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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-06T11:17:11Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Yellow_jasper&amp;diff=204830</id>
		<title>Yellow jasper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Yellow_jasper&amp;diff=204830"/>
		<updated>2014-07-09T03:45:45Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (y: 10/19)&lt;/p&gt;
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'''Yellow jaspers''' are unremarkable low-value [[gem]]s found in [[sedimentary layer]]s.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Yellow_diamond&amp;diff=204829</id>
		<title>Yellow diamond</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Yellow_diamond&amp;diff=204829"/>
		<updated>2014-07-09T03:45:43Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (y: 6/19)&lt;/p&gt;
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'''Yellow diamonds''' are particularly rare [[gem]]s, similar to [[black diamond|black]], [[red diamond|red]], [[blue diamond|blue]], [[green diamond|green]] and [[clear diamond|clear]] 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;br /&gt;
{{diamonds}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Yarn&amp;diff=204828</id>
		<title>Yarn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Yarn&amp;diff=204828"/>
		<updated>2014-07-09T03:45:42Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (y: 3/19)&lt;/p&gt;
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'''Yarn''' is a type of thread that is [[spinner|spun]] from [[animal]] [[wool]]. Only a [[:category:DF2012:Shearable|select group of animals]] have hair of a quality to be considered wool; these animals may be [[butcher]]ed or [[shear]]ed to produce wool. [[Yarn]] can be [[weaver|woven]] into [[cloth]] at a [[loom]]. Yarn cloth can then be used to create a variety of textile products such as [[bag]]s, [[clothing]], [[rope]] or [[crafts]].&lt;br /&gt;
&lt;br /&gt;
A [[dwarf]] with the [[spinner]] [[labor]] enabled can process wool into yarn at a [[farmer's workshop]] with the &amp;quot;Spin Thread&amp;quot; job order. With a [[loom]], any dwarf with the [[weaver]] labor enabled will automatically turn any yarn into cloth.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Spinning stacks of wool only produces a single yarn thread{{bug|4616}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Silk]]&lt;br /&gt;
* [[Plant fiber]]&lt;br /&gt;
* [[Textile industry]]&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Writer&amp;diff=204827</id>
		<title>Writer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Writer&amp;diff=204827"/>
		<updated>2014-07-09T03:45:40Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 127/127)&lt;/p&gt;
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{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Writer&lt;br /&gt;
| profession = Unknown&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = None&lt;br /&gt;
| attributes =&lt;br /&gt;
* Unknown&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
The Writer skill probably was intended for a dwarf to write books. You can't make books yourself, but you can find them in Adventure Mode.&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wrestling&amp;diff=204826</id>
		<title>Wrestling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wrestling&amp;diff=204826"/>
		<updated>2014-07-09T03:45:39Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 126/127)&lt;/p&gt;
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The '''Wrestler''' skill pertains to incapacitating enemies by grabbing ahold of limbs and other body parts. This is distinct from [[Striker]], [[Kicker]], and [[Biter]] which are separate skills that pertain to punching/scratching, kicking, and biting attacks respectively. Note that the skill for [[Thrower]] is used for throwing miscellaneous objects at creatures, not throwing the opponents themselves.&lt;br /&gt;
&lt;br /&gt;
While striking and kicking are basic one-shot attacks like weapon attacks, biting can be used in conjunction with wrestling even though it uses a different skill to determine if the bite &amp;quot;hits&amp;quot; (see [[#Biting and ripping off body parts|Biting and Ripping Off Body Parts]] below).&lt;br /&gt;
&lt;br /&gt;
Wrestling maneuvers include:&lt;br /&gt;
*'''Grabbing''' The simplest move, a grabbed body part cannot be used to attack you, and the opponent will be unable to dodge to a different square or move until be breaks all your grabs (though you will also be unable to move without releasing them).&lt;br /&gt;
*'''Take-down''' maneuvers that render an opponent prone&lt;br /&gt;
*'''Throws''' (as in throwing a creature, not an object) which render an opponent prone and stunned&lt;br /&gt;
*'''Choke Holds''' and '''Strangling''' which can render an opponent unconscious&lt;br /&gt;
*'''Joint Locks''' and '''Breaking Bones''' which can break limbs&lt;br /&gt;
*'''Shaking''' around by the teeth, after latching on from biting, which can do extra damage or sever body parts&lt;br /&gt;
*'''Gouging''' (eyes, for example) and '''Pinching''' which can damage, destroy, or even sever body parts&lt;br /&gt;
*'''Disarming''' maneuvers which can remove weapons, shields, clothing, or armor from an opponent.&lt;br /&gt;
&lt;br /&gt;
See [[Combat skill]] for more information on other combat skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fortress Mode ==&lt;br /&gt;
While the same wrestling &amp;quot;moves&amp;quot; described here can be used by dwarves in [[Dwarf fortress mode]], it isn't possible to force particular wrestling maneuvers to be used. About all you can do is take away a dwarf's weapons to encourage wrestling and hope that he picks effective wrestling tactics in combat.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, wrestlers are generally unable to kill very effectively, but they may make killing easier for their armed comrades. Unfortunately, the AI is rather unlikely to do some of the more elaborate moves even if they are possible.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Wrestling in [[Adventure mode]] can be performed by standing next to an enemy and pressing {{k|Shift}}+{{k|A}} followed by {{k|Enter}} to switch the menu to wrestling. You can wrestle any enemy, but the effectiveness of your wrestling attempts will be limited by relative size and strength differences. For example, a dwarf is unlikely to be able to throw or choke hold an elephant or dragon.&lt;br /&gt;
&lt;br /&gt;
Wrestling works somewhat like a targeted attack. Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a more elaborate and useful move.&lt;br /&gt;
&lt;br /&gt;
Below are instructions on how to perform various wrestling moves in adventure mode. The player has no way to force the AI to use them in fortress mode, so there are no equivalent instructions for fortress mode.&lt;br /&gt;
&lt;br /&gt;
See [[Status icon]] for a legend of icons used when creatures are prone, thrown, stunned, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Take-down ===&lt;br /&gt;
&lt;br /&gt;
This knocks an opponent to the ground similar to how they fall to the ground when one of their legs is cut off (apart from the loss of limbs, obviously). Once on the ground they'll have to take time to stand back up, or their movement rate will be limited as they try to crawl. This move can only be performed if the opponent is standing up.&lt;br /&gt;
&lt;br /&gt;
To perform a takedown:&lt;br /&gt;
#Use {{k|Shift}}+{{k|A}} followed by {{k|Enter}} and select an adjacent enemy&lt;br /&gt;
#Select {{DFtext|Grab with right upper arm|7:1}} or with some other body part&lt;br /&gt;
#Select {{DFtext|Grab upper body with right upper arm |7:1}} or some other part of the body. If the grab is successful you will see:&lt;br /&gt;
#*{{DFtext| You grab the Xxxx by the upper body with your right upper arm! |3:1}} and you and your opponent's icons will change to indicate that you are wrestling.&lt;br /&gt;
#Use {{k|Shift}}+{{k|A}} followed by {{k|Enter}} and select the same enemy that you grabbed last time.&lt;br /&gt;
#Select {{DFtext|Wrestle using right upper arm|3:1}}&lt;br /&gt;
#Select {{DFtext|Take-down by upper body with right upper arm|3:1}}&lt;br /&gt;
#You will then see one of:&lt;br /&gt;
#*{{DFtext|You take the Xxxxx down by the upper body with Your right upper arm!|5:1}}&amp;lt;br/&amp;gt;Success! The creature's [[status icon]] will change to indicate prone.&lt;br /&gt;
#*{{DFtext|You adjust the grip of Your right upper arm on The Xxxxx's upper body.|5:1}}&amp;lt;br/&amp;gt;Failure. You have not lost your grip but you will have to try the takedown again.&lt;br /&gt;
#*{{DFtext|The Xxxxx breaks the grip of Your right upper arm from The Xxxxx's upper body!|5:1}}&amp;lt;br/&amp;gt;Bigger failure. You have completely lost your grip on your opponent and will have to start over from the beginning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Throw ===&lt;br /&gt;
&lt;br /&gt;
You perform a throw the same way as a take-down, using the same procedure as above, except that you select {{DFtext|Throw by x with y|3:1}} when the opponent is not on the ground. A throw will cause an opponent to become stunned and prone, with the possibility of throwing them back a certain distance (depending on your strength and relative size). However, it is more difficult to successfully throw a creature than it is to perform a take-down on one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chokehold and strangling ===&lt;br /&gt;
&lt;br /&gt;
Choke holds can be extremely effective, if you can pull them off. A choke hold will cause an opponent to become unconscious making it extremely easy to kill them with a followup shot.&lt;br /&gt;
&lt;br /&gt;
To perform a choke hold:&lt;br /&gt;
#Use {{k|Shift}}+{{k|A}} followed by {{k|Enter}} and select an adjacent enemy&lt;br /&gt;
#Select {{DFtext|Grab with right upper arm|7:1}} or some other body part&lt;br /&gt;
#Select {{DFtext|Grab '''throat''' with right upper arm|7:1}}. Choking requires grabbing the throat.&lt;br /&gt;
#Assuming the grab is successful, hit {{k|Shift}}+{{k|A}} followed by {{k|Enter}} again and select the creature&lt;br /&gt;
#Select {{DFtext|Wrestle with right upper arm|3:1}}&lt;br /&gt;
#Select {{DFtext|Choke throat with right upper arm|3:1}}&lt;br /&gt;
#You will then see:&lt;br /&gt;
#*{{DFtext|You place a chokehold on The Xxxxx's throat with Your right upper arm!|5:1}}&amp;lt;br/&amp;gt;Success, so far anyway.&lt;br /&gt;
#*{{DFtext|You adjust the grip of Your right upper arm on The Xxxxx's throat.|5:1}}&amp;lt;br/&amp;gt;Failure. You have not lost your grip but you will have to try the chokehold again.&lt;br /&gt;
#Once in a chokehold, hit {{k|Shift}}+{{k|A}} followed by {{k|Enter}} yet again and select the creature&lt;br /&gt;
#Select {{DFtext|Wrestle with right upper arm|3:1}}&lt;br /&gt;
#Select {{DFtext|Strangle throat with right upper arm|3:1}}&lt;br /&gt;
#If successful you will see:&lt;br /&gt;
#*{{DFtext|You strangle Xxxxx's throat!|5:1}}&lt;br /&gt;
#*{{DFtext|The Xxxxx passes out.|6:0}} (not necessarily on the first try)&lt;br /&gt;
#If the creature passes out (some are immune to strangling) the next attack will hit very easily, so followup with a targeted headshot or, if you want to be more gruesome, a bite to the throat. (See below.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Joint locks and breaking limbs ===&lt;br /&gt;
&lt;br /&gt;
With some body parts it's possible to put them into joint locks and break them. This works almost exactly like strangling.&lt;br /&gt;
&lt;br /&gt;
#Use {{k|Shift}}+{{k|A}} followed by {{k|Enter}} and select an adjacent enemy&lt;br /&gt;
#Select {{DFtext|Grab with right upper arm|7:1}}&lt;br /&gt;
#Select {{DFtext|Grab right upper arm with right upper arm|7:1}}&lt;br /&gt;
#Use {{k|Shift}}+{{k|A}} followed by {{k|Enter}} again and select the same enemy&lt;br /&gt;
#Select {{DFtext|Wrestle with right upper arm|3:1}}&lt;br /&gt;
#Select {{DFtext|Lock right shoulder with right upper arm|3:1}}. If successful you will see:&lt;br /&gt;
#*{{DFtext|You lock The Xxxxx's right shoulder with Your right upper arm!|5:1}}&lt;br /&gt;
#Use {{k|Shift}}+{{k|A}} followed by {{k|Enter}} yet again and select the same enemy&lt;br /&gt;
#Select {{DFtext|Wrestle with right upper arm|3:1}}&lt;br /&gt;
#Select {{DFtext|Break right shoulder with right upper arm|3:1}} If successful you will see&lt;br /&gt;
#*{{DFtext|You bend The Xxxxx's right upper arm with Your right upper arm, shattering the right shoulder's bone!|5:1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Biting and ripping off body parts ===&lt;br /&gt;
&lt;br /&gt;
When biting a creature you will usually get a message saying {{DFtext|You latch on firmly!|5:1}}. If you have latched on with a bite, you can enter the wrestling menu and shake the creature around with your teeth. This can be extremely effective.&lt;br /&gt;
&lt;br /&gt;
To bite down on and attempt to rip off a body part with your teeth:&lt;br /&gt;
#Use {{k|Shift}}+{{k|A}} and target an adjacent creature with a '''normal targeted attack'''&lt;br /&gt;
#Select a body part, preferably one you can actually hit&lt;br /&gt;
#Select &amp;quot;bite&amp;quot; as the attack type&lt;br /&gt;
#If the attack hits, you should do some damage and see {{DFtext|You latch on firmly!|5:1}}&lt;br /&gt;
#Once your teeth have latched on to some body part, you can now hit {{k|Shift}}+{{k|A}} followed by {{k|Enter}} and select the creature to enter the wrestling menu.&lt;br /&gt;
#You will now see an option like {{DFtext|Wrestle with upper front tooth|3:1}}. Select that option.&lt;br /&gt;
#Select {{DFtext|Shake &amp;lt;nowiki&amp;gt;&amp;lt;part&amp;gt;&amp;lt;/nowiki&amp;gt; with upper front tooth|3:1}}&lt;br /&gt;
#This should do some amount of damage ranging from tissue layer damage to ripping the body part completely off. If you bit down on the throat, for example, and were very successful you will see:&lt;br /&gt;
#*{{DFtext|You shake The Xxxxx around by the throat, tearing apart the throat!|3:1}}&lt;br /&gt;
#*{{DFtext|A major artery in the throat has been opened by the attack!|3:1}}&lt;br /&gt;
&lt;br /&gt;
=== Pinching and gouging ===&lt;br /&gt;
&lt;br /&gt;
To pinch or gouge you have to have at least one hand free, meaning that it can't be holding something like a weapon or shield.&lt;br /&gt;
&lt;br /&gt;
#Use {{k|Shift}}+{{k|A}} followed by {{k|Enter}} and select an adjacent enemy&lt;br /&gt;
#Select {{DFtext|Grab with left hand|7:1}}&lt;br /&gt;
#Select {{DFtext|Grab head with left hand|7:1}}&lt;br /&gt;
#If this succeeds, use {{k|Shift}}+{{k|A}} followed by {{k|Enter}} again and select the same enemy&lt;br /&gt;
#Select {{DFtext|Wrestle with left hand|3:1}}&lt;br /&gt;
#Select {{DFtext|Gouge left eye with left hand|3:1}} or {{DFtext|Pinch &amp;lt;nowiki&amp;gt;&amp;lt;part&amp;gt;&amp;lt;/nowiki&amp;gt; with left hand|3:1}}, or whatever seems good. If successful you will see something like:&lt;br /&gt;
#*{{DFtext|You gouge The Xxxxx's left eye with Your left hand, tearing it apart!|3:1}}&lt;br /&gt;
&lt;br /&gt;
Pinching can do anything from tissue damage to severing the body part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Disarming ===&lt;br /&gt;
&lt;br /&gt;
To disarm a creature you must have a hand free.&lt;br /&gt;
&lt;br /&gt;
#Use {{k|Shift}}+{{k|A}} followed by {{k|Enter}} and select an adjacent enemy&lt;br /&gt;
#Select {{DFtext|Grab with left hand|7:1}}&lt;br /&gt;
#Now, scroll down toward the bottom of the list of body parts and you will see items that you can grab ahold of. Select {{DFtext|Grab &amp;lt;nowiki&amp;gt;&amp;lt;item&amp;gt;&amp;lt;/nowiki&amp;gt; with left hand|7:1}}&lt;br /&gt;
#Assuming you hit, press {{k|Shift}}+{{k|I}} (advanced interaction) and scroll through your inventory until you see the item in your left hand listed in red. Select it.&lt;br /&gt;
#Select {{DFtext|a - Gain possession|6:0}}&lt;br /&gt;
#If successful you will now have sole possession of the item in your left hand. You may now do whatever you want with it.&lt;br /&gt;
&lt;br /&gt;
You can remove weapons, shields, armor, clothing, or anything that shows up in the list of things to grab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Adventurer_mode#Combat|adventurer mode combat]] for more information on combat in adventure mode.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Currently most creatures (everything except humans, goblins, kobolds, elves and dwarves) do not have joints, which means they are immune to joint locks and breaking limbs through wrestling.&lt;br /&gt;
&lt;br /&gt;
If you attack a creature, and your blade lodges firmly in the wound, you can use wrestling to duplicate the weapon. Attack a creature, and have the weapon you wish to duplicate lodge in the wound. Then enter wrestling and grab that weapon with your free hand, and move away. You will now have 2 weapons.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Skills}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wren_man&amp;diff=204825</id>
		<title>Wren man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wren_man&amp;diff=204825"/>
		<updated>2014-07-09T03:45:36Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 124/127)&lt;/p&gt;
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{{Creaturelookup/0}}&lt;br /&gt;
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{{creaturedesc}}&lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wren&amp;diff=204824</id>
		<title>Wren</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wren&amp;diff=204824"/>
		<updated>2014-07-09T03:45:34Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 122/127)&lt;/p&gt;
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{{verminlookup/0}}&lt;br /&gt;
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{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
A wren is a flying [[vermin]] creature found in most [[biome]]s. In real life, species of wren are among the smallest birds in the world.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wound&amp;diff=204823</id>
		<title>Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wound&amp;diff=204823"/>
		<updated>2014-07-09T03:45:32Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 120/127)&lt;/p&gt;
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&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;
It is important to note that 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;
== Miscellaneous injuries ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These injuries include generic tears, cuts and breaks which don't target a specific organ.&lt;br /&gt;
&lt;br /&gt;
Some attacks may shatter nail or horn. These attacks have no effect whatsoever except a cosmetic injury report. Despite this, they can still 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. A broken smashed arm may be jammed into the shoulder as well, breaking it. 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.&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 as 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 specific 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, {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. 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 (obviously)--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 his 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>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Worldgen_examples&amp;diff=204822</id>
		<title>Worldgen examples</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Worldgen_examples&amp;diff=204822"/>
		<updated>2014-07-09T03:45:30Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 115/127)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
please use the following template to add new world examples&lt;br /&gt;
&lt;br /&gt;
== Title ==&lt;br /&gt;
[[File:desert-world-map.png|thumb|400px|right|Shagthoomon &amp;quot;The Everseeing Realms&amp;quot;]]&lt;br /&gt;
Description. Blablbalbalbal...&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[params]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This article contains, in no particular order, parameter sets for use with [[Advanced world generation]]. You may find one of them useful if you are trying to create worlds with specific types of features.&lt;br /&gt;
&lt;br /&gt;
=Using Examples=&lt;br /&gt;
&lt;br /&gt;
To use a worldgen example, open ''data/init/world_gen.txt'' with a text editor (notepad.exe is fine) and copy/paste the parameter set text into it, then start Dwarf Fortress and select &amp;quot;Design New World With Advanced Parameters&amp;quot;. The world parameters will appear in the list on the right of the screen. Select the name of the parameter set with the arrow keys and hit {{K|Enter}}.&lt;br /&gt;
&lt;br /&gt;
=Posting Examples=&lt;br /&gt;
&lt;br /&gt;
The following is the best way to post an example as it ensures the seed values used in your world are copied exactly as used in your world. This will make sure people can reproduce your exact results (or, if they want, they can delete the seed values to get their own variation).&lt;br /&gt;
&lt;br /&gt;
#Load the world up in Legends mode.&lt;br /&gt;
#Hit {{K|p}} to &amp;quot;export map/gen info.&amp;quot;&lt;br /&gt;
#Look for a file called ''regionX-world_gen_param.txt'' in your main dwarf fortress folder&lt;br /&gt;
##Open it in a text editor (notepad is good)&lt;br /&gt;
##Copy and paste the text into the wiki page using the template hidden at the top of the wiki editing text&lt;br /&gt;
#Optional: convert the ''world_map-regionX-XXX--XXXXX.bmp'' to a PNG file (very important) using your favourite graphic editor (GIMP, Paint.Net, MS Paint etc.) and upload that as well.&lt;br /&gt;
&lt;br /&gt;
=Worlds=&lt;br /&gt;
&lt;br /&gt;
== The Delightful Prairie ==&lt;br /&gt;
[[File:the-delightful-prairie.png|thumb|400px|right]]&lt;br /&gt;
&lt;br /&gt;
In the Dimension of Wonder lies a small valley between two mountain ranges. This valley is dominated by the Delightful Prairie. Savage beasts call it their home. &lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
*Pocket world&lt;br /&gt;
*No aquifiers&lt;br /&gt;
*Flat terrain&lt;br /&gt;
*Badgers everywhere&lt;br /&gt;
*Iron and coal everywhere&lt;br /&gt;
*Flux in many places&lt;br /&gt;
*A lot of Obsidian for some reason&lt;br /&gt;
*One cavern layer&lt;br /&gt;
*Contact with humans, elves, and goblins&lt;br /&gt;
*Two dwarven civs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.31.25. Tested in DF v0.31.11&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:NO AQUIFER POCKET]&lt;br /&gt;
	[SEED:650296489]&lt;br /&gt;
	[HISTORY_SEED:1395011604]&lt;br /&gt;
	[NAME_SEED:2186692389]&lt;br /&gt;
	[CREATURE_SEED:1226153698]&lt;br /&gt;
	[DIM:17:17]&lt;br /&gt;
	[EMBARK_POINTS:1274]&lt;br /&gt;
	[END_YEAR:3]&lt;br /&gt;
	[BEAST_END_YEAR:30:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:400:52:52]&lt;br /&gt;
	[RAINFALL:0:100:26:26]&lt;br /&gt;
	[TEMPERATURE:25:75:26:26]&lt;br /&gt;
	[DRAINAGE:0:100:26:26]&lt;br /&gt;
	[VOLCANISM:0:100:26:26]&lt;br /&gt;
	[SAVAGERY:0:100:26:26]&lt;br /&gt;
	[ELEVATION_FREQUENCY:2:1:10:1:1:5]&lt;br /&gt;
	[RAIN_FREQUENCY:2:10:10:10:5:5]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:2:10:10:10:5:5]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:500]&lt;br /&gt;
	[MEGABEAST_CAP:10]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:20]&lt;br /&gt;
	[TITAN_NUMBER:10]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:80:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:20]&lt;br /&gt;
	[NIGHT_CREATURE_NUMBER:20]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:1:1]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:100]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:50]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:75]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:50]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:1]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:2]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:6]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:15000]&lt;br /&gt;
	[SITE_CAP:15]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Badlands ==&lt;br /&gt;
This example world is filled with badlands. It has one dwarven civ, and one goblin civ.&lt;br /&gt;
In a typical embark, there will be no surface trees, at all.  This was accomplished by having rainfall set to zero minimum and zero maximum.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:BADLANDS]&lt;br /&gt;
	[SEED:oeWGcYMiGgasgao8qyqM]&lt;br /&gt;
	[HISTORY_SEED:Ee6OIqoaSYguUYS6wEO2]&lt;br /&gt;
	[NAME_SEED:eEgKyWCOAygEqYsimc8C]&lt;br /&gt;
	[CREATURE_SEED:qWouwiGWMqA0ceo8yu2K]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:2500]&lt;br /&gt;
	[END_YEAR:300]&lt;br /&gt;
	[BEAST_END_YEAR:300:99]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:100:350:0:0]&lt;br /&gt;
	[RAINFALL:0:0:100:100]&lt;br /&gt;
	[TEMPERATURE:50:75:0:0]&lt;br /&gt;
	[DRAINAGE:0:100:100:100]&lt;br /&gt;
	[VOLCANISM:0:0:0:0]&lt;br /&gt;
	[SAVAGERY:0:100:100:100]&lt;br /&gt;
	[ELEVATION_FREQUENCY:4:9:0:0:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:2500]&lt;br /&gt;
	[MEGABEAST_CAP:4]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:9]&lt;br /&gt;
	[TITAN_NUMBER:3]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:0:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:11]&lt;br /&gt;
	[BOGEYMAN_NUMBER:0]&lt;br /&gt;
	[VAMPIRE_NUMBER:11]&lt;br /&gt;
	[WEREBEAST_NUMBER:11]&lt;br /&gt;
	[SECRET_NUMBER:22]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:0]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:0]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:0]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:0]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:0]&lt;br /&gt;
	[RIVER_MINS:0:0]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:0]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:2]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:25]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:25]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:20]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:3]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:2]&lt;br /&gt;
	[CAVE_MIN_SIZE:1]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:2]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:1]&lt;br /&gt;
	[SITE_CAP:1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Swamp ==&lt;br /&gt;
This world is nothing but swamps and rivers.  This was accomplished by adjusting rainfall to 100 minimum, 100 maximum, and setting drainage minimum to zero and drainage maximum to zero.  This world has a single dwarven civilization and a single goblin civilization.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:SWAMP]&lt;br /&gt;
	[SEED:wAm6yQeMie8YoCsAUkyg]&lt;br /&gt;
	[HISTORY_SEED:KiuOk0KcccMOkieYUGsu]&lt;br /&gt;
	[NAME_SEED:WAMSumyUEuQa8i6CWk0G]&lt;br /&gt;
	[CREATURE_SEED:kUUgyQawYOoykYmMOWuu]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:2500]&lt;br /&gt;
	[END_YEAR:300]&lt;br /&gt;
	[BEAST_END_YEAR:300:99]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:100:350:0:0]&lt;br /&gt;
	[RAINFALL:100:100:0:0]&lt;br /&gt;
	[TEMPERATURE:70:75:0:0]&lt;br /&gt;
	[DRAINAGE:0:0:0:0]&lt;br /&gt;
	[VOLCANISM:0:0:0:0]&lt;br /&gt;
	[SAVAGERY:0:100:100:100]&lt;br /&gt;
	[ELEVATION_FREQUENCY:4:9:0:0:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:2500]&lt;br /&gt;
	[MEGABEAST_CAP:4]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:9]&lt;br /&gt;
	[TITAN_NUMBER:3]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:0:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:11]&lt;br /&gt;
	[BOGEYMAN_NUMBER:0]&lt;br /&gt;
	[VAMPIRE_NUMBER:11]&lt;br /&gt;
	[WEREBEAST_NUMBER:11]&lt;br /&gt;
	[SECRET_NUMBER:22]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:0]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:0]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:0]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:0]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:0]&lt;br /&gt;
	[RIVER_MINS:0:0]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:0]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:2]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:25]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:25]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:20]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:3]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:2]&lt;br /&gt;
	[CAVE_MIN_SIZE:1]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:2]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:1]&lt;br /&gt;
	[SITE_CAP:1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Ice Age ==&lt;br /&gt;
This world is experiencing an Ice Age.  There is an advancing wall of ice covering much of the world, and the dwarven civilization is currently within the Ice.  There are greener areas to the north, however, with rivers and forests available.  Again, one dwarven civlization and one goblin civilization.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:ICE_AGE]&lt;br /&gt;
	[SEED:qgC2GmMgeKyU80k2y4Cg]&lt;br /&gt;
	[HISTORY_SEED:OYkwsYSEcUooyYkCwyAK]&lt;br /&gt;
	[NAME_SEED:SAu46A8wGSuccGGmQIUQ]&lt;br /&gt;
	[CREATURE_SEED:McgS04Kuw8uiwc2a0Iak]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:2500]&lt;br /&gt;
	[END_YEAR:300]&lt;br /&gt;
	[BEAST_END_YEAR:300:99]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:100:350:0:0]&lt;br /&gt;
	[RAINFALL:100:100:0:0]&lt;br /&gt;
	[TEMPERATURE:-20:0:0:0]&lt;br /&gt;
	[DRAINAGE:100:100:0:0]&lt;br /&gt;
	[VOLCANISM:0:0:0:0]&lt;br /&gt;
	[SAVAGERY:0:100:100:100]&lt;br /&gt;
	[ELEVATION_FREQUENCY:4:9:0:0:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:2500]&lt;br /&gt;
	[MEGABEAST_CAP:4]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:9]&lt;br /&gt;
	[TITAN_NUMBER:3]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:0:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:11]&lt;br /&gt;
	[BOGEYMAN_NUMBER:0]&lt;br /&gt;
	[VAMPIRE_NUMBER:11]&lt;br /&gt;
	[WEREBEAST_NUMBER:11]&lt;br /&gt;
	[SECRET_NUMBER:22]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:0]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:0]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:0]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:0]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:0]&lt;br /&gt;
	[RIVER_MINS:0:0]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:0]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:2]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:25]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:25]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:20]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:3]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:2]&lt;br /&gt;
	[CAVE_MIN_SIZE:1]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:2]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:1]&lt;br /&gt;
	[SITE_CAP:1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Large Biome Evil ==&lt;br /&gt;
This world is filled with nothing but large  evil biomes.  This was accomplished by having only very large biomes other than mountainous ones, allowing Dwarves to have their mountainhome, but leaving the rest of the world evil.  Again, one goblin civilization and one dwarven civilization.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:LARGE_EVIL]&lt;br /&gt;
	[SEED:YCqkcwc6Uqu0weguck8M]&lt;br /&gt;
	[HISTORY_SEED:EMEAKSa6Om6QYuUwqOog]&lt;br /&gt;
	[NAME_SEED:0MMEmeuQEeeymoCQcwce]&lt;br /&gt;
	[CREATURE_SEED:AMIm2ggi6O08eCqg82Sg]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:2500]&lt;br /&gt;
	[END_YEAR:300]&lt;br /&gt;
	[BEAST_END_YEAR:300:99]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:100:350:0:0]&lt;br /&gt;
	[RAINFALL:100:100:0:0]&lt;br /&gt;
	[TEMPERATURE:75:75:0:0]&lt;br /&gt;
	[DRAINAGE:100:100:0:0]&lt;br /&gt;
	[VOLCANISM:0:0:0:0]&lt;br /&gt;
	[SAVAGERY:0:100:0:0]&lt;br /&gt;
	[ELEVATION_FREQUENCY:4:9:0:0:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:2500]&lt;br /&gt;
	[MEGABEAST_CAP:4]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:9]&lt;br /&gt;
	[TITAN_NUMBER:3]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:0:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:11]&lt;br /&gt;
	[BOGEYMAN_NUMBER:0]&lt;br /&gt;
	[VAMPIRE_NUMBER:11]&lt;br /&gt;
	[WEREBEAST_NUMBER:11]&lt;br /&gt;
	[SECRET_NUMBER:22]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:0]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:0]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:0]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:0]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:2000]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:2000]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:0]&lt;br /&gt;
	[RIVER_MINS:0:0]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:0]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:2]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:25]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:25]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:20]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:3]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:2]&lt;br /&gt;
	[CAVE_MIN_SIZE:1]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:2]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:1]&lt;br /&gt;
	[SITE_CAP:1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Large Biome Good ==&lt;br /&gt;
This world has a large good biome, with the added feature of a mountain in the center, with all rivers flowing away from this central mountain.  This particular world has only dwarves and elves, due to the overwhelming &amp;quot;goodness&amp;quot; of the land.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:GOOD_MOUNTAIN]&lt;br /&gt;
	[SEED:qy80eS6kgw6qk4cwqeSy]&lt;br /&gt;
	[HISTORY_SEED:aWckY4Ac6omOY8YmmK4o]&lt;br /&gt;
	[NAME_SEED:oAyAiyMQuq2wegIECG0Y]&lt;br /&gt;
	[CREATURE_SEED:AkaOaEUIckwGeUi22AIO]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:2500]&lt;br /&gt;
	[END_YEAR:300]&lt;br /&gt;
	[BEAST_END_YEAR:300:99]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:100:350:0:0]&lt;br /&gt;
	[RAINFALL:100:100:0:0]&lt;br /&gt;
	[TEMPERATURE:75:75:0:0]&lt;br /&gt;
	[DRAINAGE:100:100:0:0]&lt;br /&gt;
	[VOLCANISM:0:0:0:0]&lt;br /&gt;
	[SAVAGERY:0:100:0:0]&lt;br /&gt;
	[ELEVATION_FREQUENCY:2:9:0:0:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:2500]&lt;br /&gt;
	[MEGABEAST_CAP:4]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:9]&lt;br /&gt;
	[TITAN_NUMBER:3]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:0:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:11]&lt;br /&gt;
	[BOGEYMAN_NUMBER:0]&lt;br /&gt;
	[VAMPIRE_NUMBER:11]&lt;br /&gt;
	[WEREBEAST_NUMBER:11]&lt;br /&gt;
	[SECRET_NUMBER:22]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:0]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:0]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:0]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:0]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:4225]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:0]&lt;br /&gt;
	[RIVER_MINS:0:0]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:0]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:2]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:25]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:25]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:20]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:3]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:2]&lt;br /&gt;
	[CAVE_MIN_SIZE:1]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:2]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:1]&lt;br /&gt;
	[SITE_CAP:1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Room for everyone ==&lt;br /&gt;
This world has a biome for every race, and one civlization of each, including goblin, dwarves, elves, and humans.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:ROOM_EVERYONE]&lt;br /&gt;
	[SEED:Zi31Lf6WELGogkcDM0MX]&lt;br /&gt;
	[HISTORY_SEED:fYimCRG8wpqhjRrD8uJ8]&lt;br /&gt;
	[NAME_SEED:fc8vk8W3E1gHNAUUBiTk]&lt;br /&gt;
	[CREATURE_SEED:KuJmjG2wnP50PAruLWEC]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:2500]&lt;br /&gt;
	[END_YEAR:300]&lt;br /&gt;
	[BEAST_END_YEAR:300:99]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:100:350:0:0]&lt;br /&gt;
	[RAINFALL:10:100:0:0]&lt;br /&gt;
	[TEMPERATURE:75:75:0:0]&lt;br /&gt;
	[DRAINAGE:10:100:0:0]&lt;br /&gt;
	[VOLCANISM:0:0:0:0]&lt;br /&gt;
	[SAVAGERY:0:100:0:0]&lt;br /&gt;
	[ELEVATION_FREQUENCY:4:9:0:0:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:2500]&lt;br /&gt;
	[MEGABEAST_CAP:4]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:9]&lt;br /&gt;
	[TITAN_NUMBER:3]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:0:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:11]&lt;br /&gt;
	[BOGEYMAN_NUMBER:0]&lt;br /&gt;
	[VAMPIRE_NUMBER:11]&lt;br /&gt;
	[WEREBEAST_NUMBER:11]&lt;br /&gt;
	[SECRET_NUMBER:22]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:0]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:0]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:0]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:0]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:0]&lt;br /&gt;
	[RIVER_MINS:0:0]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:0]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:2]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:25]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:25]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:20]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:3]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:2]&lt;br /&gt;
	[CAVE_MIN_SIZE:1]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:4]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:1]&lt;br /&gt;
	[SITE_CAP:1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Many Civilizations ==&lt;br /&gt;
This world, with just a few adjust parameters from the above example, has 10 human civs, 1 dwarven civ, 16 elvish civs, and 17 goblin civs.  This world has over 53,000 goblins!&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:MANY_CIVS]&lt;br /&gt;
	[SEED:UWkyCGWW0I6QeOEwMko8]&lt;br /&gt;
	[HISTORY_SEED:swMCs8qAMs8IgUo2oqIO]&lt;br /&gt;
	[NAME_SEED:cKSQ00moWUoOK0gy8UaG]&lt;br /&gt;
	[CREATURE_SEED:MgO6UACueYUoks2iY6Ei]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:2500]&lt;br /&gt;
	[END_YEAR:300]&lt;br /&gt;
	[BEAST_END_YEAR:300:99]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:0]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:1]&lt;br /&gt;
	[ELEVATION:100:350:0:0]&lt;br /&gt;
	[RAINFALL:0:100:0:0]&lt;br /&gt;
	[TEMPERATURE:70:75:0:0]&lt;br /&gt;
	[DRAINAGE:0:100:0:0]&lt;br /&gt;
	[VOLCANISM:0:0:0:0]&lt;br /&gt;
	[SAVAGERY:0:100:0:0]&lt;br /&gt;
	[ELEVATION_FREQUENCY:2:9:0:0:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:2500]&lt;br /&gt;
	[MEGABEAST_CAP:4]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:9]&lt;br /&gt;
	[TITAN_NUMBER:3]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:0:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:11]&lt;br /&gt;
	[BOGEYMAN_NUMBER:0]&lt;br /&gt;
	[VAMPIRE_NUMBER:11]&lt;br /&gt;
	[WEREBEAST_NUMBER:11]&lt;br /&gt;
	[SECRET_NUMBER:22]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:0]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:0]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:0]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:0]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:0]&lt;br /&gt;
	[RIVER_MINS:0:0]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:0]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:2]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:25]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:25]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:20]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:3]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:2]&lt;br /&gt;
	[CAVE_MIN_SIZE:1]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:40]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:1]&lt;br /&gt;
	[SITE_CAP:1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Human Necromancers ==&lt;br /&gt;
This world is filled with human necromancers, and over 40 towers would be typically generated.  Due to the nature of Necromancer discovery, the exact number isn't always predictable.  Dwarves, Humans, and 75,000 goblins.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:HUMAN_NECROS]&lt;br /&gt;
	[SEED:UEks8QS0QAyugWWOy8K4]&lt;br /&gt;
	[HISTORY_SEED:sUAgMSM2WGecikeEki0m]&lt;br /&gt;
	[NAME_SEED:k2i0IMAwqI6Au88u0KmG]&lt;br /&gt;
	[CREATURE_SEED:qAIAAQU4MeCiecwmgWEY]&lt;br /&gt;
	[DIM:33:33]&lt;br /&gt;
	[EMBARK_POINTS:2500]&lt;br /&gt;
	[END_YEAR:1000]&lt;br /&gt;
	[BEAST_END_YEAR:1000:99]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:0]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:1]&lt;br /&gt;
	[ELEVATION:100:350:3200:3200]&lt;br /&gt;
	[RAINFALL:10:65:0:0]&lt;br /&gt;
	[TEMPERATURE:70:75:0:0]&lt;br /&gt;
	[DRAINAGE:33:100:0:0]&lt;br /&gt;
	[VOLCANISM:0:0:0:0]&lt;br /&gt;
	[SAVAGERY:0:0:0:0]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:9:0:0:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:2500]&lt;br /&gt;
	[MEGABEAST_CAP:0]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:0]&lt;br /&gt;
	[TITAN_NUMBER:0]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:0:0:0]&lt;br /&gt;
	[DEMON_NUMBER:10]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:10]&lt;br /&gt;
	[BOGEYMAN_NUMBER:0]&lt;br /&gt;
	[VAMPIRE_NUMBER:10]&lt;br /&gt;
	[WEREBEAST_NUMBER:0]&lt;br /&gt;
	[SECRET_NUMBER:500]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:0]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:500]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:0]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:0]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:1000]&lt;br /&gt;
	[RIVER_MINS:0:0]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:0]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:2]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:25]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:25]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:40]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:3]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:2]&lt;br /&gt;
	[CAVE_MIN_SIZE:1]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:100]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:1]&lt;br /&gt;
	[SITE_CAP:1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Monster Island ==&lt;br /&gt;
&lt;br /&gt;
Named after a [http://www.bay12forums.com/smf/index.php?topic=101941.0 thread] where the first known example of this sort of world was played in Adventurer Mode. An outsider-only world that condenses an entire world's worth of monsters into a single volcanic island. Note that it WILL reject infinitely until you allow it to accept any reject.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:DEATH WORLD]&lt;br /&gt;
	[DIM:257:257]&lt;br /&gt;
	[EMBARK_POINTS:1324]&lt;br /&gt;
	[END_YEAR:50]&lt;br /&gt;
	[BEAST_END_YEAR:300:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:20:800:800]&lt;br /&gt;
	[RAINFALL:0:100:400:400]&lt;br /&gt;
	[TEMPERATURE:25:75:400:400]&lt;br /&gt;
	[DRAINAGE:0:100:400:400]&lt;br /&gt;
	[VOLCANISM:0:100:400:400]&lt;br /&gt;
	[SAVAGERY:0:100:400:400]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:10]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:2500]&lt;br /&gt;
	[MEGABEAST_CAP:75]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:150]&lt;br /&gt;
	[TITAN_NUMBER:33]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:80:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:52]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:26]&lt;br /&gt;
	[BOGEYMAN_NUMBER:0]&lt;br /&gt;
	[VAMPIRE_NUMBER:26]&lt;br /&gt;
	[WEREBEAST_NUMBER:26]&lt;br /&gt;
	[SECRET_NUMBER:52]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:52]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:52]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:0]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:0]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:25:25:25]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:1]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:0:400]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:100]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:200]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:1]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:40]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:15000]&lt;br /&gt;
	[SITE_CAP:1500]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:0]&lt;br /&gt;
	[ELEVATION_RANGES:8256:16512:8256]&lt;br /&gt;
	[RAIN_RANGES:8256:16512:8256]&lt;br /&gt;
	[DRAINAGE_RANGES:8256:16512:8256]&lt;br /&gt;
	[SAVAGERY_RANGES:8256:16512:8256]&lt;br /&gt;
	[VOLCANISM_RANGES:8256:16512:8256]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=World_token&amp;diff=204821</id>
		<title>World token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=World_token&amp;diff=204821"/>
		<updated>2014-07-09T03:45:29Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 114/127)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}&lt;br /&gt;
{{old}}&lt;br /&gt;
&lt;br /&gt;
'''World tokens''' are used to store world parameter settings used in creating custom worlds. Parameter settings are stored in ''world_gen.txt'', found in the ''\data\init\'' folder. You can change all of these in-game in the world generation menu by editing advanced parameters, or by editing the file directly. For information on generating worlds with particular geographic features, see [[Advanced world generation]].&lt;br /&gt;
&lt;br /&gt;
=World Token Index=&lt;br /&gt;
&lt;br /&gt;
Select the token you want documentation on and you will be taken to the proper section of the Advanced world generation documentation. Note that the tokens are listed in the same order that the game saves (saved) them in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
[WORLD_GEN]&amp;lt;br/&amp;gt;&lt;br /&gt;
:[[Advanced_world_generation#Parameter_Sets|[TITLE:EXAMPLE]]]&lt;br /&gt;
:[[Advanced_world_generation#World_Name|[CUSTOM_NAME:Realm of Cheese Engravings]]]&lt;br /&gt;
:[[Advanced_world_generation#Seed_Values|[SEED:31337]]]&lt;br /&gt;
:[[Advanced_world_generation#Seed_Values|[HISTORY_SEED:31337]]]&lt;br /&gt;
:[[Advanced_world_generation#Seed_Values|[NAME_SEED:31337]]]&lt;br /&gt;
:[[Advanced_world_generation#Seed_Values|[CREATURE_SEED:31337]]]&lt;br /&gt;
:[[Advanced_world_generation#World_Dimensions|[DIM:257:257]]]&lt;br /&gt;
:[[Advanced_world_generation#Embark_Points|[EMBARK_POINTS:1274]]]&lt;br /&gt;
:[[Advanced_world_generation#End_Year|[END_YEAR:1050]]]&lt;br /&gt;
:[[Advanced_world_generation#Year_to_Begin_Checking_Megabeast_Percentage|[BEAST_END_YEAR:300:80]]]&lt;br /&gt;
:[[Advanced_world_generation#Reveal_All_Historical_Events|[REVEAL_ALL_HISTORY:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Cull_Unimportant_Historical_Figures|[CULL_HISTORICAL_FIGURES:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Terrain_Parameters|[ELEVATION:1:400:800:800]]]&lt;br /&gt;
:[[Advanced_world_generation#Terrain_Parameters|[RAINFALL:0:100:400:400]]]&lt;br /&gt;
:[[Advanced_world_generation#Terrain_Parameters|[TEMPERATURE:25:75:400:400]]]&lt;br /&gt;
:[[Advanced_world_generation#Terrain_Parameters|[DRAINAGE:0:100:400:400]]]&lt;br /&gt;
:[[Advanced_world_generation#Terrain_Parameters|[VOLCANISM:0:100:400:400]]]&lt;br /&gt;
:[[Advanced_world_generation#Terrain_Parameters|[SAVAGERY:0:100:400:400]]]&lt;br /&gt;
:[[Advanced_world_generation#Terrain_Mesh_Sizes_and_Weights|[ELEVATION_FREQUENCY:2:1:2:3:3:4]]]&lt;br /&gt;
:[[Advanced_world_generation#Terrain_Mesh_Sizes_and_Weights|[RAIN_FREQUENCY:3:1:1:1:1:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Terrain_Mesh_Sizes_and_Weights|[DRAINAGE_FREQUENCY:4:1:1:1:1:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Terrain_Mesh_Sizes_and_Weights|[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Terrain_Mesh_Sizes_and_Weights|[SAVAGERY_FREQUENCY:5:1:1:1:1:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Terrain_Mesh_Sizes_and_Weights|[VOLCANISM_FREQUENCY:1:1:1:1:1:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Mineral_Scarcity|[MINERAL_SCARCITY:2500]]]&lt;br /&gt;
:[[Advanced_world_generation#Max_Megabeast_Caves|[MEGABEAST_CAP:10]]]&lt;br /&gt;
:[[Advanced_world_generation#Max_Semi-Megabeast_Caves|[SEMIMEGABEAST_CAP:11]]]&lt;br /&gt;
:[[Advanced_world_generation#Titan_Parameters|[TITAN_NUMBER:33]]]&lt;br /&gt;
:[[Advanced_world_generation#Titan_Parameters|[TITAN_ATTACK_TRIGGER:80:10:100000]]]&lt;br /&gt;
:[[Advanced_world_generation#Number_of_Demon_Types|[DEMON_NUMBER:52]]]&lt;br /&gt;
:[NIGHT_TROLL_NUMBER:14] &amp;lt;br/&amp;gt;&lt;br /&gt;
:[BOGEYMAN_NUMBER:14] &amp;lt;br/&amp;gt;&lt;br /&gt;
:[VAMPIRE_NUMBER:14] &amp;lt;br/&amp;gt;&lt;br /&gt;
:[WEREBEAST_NUMBER:14] &amp;lt;br/&amp;gt;&lt;br /&gt;
:[SECRET_NUMBER:28] &amp;lt;br/&amp;gt;&lt;br /&gt;
:[REGIONAL_INTERACTION_NUMBER:28] &amp;lt;br/&amp;gt;&lt;br /&gt;
:[DISTURBANCE_INTERACTION_NUMBER:28] &amp;lt;br/&amp;gt;&lt;br /&gt;
:[EVIL_CLOUD_NUMBER:14] &amp;lt;br/&amp;gt;&lt;br /&gt;
:[EVIL_RAIN_NUMBER:14] &amp;lt;br/&amp;gt;&lt;br /&gt;
:[[Advanced_world_generation#Number_of_Night_Creature_Types|[NIGHT_CREATURE_NUMBER:52]]]&lt;br /&gt;
:[[Advanced_world_generation#Desired_Good.2FEvil_Square_Counts|[GOOD_SQ_COUNTS:100:1000:2000]]]&lt;br /&gt;
:[[Advanced_world_generation#Desired_Good.2FEvil_Square_Counts|[EVIL_SQ_COUNTS:100:1000:2000]]]&lt;br /&gt;
:[[Advanced_world_generation#Minimum_Mountain_Peak_Number|[PEAK_NUMBER_MIN:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Minimum_Partial_Edge_Oceans|[PARTIAL_OCEAN_EDGE_MIN:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Minimum_Complete_Edge_Oceans|[COMPLETE_OCEAN_EDGE_MIN:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Minimum_Volcano_Number|[VOLCANO_MIN:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Minimum_Biome_Square_Counts|[REGION_COUNTS:SWAMP:1:1:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Minimum_Biome_Square_Counts|[REGION_COUNTS:DESERT:1:1:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Minimum_Biome_Square_Counts|[REGION_COUNTS:FOREST:1:1:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Minimum_Biome_Square_Counts|[REGION_COUNTS:MOUNTAINS:1:1:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Minimum_Biome_Square_Counts|[REGION_COUNTS:OCEAN:1:1:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Minimum_Biome_Square_Counts|[REGION_COUNTS:GLACIER:1:1:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Minimum_Biome_Square_Counts|[REGION_COUNTS:TUNDRA:1:1:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Minimum_Biome_Square_Counts|[REGION_COUNTS:GRASSLAND:1:1:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Minimum_Biome_Square_Counts|[REGION_COUNTS:HILLS:1:1:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Erosion_Cycle_Count|[EROSION_CYCLE_COUNT:50]]]&lt;br /&gt;
:[[Advanced_world_generation#Minimum.2FDesired_River_Start_Locations|[RIVER_MINS:1:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Periodically_Erode_Extreme_Cliffs|[PERIODICALLY_ERODE_EXTREMES:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Do_Orthographic_Precipitation_and_Rain_Shadows|[OROGRAPHIC_PRECIPITATION:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Maximum_Number_of_Subregions|[SUBREGION_MAX:2750]]]&lt;br /&gt;
:[[Advanced_world_generation#Cavern_Layer_Number|[CAVERN_LAYER_COUNT:3]]]&lt;br /&gt;
:[[Advanced_world_generation#Layer_Openness_Min.2FMax|[CAVERN_LAYER_OPENNESS_MIN:0]]]&lt;br /&gt;
:[[Advanced_world_generation#Layer_Openness_Min.2FMax|[CAVERN_LAYER_OPENNESS_MAX:100]]]&lt;br /&gt;
:[[Advanced_world_generation#Layer_Passage_Density_Min.2FMax|[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]]]&lt;br /&gt;
:[[Advanced_world_generation#Layer_Passage_Density_Min.2FMax|[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]]]&lt;br /&gt;
:[[Advanced_world_generation#Layer_Water_min.5Cmax|[CAVERN_LAYER_WATER_MIN:0]]]&lt;br /&gt;
:[[Advanced_world_generation#Layer_Water_min.5Cmax|[CAVERN_LAYER_WATER_MAX:100]]]&lt;br /&gt;
:[[Advanced_world_generation#Magma_Layer|[HAVE_BOTTOM_LAYER_1:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Bottom_Layer|[HAVE_BOTTOM_LAYER_2:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Z_Levels_.28Depth.29_Settings|[LEVELS_ABOVE_GROUND:15]]]&lt;br /&gt;
:[[Advanced_world_generation#Z_Levels_.28Depth.29_Settings|[LEVELS_ABOVE_LAYER_1:5]]]&lt;br /&gt;
:[[Advanced_world_generation#Z_Levels_.28Depth.29_Settings|[LEVELS_ABOVE_LAYER_2:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Z_Levels_.28Depth.29_Settings|[LEVELS_ABOVE_LAYER_3:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Z_Levels_.28Depth.29_Settings|[LEVELS_ABOVE_LAYER_4:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Z_Levels_.28Depth.29_Settings|[LEVELS_ABOVE_LAYER_5:2]]]&lt;br /&gt;
:[[Advanced_world_generation#Z_Levels_.28Depth.29_Settings|[LEVELS_AT_BOTTOM:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Cave_Parameters|[CAVE_MIN_SIZE:5]]]&lt;br /&gt;
:[[Advanced_world_generation#Cave_Parameters|[CAVE_MAX_SIZE:25]]]&lt;br /&gt;
:[[Advanced_world_generation#Cave_Parameters|[MOUNTAIN_CAVE_MIN:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Cave_Parameters|[NON_MOUNTAIN_CAVE_MIN:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Cave_Parameters|[ALL_CAVES_VISIBLE:0]]]&lt;br /&gt;
:[[Advanced_world_generation#Allow_Init_Options_to_Show_Tunnels|[SHOW_EMBARK_TUNNEL:0]]]&lt;br /&gt;
:[[Advanced_world_generation#Number_of_Civilizations|[TOTAL_CIV_NUMBER:40]]]&lt;br /&gt;
:[[Advanced_world_generation#Population_Cap_After_Civ_Creation|[TOTAL_CIV_POPULATION:100000]]]&lt;br /&gt;
:[[Advanced_world_generation#Site_Cap_After_Civ_Creation|[SITE_CAP:100000]]]&lt;br /&gt;
:[[Advanced_world_generation#Playable_Civilization_Required|[PLAYABLE_CIVILIZATION_REQUIRED:0]]]&lt;br /&gt;
:[[Advanced_world_generation#Minimum_Number_of_Mid.2FLow.2FHigh_Characteristic_Squares|[ELEVATION_RANGES:1:1:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Minimum_Number_of_Mid.2FLow.2FHigh_Characteristic_Squares|[RAIN_RANGES:1:1:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Minimum_Number_of_Mid.2FLow.2FHigh_Characteristic_Squares|[DRAINAGE_RANGES:1:1:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Minimum_Number_of_Mid.2FLow.2FHigh_Characteristic_Squares|[SAVAGERY_RANGES:1:1:1]]]&lt;br /&gt;
:[[Advanced_world_generation#Minimum_Number_of_Mid.2FLow.2FHigh_Characteristic_Squares|[VOLCANISM_RANGES:1:1:1]]]&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also see [[Advanced_world_generation#Editing_the_Parameters_Init_File_Directly|Editing the Parameters File Directly]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=World_generation&amp;diff=204820</id>
		<title>World generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=World_generation&amp;diff=204820"/>
		<updated>2014-07-09T03:45:27Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 111/127)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
To begin playing Dwarf Fortress, you must first create a world to play in. At the game's main menu, you can choose to either {{DFtext|Create New World!}} or {{DFtext|Design New World With Advanced Parameters}}.&lt;br /&gt;
&lt;br /&gt;
This article will cover basic world generation using the first option.&lt;br /&gt;
&lt;br /&gt;
:''For information on advanced parameters, see [[Advanced world generation]].''&lt;br /&gt;
&lt;br /&gt;
= Basic World Generation Menu =&lt;br /&gt;
&lt;br /&gt;
The basic world generation menu looks like this.&lt;br /&gt;
&lt;br /&gt;
[[File:BasicWorldGen.png]]&lt;br /&gt;
== Parameters ==&lt;br /&gt;
&lt;br /&gt;
Each of the parameters is described below.&lt;br /&gt;
&lt;br /&gt;
=== World Size ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This controls the size of the world map&amp;quot; as it says at the bottom of the screen when this option is highlighted. Also at the bottom of the screen is shown the dimensions of the world that will be generated given the currently selected size. Using Basic World Generation, the size options are:&lt;br /&gt;
&lt;br /&gt;
* Pocket (17x17 region tiles)&lt;br /&gt;
* Smaller (33x33)&lt;br /&gt;
* Small (65x65)&lt;br /&gt;
* Medium (129x129)&lt;br /&gt;
* Large (257x257)&lt;br /&gt;
&lt;br /&gt;
Setting this to a larger value will cause world generation to take longer, as more events will need to be calculated per step.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is the length of pre-generated history.&amp;quot; The number of years for the currently selected length will be shown in the lower right. Essentially this means the amount of time that civilizations will have to grow, attack each other, and starve to death. It also determines the amount of time that megabeasts will have to roam and kill things, get killed, etc. The longer the history, the more historical events will be generated.&lt;br /&gt;
&lt;br /&gt;
Setting this parameter to a higher value will cause world generation to take longer as more events need to be determined. Setting it to a very low value is ok, but will reduce the size of civilizations.&lt;br /&gt;
&lt;br /&gt;
Higher values will also increase the number of abandoned (sacked) towns and fortresses which can matter for adventure mode, but doesn't matter that much for fortress mode. Recommend value for worlds you plan to use for adventure mode are Short or Medium.&lt;br /&gt;
&lt;br /&gt;
For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].&lt;br /&gt;
&lt;br /&gt;
=== Maximum Number of Sites ===&lt;br /&gt;
&lt;br /&gt;
This is the maximum number of sites such as towns, hamlets, elf retreats, etc. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
Turning this up is advised for adventure mode games.&lt;br /&gt;
&lt;br /&gt;
=== Number of Beasts ===&lt;br /&gt;
&lt;br /&gt;
This controls the number of megabeasts such as dragons, titans, etc., that exist at the beginning of the world. They can later die (get killed) due to historical events, so the longer the history the more likely some of these will die.&lt;br /&gt;
&lt;br /&gt;
The number of beasts does not appear to impact how often your fortress will be attacked by beasts in fortress mode. In adventure mode it means it will be easier to find more megabeasts. If set very low then you may actually run out of beasts during a game.&lt;br /&gt;
&lt;br /&gt;
Since beasts can attack civilizations, more beasts may reduce the population of the world a little bit.&lt;br /&gt;
&lt;br /&gt;
=== Natural Savagery ===&lt;br /&gt;
&lt;br /&gt;
Increasing this value increases the number of [[Surroundings#Savage|savage]] [[Biome|biomes]] in the world. In short, this means that more areas are likely to have aggressive animals which may try to kill dwarves immediately upon embark and attack adventurers more often while traveling.&lt;br /&gt;
&lt;br /&gt;
New players may want to just leave this at the Medium setting (which isn't that hard) or set it lower. Turn this up to make the game more [[losing|fun]].&lt;br /&gt;
&lt;br /&gt;
=== Mineral Occurrence ===&lt;br /&gt;
&lt;br /&gt;
This is a rather important parameter for fortress mode. Sparse means that many areas will only have one or two types of metal ore, if any, which can be very annoying to people until the economy is fully implemented and other metals can more easily be obtained via trade. New players should probably turn this up to Frequent.&lt;br /&gt;
&lt;br /&gt;
In adventure mode this can impact the types of metals that civilizations have access to, which can affect the types of items that are available in shops. Therefore it may not be a bad idea to turn this up for worlds in which you plan to play adventure mode games.&lt;br /&gt;
&lt;br /&gt;
= The Generation Process =&lt;br /&gt;
&lt;br /&gt;
Once you're satisfied with your parameter selections, hit {{k|y}} to proceed.&lt;br /&gt;
&lt;br /&gt;
The screen will show something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:WorldGenerationScreen.png]]&lt;br /&gt;
&lt;br /&gt;
The name of the world will be random in basic world generation mode.&lt;br /&gt;
&lt;br /&gt;
== Rejections ==&lt;br /&gt;
&lt;br /&gt;
You may notice that during various phases of the world generation process worlds will be rejected, leading to the rejection count going up and the process starting over. This happens because certain factors such as number of mountain tiles can't be determined ahead of time by the generation process. Instead worlds are generated with parameters which are likely to produce worlds that can support a required number of mountains, and are then checked to make sure they meet the criteria. For example, the random generation of the topography of the land may result in too few high elevation areas to place mountains.&lt;br /&gt;
&lt;br /&gt;
In practice you don't need to worry about this for basic world generation because the preset hidden values that determine acceptable criteria are designed to decrease the chance of rejections, but certain combinations of basic parameters (especially with very large worlds) may make it harder for the process to generate &amp;quot;acceptable&amp;quot; worlds. Basically what this amounts to is that world generation will just take longer for certain parameter selections that are more difficult for the generator to satisfy.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Once the world itself has been generated, the process of generating historical events will begin. This can take a very long time for large, heavily populated worlds with very long 2,000 year histories.&lt;br /&gt;
&lt;br /&gt;
== Finishing ==&lt;br /&gt;
&lt;br /&gt;
Once everything is complete, you can take a look around using the directional keys. (Using {{k|Shift}}+directional key will make this faster.) If you find yourself confused about what all the characters actually mean, you are not alone. Check out the [[Map legend]].  At this point you can either abort the process or hit {{k|Enter}} to save the world to disk.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the post-generation-process viewer doesn't give you a way to view much information about the world, so unless you really hate the look of the map or something you probably want to just save the world and load it up in [[Legends]] mode to view more information.&lt;br /&gt;
&lt;br /&gt;
= Getting More Advanced =&lt;br /&gt;
&lt;br /&gt;
At first you will probably be satisfied with basic world generation, but later you may find that you want to create worlds with specific more extreme conditions. Check out the documentation on [[Advanced world generation]] for help with this.&lt;br /&gt;
&lt;br /&gt;
= Bugs = &lt;br /&gt;
*Magma sea breaching into [[Main:HFS|HFS]]{{bug|1791}}&lt;br /&gt;
*Anti-Gravity Ants - Floating ant hills above river{{bug|3054}}&lt;br /&gt;
&lt;br /&gt;
= Easter Eggs = &lt;br /&gt;
*On the 86th rejected world an error report will appear with four options, this is in reference to the term &amp;quot;86ing&amp;quot; something, which is defined in the Urban Dictionary as &amp;quot;To remove, end usage, or take something out or away.&amp;quot; [http://www.urbandictionary.com/define.php?term=86]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wordsmith&amp;diff=204819</id>
		<title>Wordsmith</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wordsmith&amp;diff=204819"/>
		<updated>2014-07-09T03:45:25Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 105/127)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Wordsmith&lt;br /&gt;
| profession = Unknown&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = None&lt;br /&gt;
| attributes =&lt;br /&gt;
* Unknown&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Wordsmith''' is a currently unused [[skill]] which was possibly intended to allow dwarves to write a [[book]] or make signs. It does not appear to be related to engraving a [[memorial]]. &lt;br /&gt;
&lt;br /&gt;
The relationship between it and [[writer]], if there is any, is currently unknown.&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wool&amp;diff=204818</id>
		<title>Wool</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wool&amp;diff=204818"/>
		<updated>2014-07-09T03:45:24Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 104/127)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}&lt;br /&gt;
&lt;br /&gt;
'''Wool''' is produced after [[Shearing]] (or [[butcher]]ing) one of a [[:category:DF2012:Shearable|handful of animals]], currently [[llama]]s, [[alpaca]]s, [[troll]]s, and [[sheep]]. Animals can eventually be sheared again to produce more wool after some months have passed. Wool is stored in refuse stockpile under Hair/Wool and appears under [[Body parts]] in the [[Stocks]] menu. Wool can be [[spinner|spun]] into [[yarn]] [[thread]]s which can then be woven into [[cloth]] at a [[loom]] and be used to create a variety of textile products such as [[bag]]s, [[clothing]], [[rope]]s or [[crafts]]. ''(For a full discussion of the process and possibilities, see [[textile industry]].)''&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Spinning stacks of wool only produces a single yarn thread{{bug|4616}}&lt;br /&gt;
* Sometimes you end up with single 'stray [animal] wool' items without stack number.{{Bug|5816}} As has been observed with other materials like bone, these will not be used by dwarves and should be forwarded to a [[garbage disposal]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Textile industry]]&lt;br /&gt;
{{Category|Body parts}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wood_opal&amp;diff=204817</id>
		<title>Wood opal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wood_opal&amp;diff=204817"/>
		<updated>2014-07-09T03:45:23Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 101/127)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}&lt;br /&gt;
&lt;br /&gt;
'''Wood opals''' are moderately valuable [[gem]]s that can be found just about anywhere.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wood_cutter&amp;diff=204816</id>
		<title>Wood cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wood_cutter&amp;diff=204816"/>
		<updated>2014-07-09T03:45:20Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 98/127)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{Skill&lt;br /&gt;
| color      = 6:1&lt;br /&gt;
| skill      = Wood Cutter&lt;br /&gt;
| specialty  = Woodcutter&lt;br /&gt;
| profession = [[Woodworker]]&lt;br /&gt;
| job name   = [[Wood cutting]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Chop down trees&lt;br /&gt;
| workshop   =&lt;br /&gt;
* None, but needs [[axe]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot; margin=&amp;quot;1&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
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|-&lt;br /&gt;
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|{{RT0|`|2:0}}&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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|{{RT0|,|2:0}}&lt;br /&gt;
|{{RT0|.|2:0}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|{{RT|♣|0:6:0}}&lt;br /&gt;
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|{{RT0|`|2:0}}&lt;br /&gt;
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|-&lt;br /&gt;
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|{{RT0|.|2:0}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
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|-&lt;br /&gt;
|{{RT0|`|2:0}}&lt;br /&gt;
|{{RT0|.|2:0}}&lt;br /&gt;
|{{RT|♣|0:6:0}}&lt;br /&gt;
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|{{RT0|♣|2:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Wood cutter''' is the skill associated with the '''wood cutting''' [[labor]]. Wood cutters cut down [[tree]]s to create [[wood]] logs. A wood cutter also requires an available [[axe]].  The quality or material of the axe appears to have no effect on any aspect of wood cutting - a [[quality|no-quality]] [[copper]] axe is the same as a [[quality|masterwork]] [[steel]], [[adamantine]] or even wooden [[training weapon|training axe]]. (The same is not true for axes in [[weapon|combat]].) Unfortunately, it is not currently possible to assign woodcutters the same axe to use in the [[military]] as to use in civilian labour.{{bug|1451}}&lt;br /&gt;
&lt;br /&gt;
Increased skill makes cutting down trees faster.&lt;br /&gt;
&lt;br /&gt;
To designate trees to be cut, you [[Designations|designate]] trees for logging using the keys {{key|d}}-{{key|t}}, then define a rectangle using the {{k|enter}} key. Any trees within the rectangle will then be cut down. You can also use the mouse to select trees to be cut down.&lt;br /&gt;
&lt;br /&gt;
Any immigrant that arrives with the wood cutting labor enabled will be carrying an axe.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wombat_man&amp;diff=204815</id>
		<title>Wombat man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wombat_man&amp;diff=204815"/>
		<updated>2014-07-09T03:45:17Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 93/127)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wombat&amp;diff=204814</id>
		<title>Wombat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wombat&amp;diff=204814"/>
		<updated>2014-07-09T03:45:15Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 91/127)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}&lt;br /&gt;
{{creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=12&lt;br /&gt;
|meat=12&lt;br /&gt;
|fat=12&lt;br /&gt;
|brain=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
[[File:Vombatus ursinus 2 Gould.jpg|thumb|left|400px|Admired for their ''waddle'']]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wolverine_man&amp;diff=204813</id>
		<title>Wolverine man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wolverine_man&amp;diff=204813"/>
		<updated>2014-07-09T03:45:13Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 89/127)&lt;/p&gt;
&lt;hr /&gt;
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{{Creaturelookup/0&lt;br /&gt;
|bone=16&lt;br /&gt;
|meat=16&lt;br /&gt;
|skin=hide&lt;br /&gt;
|fat=16&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|tissue=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
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|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestines=1&lt;br /&gt;
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}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Wolverine Men and Wolverine Woman can become enraged, but generally they aren't too much of a threat as they don't tend to travel in big groups like Badger Men or Badger Women.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
The chief factor limiting a wolverine man's effectiveness in combat is his savage and uncivilized refusal to wear armor.&lt;br /&gt;
&lt;br /&gt;
To that end, an experiment was conducted on a captured wolverine man, wherein a team of dwarven scientists stitched adamantine threads directly onto his skeleton. Only the wolverine man's amazing recuperative abilities allowed him to survive the procedure (especially considering the state of dwarven [[health care]]); despite suffering from amnesia, the specimen nevertheless proved X-traordinary on the battlefield, capable of enduring single combat with such monstrosities as a [[cyclops]] wearing a ☼rose quartz visor☼ and an [[bronze colossus|osmium colossus]] - both of which he later befriended.&lt;br /&gt;
&lt;br /&gt;
After enjoying a largely successful career against foes such as a [[tigerman|sabretooth tigerman]] and a soil-based [[forgotten beast]] masquerading as an island, the subject was ultimately incapacitated by Magngebzo, an elderly goblin sorcerer capable of manipulating [[magnetite|magnetic fields]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wolverine&amp;diff=204812</id>
		<title>Wolverine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wolverine&amp;diff=204812"/>
		<updated>2014-07-09T03:45:11Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 87/127)&lt;/p&gt;
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|skull=1&lt;br /&gt;
|fat=7-10&lt;br /&gt;
|skin=hide&lt;br /&gt;
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&lt;br /&gt;
'''Wolverines''' are, for game purposes, slightly larger versions of [[honey badger]]s found in mountains and taigas. They are small, solitary creatures, and may prove to be an annoyance due to raging, but are not overall dangerous like their giant cousins. &lt;br /&gt;
&lt;br /&gt;
[[Image:Wolverine on rock.jpg|thumb|center|400px|[[preference|Admired]] for their ''tenacity''.]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
The claws of a wolverine are made out of pure [[adamantine]], and produce a distinctive 'snikt' sound when readied.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Window&amp;diff=204811</id>
		<title>Window</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Window&amp;diff=204811"/>
		<updated>2014-07-09T03:45:09Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 83/127)&lt;/p&gt;
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A '''window''' ({{key|b}}-{{key|y}}) is an item of [[furniture]] that can be constructed to form solid [[wall]]s surrounding a [[room]]. A window is not considered [[support]] for the purposes of preventing [[cave-in]]s or allowing [[door]]s to be built, but it will block the flow of [[water]]. [[Glass]] windows can be made with any type of glass at a [[glass furnace]], and are placed similarly to furniture.  Like all furniture, windows must have a floor underneath them to be built.  Alternatively, a [[gem]] window can be directly constructed (on-site, not in a workshop, by pressing {{k|b}} {{k|Y}}) from three [[jeweler's workshop|cut gems]] of any type (including cut glass and cut [[stone]]{{cite talk|window#&amp;quot;Gem&amp;quot; Windows}}), but can't be made from large gems. If the gems used to make a gem window are of different colors, the window will flash between the different colors of the gems.&lt;br /&gt;
&lt;br /&gt;
[[dwarf|Dwarves]] can get a happy [[thought]] from passing by windows, and an even happier thought if it's built of a material they like.&lt;br /&gt;
&lt;br /&gt;
[[tile attributes|Light]] from a window built into a [[cliff]] face will not illuminate a room and will not prevent [[cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
Note that dwarves can see through windows, and (if civilian) will cancel jobs and run away from hostile creatures standing on the other side of the window.  Animals can also see through windows, detecting thieves or ambushes on the other side of a window.&lt;br /&gt;
&lt;br /&gt;
A [[noble]] may [[demand]] a window, no matter how far underground his rooms are.&lt;br /&gt;
&lt;br /&gt;
A noble's [[mandate]] to make windows will not be satisfied by building a gem window.&lt;br /&gt;
&lt;br /&gt;
A [[glass]] window's [[value]] multiplier is 25, the same as a [[statue]].  This makes glass windows a good choice for raising the value of a [[room]].&lt;br /&gt;
&lt;br /&gt;
Gem windows, on the other hand, do not receive value multipliers; a gem window's value is the sum of the value of the gems used in its construction.  For maximizing value, gems are better used for [[decoration|decorations]], even if your [[gem cutter]] and [[gem setter]] are only [[skill|dabbling]].&lt;br /&gt;
&lt;br /&gt;
Both glass windows and gem windows can be wrecked by [[building destroyer]]s.  Gem windows will be toppled rather than destroyed, leaving behind the gems they were made from.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wild_boar_man&amp;diff=204810</id>
		<title>Wild boar man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wild_boar_man&amp;diff=204810"/>
		<updated>2014-07-09T03:45:06Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 76/127)&lt;/p&gt;
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{{D for Dwarf}}&lt;br /&gt;
It has been said that, in evil regions, zombie wild boar men will spawn. They wield ☼Golden short swords☼ and will retaliate in packs if provoked.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wild_boar&amp;diff=204809</id>
		<title>Wild boar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wild_boar&amp;diff=204809"/>
		<updated>2014-07-09T03:45:03Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 74/127)&lt;/p&gt;
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{{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>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=White_stork_man&amp;diff=204808</id>
		<title>White stork man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=White_stork_man&amp;diff=204808"/>
		<updated>2014-07-09T03:45:00Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 69/127)&lt;/p&gt;
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{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=White_stork&amp;diff=204807</id>
		<title>White stork</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=White_stork&amp;diff=204807"/>
		<updated>2014-07-09T03:44:58Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 67/127)&lt;/p&gt;
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&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=0-4&lt;br /&gt;
|meat=2-6&lt;br /&gt;
|fat=2-6&lt;br /&gt;
|intestine=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;
&lt;br /&gt;
White storks are medium-sized birds which happen in groups from 5 to 10.&lt;br /&gt;
&lt;br /&gt;
They are not aggressive and happen in grasslands and wetlands. They have no special qualities as far as birds get.&lt;br /&gt;
&lt;br /&gt;
Before you ask, white storks don't bring dwarven [[baby|babies]] to your fort.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=White_jade&amp;diff=204806</id>
		<title>White jade</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=White_jade&amp;diff=204806"/>
		<updated>2014-07-09T03:44:55Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 58/127)&lt;/p&gt;
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&lt;br /&gt;
'''White jades''' are low-value [[gem]]s that only appear in [[alluvial layer]]s.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=White_chalcedony&amp;diff=204805</id>
		<title>White chalcedony</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=White_chalcedony&amp;diff=204805"/>
		<updated>2014-07-09T03:44:54Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 56/127)&lt;/p&gt;
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&lt;br /&gt;
'''White chalcedonies''' are unremarkable low-value [[gem]]s found in [[sedimentary layer]]s.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Whip&amp;diff=204804</id>
		<title>Whip</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Whip&amp;diff=204804"/>
		<updated>2014-07-09T03:44:51Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 47/127)&lt;/p&gt;
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&lt;br /&gt;
:''For a comparison of different weapons, see [[Weapon]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:NAMA Fouet votif.jpg|right|thumb|250px|''A [[bronze]] '''whip''''']]&lt;br /&gt;
A '''whip''' is a [[attack types|blunt]] [[weapon]] that consists of a flexible length of [[material]] that can be swung with great speed. Whips have the lowest contact area and highest velocity multiplier in the game, making them amazingly effective, even against [[armor]]ed opponents; this behavior has been reported as a [[#Bugs|bug]]. Whips are similar to [[scourge]]s, though the scourge is an edge weapon with a larger contact area.&lt;br /&gt;
&lt;br /&gt;
Whips use and train the [[lasher]] skill. As foreign weapons dwarves cannot [[forge]] whips, limiting supply to whatever low-[[quality]] specimens can be traded from human [[caravan]]s and scavenged from invaders. All dwarves may equip a whip.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Whips cut through steel armor like butter. While this is very beneficial(given that it is not being used against you), it is still a bug, and is bound to be fixed sometime. {{bug|2712}}&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>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wetland&amp;diff=204803</id>
		<title>Wetland</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wetland&amp;diff=204803"/>
		<updated>2014-07-09T03:44:49Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 41/127)&lt;/p&gt;
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&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''&amp;quot;When I first came here, this was all swamp. Everyone said I was daft to build a castle on a swamp, but I built it all the same, just to show them. It sank into the swamp. So I built a second one. And that one sank into the swamp. So I built a third. That burned down, fell over, and then sank into the swamp. But the fourth one stayed up. And that's what you're going to get, Son, the strongest castle in all of England.&amp;quot;'' '''-King of Swamp Castle, Monty Python and the Holy Grail, 1975'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
A '''wetland''' is a type of [[biome]], flooded permanently or only periodically, with an abundance of [[plants|foliage]], including heavy, specialized [[tree]]-growth and a vast ecosystem. The landscape is very flat, with only occasional, small gradients. [[Pond]]s are abundant. Wetlands tend to form around [[ocean]]ic coastlines, especially where [[river]]s meet the ocean.&lt;br /&gt;
&lt;br /&gt;
They generally have a high [[water]] table, meaning that an accessible [[aquifer]] is only a few tiles below the surface (and in occasionally unlucky circumstances, directly beneath the surface). It can be incredibly difficult to nigh-impossible to extract [[stone]]s from these areas, making the long-term feasibility of a fort doubtful; it is recommended that an additional, non-saturated biome be selected as well. The stratification is often hard to ascertain, as it is difficult to penetrate the aquifer. Usually there are a few layers of [[clay]] and [[loam]] followed, eventually, by stone and rock beneath.&lt;br /&gt;
&lt;br /&gt;
Wetlands with [[water#Salt Water|saltwater]] make habitability more precarious, as the aquifer and surrounding ponds are not drinkable. The water first has to be [[Water#Salt_Water|desalinated]].&lt;br /&gt;
&lt;br /&gt;
Specific categories of wetlands are '''marshes''' and '''swamps'''.&lt;br /&gt;
The types of wetlands you will find are:&lt;br /&gt;
&lt;br /&gt;
* Temperate freshwater marsh&lt;br /&gt;
* Temperate saltwater marsh&lt;br /&gt;
* Tropical freshwater marsh&lt;br /&gt;
* Tropical saltwater marsh&lt;br /&gt;
* Temperate freshwater swamp&lt;br /&gt;
* Temperate saltwater swamp&lt;br /&gt;
* Tropical freshwater swamp&lt;br /&gt;
* Tropical saltwater swamp&lt;br /&gt;
* Mangrove swamp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Temperate marshes ==&lt;br /&gt;
(both freshwater and saltwater)&lt;br /&gt;
&lt;br /&gt;
=== Wildlife ===&lt;br /&gt;
&lt;br /&gt;
==== Creatures ====&lt;br /&gt;
&lt;br /&gt;
'''In temperate marshes appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Buzzard]]&lt;br /&gt;
* [[Saltwater crocodile]]&lt;br /&gt;
* [[Duck]]&lt;br /&gt;
* [[Goose]]&lt;br /&gt;
* [[Capybara]]&lt;br /&gt;
&lt;br /&gt;
'''In savage temperate marshes appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Slugman]]&lt;br /&gt;
* [[Snailman]]&lt;br /&gt;
&lt;br /&gt;
'''In evil temperate marshes appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Beak dog]]&lt;br /&gt;
* [[Grimeling]]&lt;br /&gt;
* [[Harpy]]&lt;br /&gt;
&lt;br /&gt;
==== Vermin ====&lt;br /&gt;
&lt;br /&gt;
'''In temperate marshes appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Red-winged blackbird]]&lt;br /&gt;
&lt;br /&gt;
== Tropical marshes ==&lt;br /&gt;
(both freshwater and saltwater)&lt;br /&gt;
&lt;br /&gt;
=== Wildlife ===&lt;br /&gt;
&lt;br /&gt;
==== Creatures ====&lt;br /&gt;
&lt;br /&gt;
'''In tropical marshes appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Saltwater crocodile]]&lt;br /&gt;
* [[Duck]]&lt;br /&gt;
* [[Water buffalo]]&lt;br /&gt;
* [[Capybara]]&lt;br /&gt;
* [[Leopard]]&lt;br /&gt;
* [[Jaguar]]&lt;br /&gt;
* [[Honey badger]]&lt;br /&gt;
&lt;br /&gt;
'''In savage tropical marshes appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Slugman]]&lt;br /&gt;
* [[Snailman]]&lt;br /&gt;
* [[Tigerman]]&lt;br /&gt;
* [[Giant leopard]]&lt;br /&gt;
* [[Giant jaguar]]&lt;br /&gt;
&lt;br /&gt;
'''In evil tropical marshes appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Beak dog]]&lt;br /&gt;
* [[Grimeling]]&lt;br /&gt;
* [[Harpy]]&lt;br /&gt;
&lt;br /&gt;
== Temperate swamps ==&lt;br /&gt;
(both freshwater and saltwater)&lt;br /&gt;
&lt;br /&gt;
=== Wildlife ===&lt;br /&gt;
&lt;br /&gt;
==== Creatures ====&lt;br /&gt;
&lt;br /&gt;
'''In temperate swamps appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Alligator]]&lt;br /&gt;
* [[Duck]]&lt;br /&gt;
* [[Turkey]]&lt;br /&gt;
* [[Capybara]]&lt;br /&gt;
&lt;br /&gt;
'''In savage temperate swamps appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Slugman]]&lt;br /&gt;
* [[Snailman]]&lt;br /&gt;
&lt;br /&gt;
'''In evil temperate swamps appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Grimeling]]&lt;br /&gt;
&lt;br /&gt;
== Tropical swamps ==&lt;br /&gt;
(freshwater and saltwater, as well as mangrove swamps)&lt;br /&gt;
[[Image:Tropical freshwater swamp.png‎|thumb|right|A tropical freshwater swamp with some gorillas wandering along the brook.]]&lt;br /&gt;
=== Wildlife ===&lt;br /&gt;
&lt;br /&gt;
==== Creatures ====&lt;br /&gt;
&lt;br /&gt;
'''In tropical swamps appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Gorilla]]&lt;br /&gt;
* [[Saltwater crocodile]]&lt;br /&gt;
* [[Tiger]]&lt;br /&gt;
* [[Duck]]&lt;br /&gt;
* [[Water buffalo]]&lt;br /&gt;
* [[Capybara]]&lt;br /&gt;
* [[Leopard]]&lt;br /&gt;
* [[Jaguar]]&lt;br /&gt;
* [[Honey badger]]&lt;br /&gt;
&lt;br /&gt;
'''In savage tropical swamps appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Giant tiger]]&lt;br /&gt;
* [[Slugman]]&lt;br /&gt;
* [[Snailman]]&lt;br /&gt;
* [[Tigerman]]&lt;br /&gt;
* [[Giant leopard]]&lt;br /&gt;
* [[Giant jaguar]]&lt;br /&gt;
&lt;br /&gt;
'''In evil tropical swamps appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Grimeling]]&lt;br /&gt;
&lt;br /&gt;
== General Wetland Wildlife ==&lt;br /&gt;
&lt;br /&gt;
=== Vermin ===&lt;br /&gt;
&lt;br /&gt;
'''In temperate marshes appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Red-winged blackbird]]&lt;br /&gt;
* All insect vermin&lt;br /&gt;
* All vermin found in a [[pool]]&lt;br /&gt;
* [[Lizard]]&lt;br /&gt;
* [[Demon rat]]&lt;br /&gt;
* [[Rat]]&lt;br /&gt;
&lt;br /&gt;
'''In evil wetlands appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Demon rat]]&lt;br /&gt;
* [[Knuckle worm]]&lt;br /&gt;
&lt;br /&gt;
'''In good wetlands appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Fluffy wambler]]&lt;br /&gt;
&lt;br /&gt;
'''In savage wetlands appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Two-legged rhino lizard]]&lt;br /&gt;
&lt;br /&gt;
'''In good, benign wetlands appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Fairy]]&lt;br /&gt;
* [[Pixie]]&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Well_guide&amp;diff=204802</id>
		<title>Well guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Well_guide&amp;diff=204802"/>
		<updated>2014-07-09T03:44:48Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 39/127)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}&lt;br /&gt;
''This guide assumes you've read the main article on '''[[well]]s''' and are familiar with the basic information found in that article, of what a well does and what is required to build one.''&lt;br /&gt;
&lt;br /&gt;
A well can be vital to any fortress, but deciding that you need one and building one are two different things. Draining water from the surface can flood your fortress if you aren't careful, and building a well only to see the water source dry up or freeze is beyond frustrating. This guide will walk you through a number of different situations, and explain solutions that have been found for these problems.&lt;br /&gt;
&lt;br /&gt;
== Why Build a Well? ==&lt;br /&gt;
&lt;br /&gt;
Honestly, not every fortress NEEDS a well. But they all need some form of safe ''water source'' to bring water to patients and prisoners. If they do not have this and you find yourself in a siege with six injured dwarves, you're in for a little bit of [[Fun]]... But a hole full of water can be just as good for that as a well.&lt;br /&gt;
&lt;br /&gt;
=== Why You Might Not ===&lt;br /&gt;
&lt;br /&gt;
* Wells are yet another opportunity to flood your fort (not like trenches aren't, though). Playing with water is generally dangerous if you don't know what are you doing.&lt;br /&gt;
* For the purposes unrelated to drinking and bathing, a well is just a hole in the floor. Fighting dwarves and animals can easily dodge into it, as they would into any other hole.&lt;br /&gt;
* They take a lot of time and effort to construct, especially when compared to alternatives.&lt;br /&gt;
* Because of the way wells are, a single hole in a flat ceiling, it makes it more difficult for creatures to get out, should they find themselves in your water source.&lt;br /&gt;
* Technically, tiles adjacent to a trench full of water can be designated as a water source just as easily as a well, and dwarves will sanely path around such a trench, as well as bathe in it more easily.&lt;br /&gt;
* If you do make a shallow pool (mixture of 3/7 and 4/7 water) as a water source, and have a meeting hall designated therein, unoccupied dwarves will hang out in the water, gaining swimming skill.&lt;br /&gt;
&lt;br /&gt;
=== Why You Might ===&lt;br /&gt;
&lt;br /&gt;
* While a trench full of water can be used as a water source, a well can draw water from a source that is 30+ levels below. Also, a trench water source can only be one level deep, dwarves will not draw water from any level deeper than that. A well will.&lt;br /&gt;
* Wells can be made to have extraordinarily high value, due to the various skills and materials, each with their own quality levels, which go into its construction. Thus, as the center piece for a meeting room, even if they have no water, wells can be very handy in making dwarves very happy.&lt;br /&gt;
* As far as the well itself goes, they take up very little space in your actual fortress. With a water-filled channel, the reservoir is equivalent to the floor space occupied.&lt;br /&gt;
* This is a glitch, but wells are the easiest method for making salt water drinkable. Wells will ignore salinity and allow dwarves to drink salt water directly from its source without a glitch. So long as it isn't murky.&lt;br /&gt;
* Drinking from a well is much faster than drinking from a trench. Also less annoying to dwarves.&lt;br /&gt;
* You can build a well over a trench, combining best parts of both.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Location ==&lt;br /&gt;
&lt;br /&gt;
Once you've decided it's time to construct a well, you need to consider where the well needs to be. It helps if you've been planning for this while building the rest of your fortress, and have made room for it.&lt;br /&gt;
&lt;br /&gt;
You want a well central to your dwarves, so they'll all get good thoughts from seeing it, and near any [[hospital]] beds you have, but you want it off the main traffic routes.  You can have more than one well, which solves that problem, but raises the one of engineering water to feed them all.  If it's indoors (or behind walls), then there's little threat from [[carp]], [[goblin]]s, or [[animal]]s, and it can provide a safe source of drinking water during a [[siege]]. &lt;br /&gt;
&lt;br /&gt;
Depending on your start location, you may already have a pre-existing water source, such as a flooded cavern, which you can just build a well over. Or, as is usually the case, you may need to transport water from some other location to where you want your well to be. This is where things get complicated.&lt;br /&gt;
&lt;br /&gt;
== Water sources ==&lt;br /&gt;
&lt;br /&gt;
A well needs a water source of at least 3/7 depth, at least 1 [[z-level]] somewhere directly below its opening, with no obstructions between itself and said water.  Pre-existing water is safe because it's the most predictable - what you see is what you've got, no surprises. You can instead use dwarven engineering to bring water from a distant source to beneath your well, with a safety factor based on your experience and the complexity of the project. (See [[flood]].)&lt;br /&gt;
&lt;br /&gt;
The important part about the well is to make sure that you don't create a situation where the water will [[flood]] your fortress, due to [[Water_pressure|pressure]] from a source at a higher level. If the water is stable before you build the well above it, it will be safe (unless your dwarves change things), but if you are introducing a flow, make sure you understand how ''dwarven'' pressure works and will not fall victim to its surprises. (See [[Water_pressure|pressure]].)&lt;br /&gt;
&lt;br /&gt;
=== Pre-existing sources ===&lt;br /&gt;
&lt;br /&gt;
A [[brook]], [[river]], [[murky pool]], or [[cavern]] lakes can provide water under a well. If the water source is only one z-level deep and contains a pile of mud, the water produced will be [[Water#Water_laced_with_mud|muddy]]. 'A dusting of mud', however, is not an issue - your well and its water are &amp;lt;s&amp;gt;fine&amp;lt;/s&amp;gt; wonderful.&lt;br /&gt;
&lt;br /&gt;
The surface of a brook tile will have to be channeled out, but it otherwise works just fine.&lt;br /&gt;
&lt;br /&gt;
Murky pools are not optimal: they can dry up in warm seasons, and water directly from murky pools is [[Water#Stagnant_water|stagnant]], which is just as bad as being muddy. Murky pools can refill from [[rain]], but on hot maps, this may never happen.&lt;br /&gt;
&lt;br /&gt;
=== [[Aquifer|Aquifers]] ===&lt;br /&gt;
&lt;br /&gt;
If you have an aquifer, just channel a 1x1 square in any open stretch of floor above it and build the well. It will automatically fill and never flood. You'll have other construction projects to worry about.&lt;br /&gt;
&lt;br /&gt;
Water coming into contact with a floor or slope may create &amp;quot;a dusting of mud&amp;quot;. However, both 'A dusting of mud' and a 'Muddy Upward Slope' are not an issue - your well and its water are &amp;lt;s&amp;gt;fine&amp;lt;/s&amp;gt; wonderful.&lt;br /&gt;
&lt;br /&gt;
=== [[Ocean|Oceans]] ===&lt;br /&gt;
&lt;br /&gt;
Oceans and aquifers near oceans carry [[Water#Salt_water|salty]] water. This is normally unusable for treating wounds or drinking. However, salty water obtained from a well is used just like normal. This is a bug. {{bug|1260}}&lt;br /&gt;
&lt;br /&gt;
=== [[Reservoir|Reservoirs]] ===&lt;br /&gt;
&lt;br /&gt;
If you need to move water to your well, you need to dig/build a reservoir. A reservoir is basically a big hole intended for the storage of large quantities of water.&lt;br /&gt;
&lt;br /&gt;
When digging a reservoir, you need to consider your needs and the space you have available. Do you really need a 20x20x20 reservoir, holding 56,000 tiles of water, requiring 560,000 uses of the well to fully dry up? Frequently, in well-managed fortresses, wells are really only used for the care of sick or imprisoned dwarves and animals. As a result, it doesn't really need to be anything special, unless it's a meeting hall, in which case dwarves will drink from it at random.&lt;br /&gt;
&lt;br /&gt;
Another consideration is safety. Specifically, dwarves fighting near wells can fall into them, whether as a result of sparring or due to overcrowding of animals. You may wish to place some sort of escape route from the well, should anyone do so. At the least, this just needs to be a staircase going up the side of the well to the surface. The shorter the distance they need to go, the better off they are. Keep in mind, of course, that if any wildlife is able to access your reservoir, and if any of them are able to leave the water, they may wander into your fortress through the escape route. If they're particularly malicious, they may even path their way in to attack your dwarves.&lt;br /&gt;
&lt;br /&gt;
If you are filling the reservoir by aqueduct, consider the fill point. If you are using only gravity to fill the well, but the water needs to flow up to do so, you may experience problems when it comes time to refill your well. Specifically, water floods upwards into empty space very easily, but for some reason doesn't like to flood through still water. Thus, it may be more appropriate to have the reservoir fill from its top, though keep in mind that this is a very fast fill method and can flood a bit if you aren't watching and have a small reservoir. (As a side note on that, it is possible to fill a well by pouring water directly through the well opening itself)&lt;br /&gt;
&lt;br /&gt;
Finally, you may find some circumstance where you'd wish to make changes to the well. For example, building a statue in its reservoir, or recovering a lost loved one who fell in and cracked his skull open. In these instances, you may wish to construct a manual drain. All it requires is a hatch or floodgate at the bottom of the well, connected to a lever, covering a tunnel leading to an appropriate dump site... Like your subterranean farming operation. Or your obsidian factory. Or a room full of captured &amp;lt;s&amp;gt;nobles&amp;lt;/s&amp;gt; goblins. If you already have a drain for the aqueduct, you can easily connect the two.&lt;br /&gt;
&lt;br /&gt;
== Filling the Well ==&lt;br /&gt;
&lt;br /&gt;
If you've had to construct a well separate from a pre-existing water source, you need to move that water to the well itself. There's two main ways to go about this.&lt;br /&gt;
&lt;br /&gt;
=== Bucket Filling a Well ===&lt;br /&gt;
&lt;br /&gt;
If you designate your well as a pit/pond and have empty buckets, dwarves will fill the well manually. Keep in mind that this is slow, time-consuming and occupies dwarves who could be doing something else. Of course, for particularly small wells, it may be of no concern. If the walking distance is quite far, (Like STUPIDLY far- your fortress would need to be a truly tangled maze for this to happen) the water may evaporate faster than dwarves can fill the well. If you don't have enough buckets, this will happen even to the tiniest of wells, though.&lt;br /&gt;
&lt;br /&gt;
=== Piping water to your reservoir ===&lt;br /&gt;
&lt;br /&gt;
If the water is not where you want to build the well, you can dig a tunnel or channel and/or otherwise create an [[aqueduct]] to bring it to where you want it. You should consider adding a door or floodgate somewhere near the water source so that you can dry out your tunnels for future projects, repair, or recovery of lost items.&lt;br /&gt;
&lt;br /&gt;
Channels are open to the sky, and if not done properly, (taking advantage of some weird quirks in game functionality) they are subject to evaporation and freezing. As a result, they aren't normally an optimal method of moving water. Of course, there's nothing stopping you from digging a moat, then filling your well from that. Keep in mind, however, that open water frequently becomes a random hazard, as dwarves can be quite careless at times. If you do have open water set up somewhere, make sure your dwarves have some way out of it. You never know when a random goblin will kick your elite stonecrafter into your moat.&lt;br /&gt;
&lt;br /&gt;
Digging tunnels, then, is generally a better way of moving water from place to place. You need to be careful about how you dig such aqueducts. Water can move through diagonal openings, so be sure to avoid flooding nearby rooms from accidental corner intersections. Make sure that any unnecessary access points to your aqueduct are properly sealed before letting the water flow.&lt;br /&gt;
&lt;br /&gt;
The generally accepted method for digging an aqueduct has five steps.&lt;br /&gt;
&lt;br /&gt;
# Dig out the reservoir where you want to store the water.&lt;br /&gt;
# From the reservoir, dig a tunnel up to your water source, but leave one space of earth to prevent water from flooding in and killing your dwarf.&lt;br /&gt;
# Build a door or floodgate in the aqueduct, either at the end of the tunnel or at the entrance to the reservoir. Or both if you're fancy. (Doors are better, because the dwarf can walk through it if he builds it from the wrong side)&lt;br /&gt;
# Connect the door/floodgate to a lever, and make sure any dwarves stuck in the tunnel are safely evicted.&lt;br /&gt;
# Channel out the final tile from above, pull the lever. Let the water fill the reservoir, then pull the lever again, sealing the water source.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, when you command the lever to be pulled to end filling, it may take some time for an available dwarf to actually do it. Even then, there is some lag time between the lever pull and the action it causes. Finally, if your plug is at some point in the aqueduct, but not at the entrance of the reservoir, any water in the aqueduct above the water level in the reservoir will continue to pour in.&lt;br /&gt;
&lt;br /&gt;
If you want to empty the aqueduct, use a similar method to build a drain to some reasonable dumping location, like a cavern. Make sure you can control it with levers, however, or it will constantly drain instead of filling your well.&lt;br /&gt;
&lt;br /&gt;
== Safety ==&lt;br /&gt;
&lt;br /&gt;
A well is not an obstructing object. That is to say, it doesn't stop things from passing through its space. This is why wells can function through other wells, why water will flood out of them, and why a (very) few monsters may be able to climb out through them if you're tremendously unlucky.&lt;br /&gt;
&lt;br /&gt;
=== Flooding ===&lt;br /&gt;
&lt;br /&gt;
More fortresses have fallen at the hands of a flooding well than they have to megabeasts, sieges or demons. If you are going to be shifting water around in any form other than buckets, be prepared for the worst.&lt;br /&gt;
&lt;br /&gt;
There are several solutions to the flooding problem.&lt;br /&gt;
&lt;br /&gt;
* Overflow Drainage. At the top of a reservoir, dig a tunnel to drain water out the side, and have it dump out into some appropriate sump, like a cavern full of armok-knows-what.&lt;br /&gt;
* Emergency Auto-plug. You can make pressure plates sense water. If you set up a pressure plate beside your well, and connect it to a hatch or door blocking your reservoir, it will automatically seal the reservoir off from its flow source, should the thing flood.&lt;br /&gt;
* No Exits. The safest and easiest way to do it, is to dig out the reservoir, ''but not the opening for the well itself''. This way, you can fill the reservoir completely, and because there's nowhere for it to flood out to, it simply WON'T! Then you can seal off the reservoir at your leisure and dig the opening without concern! (Though not without caution. Make sure you turned the taps off first.)&lt;br /&gt;
* Cut the Pressure. Filling a reservoir from above is a good way to cause a flood. If the aqueduct terminates in a diagonal gap right before (and on the same z-level as) the intended reservoir, the pressure will be negated and the well won't overflow.&lt;br /&gt;
&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
&lt;br /&gt;
You don't need to worry too much about monsters crawling out of your well to gobble down your hairy friends these days, but that doesn't mean it's impossible. It all depends on what beasts may be lurking around- and how you build your well.&lt;br /&gt;
&lt;br /&gt;
First off, if you're bucket-filling a well, you need to make sure that their initial water source is safe. Make sure it isn't full of crocodiles or carp. (Or other dangerous fishy things)&lt;br /&gt;
&lt;br /&gt;
If you are draining water through an aqueduct, and you know there may be dangerous animals (Or even just unwanted regular animals) living in it, there is a way to stop them from wandering in. You can place [[Grate|wall grates]], [[Bars|upright bars]], or [[fortification]]s in the aqueduct to act as filters. These allow water to pass through, but animals cannot. It has been observed that in very rare occasions, animal may be pushed through. If you're that concerned about it (Or have HORDES of angry crocodiles in your river) putting two filters in a row pretty much eliminates any chance of this happening.  If you plan to use filters in conjunction with [[floodgate]]s, remember to connect your floodgate to its trigger ''before'' placing the filters.&lt;br /&gt;
&lt;br /&gt;
Even if monsters do get into your well, they're rarely a genuine threat, and at worst can give your dwarves an unhappy thought by scaring them. However, if your reservoir is filled right to the brim, carp and other fish CAN attack your dwarves, just as they would from a river. Also, any amphibious creatures may be able to use an escape passage to make their way into your fortress and make a mess. (Keep in mind, zombified fish are amphibious) And, of course, anyone who falls into a well full of predators is pretty much doomed.&lt;br /&gt;
&lt;br /&gt;
To prevent amphibians from getting out of your well, should they somehow get there, simply put a lockable hatch over the escape route.&lt;br /&gt;
&lt;br /&gt;
Finally, if you are drawing directly from a cavern lake, and have simply opened a hole in its ceiling for the well, any flying creatures in the cavern may be able to use the well as an access point to your fortress. You could potentially construct a wall surrounding the pathway of the bucket. This would prevent flying creatures from entering, unless they are also capable of swimming. Do not forget the perils of dwarves falling into a well, however, falling into a cavern lake full of cave crocodiles will cause lots of [[fun]].&lt;br /&gt;
&lt;br /&gt;
== Above Ground ==&lt;br /&gt;
&lt;br /&gt;
The previous sections focused mostly on subterranean wells and gravity-filling reservoirs. Now we need to consider the special circumstances of wells built at ground level, above ground level, and simply outdoors.&lt;br /&gt;
&lt;br /&gt;
The main problem is that anything above what was ground level at embark is considered &amp;quot;above ground&amp;quot; and has different behavior, even if enclosed to be indoors. In particular, it will freeze and evaporate according to the temperature. This includes everything on level 0 and -1, unless there is something about them preventing the temperature from removing them, like rivers flowing faster than the water can evaporate out of them.&lt;br /&gt;
&lt;br /&gt;
Enclosing the water, so that it is &amp;quot;indoors&amp;quot; will decrease the rate of evaporation, but there isn't much you can do to prevent water from freezing above ground. (There is a way, but if you're new, you may not enjoy [[#Fighting the Ice|the prospects of actually constructing it]].)&lt;br /&gt;
&lt;br /&gt;
=== Outdoor Wells ===&lt;br /&gt;
&lt;br /&gt;
There are plenty of good reasons to build a well outdoors. First and foremost, to be decorative or thematic. The wells don't necessarily need to be functional if this is your intent. But another use would be as a functional source for an outdoor meeting hall... Or in other words, a vomitorium. Because dwarves will clean themselves in a well, having one in such a vomitorium would just make things more efficient!&lt;br /&gt;
&lt;br /&gt;
Of course, as with any outdoor meeting place, you need to be certain that it is a safe place, where goblins and giant eagles are unlikely to descend upon your sickly party-goers.&lt;br /&gt;
&lt;br /&gt;
=== On The Level ===&lt;br /&gt;
&lt;br /&gt;
Now, about ground level, or specifically, the place where &amp;quot;above ground&amp;quot; and &amp;quot;below ground&amp;quot; meet. Z-levels 0 and -1 on flat maps. If you are on a very cold or very hot map, any water open to the sky on these levels will freeze or evaporate very quickly. As said before, you can minimize this by simply roofing in the water and making it &amp;quot;indoors&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Also keep in mind the floor type. Murky pools, even when roofed over, will behave as though they are open to the sky. This is because murky pools, rivers, oceans, etc. all have a special floor tile which modifies the behavior of any water above it. Simply putting floor tiles on the basin of a murky pool can minimize evaporation, but it will eliminate rain refill.&lt;br /&gt;
&lt;br /&gt;
If you dig a channel down to z-2, the water in it will not evaporate very quickly at all, as it's &amp;quot;under ground&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== In the Sky  ===&lt;br /&gt;
&lt;br /&gt;
And now for the final type of well, and this one is very uncommon, you may wish to build a well high above ground. A well tower may indeed be a cool, though completely non-functional idea. Be aware what the environmental conditions are before you do this, of course, as the only real way of dealing with ice involves pumping magma up the tower as well.&lt;br /&gt;
&lt;br /&gt;
In all honesty, a sky well would be built and function pretty much the same as a subterranean well. The only difference is that it is very difficult to get the water up there. You need to build a pumpstack, lifting the water, level by level, pump by pump, up to your reservoir. And you need to lift the water to the top of your reservoir, as pumps will not pump upward naturally.&lt;br /&gt;
&lt;br /&gt;
== Style and Design ==&lt;br /&gt;
&lt;br /&gt;
This section discusses purely aesthetic and functional decisions people have made in the past with their wells, as well as advanced designs.&lt;br /&gt;
&lt;br /&gt;
=== Fighting the Ice ===&lt;br /&gt;
&lt;br /&gt;
So you have a frozen well, and you want to know how to keep it liquid do ya? You're going to need to build a heated reservoir.&lt;br /&gt;
&lt;br /&gt;
First, have magma on your map. If you don't, dig deeper and be prepared for [[Fun]].&lt;br /&gt;
&lt;br /&gt;
Next, you need some [[magma-safe]] materials. You'll need this to build floodgates and pumps.&lt;br /&gt;
&lt;br /&gt;
Now, you need to pipe and pump the magma with the magma-safe pumping equipment. Be sure to use mechanical power for these, as dwarves are too likely to kill themselves.&lt;br /&gt;
&lt;br /&gt;
The magma needs to be piped under your reservoir. That is to say, there needs to be just one floor tile between the two, just enough to keep them from touching and turning into an accidental obsidian factory.&lt;br /&gt;
&lt;br /&gt;
The magma needs to be piped around under your water, it needs to keep on moving or the water will freeze again. That means it needs an infinite, cyclical flow.&lt;br /&gt;
&lt;br /&gt;
And even if you get all of this built and working, it will only melt one level. Which means the reservoir can only be 1 level deep.&lt;br /&gt;
&lt;br /&gt;
That's a lot of work to have an above-ground well in a frozen environment. Probably easier to melt a pool and drain it.&lt;br /&gt;
&lt;br /&gt;
=== Ultimate Party Machine ===&lt;br /&gt;
&lt;br /&gt;
It is possible to pour water through the mouth of a well from above. This frequently causes water to spray out in a mist, which pleases dwarves. If you power it, you could have a pump stack draw water from beneath the well and pour it back in from above, turning your fancy meeting hall into a FANCIER meeting hall! Throw in some platinum statues while you're at it.&lt;br /&gt;
&lt;br /&gt;
=== Well Stacking ===&lt;br /&gt;
&lt;br /&gt;
Have you ever needed to have more than one well on multiple z-levels and disliked the work of setting up multiple reservoirs? Well fret no more!&lt;br /&gt;
&lt;br /&gt;
Because a well can function through the opening of another well, it's possible to stack well openings through z-levels! So long as they're all in a perfectly straight line above each other, and there's at least 3/7 tiles of water somewhere directly below them, they will all be perfectly functional!&lt;br /&gt;
&lt;br /&gt;
Of course, if you go too far, this may become something of a safety concern, as dwarves would plummet mile after mile, through dozens of well openings before finally hitting the bottom.&lt;br /&gt;
&lt;br /&gt;
=== Multitasking Wells ===&lt;br /&gt;
&lt;br /&gt;
Because wells aren't actually USED all that often, and are usually more valuable as decorations, there isn't really any reason to keep its reservoir completely full all the time. So, what can you do with a giant bucket of water in the middle of your fortress? Well, luckily, there are a few other reasons you could have for piping water around.&lt;br /&gt;
&lt;br /&gt;
First, you need to &amp;quot;irrigate&amp;quot; stone floors before you can actually farm on them. Instead of making a separate, elaborate irrigation system for just one use, (mud doesn't dry naturally, though it could be smoothed/floored over and disappears when reclaiming a fortress) why not just drain it out of your well?&lt;br /&gt;
&lt;br /&gt;
You could also use your well as a water reservoir for an obsidian factory. Fill a chamber with a single layer of magma, then pour your well's contents over it!&lt;br /&gt;
&lt;br /&gt;
You could use your well to dispose of unwanted life forms, such as siegers, elves, goblins, nobles and other miscellaneous things that wandered into your cage traps. (This only works on non-amphibious creatures)&lt;br /&gt;
&lt;br /&gt;
=== The Dwarven Toilet ===&lt;br /&gt;
&lt;br /&gt;
I built this in an experiment. At the top of the reservoir is a platform with a pressure plate on it. When the pressure plate senses 5/7 water, it triggers, closing the fill pipe, and opening the drain. So, when you pull the lever to fill the thing, it fills up to the top, then drains. Just like a giant toilet. I have not found any functional use for this. In all honesty, it was a simple accident I made, connecting the pressure plate to the drain as well as the plug. But, hey, what the heck, I made a giant toilet. There ya' go. Perhaps you could use this to get rid of the crud that accumulates in a well as dwarves clean themselves in it?&lt;br /&gt;
&lt;br /&gt;
This can be VERY useful when you have a larger reservoir that fills your well. This way every pull of the lever delivers a set amount of water into your well. Thus eliminating&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; the risk of flooding due to the well becoming pressurized.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Beware dwarves that throw tantrums, they randomly pull levers.&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Design}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Well_guide]]&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Weasel_man&amp;diff=204801</id>
		<title>Weasel man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Weasel_man&amp;diff=204801"/>
		<updated>2014-07-09T03:44:45Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 32/127)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
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{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Weapon_token&amp;diff=204800</id>
		<title>Weapon token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Weapon_token&amp;diff=204800"/>
		<updated>2014-07-09T03:44:43Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 27/127)&lt;/p&gt;
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&lt;br /&gt;
These tokens can only be placed within an ITEM_WEAPON object definition, most do not function in armor objects.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
! Works in armor&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| Name of the weapon. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
| {{y}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADJECTIVE}}&lt;br /&gt;
| &lt;br /&gt;
*adjective&lt;br /&gt;
| Adjective of the weapon, e.g. the &amp;quot;large&amp;quot; in &amp;quot;large copper dagger&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIZE}} / {{text anchor|WEIGHT}}&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| Volume of weapon in mL or cubic cm. Defaults to 100.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOOT_FORCE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| The amount of force used when firing projectiles - velocity is presumably determined by the projectile's mass. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOOT_MAXVEL}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| The maximum speed a fired projectile can have.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL}}&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| The skill to determine effectiveness in melee with this weapon. Defaults to MACE. Skill of AXE will allow it to be used to chop down trees.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RANGED}}&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
*Ammo class&lt;br /&gt;
| Makes this a ranged weapon that uses the specified ammo. The specified skill determines accuracy in ranged combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWO_HANDED}}&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| Creatures under this size (in cm^3) must use the weapon two-handed. Defaults to 50000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MINIMUM_SIZE}}&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| Minimum body size (in cm^3) to use the weapon at all (multigrasp required until TWO_HANDED value). Defaults to 40000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_STONE}}&lt;br /&gt;
|&lt;br /&gt;
| Allows the weapon to be made at a [[craftsdwarf's workshop]] from a sharp ([MAX_EDGE:10000] or higher) stone (e.g. [[obsidian]]) plus a wood log.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINING}}&lt;br /&gt;
|&lt;br /&gt;
| Restricts this weapon to being made of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_SIZE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Number of bar units needed for forging, as well as the amount gained from melting. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| &lt;br /&gt;
*attacktype:BLUNT or EDGE&lt;br /&gt;
*contact_area:value&lt;br /&gt;
*penetration_size:value&lt;br /&gt;
*verb2nd:string&lt;br /&gt;
*verb3rd:string&lt;br /&gt;
*noun:string&lt;br /&gt;
*velocity_multiplier:value&lt;br /&gt;
| You can have many ATTACK tags and one will be randomly selected for each attack, with EDGE attacks 100 times more common than BLUNT attacks. Contact area is usually high for slashing and low for bludgeoning, piercing, and poking. Penetration value tends to be low for slashing and high for stabbing. Penetration is ignored if attack is BLUNT. &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Required&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wax_opal&amp;diff=204799</id>
		<title>Wax opal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wax_opal&amp;diff=204799"/>
		<updated>2014-07-09T03:44:41Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 21/127)&lt;/p&gt;
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&lt;br /&gt;
'''Wax opals''' are moderately valuable [[gem]]s that can be found just about anywhere.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wax&amp;diff=204798</id>
		<title>Wax</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wax&amp;diff=204798"/>
		<updated>2014-07-09T03:44:40Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 20/127)&lt;/p&gt;
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'''Wax''' is a material [[screw_press|pressed]] from a [[honeycomb]]. Wax can be used to make [[craft]]s by a [[wax worker]].&lt;br /&gt;
&lt;br /&gt;
Honeycombs are produced by [[honey bee]]s at a [[hive]] and harvested as part of the [[beekeeping industry]]. A dwarf with the [[presser|pressing]] labor active, a [[screw press]], and empty [[jug]]s are required to press a honeycomb. A jug of [[honey]] is produced as a byproduct.&lt;br /&gt;
&lt;br /&gt;
Wax has a low base value of 1, the same as [[wood]] or non-flux [[stone]].&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Water_buffalo&amp;diff=204797</id>
		<title>Water buffalo</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Water_buffalo&amp;diff=204797"/>
		<updated>2014-07-09T03:44:37Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 14/127)&lt;/p&gt;
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{{Creaturelookup/0&lt;br /&gt;
|hoof=4&lt;br /&gt;
|fat=8&lt;br /&gt;
|eye=2&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=3&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;
|meat=9-47&lt;br /&gt;
|horn=2&lt;br /&gt;
|bone=20&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Water buffalos''' are [[domestic animal]]s roughly twice the size of a standard [[cow]]. They are a common choice for [[trader]]'s pack animals, and dwarven settlers may bring one or more water buffalos to pull their [[wagon (embark)|wagons]] on [[embark]]. Wild water buffalos may appear as wandering animals in [[tropical]] [[wetland]] [[biome]]s.&lt;br /&gt;
&lt;br /&gt;
Water buffalos are grazing animals; they require a large [[pasture]] to survive.&lt;br /&gt;
Producing up to four times the [[butcher]]ing returns of an ordinary cow, they can feed 7-14 dwarves for an entire year. Water buffalo cows can also be [[milk]]ed for additional sustenence. Because of their voracious appetites, water buffalos are a challenging choice for livestock, and their large size makes them dangerous in an [[overcrowding|overcrowded]] pasture.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[preference|like]] water buffalos for their ''water wallowing''.&lt;br /&gt;
&lt;br /&gt;
[[Image:BUFFALO159.JPG|thumb|left|400px|A water buffalo cow]]&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Warthog&amp;diff=204796</id>
		<title>Warthog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Warthog&amp;diff=204796"/>
		<updated>2014-07-09T03:44:34Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 11/127)&lt;/p&gt;
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{{Creaturelookup/0&lt;br /&gt;
|bone=13&lt;br /&gt;
|hoof=4&lt;br /&gt;
|ivory=2&lt;br /&gt;
|meat=10&lt;br /&gt;
|fat=9&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;
|contrib=yes&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Tame warthogs are sometimes brought by elf traders from tropical climates. They are rather short-lived. They require a [[pasture]] to survive.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=War_hammer&amp;diff=204795</id>
		<title>War hammer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=War_hammer&amp;diff=204795"/>
		<updated>2014-07-09T03:44:33Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 10/127)&lt;/p&gt;
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&lt;br /&gt;
:''For a comparison of different weapons, see [[Weapon]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:War hammer IMG 3825.jpg|right|thumb|200px|''A '''war hammer''''']]&lt;br /&gt;
A '''war hammer''' is a [[attack types|blunt]] [[weapon]] that is essentially a hammer with a long handle. A war hammer is half the size of a [[mace]] with half the contact area as well, and less than 1/3 the size of a [[maul]]. Because blunt damage focused in a small contact area is mostly unaffected by [[armor]], war hammers are considered one of the best weapons for fighting humanoid opponents. &lt;br /&gt;
&lt;br /&gt;
War hammers use and train the [[hammerdwarf]] skill. Dwarves can [[forge]] war hammers out of any weapons-grade [[metal]], though those with higher densities (like [[silver]]) tend to cause more damage. All dwarves can equip war hammers, though a tiny fraction must use two hands.&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
* Metal war hammers cost '''one''' [[metal]] bar to [[forge]], or '''three''' [[adamantine]] wafers.&lt;br /&gt;
* When a non-adamantine metal war hammer is [[melt|melted down]], it will return '''0.9''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
* When an adamantine war hammer is melted down, it will produce '''0.9''' wafers, for an '''efficiency of 30%'''&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=War&amp;diff=204794</id>
		<title>War</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=War&amp;diff=204794"/>
		<updated>2014-07-09T03:44:31Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 8/127)&lt;/p&gt;
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&lt;br /&gt;
War is a state of conflict between two [[civilization]]s. During Dwarf Fortress mode, it's a bottomless pit of [[fun]].&lt;br /&gt;
&lt;br /&gt;
==World Gen==&lt;br /&gt;
War is common during world gen; civilizations will attack each other's settlements, occasionally destroying a site or taking it over.&lt;br /&gt;
&lt;br /&gt;
==Dwarf Fortress Mode==&lt;br /&gt;
In dwarf fortress mode, war will cause [[siege]]s to arrive and bring you [[fun]] and [[Goblinite|presents]].&lt;br /&gt;
The hostile nation may attack very occasionally or every year, so be well prepared. Civilizations whom you are at war with may occasionally send a diplomat to try and end the war; you will have the option to agree to the peace treaty, or dismiss the diplomat and continue the war.&lt;br /&gt;
You can see if you are at war with a civilization on the {{k|c}}ivilization screen.&lt;br /&gt;
&lt;br /&gt;
Additionally, if your parent civilization is at war or has recently been at war, migrants to your fortress are more likely to have experience in general military skills and a random weapon skill {{verify}}.&lt;br /&gt;
&lt;br /&gt;
===At Embark===&lt;br /&gt;
When embarking, one can check to see which races their civ is at war with. Different civs may be at war with different races. Goblins are considered to be in a constant minor conflict with dwarves, instead of a real war.&lt;br /&gt;
&lt;br /&gt;
===Causing War===&lt;br /&gt;
The following events will make a civilization unhappy, eventually leading to war:&lt;br /&gt;
*The death of a trader (regardless of the cause of death) while visiting your fortress.&lt;br /&gt;
*Failing to keep to the harvesting limit the [[elves]] set, if any.&lt;br /&gt;
*Seizing caravans.&lt;br /&gt;
*Annoying traders (such as offering the &amp;lt;s&amp;gt;hippies&amp;lt;/s&amp;gt; [[elves]] wood products repeatedly).&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wall&amp;diff=204793</id>
		<title>Wall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wall&amp;diff=204793"/>
		<updated>2014-07-09T03:44:30Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 4/127)&lt;/p&gt;
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A '''wall''' is either a [[map tile]] or a [[construction]] that blocks access to [[creatures]] and [[Flow|fluids]]. The appearance of a constructed wall is similar to that of a [[smoothing|smoothed]] natural wall but it works the same as any filled tile composed of mountain rock, [[clay]] or [[soil]]. Walls either occur naturally (e.g. a Rough-hewn Andesite Wall), or can be constructed. With constructed walls it is possible to create multi-level [[building]]s such as [[tower]]s complete with roofs by creating [[floor]]s on the layer above. A wall fills the tile it is in and creates a walkable space above it.&lt;br /&gt;
&lt;br /&gt;
== Digging ==&lt;br /&gt;
As explained on the [[digging]] page, naturally occurring walls can be dug out using the {{Key|d}}esignations {{Key|d}}ig command, or c{{Key|h}}annel command.  These tasks are carried out by dwarves with the [[mining]] labor activated.&lt;br /&gt;
&lt;br /&gt;
Natural walls can be designated for {{K|s}}moothing and {{K|e}}ngraving to improve the appearance and value of the wall.  These tasks are carried out by dwarves with the [[stone detailing]] labor activated.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Walls can be built ''en masse''. To do this, use the {{K|b}}uild -&amp;gt; {{K|C}}onstruction -&amp;gt; {{K|w}}all command. The keys {{K|u}},{{K|m}},{{K|k}} and {{K|h}} are used to change size. Walls may be built on any square which does not already contain a structure, provided your dwarves can reach an adjacent square (this includes building a wall over empty air next to a floor, allowing for the construction of inverted pyramids). Diagonals cannot be built from, nor will they support constructions.&lt;br /&gt;
&lt;br /&gt;
The important thing to remember is that all walls, floors and anything built with the {{K|b}}-{{K|C}} keys are LIFO - &amp;quot;Last In, First Out&amp;quot;. That means that the very last designation you make will be the very first thing your builders will work on next! Once you master this concept, it can be used to your advantage, but only if you can plan ahead.&lt;br /&gt;
&lt;br /&gt;
It is also important to remember that you cannot build on top of a constructed floor, but you can build a wall on top of another constructed wall, even though the upper surface of a wall is otherwise indistinguishable from a constructed floor. &lt;br /&gt;
&lt;br /&gt;
Constructed walls cannot be engraved, but can be carved into [[fortification]]s ({{K|d}}esignate - c{{K|a}}rve fortifications). Unlike constructed fortifications, those created from walls retain an implied [[floor]] on the level above. As usual, the fortifications will block movement, but not [[liquid]]s or small objects such as [[bolt]]s.&lt;br /&gt;
&lt;br /&gt;
Normal walls are considered 'rough'. By using [[stone]], [[glass]], [[wood]], or [[metal]] [[block]]s, higher quality constructions can be built with increased value.  This can be particularly important when trying to maximize the value of a [[noble|noble]]'s [[room]].&lt;br /&gt;
&lt;br /&gt;
As with all [[construction]]s, the material used dictates which [[labor]] is required to perform the construction.&lt;br /&gt;
&lt;br /&gt;
When building walls, your builders will carry the material to the job site themselves. A useful tip when building [[megaproject|large projects]] is to first make a stockpile nearby, and only allow one type of material in it. After it fills up, build only as many constructions as there are items in the stockpile. Wait for your haulers to refill the stockpile, then build the next section of the project.&lt;br /&gt;
&lt;br /&gt;
When constructing a wall over a walkable tile, the constructing dwarf will move any items in the tile prior to construction. When constructing a wall over an unwalkable tile (such as a tree top) any items stuck in the tile will be destroyed when the construction is completed.&lt;br /&gt;
&lt;br /&gt;
=== Building Walls in damp conditions ===&lt;br /&gt;
When trying to build walls in damp conditions (such as when getting through an Aquifer in a soil layer), you need to make sure that the area to be built on *and* the area the dwarf needs to stand on to build from are at 1/7 or 0/7 when you set the order to build the wall.&lt;br /&gt;
&lt;br /&gt;
If the area the dwarf needs to stand on is 2/7 when the wall is designated to be built, then the dwarf will try to build the wall by standing in the space the wall will occupy, and will never complete the work.&lt;br /&gt;
&lt;br /&gt;
If there are multiple areas, then at least one must be at 1/7, and the dwarf may ignore those which were at 2/7 or greater, even if they subsequently drop to 1/7 or dry out entirely.&lt;br /&gt;
&lt;br /&gt;
== Removing Walls ==&lt;br /&gt;
&lt;br /&gt;
To remove a wall, open the {{Key|d}}esignations menu and select {{Key|n}} Remove Construction. This task will be carried out by any unoccupied dwarf, including [[children]] and [[noble]]s.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Walls do not have any effect on [[Noise|noise]].&lt;br /&gt;
* If a wall that is the only support for a structure is removed, it will [[Cave-in|collapse]], most likely hurting any dwarves on or around it.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*Dwarves have a bad habit of attempting to construct walls from the wall's tile. This results in an error message &amp;quot;[[Main:Dwarf cancels construction of Wall: Creature occupying site|Dwarf cancels construction of Wall: Creature occupying site]]&amp;quot;, and the construction of the wall will be suspended. See the link above for an explanation and workarounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Constructions}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wagon&amp;diff=204792</id>
		<title>Wagon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wagon&amp;diff=204792"/>
		<updated>2014-07-09T03:44:27Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (w: 1/127)&lt;/p&gt;
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{{creaturelookup/0|contrib=no|death=item|item=Wagon wood|wiki=yes}}&lt;br /&gt;
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{{buggy}}&lt;br /&gt;
''(For information on the wagon carrying your goods during embark, see [[Wagon (embark)]].)''&lt;br /&gt;
----&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Traps currently block wagons -- hiding these screenshots which suggest otherwise&lt;br /&gt;
[[Image:Depot alley.png|thumb|right|A depot in the fortress, with a narrow, trapped accessway.]]&lt;br /&gt;
[[Image:Depot accessible.png|thumb|right|Composite image of depot access screen.  Strategically arranged walls and natural obstacles (boulders) force wagons to enter and exit the map immediately to the east of the depot.]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Wagons''' are special &amp;quot;creatures&amp;quot; used by [[Human]] and [[Dwarf|Dwarven]] [[caravan]]s. Wagons have a much greater hauling capacity than pack animals, increasing the imported goods available to your fortress and the capacity for exported goods.  Unfortunately, wagons require specific accommodations to reach your fortress: wagon-accessible paths must be three tiles wide, extend from natural-land tiles at the screen border to your [[trade depot]], and cannot contain [[trap]]s or [[pressure plate]]s.  If wagons are unable to find a path to your trade depot (or if you have not built a depot at all), they will bypass your site and you will only be able to trade for what is available on the merchants' pack animals. &lt;br /&gt;
&lt;br /&gt;
Wagons '''cannot''' move through [[trap]]s, [[pressure plate]]s, [[door]]s (even if the doors span an area ordinarily wide enough for the wagon to pass) or cross upward or downward [[stair]]s, though wagons can move across downward stairs covered by a (closed) [[hatch cover]].  Obstructing [[boulder]]s must be smoothed ( {{K|d}} - {{K|s}} ), and [[tree]]s must be cut down ( {{K|d}} - {{K|t}} ).  [[Shrub]]s do not obstruct wagons, and neither do [[ramp]]s, [[bridge]]s, [[road]]s, or [[floor]] tiles. (However, ramps covered by a [[Hatch cover|hatch]] do obstruct.)  The impassable tiles of [[workshop]]s and other buildings will obstruct, but the passable tiles of those buildings will not.  Any other buildings which are normally passable, including [[restraint]]s, will not obstruct wagons either, nor will creatures (except other wagons). A drained [[murky pool]] tile will block trade depot access; paving over the tile  (and optionally removing the road/floor) will allow wagons to cross it. To keep trees and boulders from growing and blocking a path, you should build roads, bridges, or floor tiles over any [[soil]] tiles that make up part of the path.  &lt;br /&gt;
&lt;br /&gt;
Ramps can be used by wagons to adjust [[z-level]] elevation. Note that wagons use different rules for movement on ramps - namely, they are able to ascend a ramp to a raised floor over empty space, but cannot cross the line of ramps while remaining at the same level.  With some careful design it is possible to make bridges that control depot accessibility without actually allowing anything to cross them, or paths that can be traversed only by wagons but not dwarves or ''vice versa''.&lt;br /&gt;
&lt;br /&gt;
After a trade depot is built, you can use {{K|D}} to check wagon accessibility. The decisive element is that you see the 'depot accessible' message on the right. Accessibility is calculated from your depot towards the map edges; even though you see a green area around your depot, it may not be accessible from outside. You need to make sure the path extends all the way to some edge of the map. The display is somewhat misleading in that a one tile wide green path is sufficient for the 3 tile wide wagons; the green {{Raw Tile|W|2:2:1}}s represent only the ''center'' of a wagon although the whole 3x3 can fit around it - so a three-tile wide path, which can fit a wagon, will only show up as one-tile wide line of {{Raw Tile|W|2:2:1}}s.  When the route they would take goes over hills (ramps), it's hard to eye whether it is continuous all the way to the edge of the map, so be sure you see the words &amp;quot;depot accessible&amp;quot; on the depot access screen.&lt;br /&gt;
&lt;br /&gt;
As long as you have a three-tile wide path to the depot that reaches ''any'' natural-land tiles at the edge of the map, wagons will be able to reach the depot.  If there is only one path they can take, they will take that path.  You can force them to enter and exit the map in an exact spot -- preferably very near your depot -- by erecting walls or digging channels so that all paths but the one you want them to take are blocked. Note that all caravans will prefer to enter the map at a wagon-accessible point, so this can also be used for [[Elf|Elven]] caravans as well.&lt;br /&gt;
&lt;br /&gt;
Wagons will not appear on non-natural surface tiles at a map edge (such as a &amp;quot;bridge to nowhere&amp;quot;), though they can sometimes be encouraged to leave the map edge in such a manner. Wagons will also delay appearing at the map edge if their intended location is currently blocked by any other creature.&lt;br /&gt;
&lt;br /&gt;
Wagons which are destroyed, abandoned, or scuttled will leave behind a unique type of wood: wagon wood. Since they count as creatures, dead wagons can be [[memorial]]ized (though a [[ghost]]ly wagon has not yet been observed).{{cite talk/this|Wagon death, list in deceased list and memorialization bug reproduction}}&lt;br /&gt;
&lt;br /&gt;
==Wagon-only entrances==&lt;br /&gt;
Wagons are able to navigate through certain entrances which other (walking) creatures cannot.  Specificially, wagons can climb ramps that walking creatures consider to be &amp;quot;unusuable&amp;quot;.  By building a set of ramps which are exclusively unusable, you can send wagons on a direct route, while filtering all other traffic through your trap-covered route.  &lt;br /&gt;
&lt;br /&gt;
An example: [http://www.bay12forums.com/smf/index.php?topic=125977.0]:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
[#0ff]Z[#0ff]{{=}}[#0ff]0    [#0ff]Z[#0ff]{{=}}[#0ff]1&lt;br /&gt;
▓+++▓  ▓▓▓▓▓&lt;br /&gt;
▓▲▲▲▓  ▓▼▼▼▓&lt;br /&gt;
▓+++▓  ▓+++▓&lt;br /&gt;
▓▓▓▓▓  ▓+++▓&lt;br /&gt;
▓+++▓  ▓+++▓&lt;br /&gt;
▓▲▲▲▓  ▓▼▼▼▓&lt;br /&gt;
▓+++▓  ▓▓▓▓▓&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Another example, which uses slightly less space.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
[#0ff]Z[#0ff]{{=}}[#0ff]-[#0ff]1   [#0ff]Z[#0ff]{{=}}[#0ff]0     &lt;br /&gt;
▓▓▓▓▓  ▓+++▓ &lt;br /&gt;
▓+++▓  ▓+++▓  &lt;br /&gt;
▓▲▲▲▓  ▓▼▼▼▓  &lt;br /&gt;
▓+++▓  ▓+++▓  &lt;br /&gt;
▓▓▓▓▓  ▓+++▓  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Wagons can become &amp;quot;stuck&amp;quot; in obstacles.{{bug|5418}}&lt;br /&gt;
*Wagon pathing problems can result in caravan collisions.{{bug|5687}}&lt;br /&gt;
*It's possible for a dwarf to have a preference for &amp;quot;wagon wood&amp;quot;.{{Bug|3676}}&lt;br /&gt;
*It is possible for a wagon to be listed as &amp;quot;deceased&amp;quot; after removing it.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Version_number&amp;diff=204791</id>
		<title>Version number</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Version_number&amp;diff=204791"/>
		<updated>2014-07-09T03:44:23Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (v: 11/19)&lt;/p&gt;
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[[Main:Toady|Tarn Adams]] assigns a '''version number''' for every [[Main:Dwarf Fortress|Dwarf Fortress]] release. Recent version numbers contain three number sections defining the release information. The older format contained four - see the older versions of this page for more information.&lt;br /&gt;
&lt;br /&gt;
# The first number is how many hundreds of core components have been completed.&lt;br /&gt;
# The second number is the total number of [http://www.bay12games.com/dwarves/dev.html core] components completed.&lt;br /&gt;
# The third number is increased by one for each &amp;quot;minor&amp;quot; release (one that does not advance the core components completed, usually a bug-fix release) of a version.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
v0.34.11, the 11th minor release of the version of Dwarf Fortress with 34 core components complete.&lt;br /&gt;
{| style='width: 25em; margin: 1em auto; border-spacing: 0; text-align: center'&lt;br /&gt;
|-&lt;br /&gt;
| colspan='3' |&lt;br /&gt;
| colspan='2' style='font-size: 200%; padding: 0.2em; border-bottom: 3px solid #999; background: #eeeeee' | 0&lt;br /&gt;
| colspan='1' style='font-size: 200%; padding: 0' | .&lt;br /&gt;
| colspan='2' style='font-size: 200%; padding: 0.2em; border-bottom: 3px solid #9df; background: #eef5ff' | 34&lt;br /&gt;
| colspan='1' style='font-size: 200%; padding: 0' | .&lt;br /&gt;
| colspan='2' style='font-size: 200%; padding: 0.2em; border-bottom: 3px solid #db8; background: #fff5ee' | 11&lt;br /&gt;
| colspan='2' |&lt;br /&gt;
|-&lt;br /&gt;
| style='height: 1em' |&lt;br /&gt;
| colspan='2' style='border-bottom: 1px solid #999' |&lt;br /&gt;
| style='border-right: 1px solid #999; border-bottom: 1px solid #999' |&lt;br /&gt;
| style='border-left: 1px solid #999' |&lt;br /&gt;
| |&lt;br /&gt;
| style='border-right: 1px solid #9df' |&lt;br /&gt;
| style='border-left: 1px solid #9df' |&lt;br /&gt;
| |&lt;br /&gt;
| style='border-right: 1px solid #db8' |&lt;br /&gt;
| style='border-left: 1px solid #db8; border-bottom: 1px solid #db8' |&lt;br /&gt;
| colspan='2' style='border-bottom: 1px solid #db8' |&lt;br /&gt;
| style='height: 1em' |&lt;br /&gt;
|-&lt;br /&gt;
| style='border-right: 1px solid #999; height: 1em' |&lt;br /&gt;
| style='border-left: 1px solid #999; border-top: 1px solid #999' |&lt;br /&gt;
| colspan='2' style='border-top: 1px solid #999' |&lt;br /&gt;
| colspan='2' |&lt;br /&gt;
| style='border-right: 1px solid #9df; height: 1em' |&lt;br /&gt;
| style='border-left: 1px solid #9df' |&lt;br /&gt;
| colspan='2' |&lt;br /&gt;
| colspan='2' style='border-top: 1px solid #db8' |&lt;br /&gt;
| style='border-right: 1px solid #db8; border-top: 1px solid #db8' |&lt;br /&gt;
| style='border-left: 1px solid #db8; height: 1em' |&lt;br /&gt;
|-&lt;br /&gt;
| colspan='2' style='padding: 0.25em; border: 2px solid #999; background: #eeeeee' | Fewer than 100 '''core''' components complete&lt;br /&gt;
| width='2em' |&amp;lt;div style='width: 1.5em'&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| colspan='8' style='padding: 0.25em; border: 2px solid #9df; background: #eef5ff' | 34 '''core''' components completed&lt;br /&gt;
| width='2em' |&amp;lt;div style='width: 1.5em'&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| colspan='2' style='padding: 0.25em; border: 2px solid #db8; background: #fff5ee' | 11th '''minor''' release&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Venom&amp;diff=204790</id>
		<title>Venom</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Venom&amp;diff=204790"/>
		<updated>2014-07-09T03:44:21Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (v: 9/19)&lt;/p&gt;
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'''Venom''' is a naturally-occurring poison that will cause a [[syndrome]] in certain creatures when certain conditions are met, typically when entering the [[blood]] via a [[serpent man]] or [[Giant cave spider|giant cave spider bite]]. It is produced by certain critters according to their [[raw file]], and may be [[extracts|extracted]] and stored in [[vial]]s. Currently, there is no known means of administering venom, but it may still be purchased or sold.&lt;br /&gt;
&lt;br /&gt;
Some megabeasts also have venomous bites.&lt;br /&gt;
&lt;br /&gt;
See [[Syndrome]] for a list of various venomous varmints.&lt;br /&gt;
&lt;br /&gt;
{{Category|Creature attributes}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Vampire&amp;diff=204789</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Vampire&amp;diff=204789"/>
		<updated>2014-07-09T03:44:20Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (v: 3/19)&lt;/p&gt;
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'''Vampires''' {{Tile|Ñ|4:0}} are [[night creature]]s that feed on blood, cursed during [[world generation]] by profaning against their [[Deity|gods]]. In [[fortress mode]], they occasionally appear in migrant waves and hide themselves amongst your dwarves. Vampirism can be further spread by [[thirst|drinking]] either vampire [[blood]] or [[water]] contaminated by said vampire blood.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Vampires, like other [[night creature]]s, are created during [[world generation]]. Every once in a while a deity will curse a worshiper who smites their temple or otherwise offends them, cursing them to become either a vampire or [[werebeast]]. Only [[human]] and [[dwarf|dwarven]] civilizations worship gods, and thus only their members can become vampires. By far most vampires will be human or dwarven, but since civilizations can have members not of their foundation race, the occasional vampiric [[goblin]] or [[elf]] will also occur. The amount of vampires created during world generation is closely related with world size, population, and history.&lt;br /&gt;
&lt;br /&gt;
Vampires are much more powerful than normal humanoids, possessing enhanced speed, strength, stamina, and pain resistance in combat, don't need [[food|food]], do not need to breathe (and thus cannot drown), and never get [[sleep|drowsy]]. They do, however, get thirsty, albeit not in the normal way; vampires thirst for warm fresh [[blood]], and will suck [[unconscious]] [[creature]]s (usually others of their own kind) dry given the chance, usually killing them. In the rare case that the victims survive and recover, they will not remember what happened to them, and may very well fall victim once more. It appears that when a vampire feeds successfully they receive a large happiness boost.&lt;br /&gt;
&lt;br /&gt;
Vampires do not [[age]], and most vampires live for hundreds or even thousands of years. Thus all but the youngest vampires are more [[skill]]ed and more experienced than their peers, spurred on by the countless lives detailed on their [[kill list]]s and they are hiding their true identities. This makes them natural candidates for leadership, and thus vampiric [[monarch]]s are a not uncommon sight atop [[civilization]]s, which do not seem to wonder as to how their king has been alive for so many centuries.&lt;br /&gt;
&lt;br /&gt;
Younger vampires stalk the streets of towns and cities, indistinguishable from the average mortal, and drink the blood of unsuspecting innocents. Elder vampires, those with power and ambition, mislead the gullible and power-hungry into forming vampire cults dedicated to worshipping and feeding their master. Should a vampire rise to a position of power in mortal society, it may deign to expose itself and impose a rule of tyranny upon the subjects who so unknowingly elevated it to power.&lt;br /&gt;
&lt;br /&gt;
None of your seven starting dwarves will ever be vampires, nor will [[child]]ren or babies, [[caravan]]s, [[siege]]s{{verify}}, [[ambush]]es{{verify}}, [[outpost liaison]]s{{verify}}, or [[thief|thieves]]{{verify}}, but any of the rest of your dwarves can be. (Foreign diplomats can be vampires, and will be labeled as such.)&lt;br /&gt;
&lt;br /&gt;
== Habits ==&lt;br /&gt;
Vampires are secretive and, for better or for worse, a fairly common occurrence. Many fortresses can expect to see a vampire resident by the time they hit a population of 80, and some may see two or more. Vampires arrive with a false name and hide their true name and kill list until they are discovered. They act as do any other dwarves, except for differences too small to notice easily in any sizable population&amp;lt;sup&amp;gt;[which?]&amp;lt;/sup&amp;gt;, performing jobs which are assigned to them and generally acting as expected. They can be [[military|drafted]], assigned to [[burrow]]s, be given [[room]]s (but do not claim them{{verify}}), and own items. They do not, however, eat, drink or sleep.&lt;br /&gt;
&lt;br /&gt;
The most important difference is that when they go [[on break]]s they will use them for drinking the blood of dwarves that they catch sleeping. If any tame animals somehow fall asleep (for instance, via a syndrome), vampires will drink their blood as willingly as they will a dwarf's. If a vampire is in the military and has current station orders he may ignore them and search out a victim, still displaying 'station'. If the orders are canceled they will switch to 'on break'.&lt;br /&gt;
&lt;br /&gt;
If vampires are caught in the act of draining a victim, their crime will be reported in the [[justice]] [[menu|screen]] as murder (they will not, however, stop drinking when caught). If only the corpse is discovered, the crime will be labeled as a murder sans suspects, and the player can accuse dwarves of the act. Even in the case that someone is accused, be aware that the deceitful vampire is capable of framing others for its crimes to send suspicion away for a time. &lt;br /&gt;
&lt;br /&gt;
If a vampire is killed, the corpse will bear the original name of the creature rather than that of the dwarf who was seen to die, which might lead to some confusion among managers of such things. A [[coffin]] will be designated for burial of the vampire's cover identity, with the corpse bearing the original name entombed in it. Memorial slabs will be dedicated to the vampire's original name.&lt;br /&gt;
&lt;br /&gt;
== Identification ==&lt;br /&gt;
It might be smart to scan the [[thoughts and preferences]] screens of incoming migrants before welcoming them to their new home, as a safety measure; it really sucks when you don't discover you have a vampire until ''after'' they've drained your only legendary [[armorsmith]] of blood.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is suddenly pale or faint for no explained reason is a good but rare indicator that a vampire is around. He was most likely fed upon by a vampire, but survived. Dwarven [[corpse]]s being discovered &amp;quot;drained of blood&amp;quot; are more common; a vampire fed upon them and killed them, and their body was discovered. These dwarves should be buried well, lest an axe-crazy [[ghost]] arise from their death. Dwarves inexplicably going missing for more than a week are another indicator, although this might be the result of dwarven stupidity (e.g. falling down a [[well]], walking off a [[waterfall]], etc.) as well.&lt;br /&gt;
&lt;br /&gt;
Once you suspect you have a vampire, you probably want to know who it is. There are a number of good indicators of a vampire and the more points a dwarf hits, the more likely he is, indeed, a vampire. The difficult vampires to identify are young ones, as they have not had time to build up the indicators that are obvious on older bloodsuckers.&lt;br /&gt;
&lt;br /&gt;
Firstly, there are the consequences of their age. Vampires tend to be high in multiple (4-5+) [[social skill|social]], high in at least one [[military]] [[skill]], and &amp;quot;great&amp;quot; or better in at least one domestic skill. The biggest indicator of a vampire in v0.34.11 is that they will almost always have more skills (10-15+ easily) at Novice or better than any of your other dwarves. If your new Great Hunter is also a Novice Milker, Shearer, Farmer, Tanner, Carpenter, Stonecrafter, Furnace Operator, Soap Maker, Fisherdwarf, Fish Cleaner, and Fish Dissector... they're almost certainly a vampire. They also tend to have very long lists of [[Thoughts and preferences#Civilization membership|group associations]], on the order of dozens, far more than your normal dwarves. They have abnormally long lists of [[relationships|relations]] and often many, many children, but none of them are present in the fortress (in stark contrast to the spouses, children and siblings whom most dwarves will share their home with). If they are married to a dwarf that is not present in the fortress, this should be treated as especially strong evidence. Note, however, that lacking relatives within the fortress is not a good indicator of being a vampire.&lt;br /&gt;
&lt;br /&gt;
Their [[Personality trait|personality]] can also be scrutinized for abnormalities. Their biographies may indicate that they &amp;quot;have the appearance of somebody who is (x) years old,&amp;quot; a very good indicator of a vampire in cases where they have too many children or too many civilization associations to be that young. As vampires do not eat, sleep, or drink, they will never have recent thoughts about meals, drinks, beds, dining rooms, or chairs, leaving their thoughts especially bare and suspicious. In the case of vampires who have been in the fort for a while, a comment may be added to the effect that &amp;quot;s/he could really use a drink,&amp;quot;  &amp;quot;s/he has not had a drink in far, far too long,&amp;quot; or &amp;quot;can't even remember the last time s/he had some.&amp;quot; This is an indicator that they need blood. In any case, if alcohol is available, it makes an excellent distinguishing mark.&lt;br /&gt;
&lt;br /&gt;
There are two &amp;quot;normal&amp;quot; ways to be absolutely sure a dwarf is a vampire. The first is to catch them in the act; the dwarf will be clearly marked for the duration of the attack (i.e. Urist McUrist, Vampire on the [[unit list]], in red). A vampire does not mind if the player is currently &amp;quot;watching&amp;quot; or even following it. The second is to have a dwarf witness the event happening. This will permanently uncover their identities, but almost always results in a dead dwarf first. More arcane are indicators based on their physical abilities; vampires with injured guts do not [[vomit]], vampires with injured lungs have no problem &amp;quot;breathing&amp;quot;, and submerged vampires will not [[drown]] (evoking the concept of an olden witch test for finding vampirism). Technically being undead, animated corpses will not evoke cancellation spam when a vampire sees them. An easy (albeit, [[cheating|cheap]]) way of screening migrants is to send them through a hallway with a zombie on the other side of fortifications/windows in clear sight. Normal dwarves will run away from the horrible sight of a harmless zombie but vampire dwarves will walk right through.&lt;br /&gt;
&lt;br /&gt;
Feeding is treated as a job by the game, and thus appears in the Job List with the text 'On Break' in cyan. It is possible that the genuine 'On Break' (teal) and the fake 'On Break' (cyan) occupy different positions in the Job List.&lt;br /&gt;
&lt;br /&gt;
Looking at the [[deity|deities]] that the dwarf believes in (in the {{k|r}}elationships screen) can be quite helpful.  As long as only &amp;quot;cursed&amp;quot; vampires immigrate (and not blood drinking ones), one of the deities of a vampire should have a &amp;quot;cursed the dwarf [untrue alias] . . .&amp;quot;  Lacking this clause in their deities seems to be a clear sign that you do ''not'' have a vampire.  This non-bugged way of checking a vampire is linked to the &amp;quot;cheap&amp;quot; bugged way of checking of vampires, which is described in the final paragraph.&lt;br /&gt;
&lt;br /&gt;
Then there are the (in Dwarf Fortress, inevitable) bugged ways. As mentioned in the [[#Bugs|bugs]] section, vampires can be discovered and identified in [[statue]]s and [[engraving]], through their refusal to claim [[bed]]rooms, through [[pet|adoption events]], and through [[weapon]] [[kill list]]s. Additionally, if you have the vampire on follow, their title will change from their usual one (&amp;quot;Dwarf A&amp;quot;) to &amp;quot;Dwarf A Vampire&amp;quot; when they are doing certain activities.&lt;br /&gt;
&lt;br /&gt;
There are a few &amp;quot;cheap&amp;quot; ways as well. If you use [[DF2012:Utilities#Dwarf Therapist|Dwarf Therapist]], dwarves will be listed by their true name there, and if you find a dwarf on the games' unit screen that is not in the Dwarf Therapist list, or the other way round, you know you've got a vampire. [[DF2012:Utilities#DFHack|DFHack]] has a special command, &amp;quot;cursecheck,&amp;quot; which returns the count of cursed creatures on a tile, and will report vampires. Checking out a drained dwarf in [[Legends]] mode will tell you that &amp;quot;In the year Z X was drained of all blood by Y.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To see if a vampire was cursed by a deity that it worships, look under the &amp;lt;s&amp;gt;vampire's&amp;lt;/s&amp;gt; dwarf's relationships and view the deities that are listed. Give the dwarf a nickname and, when viewing the deity relationship, it will say: &amp;quot;In the [season description] of [year], [deity] cursed the dwarf vampire [nickname you chose] [dwarf's original name] to prowl the night in search of blood in [original location]&amp;quot;. Since the nickname applies retroactively, this is a sure way to identify a vampire that happens to worship the deity that cursed it. This method is very tedious when looking at many suspects, and may apply to only a small fraction of vampires, so you should probably use it after trying the more obvious signs (like many former associations, or tags after &amp;quot;needs alcohol to get through the working day&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Defense ==&lt;br /&gt;
Vampires attack and drink from dwarves who are sleeping, so one defense is to force all dwarves to sleep and meet in the same room, increasing the likelihood of eyewitnesses catching the monster in the act. Curiously, even if convicted of a vampiric murder, a vampire will not necessarily be killed, but given a normal justice penalty such as temporary imprisonment. If you want to get rid of him/her you will have to take [[justice]] into your own hands and introduce the leech to a pit of lava, bottomless pit, arena fight, dropping tower, or other elimination method of your choice. This can be facilitated through the use of burrows, but you will need to be fast when using those because vampires do ''not'' respect burrow restrictions if they decide to get another [[Blood|drink]]. However, one must take care that the vampire is properly memorialized because even the ghosts of vampires will seek out your sleeping citizens and kill them.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
If you can correctly identify a vampire and isolate it from the rest of your population, you can make use of them without fear of blood feedings. A lone vampire in a sealed room will never die of hunger or thirst, doesn't need to sleep, and will never age. The only way a vampire can die (without your vengeful intervention) is in combat or through syndromes. Sealing it somewhere prevents those. The only remaining risk is that the vampire may turn mad eventually, which without access to other dwarfs to [[relationships|relate to]] shouldn't be very likely. Even [[insanity]] is not the end for a vampire - since they remain physically needless, an insane vampire can still live forever, and non-berserk insane vampires remain citizens of your fort. They will be completely unusable for any work, but a locked-up melancholic or stark raving mad vampire is just as immortal as a sane one and can't be elected mayor. If they get loose, they will not drain your citizens of blood, but melancholic vampires may attempt to end their own existence, given the opportunity.&lt;br /&gt;
&lt;br /&gt;
Once you have your sealed vampire, your fortress becomes effectively eternal, since the vampire will always be alive even if the infamous [[Losing|fun]] claims your entire population. Be wary of [[ghost]]s, though, as they are the only being capable of reaching your vampire's eternal prison. Simply wait for the fun to pass and new immigrants to repopulate your otherwise abandoned fort.&lt;br /&gt;
&lt;br /&gt;
Consider placing a chair and table in your vampire's sealed room and making them an undead accountant. As they have nothing to do but sit around for eternity, once they get their skills up, they may make exceedingly effective [[manager]]s/[[record keeper]]s. Work orders and stockpile updates currently seem to be psychically transmitted from the desk of the dwarf assigned to those labors, so entombing them in their office isn't an issue.  However, vampire dwarves are still alcoholics, yet cannot drink anything but blood; the resulting job performance penalty from the &amp;quot;can't even remember the last time he/she had some&amp;quot; level of [[Drink|alcohol withdrawal]] significantly reduces the usefulness of vampires in this sort of role.&lt;br /&gt;
&lt;br /&gt;
A cloistered vampire can also be used as a sleepless, un-eating and drinking dwarf who is always ready for some [[pull lever|lever pulling]], even if the rest of your dwarves die. With all that said, having an eternally cloistered vampire is not without drawbacks.  As vampires do not drink, yet are still alcohol-dependent, they will eventually suffer performance penalties and take longer breaks.  This can have fatal consequences if you need the lever to keep the goblin siege outside pulled ''now''.  Since dwarves get unhappy [[thought]]s from having their clothes rot away, a vampire that's been naked for years is quite prone to [[tantrum]]ing or going [[insanity|insane]], which can lead to [[Fun|even worse outcomes]] should he be assigned to the lever room.  Of course, you could drop him some clothes from a chute, but what fun is that when there are [[cave-in|other]] [[dwarven atom smasher|things]] to drop from above? Or you could assign the vampire to a squad and supply him with a set of armor, as armor doesn't wear out. Another way to mitigate cloistered vampire unhappiness is to convict them of one or more of their murders after they've been sealed in; they will eventually derive happiness from having their punishment &amp;quot;delayed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Vampires do increase their stats like other dwarves, so that a weak vampire may be easily upgraded into a mighty one by using him as a miner or easily trained into a legendary swimmer. A vampire craftsdwarf may be burrow-limited to his workshop plus a stockpile or a miner restricted to specific mining levels, avoiding any other miners. It will be safe, if all of the miners have separate, assigned bedrooms.&lt;br /&gt;
&lt;br /&gt;
If a vampire gets injured enough to lose teeth and control of their limbs, the vampire may be in and out of the [[hospital]] frequently for a long time which gives your medical team lots experience fast. This can be very useful if the [[biome]] and [[surroundings]] make it so the hospital doesn't see too many patients.&lt;br /&gt;
&lt;br /&gt;
If you have no better idea you can use a vampire to explore the caverns; they are usually good fighters with military experience and will not run off to refill their waterskin.&lt;br /&gt;
&lt;br /&gt;
So, in general, when under control, vampires tend to be much more useful and valuable than most of your non-bloodsucking dwarves. Without access to any sleeping places or hospitals, they tend to be totally harmless to other dwarves.&lt;br /&gt;
&lt;br /&gt;
== Unfortunate accidents ==&lt;br /&gt;
Although keeping a single vampire in eternal solitary confinement can be a bonus for any fortress, it is always important to be capable of killing them whenever necessary (especially if the peasants unwittingly elect one as their leader and an [[unfortunate accident]] becomes necessary). However, vampires have certain abilities which will make it more difficult to properly take care of them - they cannot drown, and their physical strengths could make them tougher to kill with regular weapons. Fortunately, they are not resistant to [[Dwarven atom smasher|high-tech particle physics experimentation]].&lt;br /&gt;
&lt;br /&gt;
==Playing as a vampire==&lt;br /&gt;
By drinking the blood of a vampire in adventure mode, you immediately become a vampire. You will be able to feed on other creatures by using {{k|e}} and choosing the &amp;quot;Feed&amp;quot; option on an unconscious target. On becoming a vampire, Strength, Agility and Toughness are doubled.  Physical attributes such as endurance are still able to increase after becoming a vampire.&lt;br /&gt;
&lt;br /&gt;
*Note: The game does not give you any confirmation that you have become a vampire. {{version|0.34.11}} The only way to make sure that you have transformed is to wait for twenty-four hours (enough time for any regular mortal to hunger for food.) until you get thirsty, which should show up eventually. To get rid of the thirsty tag, you MUST drink directly from another living knocked out, unconscious or sleeping creature. This could lead to hazardous mishaps if you're discovered/if the victim awakes, unless you beat your victim senseless first. Once you have fed on an unsuspecting victim, you will have a red icon denoting you are a vampire next to your name.&lt;br /&gt;
&lt;br /&gt;
Due to such conditions, it is relatively impossible to quench your thirst (on any member of a civilization) without antagonizing any of your companions, and even if you don't have any, there's still that chance that your victim might wake up in the middle of your feast and effectively set a whole civilization against you. One way to counter this is to raid goblin/bandit camps, concentrating on one lone weak unit far from any comrades, beat them till they give in to pain (but not to death) and then feed on them directly. You can do the same with wildlife, although some of them may be more aggressive and most might die too quickly. You can also try to strangle your foes; they instantly pass out and will not die unless you keep on strangling them for a long time. For instructions on chokeholds, see the [[Wrestler#Chokehold and strangling|relevant article]]. Another solution is finding some indoor place with people inside and Sleep so you wake up while they are sleeping. Your companions go wait outside while you sleep, so you have a brief time-window to suck someone who is asleep.&lt;br /&gt;
&lt;br /&gt;
After becoming a vampire, you become invincible to zombies, since you're now a night creature. It is usually preferred to raid a necromancer tower alone, because bringing companions will only get them killed, and your agility when you become a vampire will rise drastically anyway, causing you to outrun them. This increased agility will also give you better odds against bogeymen and night trolls, since you'll be quicker than both.&lt;br /&gt;
&lt;br /&gt;
Playing as a vampire is a strong advantage, assuming you can manage your bloodthirst. The most convenient method of drinking blood is to wield a blunt weapon such as a mace: as long as you don't strike the head, enemies rarely bleed out or suffocate from blunt damage and it's easy to force them to give into the pain. Interestingly, your allies don't seem to care if you drink blood from enemies, and blood can be drunk in a single turn in combat (occasionally killing the creature, depending on its size and your thirst). Vampire bloodthirst shows up less often than normal thirst, and can usually be sated in a single feeding from a human-sized opponent. Feeding from smaller animals, such as dingos, is possible but multiple feedings may be necessary.&lt;br /&gt;
&lt;br /&gt;
Vampires, as noted before, do not need to eat, nor drink (normal fluids), nor sleep. As an adventurer, this is a huge advantage, as you don't need to stop, or worry about carrying consumables. As long as there's living, pain-feeling enemies, you can feed. Vampires also do not need to breathe and do not tire. They can swim as long as necessary and cannot drown, even to the extent of being able to swim oceans. A sufficiently skilled and armed vampire is essentially immortal for all intents and purposes.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
=== Finding the Vampire ===&lt;br /&gt;
&lt;br /&gt;
Finding a vampire in Adventure mode is quite simple.&lt;br /&gt;
&lt;br /&gt;
# Get a quest to kill a Vampire. Just keep doing quests and one will come along eventually.&lt;br /&gt;
# Get to the village/town where the vampire is said to be.&lt;br /&gt;
# Once at the village/town, ask a random villager or citizen about service. He/she will tell you of the vampire and mention where to start looking. Unfortunately, a vampire lurking in a city's sewers may be much harder to find as citizens will only tell you to look in the &amp;quot;sewers&amp;quot;, which can get rather large and twisty.&lt;br /&gt;
# Use process of elimination to locate the correct house. In each new house ask a villager about service. Pay attention to what direction villagers say to begin looking in each time you ask one about service until you find a villager inside a house that doesn't mention a direction in their service dialogue. That house contains the vampire.&lt;br /&gt;
# You may accuse everyone in that house of being a night creature until you find him, but in most cases, you will be able to recognize the vampire by his flashing sprite. He will announce his true name and become hostile to everyone around him.&lt;br /&gt;
&lt;br /&gt;
=== Killing the Vampire ===&lt;br /&gt;
&lt;br /&gt;
Vampires in Adventure Mode that are in hiding always wield the basic knife all villagers wield and basic clothing. They may also wear jewellery. Their lousy weapons make them a lower threat than you might think. Old vampires with large kill lists still may not be all that effective in combat, since most of their kills are likely stealthy, non combat kills a la Fortress Mode vampires.&lt;br /&gt;
&lt;br /&gt;
Vampires don't breathe or feel pain, so don't bother trying to strangle them or trying to use blunt weapons. Instead just slice them up with something edged, so they rapidly bleed to death, try to decapitate them or use wrestling to break their weapon arm and then finish them off at your leisure.&lt;br /&gt;
&lt;br /&gt;
Vampires attack anyone around them once exposed, so if  you like you can allow him to begin attacking random civilians and target him while he's busy or even allow them to weaken him.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Dwarven vampires remain dependent on alcohol but will not drink anything except blood in fortress mode, so inevitably end up showing symptoms of [[Alcohol#Consequences of a Sober Fortress|alcohol withdrawal]]. This has not been acknowledged as a bug. {{bug|5189}}&lt;br /&gt;
* Statues and engravings may identify dwarves as vampires before it is common knowledge, and may even depict them sucking blood.{{bug|5209}}&lt;br /&gt;
* Likewise, [[pet]]s adopted by vampires will identify them as vampires in the adoption [[announcement]].{{bug|5942}}&lt;br /&gt;
* Vampires do not bother claiming bedrooms, which doesn't help their disguise.{{bug|5642}}&lt;br /&gt;
* Weapon kill lists identify vampires.{{bug|5635}}&lt;br /&gt;
* Soldiers will not attack vampires caught red-handed, and can be fooled by their counter-accusations.{{bug|5087}}&lt;br /&gt;
* Even though vampires do not need to eat, if you abandon a fortress with a vampire citizen, legends mode will still report &amp;quot;In the &amp;lt;season&amp;gt; of &amp;lt;year&amp;gt; the dwarf vampire &amp;lt;vampire's name&amp;gt; starved to death in &amp;lt;fortress name&amp;gt;&amp;quot; (Bug not yet reported due to account creation issues.)&lt;br /&gt;
* Drinking blood permanently lowers one's speed, due to uninhibited tooth and muscle growth.{{bug|5231}}&lt;br /&gt;
&lt;br /&gt;
{{category|humanoids}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Valley_herb&amp;diff=204788</id>
		<title>Valley herb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Valley_herb&amp;diff=204788"/>
		<updated>2014-07-09T03:44:17Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (v: 1/19)&lt;/p&gt;
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{{plantlookup/0|uses=&lt;br /&gt;
* [[Food]]&lt;br /&gt;
|other_products=&lt;br /&gt;
* [[Golden salve]]}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''valley herb''' is somewhat hard to gather, for it grows only in [[temperate]] [[grassland]]s, and only in [[Calendar|spring]]. It is edible when cooked, but its main use is in producing [[golden salve]]. It has no [[seed|seeds]]. This plant can be collected by [[plant gathering]]. Unlike most other gathered plants, only a single valley herb will be gathered from a shrub.&lt;br /&gt;
&lt;br /&gt;
[[Elf|Elven]] and [[Human]] caravans may offer valley herbs for trade in stacks of 5, assuming their nations have access to the proper biome; this large stack size makes them ideal for processing into golden salve, as a single stack will yield a trade good worth 2,500☼ (plus the value of the vial).&lt;br /&gt;
&lt;br /&gt;
* Plant value: 10&lt;br /&gt;
* Extract value: 100&lt;br /&gt;
* Seasons: Spring&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Crop|List of crops]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Using_bins_and_barrels&amp;diff=204787</id>
		<title>Using bins and barrels</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Using_bins_and_barrels&amp;diff=204787"/>
		<updated>2014-07-09T03:44:15Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (u: 10/11)&lt;/p&gt;
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Ordinarily, each item or stack (e.g. ≡Dwarven Ale Stew [12]≡) of items occupies one space of [[stockpile]] room. You can consolidate stockpile space by building [[bin]]s, [[barrel]]s and [[large pot|pots]] that can hold many items at once. Barrels and pots store [[food]] and [[alcohol]]; bins can store many types of smaller items, such as [[finished goods]], [[metal]] [[bar]]s, [[ammo]], and [[gem]]s. Building a steady supply of [[container]]s helps reduce the space you need for storage.&lt;br /&gt;
&lt;br /&gt;
==Food Storage==&lt;br /&gt;
&lt;br /&gt;
Food can be stored in [[barrel]]s and [[large pot|pots]]. Each barrel can hold up to 30 total units of food; each large pot can hold up to 60 total units. Each unit in a stack counts towards the total storage.&lt;br /&gt;
&lt;br /&gt;
Foods will only be stored together if they're from the same category.  For example, dwarves will never mix plants and meat in the same barrel.&lt;br /&gt;
&lt;br /&gt;
One thing to note about storing seeds is that [[bag]]s are required to put seeds in. These bags will then be placed inside the barrel or pot. Otherwise, the dwarves'll end up with one seed per tile - quite inefficient![http://www.bay12forums.com/smf/index.php?topic=79168.msg2055095#msg2055095]&lt;br /&gt;
&lt;br /&gt;
==Drink Storage==&lt;br /&gt;
&lt;br /&gt;
[[Alcohol]] must be [[brewer|brewed]] into either a barrel or pot; container storage limitations are not enforced for brewing, so stacks of alcohol larger than 30 are allowed in both barrels and pots. &lt;br /&gt;
&lt;br /&gt;
There appears to be no way to empty a barrel or pot containing alcohol, short of forcing your dwarves to drink the rest.&lt;br /&gt;
&lt;br /&gt;
==Goods Storage==&lt;br /&gt;
&lt;br /&gt;
Most non-food items can be stored in [[bin]]s; the quantity allowed depends upon the items stored. Each bin can store up to 5 [[bar]]s or [[block]]s, while 30 or more small [[craft]]s may fit into a single bin. &lt;br /&gt;
&lt;br /&gt;
==Managing stockpiles directly==&lt;br /&gt;
&lt;br /&gt;
It is possible to set whether bins can be used in a stockpile with {{k|q}} → {{k|C}}/{{k|V}}. For barrels, {{k|E}} and {{k|R}} are used instead of C and V. By default, bins are used for Bar/[[Block]], ammo, gems, finished goods, [[cloth]] and [[leather]] stockpiles, and barrels are used for food stockpiles. Also by default, the stockpiles that use barrels or bins to store other items will permit a barrel or bin on each of their spaces. You can override this by specifying the maximum number of barrels and bins that an individual stockpile is allowed to utilize, using {{k|q}} → {{k|c}}/{{k|v}} and {{k|e}}/{{k|r}} to decrease and increase the limits.&lt;br /&gt;
&lt;br /&gt;
==Reserving containers for other tasks==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Reserved Barrels/Bins&amp;quot; is a global setting that reserves a certain number of barrels or bins, preventing them from being claimed by a stockpile until they are filled by a Workshop that requires their use. This feature is most often used to ensure that a fortress has ample empty barrels for the production of alcohol, although empty barrels are also necessary for other jobs. You can change this setting in the stockpile menu {{k|p}}. If there are 5 reserved barrels, no stockpile will claim an empty barrel until you have at least 6 lying around. In this way you can ensure that jobs like making alcohol always have free barrels available.&lt;br /&gt;
&lt;br /&gt;
In the case of barrels necessary for producing alcohol and [[dwarven syrup]], they do not have to be located on a [[furniture]] stockpile. This is because the &amp;quot;Store Item in &amp;lt;container&amp;gt;&amp;quot; task only looks at furniture stockpiles for available containers. Normal production tasks behave as mentioned earlier, they will just grab the nearest barrel. You can exert some limited control over this by setting a number of reserved barrels; however, you cannot set where these barrels will be.&lt;br /&gt;
&lt;br /&gt;
Though it is possible to reserve bins, there is no advantage in doing so, as no workshop tasks require empty bins.&lt;br /&gt;
&lt;br /&gt;
==Barrel Reassignment==&lt;br /&gt;
&lt;br /&gt;
If you have a limited number of barrels and pots (possibly due to a lumber and stone shortage because you're playing in a [[Fun]] place like the tundra) and your food stockpile is using too many barrels and you need some for booze, or if for some reason the opposite is true, you can force the dwarves through a series of steps to have the barrels switch from one stockpile to another.  Assume you have too much barrelled food and you need barrels for booze.  First, designate a small [[Activity_zone#Garbage_Dump|garbage dump]] zone nearby.  Then set the maximum barrel limit on the food stockpile way down--possibly to zero.  Don't worry, the existing barrels won't be dumped as a result.  Now view a barrel and then once inside, view each individual food item and set it to {{k|d}} for dump (but do not dump the barrel itself).  The dwarves will take the food from the barrel and throw it into the garbage zone, and once the barrel is empty they will immediately move it to a furniture stockpile because the food stockpile barrel limit is exceeded already.  Now you have a free barrel with which to [[brewing|brew]].  You can reclaim the food from the garbage dump now, and the dwarves will do what they can to store it.  Be warned that this might end up being on the floor in the stockpile which could attract flies.  Remember to set the barrel limit on the food stockpile back up to some reasonable level if you get your hands on some new barrels.&lt;br /&gt;
&lt;br /&gt;
A faster way to dump the contents of a barrel or bin is to use designations. {{k|d|b|d}}, then select the barrels or bins you wish to dump. The container and all of its contents will be dumped separately. Then simply {{k|d|b|c}} to reclaim the items once they are in the dump.&lt;br /&gt;
&lt;br /&gt;
==Barrel and bin material==&lt;br /&gt;
Heavy barrels and bins slow down hauling, so it is wise to make them from light materials when possible. Even the heaviest types of [[wood]] are lighter than any metal (excluding [[adamantine]]) - the wood of [[feather tree]]s is the best of all. As an alternative, you can place small &amp;quot;feeder&amp;quot; [[stockpile]]s that disallow barrels/bins and link them to larger storage stockpiles nearby to greatly reduce the distance traveled while carrying a heavy container.&lt;br /&gt;
&lt;br /&gt;
[[Metal]] barrels are supposedly better for food stockpiles because they resist [[vermin]]; unfortunately there is no good way to convince your dwarves to allocate metal barrels for food storage aside from using them exclusively.&lt;br /&gt;
&lt;br /&gt;
The material of the container also determines whether the container is [[fire-safe]] and [[magma-safe]].&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Category|Stockpiles}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Unit_type_token&amp;diff=204786</id>
		<title>Unit type token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Unit_type_token&amp;diff=204786"/>
		<updated>2014-07-09T03:44:14Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (u: 7/11)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}&lt;br /&gt;
For use with various [[entity token]]s, as well as in graphical tilesets.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! #&lt;br /&gt;
! Token&lt;br /&gt;
! Unit Type&lt;br /&gt;
|-&lt;br /&gt;
|0||MINER||Miner&lt;br /&gt;
|-&lt;br /&gt;
|1||WOODWORKER||Woodworker&lt;br /&gt;
|-&lt;br /&gt;
|2||CARPENTER||Carpenter&lt;br /&gt;
|-&lt;br /&gt;
|3||BOWYER||Bowyer&lt;br /&gt;
|-&lt;br /&gt;
|4||WOODCUTTER||Woodcutter&lt;br /&gt;
|-&lt;br /&gt;
|5||STONEWORKER||Stoneworker&lt;br /&gt;
|-&lt;br /&gt;
|6||ENGRAVER||Engraver&lt;br /&gt;
|-&lt;br /&gt;
|7||MASON||Mason&lt;br /&gt;
|-&lt;br /&gt;
|8||RANGER||Ranger&lt;br /&gt;
|-&lt;br /&gt;
|9||ANIMAL_CARETAKER||Animal caretaker&lt;br /&gt;
|-&lt;br /&gt;
|10||ANIMAL_TRAINER||Animal trainer&lt;br /&gt;
|-&lt;br /&gt;
|11||HUNTER||Hunter&lt;br /&gt;
|-&lt;br /&gt;
|12||TRAPPER||Trapper&lt;br /&gt;
|-&lt;br /&gt;
|13||ANIMAL_DISSECTOR||Animal dissector&lt;br /&gt;
|-&lt;br /&gt;
|14||METALSMITH||Metalsmith&lt;br /&gt;
|-&lt;br /&gt;
|15||FURNACE_OPERATOR||Furnace operator&lt;br /&gt;
|-&lt;br /&gt;
|16||WEAPONSMITH||Weaponsmith&lt;br /&gt;
|-&lt;br /&gt;
|17||ARMORER||Armorer&lt;br /&gt;
|-&lt;br /&gt;
|18||BLACKSMITH||Blacksmith&lt;br /&gt;
|-&lt;br /&gt;
|19||METALCRAFTER||Metalcrafter&lt;br /&gt;
|-&lt;br /&gt;
|20||JEWELER||Jeweler&lt;br /&gt;
|-&lt;br /&gt;
|21||GEM_CUTTER||Gem cutter&lt;br /&gt;
|-&lt;br /&gt;
|22||GEM_SETTER||Gem setter&lt;br /&gt;
|-&lt;br /&gt;
|23||CRAFTSMAN||Craftsman&lt;br /&gt;
|-&lt;br /&gt;
|24||WOODCRAFTER||Woodcrafter&lt;br /&gt;
|-&lt;br /&gt;
|25||STONECRAFTER||Stonecrafter&lt;br /&gt;
|-&lt;br /&gt;
|26||LEATHERWORKER||Leatherworker&lt;br /&gt;
|-&lt;br /&gt;
|27||BONE_CARVER||Bone carver&lt;br /&gt;
|-&lt;br /&gt;
|28||WEAVER||Weaver&lt;br /&gt;
|-&lt;br /&gt;
|29||CLOTHIER||Clothier&lt;br /&gt;
|-&lt;br /&gt;
|30||GLASSMAKER||Glassmaker&lt;br /&gt;
|-&lt;br /&gt;
|31||POTTER||Potter&lt;br /&gt;
|-&lt;br /&gt;
|32||GLAZER||Glazer&lt;br /&gt;
|-&lt;br /&gt;
|33||WAX_WORKER||Wax worker&lt;br /&gt;
|-&lt;br /&gt;
|34||STRAND_EXTRACTOR||Strand extractor&lt;br /&gt;
|-&lt;br /&gt;
|35||FISHERY_WORKER||Fishery worker&lt;br /&gt;
|-&lt;br /&gt;
|36||FISHERMAN||Fisherman&lt;br /&gt;
|-&lt;br /&gt;
|37||FISH_DISSECTOR||Fish dissector&lt;br /&gt;
|-&lt;br /&gt;
|38||FISH_CLEANER||Fish cleaner&lt;br /&gt;
|-&lt;br /&gt;
|39||FARMER||Farmer&lt;br /&gt;
|-&lt;br /&gt;
|40||CHEESE_MAKER||Cheese maker&lt;br /&gt;
|-&lt;br /&gt;
|41||MILKER||Milker&lt;br /&gt;
|-&lt;br /&gt;
|42||COOK||Cook&lt;br /&gt;
|-&lt;br /&gt;
|43||THRESHER||Thresher&lt;br /&gt;
|-&lt;br /&gt;
|44||MILLER||Miller&lt;br /&gt;
|-&lt;br /&gt;
|45||BUTCHER||Butcher&lt;br /&gt;
|-&lt;br /&gt;
|46||TANNER||Tanner&lt;br /&gt;
|-&lt;br /&gt;
|47||DYER||Dyer&lt;br /&gt;
|-&lt;br /&gt;
|48||PLANTER||Planter&lt;br /&gt;
|-&lt;br /&gt;
|49||HERBALIST||Herbalist&lt;br /&gt;
|-&lt;br /&gt;
|50||BREWER||Brewer&lt;br /&gt;
|-&lt;br /&gt;
|51||SOAP_MAKER||Soap maker&lt;br /&gt;
|-&lt;br /&gt;
|52||POTASH_MAKER||Potash maker&lt;br /&gt;
|-&lt;br /&gt;
|53||LYE_MAKER||Lye maker&lt;br /&gt;
|-&lt;br /&gt;
|54||WOOD_BURNER||Wood burner&lt;br /&gt;
|-&lt;br /&gt;
|55||SHEARER||Shearer&lt;br /&gt;
|-&lt;br /&gt;
|56||SPINNER||Spinner&lt;br /&gt;
|-&lt;br /&gt;
|57||PRESSER||Presser&lt;br /&gt;
|-&lt;br /&gt;
|58||BEEKEEPER||Beekeeper &lt;br /&gt;
|-&lt;br /&gt;
|59||ENGINEER||Engineer&lt;br /&gt;
|-&lt;br /&gt;
|60||MECHANIC||Mechanic&lt;br /&gt;
|-&lt;br /&gt;
|61||SIEGE_ENGINEER||Siege engineer&lt;br /&gt;
|-&lt;br /&gt;
|62||SIEGE_OPERATOR||Siege operator&lt;br /&gt;
|-&lt;br /&gt;
|63||PUMP_OPERATOR||Pump operator&lt;br /&gt;
|-&lt;br /&gt;
|64||CLERK||Clerk&lt;br /&gt;
|-&lt;br /&gt;
|65||ADMINISTRATOR||Administrator&lt;br /&gt;
|-&lt;br /&gt;
|66||TRADER||Trader&lt;br /&gt;
|-&lt;br /&gt;
|67||ARCHITECT||Architect&lt;br /&gt;
|-&lt;br /&gt;
|68||ALCHEMIST||Alchemist&lt;br /&gt;
|-&lt;br /&gt;
|69||DOCTOR||Doctor&lt;br /&gt;
|-&lt;br /&gt;
|70||DIAGNOSER||Diagnoser&lt;br /&gt;
|-&lt;br /&gt;
|71||BONE_SETTER||Bone doctor&lt;br /&gt;
|-&lt;br /&gt;
|72||SUTURER||Suturer&lt;br /&gt;
|-&lt;br /&gt;
|73||SURGEON||Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|74||MERCHANT||Merchant&lt;br /&gt;
|-&lt;br /&gt;
|75||HAMMERMAN||Hammerman&lt;br /&gt;
|-&lt;br /&gt;
|76||MASTER_HAMMERMAN||Hammer lord&lt;br /&gt;
|-&lt;br /&gt;
|77||SPEARMAN||Spearman&lt;br /&gt;
|-&lt;br /&gt;
|78||MASTER_SPEARMAN||Spearmaster&lt;br /&gt;
|-&lt;br /&gt;
|79||CROSSBOWMAN||Crossbowman&lt;br /&gt;
|-&lt;br /&gt;
|80||MASTER_CROSSBOWMAN||Elite crossbowman&lt;br /&gt;
|-&lt;br /&gt;
|81||WRESTLER||Wrestler&lt;br /&gt;
|-&lt;br /&gt;
|82||MASTER_WRESTLER||Elite wrestler&lt;br /&gt;
|-&lt;br /&gt;
|83||AXEMAN||Axeman&lt;br /&gt;
|-&lt;br /&gt;
|84||MASTER_AXEMAN||Axe lord&lt;br /&gt;
|-&lt;br /&gt;
|85||SWORDSMAN||Swordsman&lt;br /&gt;
|-&lt;br /&gt;
|86||MASTER_SWORDSMAN||Swordmaster&lt;br /&gt;
|-&lt;br /&gt;
|87||MACEMAN||Maceman&lt;br /&gt;
|-&lt;br /&gt;
|88||MASTER_MACEMAN||Mace lord&lt;br /&gt;
|-&lt;br /&gt;
|89||PIKEMAN||Pikeman&lt;br /&gt;
|-&lt;br /&gt;
|90||MASTER_PIKEMAN||Pikemaster&lt;br /&gt;
|-&lt;br /&gt;
|91||BOWMAN||Bowman&lt;br /&gt;
|-&lt;br /&gt;
|92||MASTER_BOWMAN||Elite bowman&lt;br /&gt;
|-&lt;br /&gt;
|93||BLOWGUNMAN||Blowgunner&lt;br /&gt;
|-&lt;br /&gt;
|94||MASTER_BLOWGUNMAN||Master blowgunner&lt;br /&gt;
|-&lt;br /&gt;
|95||LASHER||Lasher&lt;br /&gt;
|-&lt;br /&gt;
|96||MASTER_LASHER||Master lasher&lt;br /&gt;
|-&lt;br /&gt;
|97||RECRUIT||Recruit&lt;br /&gt;
|-&lt;br /&gt;
|98||TRAINED_HUNTER||Hunting animal&lt;br /&gt;
|-&lt;br /&gt;
|99||TRAINED_WAR||War animal&lt;br /&gt;
|-&lt;br /&gt;
|100||MASTER_THIEF||Master thief&lt;br /&gt;
|-&lt;br /&gt;
|101||THIEF||Thief&lt;br /&gt;
|-&lt;br /&gt;
|102||STANDARD||Peasant&lt;br /&gt;
|-&lt;br /&gt;
|103||CHILD||Child&lt;br /&gt;
|-&lt;br /&gt;
|104||BABY||Baby&lt;br /&gt;
|-&lt;br /&gt;
|105||DRUNK||Drunk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following tokens are also permitted in tilesets:&lt;br /&gt;
&lt;br /&gt;
Entity link:&lt;br /&gt;
*MEMBER (not useful)&lt;br /&gt;
*FORMER_MEMBER (not useful)&lt;br /&gt;
*MERCENARY (not useful)&lt;br /&gt;
*FORMER_MERCENARY (not useful)&lt;br /&gt;
*SLAVE&lt;br /&gt;
*FORMER_SLAVE&lt;br /&gt;
*PRISONER&lt;br /&gt;
*FORMER_PRISONER&lt;br /&gt;
*ENEMY (not useful)&lt;br /&gt;
*CRIMINAL&lt;br /&gt;
*POSITION (any custom position such as BARON, OUTPOST_LIAISON, DRUID, etc.)&lt;br /&gt;
*HERO&lt;br /&gt;
*FORMER_POSITION (not useful)&lt;br /&gt;
&lt;br /&gt;
Site link:&lt;br /&gt;
*SHOPKEEPER&lt;br /&gt;
*SEAT_OF_POWER (not useful)&lt;br /&gt;
*HANGOUT (not useful)&lt;br /&gt;
*HOME_SITE_ABSTRACT_BUILDING (not useful)&lt;br /&gt;
*HOME_SITE_REALIZATION_BUILDING (not useful)&lt;br /&gt;
*LAIR (not useful)&lt;br /&gt;
*HOME_SITE_REALIZATION_SUL (not useful)&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Unit_list&amp;diff=204785</id>
		<title>Unit list</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Unit_list&amp;diff=204785"/>
		<updated>2014-07-09T03:44:13Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (u: 6/11)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
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&lt;br /&gt;
The '''unit list''' is [[menu]] screen which lists [[creature]]s on the map. It is accessible with {{k|u}}, and is subdivided into four separate screens, whose individual counts are visible at the top of the screen. All have four options: {{k|v}}iewing the creature, zooming to the {{k|c}}reature location, opening the {{k|m}}[[manager|anager]], and {{k|r}}emoving a job order (although this is currently only usable for actual citizens).&lt;br /&gt;
&lt;br /&gt;
The first and primary screen is the Citizens screen, which lists your dwarves according to their [[profession]]. Dwarves are ordered by category: [[mining]], [[carpentry]], [[stoneworker|stoneworking]], [[ranger]]s, [[metalsmith]]s, [[jeweler]]s, [[craftsdwarf|craftsdwarves]], [[fishery worker]]s, [[farmer]]s, [[peasant]]s, active-duty [[soldier]]s, [[children]], and finally [[children#Babies|babies]]. It shows the current [[job]] of each dwarf, highlighted in light blue; repeating tasks are additionally reported with a &amp;quot;/R&amp;quot; at the end, and joblessness is reported with a yellow &amp;quot;No Job.&amp;quot; Any [[administrator]]s will appear in purple where they would appear normally according to their profession. Position in the sublists is determined by the order at which the dwarves arrived. If the unit's name is flashing in this list, it means that they have attained [[legendary]] skill level.&lt;br /&gt;
&lt;br /&gt;
The second screen lists livestock. This is useful for quickly zooming to particular animals; most animal management actually happens in the animal [[status]] screen.&lt;br /&gt;
&lt;br /&gt;
The third lists &amp;quot;Other&amp;quot;. Any creatures that are neither dwarves nor dwarven livestock are listed under Other; this means that the list is populated by ''visible'' local [[biome|wildlife]] (there may be unseen creatures underground), [[caravan]] traders and guards (as well as their pack animals and for-sale animals), exposed [[thief|thieves]] and [[ambush]]es, the contents of [[siege]]s, and anything [[megabeast|really]] [[titan|scary]]. This list is most useful for zooming on their location, and lists a few statuses: wild animal ([[creature|wildlife]]), domesticated ([[pet]]s), domesticated (caged) (pets in [[cage]]s), hostile ([[thief|thieves]]), invader ([[ambush]]es), uninvited guest ([[werebeast]]s, [[megabeast]]s, and [[forgotten beast]]s), and friendly ([[trader]]s, the [[outpost liaison]], and caravan guards). This menu is important for keeping track of the local wildlife; regular looks may very well save you from a deadly [[giant lion]] attack.&lt;br /&gt;
&lt;br /&gt;
The final list is the Dead/Missing list, which keeps tabs on everything that entered the map and didn't leave. This is the best record of your [[hunting]] returns, siege rebuffs, [[unfortunate accident|accident]] victims, and battle casualties. As a dead or missing list, it reports either Deceased or Missing; the missing status will be tacked on the moment a dwarf goes missing, not a week later as with the [[announcement]], making it extremely useful for checking for [[vampire]]s. For fortresses with long histories, this list may very well be hundreds or even thousands of units long.&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Undead&amp;diff=204784</id>
		<title>Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Undead&amp;diff=204784"/>
		<updated>2014-07-09T03:44:11Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (u: 2/11)&lt;/p&gt;
&lt;hr /&gt;
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The '''animated dead''' (or '''undead''') {{Tile|Ñ|3:0}} are the bodies of formerly living creatures animated through fell magic. These [[night creature|night creatures]] can be created intentionally by a [[necromancer]] to serve him, or arise naturally from the dark energies of [[surroundings|evil regions]].&lt;br /&gt;
&lt;br /&gt;
==What is an undead?==&lt;br /&gt;
An undead may be formed of either the rotting husk or the bones and shell of a being. The former is considered a zombie, and the latter a skeleton. Although [[vampire]]s are no longer performing the bodily functions of a living being, they are not considered the &amp;quot;animated dead&amp;quot;, this term being reserved for a corpse which has begun to move and act on its own or by the will of another, but lacking any form of intelligence beyond a primitive urge to hunt and kill any living thing it can find. Where zombies and skeletons cannot think or behave in any sophisticated manner beyond &amp;quot;kill everything&amp;quot;, vampires are willful beings, generally indistinguishable from living persons (and capable of great deception to ensure that nobody learns about their condition). [[Ghost]]s are called Undead in-game, but they are also not considered animated dead (as they lack a corporeal form).&lt;br /&gt;
&lt;br /&gt;
As long as the remains of a creature contain a body part capable of grasping, be it a hand or head or the entire upper half, those remains can be animated. This can lead to animated hands and heads, which seems comical until you consider the implications of a swarm of such monstrosities and the havoc that they might wreak. Currently, even some parts of creatures which should be incapable of autonomous movement can be raised, such as the hair or skin. They are, however, predictably nonlethal, mostly serving as a B-movie terror monster to scare your dwarves into running around.. A body part can be resurrected as a zombie even if it has already done so and been de-animated again. It is important to realize that an endless horde of the undead may '''really''' be endless unless the root of the problem is destroyed, or in the case of evil regions, avoided entirely.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Undead retain the wounds that killed them in life, as well as any they have sustained since or from a temporary de-animation. Undead vary in levels of strength depending on their form. Certain types of animal are likely the most dangerous that it is common to encounter, and can have dangerous strength, speed, aggression, and piercing attacks. The undead of butcherable creatures can still be butchered once de-animated, as long as they have not rotted; doing so will prevent them from re-animating again.&lt;br /&gt;
&lt;br /&gt;
Larger undead with the BUILDINGDESTROYER tag can still destroy buildings, though undead with special attacks like webbing will not be able to use them. Undead thieves can still pick locks, but will not path to a locked door unless in pursuit of the living. If found underground, undead will usually path into a fort if they can.&lt;br /&gt;
&lt;br /&gt;
==Thralls, Husks, and Zombies==&lt;br /&gt;
Certain kinds of evil [[weather]] can instantly turn any [[syndrome]]-vulnerable creature into a bloodthirsty undead killer, opposed to all life.  These creatures are referred to be the sort of weather that transformed them, an identifier as a thrall, husk, or zombie, and their original creature name-- for example, a ''stray guineahen unholy gloom husk''.  The specific syndromes that generate these creatures are created at the time the world is generated, but vary only slightly from one another.  Some traits these creatures generally possess include:&lt;br /&gt;
*Severely increased [[attribute|strength and toughness]] and reduced [[speed]];&lt;br /&gt;
*Opposition to life;&lt;br /&gt;
*Lack of emotion, pain, thought, or need for sustenance or breath;&lt;br /&gt;
*Undead status (NOT_LIVING), sterility, and inability to attribute rust or gain.&lt;br /&gt;
&lt;br /&gt;
Because of the plethora of [[Creature token|tags]] added to these creatures, they are vulnerable only to beheading or bisection.  Because the interaction can happen without first killing the target, thrall-like creatures retain any armor or weapons they were carrying.  And, perhaps worst of all, they may still be contaminated with the material leading to the transformation, infecting those with whom they wrestle.&lt;br /&gt;
&lt;br /&gt;
==Destruction==&lt;br /&gt;
Different strategies are required to beat animated corpses and thralls, respectively.  Animated corpses are not difficult to destroy, but require unconventional tactics.  These undead have a hit point based damage system, and as such tend to collapse after a few hits.  Blunt weapons, being less likely to sever off parts, are the preferred weapons to use.  Axes and swords can cut apart the physical form of the undead; this, however, may be dangerous if the source of the undead is still active and present, as the more body parts are about, the more fodder for animation is present. In this case, it is wiser to either butcher the corpses (if they can be butchered), throw them into [[magma]], or [[dwarven atom smasher|pulverise them with a drawbridge]], which will destroy the bodies so thoroughly that they cannot be reanimated again. It should be noted that magma will not currently kill a zombie itself, however.&lt;br /&gt;
&lt;br /&gt;
Undead animals can be disposed of by cage-trapping them and trading them away to passing &amp;lt;s&amp;gt;merchants&amp;lt;/s&amp;gt; [[Elves]].&lt;br /&gt;
&lt;br /&gt;
[[Evil weather]] thralls are much more difficult to destroy.  You would not wish to attempt to kill them with puncture wounds, as their organs no longer serve them in any useful regard. Likewise, choking is ineffective against their lack of breath, and unlike corpses, blunt weapons will have next to no effect.  The '''only''' way to kill thralls in combat is decapitation and bisection, therefore axes and swords should be used.  If possible, and if no risk of infection is at hand, they should ideally be outnumbered by a ratio of ''at least'' two soldiers, as even a small wolf husk can easily bring down a single dwarf.&lt;br /&gt;
&lt;br /&gt;
The problem of confronting thralls directly is complicated by many factors: among them are their retainment of skills and equipment, and greatly increased strength and durability as compared to animated corpses.  Any thrall carrying a melee weapon or armour can dispatch a full squad in short order even with average combat skills, making direct confrontation an unwise choice.  Furthermore, due to a bug, it is not unheard of for dwarves to fight very small thralls for so long that they ''starve to death''. Worst of all is the possibility that, if the responsible evil cloud is in dust form, the thrall is still contaminated with whatever substance transformed it. If this is the case, any dwarves sent to fight the thrall will become thralls themselves if the thrall tries to wrestle them. From there, the new thralls might spread the contaminant further still, which can easily lead to a full-fledged zombie apocalypse. In these and other dire cases, it is often better to not fight them directly at all, instead resorting to traps, [[dwarven atom smasher|atom smashers]] and other indirect ways to neutralise them.  [[Magma]] doesn't kill thralls, so caged ones might require a creative way of destroying them, especially if they can destroy buildings.&lt;br /&gt;
&lt;br /&gt;
Reports have been made of zombies animated by the ambient evil of a region deanimating on their own when wandering away from such a vile place.&lt;br /&gt;
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==Undead Fun Facts==&lt;br /&gt;
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* Undead can animate from hauled corpses.&lt;br /&gt;
* Undead will not attack vampires.&lt;br /&gt;
* Undead will not attack inorganic enemies like the [[bronze colossus]].&lt;br /&gt;
* Undead risen from starved animals in cages are not caged.&lt;br /&gt;
* Undead attack all organic megabeasts as well as invaders, except necromancers (as their sorcery allows them to control undead easily).&lt;br /&gt;
* Creatures capable of evading traps or bypassing locked doors retain that ability as undead.&lt;br /&gt;
* Enthralled dwarves from your fortress are not affected by traps.&lt;br /&gt;
* Dwarves who like an animal will also enjoy that undead animal.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Dwarves will not report someone missing as dead even if the corpse is gnawing on their ear.&lt;br /&gt;
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Magma won't melt undead which makes evil biomes extremely difficult (and more fun). A workaround exists [http://www.bay12forums.com/smf/index.php?topic=115893.msg3580467#msg3580467] by adding a boiling point to body parts in the raws.&lt;br /&gt;
&lt;br /&gt;
Animated creatures can somehow become stuck in mid-air, and will not move at all, even if killed. Spatters of blood from the animated party also float in this manner. This has been known to occur in cases ranging from a deer's animated head to a goblin's partial skeleton.&lt;br /&gt;
&lt;br /&gt;
{{category|Creatures}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Unconscious&amp;diff=204783</id>
		<title>Unconscious</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Unconscious&amp;diff=204783"/>
		<updated>2014-07-09T03:44:10Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (u: 1/11)&lt;/p&gt;
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'''Unconscious''' is the state wherein a [[dwarf]] is unable to move or do anything of their own accord.  It's noted under the basic wounds screen ({{k|v}}iew creature -&amp;gt; {{k|w}}ounds).&lt;br /&gt;
&lt;br /&gt;
Dwarves can become unconscious for a variety of reasons.  The most common, of course, is that they're [[sleep]]ing. In combat an injured creature can fall unconscious as well. the most common reason is due to extreme pain from injuries. the amount of pain required to knock out a creature is based on its toughness attribute. [[Syndrome]]s can also cause periodic unconsciousness as one of their symptoms. Unconscious is different from [[Rest]]: dwarves that are unconscious will not heal from their injuries. Very often attacks that hit bones will cause unconsciousness if they chip a bone or worse, due to the high amount of pain [[Wound|bone fractures]] cause compared to other tissue.&lt;br /&gt;
&lt;br /&gt;
Anything that falls unconscious can be caught in a [[trap]], including creatures normally [[trapavoid|immune]] to them.  This includes Dwarves, who might decide to take their last nap ever on a tile with [[Trap_component|10 Giant Axe Blades]].&lt;br /&gt;
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{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Two-handed_sword&amp;diff=204782</id>
		<title>Two-handed sword</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Two-handed_sword&amp;diff=204782"/>
		<updated>2014-07-09T03:44:08Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (t: 125/129)&lt;/p&gt;
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&lt;br /&gt;
:''For a comparison of different weapons, see [[Weapon]].''&lt;br /&gt;
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&lt;br /&gt;
[[Image:German - Two-handed Sword - Walters 511335.jpg|right|thumb|450px|'''''Two-handed sword''''']]&lt;br /&gt;
A '''two-handed sword''' is an [[attack types|edged]] [[weapon]] that is three times the size of a [[short sword]], with five times the contact area. Two-handed swords have the same basic attacks as other swords, but benefit from increased damage potential at a cost of reduced usability. Two-handed swords can span up to 6 ft. in length, and, as the name implies, were intended for use with a two hand grip.  &lt;br /&gt;
&lt;br /&gt;
Two-handed swords use and train the [[swordsdwarf]] skill. As foreign weapons dwarves cannot [[forge]] two-handed swords, limiting supply to whatever low-[[quality]] specimens can be traded from human [[caravan]]s and scavenged from invaders. &lt;br /&gt;
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Due to the size of two-handed swords, most dwarves are unable to equip them. With height and broadness modifiers, some dwarves ''should'' be able to use a two-handed sword, and a select few might manage to do so one-handed. Unfortunately, due to a [[#Bugs|bug]], two-handed swords cannot currently be equipped by any 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 dwarves cannot equip two-handed swords.{{Bug|0005812}} See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this forum post] for details.&lt;br /&gt;
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&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Turquoise&amp;diff=204781</id>
		<title>Turquoise</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Turquoise&amp;diff=204781"/>
		<updated>2014-07-09T03:44:06Z</updated>

		<summary type="html">&lt;p&gt;BriessBot: Unrating page for DF2014 (t: 121/129)&lt;/p&gt;
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'''Turquoises''' are unremarkable low-value [[gem]]s found in [[igneous extrusive]] layers, [[granite]], and within clusters of [[kaolinite]].&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Turquoise.jpg|Rough turquoises&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>BriessBot</name></author>
	</entry>
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