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_STONE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:DOLOMITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_STONE_010]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Stone Chert]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_STONE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:CHERT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_STONE_011]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Stone Chalk]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_STONE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:CHALK]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_STONE_012]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Stone Granite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_STONE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:GRANITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_STONE_013]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Stone Diorite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_STONE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:DIORITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_STONE_014]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Stone Gabbro]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_STONE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:GABBRO]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_STONE_015]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Stone Rhyolite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_STONE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:RHYOLITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_STONE_016]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Stone Basalt]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_STONE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:BASALT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_STONE_017]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Stone Andesite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_STONE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:ANDESITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_STONE_018]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Stone Dacite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_STONE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:DACITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_STONE_019]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Stone Obsidian]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_STONE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:OBSIDIAN]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_STONE_020]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Stone Quartzite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_STONE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:QUARTZITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_STONE_021]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Stone Slate]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_STONE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:SLATE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_STONE_022]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Stone Phyllite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_STONE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:PHYLLITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_STONE_023]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Stone Schist]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_STONE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:SCHIST]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_STONE_024]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Stone Gneiss]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_STONE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:GNEISS]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_STONE_025]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Stone Marble]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_STONE:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:MARBLE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_METAL_001]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Metal Iron]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_METAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:IRON]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_METAL_002]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Metal Gold]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_METAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:GOLD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_METAL_003]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Metal Silver]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_METAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:SILVER]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_METAL_004]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Metal Copper]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_METAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:COPPER]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_METAL_005]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Metal Nickel]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_METAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:NICKEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_METAL_006]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Metal Zinc]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_METAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:ZINC]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_METAL_007]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Metal Bronze]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_METAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:BRONZE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_METAL_008]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Metal Brass]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_METAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:BRASS]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_METAL_009]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Metal Steel]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_METAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:STEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_METAL_010]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Metal Pig Iron]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_METAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:PIG_IRON]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_METAL_011]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Metal Platinum]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_METAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:PLATINUM]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_METAL_012]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Metal Electrum]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_METAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:ELECTRUM]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_METAL_013]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Metal Tin]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_METAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:TIN]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_METAL_014]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Metal Pewter Fine]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_METAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:PEWTER_FINE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_METAL_015]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Metal Pewter Trifle]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_METAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:PEWTER_TRIFLE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_METAL_016]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Metal Pewter Lay]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_METAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:PEWTER_LAY]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_METAL_017]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Metal Lead]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_METAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:LEAD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_METAL_018]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Metal Aluminum]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_METAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:ALUMINUM]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_METAL_019]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Metal Nickel Silver]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_METAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:NICKEL_SILVER]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_METAL_020]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Metal Billion]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_METAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:BILLON]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_METAL_021]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Metal Sterling Silver]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_METAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:STERLING_SILVER]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_METAL_022]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Metal Black Bronze]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_METAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:BLACK_BRONZE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_METAL_023]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Metal Rose Gold]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_METAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:ROSE_GOLD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_METAL_024]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Metal Bismuth]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_METAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:BISMUTH]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_METAL_025]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Metal Bismuth Bronze]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_METAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:BISMUTH_BRONZE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_METAL_026]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Metal Adamantine]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_METAL:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:ADAMANTINE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_001]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Onyx]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:ONYX]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_002]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Morion]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:MORION]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_003]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Schorl]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:SCHORL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_004]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Lace Agate]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:LACE AGATE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_005]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Blue Jade]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:BLUE JADE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_006]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Lapis Lazuli]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:LAPIS LAZULI]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_007]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Prase]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:PRASE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_008]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Prase Opal]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:PRASE OPAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_009]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Bloodstone]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:BLOODSTONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_010]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Moss Agate]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:MOSS AGATE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_011]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Moss Opal]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:MOSS OPAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_012]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Variscite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:VARISCITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_013]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Chyrsoprase]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:CHRYSOPRASE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_014]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Chrysocolla]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:CHRYSOCOLLA]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_015]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Sard]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:SARD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_016]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Carnelian]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:CARNELIAN]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_017]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Banded Agate]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:BANDED AGATE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_018]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Sardonyx]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:SARDONYX]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_019]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Cherry Opal]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:CHERRY OPAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_020]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Lavender Jade]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:LAVENDER JADE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_021]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Pink Jade]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:PINK JADE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_022]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Tube Agate]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:TUBE AGATE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_023]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Fire Agate]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:FIRE AGATE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_024]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Plume Agate]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:PLUME AGATE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_025]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Brown Jasper]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:BROWN JASPER]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_026]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Picture Jasper]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:PICTURE JASPER]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_027]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Smoky Quartz]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:SMOKY QUARTZ]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_028]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Wax Opal]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:WAX OPAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_029]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Wood Opal]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:WOOD OPAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_030]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Amber Opal]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:AMBER OPAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_031]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Gold Opal]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:GOLD OPAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_032]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Citrine]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:CITRINE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_033]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Yellow Jasper]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:YELLOW JASPER]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_034]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Tigereye]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:TIGEREYE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_035]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Tiger Iron]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:TIGER IRON]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_036]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Sunstone]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:SUNSTONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_037]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Resin Opal]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:RESIN OPAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_038]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Pyrite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:PYRITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_039]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Clear Tourmaline]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:CLEAR TOURMALINE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_040]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Gray Chalcedony]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:GRAY CHALCEDONY]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_041]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Dendritic Agate]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:DENDRITIC AGATE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_042]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Shell Opal]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:SHELL OPAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_043]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Bone Opal]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:BONE OPAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_044]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem White Chalcedony]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:WHITE CHALCEDONY]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_045]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Fortification Agate]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:FORTIFICATION AGATE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_046]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Milk Quartz]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:MILK QUARTZ]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_047]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Moonstone]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:MOONSTONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_048]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem White Jade]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:WHITE JADE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_049]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Jasper Opal]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:JASPER OPAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_050]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Pineapple Opal]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:PINEAPPLE OPAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_051]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Onyx Opal]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:ONYX OPAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_052]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Milk Opal]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:MILK OPAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_053]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Pipe Opal]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:PIPE OPAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_054]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Aventurine]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:AVENTURINE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_055]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Turquoise]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:TURQUOISE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_056]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Rose Quartz]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:QUARTZ_ROSE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_057]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Rock Crystal]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:CRYSTAL_ROCK]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_058]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Black Zircon]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:BLACK ZIRCON]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_059]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Black Pyrope]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:BLACK PYROPE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_060]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Melanite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:MELANITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_061]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Indigo Tourmaline]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:INDIGO TOURMALINE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_062]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Blue Garnet]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:BLUE GARNET]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_063]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Tsavorite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:TSAVORITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_064]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Green Tourmaline]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:GREEN TOURMALINE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_065]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Demantoid]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:DEMANTOID]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_066]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Green Zircon]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:GREEN ZIRCON]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_067]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Green Jade]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:GREEN JADE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_068]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Heliodor]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:HELIODOR]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_069]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Peridot]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:PERIDOT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_070]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Red Zircon]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:RED ZIRCON]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_071]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Red Tourmaline]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:RED TOURMALINE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_072]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Red Pyrope]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:RED PYROPE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_073]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Almandine]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:ALMANDINE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_074]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Red Grossular]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:RED GROSSULAR]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_075]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Pink Tourmaline]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:PINK TOURMALINE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_076]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Red Beryl]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:RED BERYL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_077]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Fire Opal]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:FIRE OPAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_078]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Rhodolite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:RHODOLITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_079]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Purple Spinel]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:SPINEL_PURPLE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_080]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Alexandrite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:ALEXANDRITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_081]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Tanzanite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:TANZANITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_082]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Morganite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:MORGANITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_083]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Violet Spessartine]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:VIOLET SPESSARTINE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_084]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Pink Garnet]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:PINK GARNET]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_085]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Kunzite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:KUNZITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_086]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Cinnamon Grossular]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:CINNAMON GROSSULAR]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_087]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Honey Yellow Beryl]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:HONEY YELLOW BERYL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_088]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Jelly Opal]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:JELLY OPAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_089]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Brown Zircon]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:BROWN ZIRCON]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_090]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Yellow Zircon]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:YELLOW ZIRCON]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_091]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Golden Beryl]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:GOLDEN BERYL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_092]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Yellow Spessartine]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:YELLOW SPESSARTINE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_093]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Topaz]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:TOPAZ]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_094]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Topazolite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:TOPAZOLITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_095]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Yellow Grossular]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:YELLOW GROSSULAR]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_096]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Rubicelle]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:RUBICELLE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_097]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Clear Garnet]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:CLEAR GARNET]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_098]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Goshenite]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:GOSHENITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_099]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Cat's Eye]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:CAT'S EYE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_100]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Clear Zircon]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:CLEAR ZIRCON]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_101]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Amethyst]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:AMETHYST]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_102]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Aquamarine]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:AQUAMARINE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_103]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Red Spinel]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:SPINEL_RED]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_104]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Chrysoberyl]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:CHRYSOBERYL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_105]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Precious Fire Opal]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:OPAL_PFIRE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_106]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Red Flash Opal]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:OPAL_REDFLASH]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_107]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Black Opal]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:OPAL_BLACK]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_108]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem White Opal]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:OPAL_WHITE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_109]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Crystal Opal]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:OPAL_CRYSTAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_110]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Claro Opal]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:OPAL_CLARO]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_111]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Levin Opal]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:OPAL_LEVIN]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_112]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Harlequin Opal]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:OPAL_HARLEQUIN]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_113]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Pinfire Opal]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:OPAL_PINFIRE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_114]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Bandfire Opal]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:OPAL_BANDFIRE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_115]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Light Yellow Diamond]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_LY]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_116]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Faint Yellow Diamond]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_FY]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_117]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Emerald]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:EMERALD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_118]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Ruby]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:RUBY]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_119]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Sapphire]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:SAPPHIRE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_120]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Clear Diamond]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_CLEAR]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_121]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Red Diamond]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_RED]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_122]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Green Diamond]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_GREEN]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_123]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Blue Diamond]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_BLUE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_124]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Yellow Diamond]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_YELLOW]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_125]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Black Diamond]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:DIAMOND_BLACK]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_126]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Star Sapphire]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:SAPPHIRE_STAR]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:CHEAT_GEM_127]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Free Gem Star Ruby]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING:CHEAT_FREE_GEM:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:INORGANIC:RUBY_STAR]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: white; border: 1px solid darkgrey; font-size: 100%; padding: 2px; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid darkgrey; font-weight: bold; background-color: lightblue; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell;&amp;quot; | building_cheats.txt&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
|building_cheats&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING_WORKSHOP:CHEAT_FREE_MINERAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Cheat Free Mineral]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME_COLOR:7:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[WORK_LOCATION:2:2]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_LABOR:CARPENTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_KEY:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:1:1:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:2:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:3:1:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[DIM:3:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:1:32:49:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:2:32:49:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:3:32:49:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:1:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:2:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:3:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:1:32:50:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:2:32:50:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:3:32:50:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:1:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:2:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:3:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:1:0:51:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:2:0:51:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:3:0:51:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:1:4:0:1:4:0:1:4:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:2:4:0:1:4:0:1:4:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:3:4:0:1:4:0:1:4:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:1:42:61:240]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:2:61:61:61]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:3:240:61:42]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:1:7:0:0:7:0:0:7:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:2:7:0:0:7:0:0:7:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:3:7:0:0:7:0:0:7:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING_WORKSHOP:CHEAT_FREE_STONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Cheat Free Stone]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME_COLOR:7:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[WORK_LOCATION:2:2]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_LABOR:CARPENTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_KEY:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:1:1:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:2:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:3:1:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[DIM:3:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:1:32:49:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:2:32:49:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:3:32:49:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:1:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:2:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:3:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:1:32:50:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:2:32:50:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:3:32:50:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:1:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:2:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:3:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:1:0:51:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:2:0:51:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:3:0:51:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:1:4:0:1:4:0:1:4:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:2:4:0:1:4:0:1:4:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:3:4:0:1:4:0:1:4:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:1:42:61:240]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:2:61:61:61]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:3:240:61:42]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:1:7:0:0:7:0:0:7:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:2:7:0:0:7:0:0:7:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:3:7:0:0:7:0:0:7:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING_WORKSHOP:CHEAT_FREE_METAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Cheat Free Metal]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME_COLOR:7:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[WORK_LOCATION:2:2]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_LABOR:CARPENTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_KEY:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:1:1:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:2:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:3:1:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[DIM:3:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:1:32:49:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:2:32:49:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:3:32:49:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:1:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:2:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:3:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:1:32:50:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:2:32:50:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:3:32:50:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:1:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:2:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:3:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:1:0:51:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:2:0:51:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:3:0:51:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:1:4:0:1:4:0:1:4:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:2:4:0:1:4:0:1:4:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:3:4:0:1:4:0:1:4:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:1:42:61:240]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:2:61:61:61]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:3:240:61:42]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:1:0:0:1:7:0:0:0:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:2:7:0:0:7:0:0:7:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:3:0:0:1:7:0:0:0:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILDING_WORKSHOP:CHEAT_FREE_GEM]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:Cheat Free Gem]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME_COLOR:7:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[WORK_LOCATION:2:2]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_LABOR:CARPENTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_KEY:NONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:1:1:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:2:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK:3:1:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[DIM:3:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:1:32:49:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:2:32:49:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:0:3:32:49:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:1:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:2:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:0:3:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:1:32:50:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:2:32:50:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:1:3:32:50:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:1:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:2:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:1:3:0:0:0:4:0:1:0:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:1:0:51:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:2:0:51:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:2:3:0:51:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:1:4:0:1:4:0:1:4:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:2:4:0:1:4:0:1:4:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:2:3:4:0:1:4:0:1:4:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:1:42:61:15]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:2:61:61:61]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:3:3:15:61:42]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:1:2:0:1:7:0:0:2:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:2:7:0:0:7:0:0:7:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[COLOR:3:3:2:0:1:7:0:0:2:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: white; border: 1px solid darkgrey; font-size: 100%; padding: 2px; text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid darkgrey; font-weight: bold; background-color: lightblue; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell;&amp;quot; | entity_default.txt&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
|[PERMITTED_BUILDING:CHEAT_FREE_MINERAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_BUILDING:CHEAT_FREE_STONE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_BUILDING:CHEAT_FREE_METAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_BUILDING:CHEAT_FREE_GEM]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_001]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_002]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_003]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_004]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_005]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_006]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_007]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_008]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_009]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_010]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_011]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_012]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_013]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_014]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_015]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_016]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_017]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_018]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_019]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_020]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_021]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_022]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_023]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_024]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_025]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_026]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_027]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_028]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_029]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_030]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_031]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_032]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_033]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_034]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_035]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_036]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_037]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_038]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_039]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_040]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_041]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_042]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_043]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_044]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_045]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_046]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_047]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_048]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_049]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_050]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_051]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_052]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_053]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_054]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_055]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_056]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_057]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_MINERAL_058]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_STONE_001]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_STONE_002]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_STONE_003]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_STONE_004]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_STONE_005]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_STONE_006]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_STONE_007]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_STONE_008]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_STONE_009]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_STONE_010]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_STONE_011]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_STONE_012]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_STONE_013]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_STONE_014]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_STONE_015]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_STONE_016]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_STONE_017]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_STONE_018]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_STONE_019]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_STONE_020]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_STONE_021]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_STONE_022]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_STONE_023]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_STONE_024]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_STONE_025]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_METAL_001]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_METAL_002]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_METAL_003]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_METAL_004]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_METAL_005]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_METAL_006]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_METAL_007]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_METAL_008]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_METAL_009]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_METAL_010]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_METAL_011]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_METAL_012]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_METAL_013]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_METAL_014]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_METAL_015]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_METAL_016]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_METAL_017]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_METAL_018]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_METAL_019]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_METAL_020]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_METAL_021]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_METAL_022]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_METAL_023]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_METAL_024]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_METAL_025]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_METAL_026]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_001]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_002]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_003]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_004]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_005]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_006]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_007]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_008]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_009]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_010]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_011]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_012]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_013]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_014]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_015]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_016]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_017]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_018]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_019]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_020]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_021]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_022]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_023]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_024]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_025]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_026]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_027]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_028]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_029]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_030]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_031]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_032]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_033]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_034]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_035]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_036]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_037]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_038]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_039]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_040]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_041]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_042]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_043]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_044]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_045]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_046]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_047]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_048]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_049]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_050]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_051]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_052]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_053]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PERMITTED_REACTION:CHEAT_GEM_054]&amp;lt;br /&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
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[[Category:DF2010:Modding]]&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Record_keeper&amp;diff=153836</id>
		<title>v0.31:Record keeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Record_keeper&amp;diff=153836"/>
		<updated>2011-10-25T12:35:38Z</updated>

		<summary type="html">&lt;p&gt;Bognor: actually, that whole section seems like a hangover from 40d times, when training dwarves as bookkeepers dramatically increased strength/toughness/agility... just deleted section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Record keeper&lt;br /&gt;
| specialty  = {{L|Clerk}}&lt;br /&gt;
| profession = {{L|Administrator}}&lt;br /&gt;
| job name   = Noble/Admin&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Update Stockpile Records&lt;br /&gt;
| attributes =&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Memory&lt;br /&gt;
* Focus&lt;br /&gt;
}}&lt;br /&gt;
{{Quality|Exceptional|21:25, 9 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Record keeper''' is a skill associated with the {{L|Bookkeeper}} appointed {{L|noble}}. It is used to determine how quickly the bookkeeper can take an {{L|stocks|inventory}} of the fortress and update the records to reflect any changes. It is trained by a bookkeeper doing the '''update stockpile records''' administrative {{L|labor}}.&lt;br /&gt;
&lt;br /&gt;
As wealth and items are created or lost, e.g. by dwarves drinking up all your booze, the records will gradually deteriorate in precision, eventually ending up at the lowest precision rating.  An assigned bookkeeper will therefore periodically update the records.  How often depends on what precision he is trying to maintain, with the highest precision requiring the most work.&lt;br /&gt;
&lt;br /&gt;
It is recommended to have your bookkeeper working around the clock, maintaining the highest precision level, even in small fortresses with relatively small stocks. This will train the bookkeeper's record keeping skill, boosting it to [[legendary]] status fairly quickly.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Skills}}&lt;/div&gt;</summary>
		<author><name>Bognor</name></author>
	</entry>
</feed>