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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Clevin</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Clevin"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Clevin"/>
	<updated>2026-05-19T04:19:14Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Olive&amp;diff=315946</id>
		<title>Olive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Olive&amp;diff=315946"/>
		<updated>2026-05-12T00:22:48Z</updated>

		<summary type="html">&lt;p&gt;Clevin: Update value link to item value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Treelookup/0&lt;br /&gt;
|graphic=macadamia_trunk_sprite.png&lt;br /&gt;
|product=olive_sprite.png&lt;br /&gt;
|sapling=olive_tree_sapling.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Olive''' is one of the many genera of [[tree]]s found above ground. Like the vast majority of above ground trees, olive [[wood]] is brown and produces brown products. Logs and leaves can be processed in a [[dyer's shop]] into woodland green [[dye]].&lt;br /&gt;
&lt;br /&gt;
Olive trees possess the third densest wood and the densest wood that isn't restricted to evil biomes or the deep caverns. This density makes olive wood a less optimal choice as a material for [[bin]]s and other goods that need to be hauled regularly. Elves armed with olive wood [[arrow]]s and [[weapon]]s are slightly more dangerous to civilian dwarves than those made from other types of wood.&lt;br /&gt;
&lt;br /&gt;
Olive fruit can be eaten raw, or can be pressed into olive [[oil]] and a unit of [[press cake|olive pomace]] at a [[screw press]].  Olives can be harvested by setting up a gathering [[zone]].&lt;br /&gt;
&lt;br /&gt;
Olive oil is much easier to produce than [[seed]] oils, as not only do olives not need to be [[milling|milled]] first, but a stack of them can also be [[pressing|pressed]] in a single job, occupying only one [[jug]].  On the other hand, compared to seeds, there's less [[Item value|value]] increase, and your supply of olives is limited to whatever you can [[herbalist|gather]] or [[trading|import]], whereas seeds are an often plentiful byproduct of [[farming]], which is infinitely scalable.&lt;br /&gt;
&lt;br /&gt;
Some [[Dwarf|dwarves]] [[Preferences|like]] olive trees for their ''oil-giving fruit''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Olivesfromjordan.jpg|thumb|center|300px|Admired for its ''oil-giving fruit''.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = losush&lt;br /&gt;
| elvish  = naye&lt;br /&gt;
| goblin  = dum&lt;br /&gt;
| human   = lunda&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{Category|Surface trees}}&lt;br /&gt;
[[Category:Dye sources]]&lt;/div&gt;</summary>
		<author><name>Clevin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Animal_trainer&amp;diff=313390</id>
		<title>Animal trainer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Animal_trainer&amp;diff=313390"/>
		<updated>2026-01-06T07:00:10Z</updated>

		<summary type="html">&lt;p&gt;Clevin: /* Training */ Fix animal training zone anchor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{v50_skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| graphic    = [[File:green_sprite_icon.png]]&lt;br /&gt;
| graphicmargin = 106px&lt;br /&gt;
| skill      = Animal Trainer&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Animal training]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Train [[dog|war animal]]&lt;br /&gt;
* Train [[dog|hunting animal]]&lt;br /&gt;
* Train large animal&lt;br /&gt;
* Train small animal&lt;br /&gt;
| workshop = [[Vermin catcher's shop]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Toughness&lt;br /&gt;
* Endurance&lt;br /&gt;
* Intuition&lt;br /&gt;
* Patience&lt;br /&gt;
* Empathy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Animal trainer''' is the skill associated with the '''animal training''' [[labor]]. An animal trainer works with [[animal]]s, either training wild ones or training certain species for war or hunting. They also train certain kinds of captured live [[vermin]].&lt;br /&gt;
&lt;br /&gt;
The Pets/Livestock tab of the citizen information menu ({{menu icon|u}}) has a list of all animals that belong to your civilization, and are tame, trained, or trainable. Each animal on the list can be assigned a trainer, who will then train (if needed) the animal, increase its training (if not already tame) or train it for war or hunting (if selected for hunting or training). Which animals are known and how well can be checked with the &amp;quot;Overall Training&amp;quot; button in the lower right corner of the &amp;quot;Pets/Livestock&amp;quot; tab. There is no way to tame a specific type of vermin.&lt;br /&gt;
&lt;br /&gt;
An [[Activity_zone#Animal_training|animal training zone]] or [[Activity_zone#Pen/Pasture|pasture]] is required for all training activities for animals. Taming vermin instead requires a [[vermin catcher's shop]].&lt;br /&gt;
&lt;br /&gt;
== Domesticating wild animals ==&lt;br /&gt;
=== Capture ===&lt;br /&gt;
[[File:animal_train_comic.png|thumb|200px|right|The butchers have it worse, they gotta 'obtain' the dogs' leather.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Art by p3ach_tea&amp;lt;/small&amp;gt;]]In order to train an animal, you must first have an animal to train, so before you can do any training, you must capture some wild animals. Which animals appear at your fortress (and thus which animals you can train, besides the [[Caverns|subterranean]] creatures that are randomly present) is dependent upon your [[surroundings]], which is in turn dependent upon the local [[biome]] or biomes, if your fortress overlaps multiple [[region]]s.&lt;br /&gt;
&lt;br /&gt;
Wild [[creature]]s can only be captured by [[cage trap]]s; as above-ground traffic is, as a rule, unrestricted, and as creatures can enter and exit the map from any direction, the only reliable way to force wildlife into your cages is to build a lot of them. The same is true of the [[caverns]], although since they are usually not nearly so expansive, capturing passing creatures is a little easier; on the other hand, you have to be much more worried about exposing your dwarves to the various subterranean nasties. Note that [[animal trap]]s are ''not'' used in this role, but are instead used by [[trapper]]s to capture live [[vermin]], and thus, surprisingly enough, trappers are not involved in the trapping of actual creatures.&lt;br /&gt;
&lt;br /&gt;
Just because you have a creature stowed away in your cages [[stockpile]], does not mean that it can be trained, as only creatures with the {{token|PET|c}} or {{token|PET_EXOTIC|c}} [[creature token]] can be trained. Most creatures have one of the two flags, but there are exceptions, notably some underground creatures. Sentient creatures (such as [[goblin]]s or [[animal people]]), [[forgotten beast]]s and [[titan]]s are among the creatures that can never be trained or tamed. Additionally, {{token|TRAPAVOID|c}} creatures ignore cage traps entirely. Captured [[siege|war]] [[mount]]s and any other [[name]]d enemies of your civilization can also be trained, but they will, regardless of training level, remain hostile to your civilization and will, if released from bondage, attack your units without mercy; even worse, these creatures [http://www.bay12forums.com/smf/index.php?topic=111357.0 may cause] a [[loyalty cascade]] if you order your [[military]] to deal with the situation.{{bug|6051}} To make use of captured creatures that you cannot or do not want to train, see [[live training]] and [[mass pitting]].&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
{| style=&amp;quot;text-align:center; float:right; margin:8px;&amp;quot; class=wikitable&lt;br /&gt;
! '''Designation'''&lt;br /&gt;
! '''Description''' &lt;br /&gt;
|-&lt;br /&gt;
| Wild || Not Tame&lt;br /&gt;
|-&lt;br /&gt;
| Semi-wild || Semi-wild&lt;br /&gt;
|-&lt;br /&gt;
| Trained || Trained&lt;br /&gt;
|-&lt;br /&gt;
| -Trained- || Well-trained &lt;br /&gt;
|-&lt;br /&gt;
| +Trained+ || Skillfully trained &lt;br /&gt;
|-&lt;br /&gt;
| *Trained* ||Expertly trained&lt;br /&gt;
|-&lt;br /&gt;
| ≡Trained≡ || Exceptionally trained &lt;br /&gt;
|-&lt;br /&gt;
| ☼Trained☼ || Masterfully trained &lt;br /&gt;
|-&lt;br /&gt;
| Tame || Tame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once you have a captured, trainable creature trapped in a cage, you can start training it. You will need an [[Zone#Animal Training|animal training zone]] and some [[plants]] or [[meat]] depending on whether the animal is herbivorous or carnivorous. To have your animal trainer begin training a wild animal, use {{menu icon|u}} to open the citizen information screen and select the animal menu. Scroll through the list until your captured wild animal is selected and use the whistle icon to set a trainer to train it. Note that if a caged animal is fed a plant, [[seed]]s will stay in the cage. This has no effect on training, but if you later release the animal, you will need to [[Activity zone#Garbage Dump|dump]] the seeds from the cage before it can be reused.&lt;br /&gt;
&lt;br /&gt;
The trainer will bring food to the cage and perform the initial training, setting the animal to one of the trained levels (see table at right). A fully wild animal must be trained from its cage, but once an animal has been initially trained and it is no longer wild, it may be safely released from its cage (and preferably assigned to an enclosed [[pasture]] or [[restraint]], to keep it hemmed in case problems arise later).&lt;br /&gt;
&lt;br /&gt;
A notable exception from &amp;quot;training levels&amp;quot; are animals which are a member of a species your civilization already has domesticated. Only a few of them can occur in the wild to be captured - e.g. [[water buffalo]] and [[turkey]]. Such creatures become fully tame upon the completion of training, and after that they will never require or receive training again, even if assigned to a trainer.&lt;br /&gt;
&lt;br /&gt;
Only wild animals can be trained in a cage. If you want your animal trainer to provide further training you must release the trained animal. Alternatively, with a difficult-to-train animal or a poor trainer, you may want to leave the animal in its cage. A caged animal will eventually revert to its wild state, at which point your trainer will perform the initial training again, safely giving your trainer experience and your civilization more knowledge about the animal. Note that {{token|GRAZER|c}}animals need a pasture to survive, and will die if left to linger in a cage for too long.&lt;br /&gt;
&lt;br /&gt;
The overall difficulty and time required to train an animal is roughly proportional to its [[List of creatures by pet value|pet value]]. As a general guideline, animals with pet values of less than 100 are easy to train, those with values of 100+ take some effort and a few years to train well, and creatures with pet values of 1000+ such as [[dragon]]s are very slow to train.&lt;br /&gt;
&lt;br /&gt;
Adult trained animals will slowly revert to their wild origins over time, and must be permanently scheduled for training (through the Pets/Livestock tab in [[Creatures menu]] {{menu icon|u}}) to ensure they remain friendly, through regular re-training. Trained animals have a quality associated to their training that affects how long they will retain composure before reverting to the wild, but which may have other effects as well. The last state an animal reaches before it becomes fully wild is semi-wild, which prompts an [[announcement]].&lt;br /&gt;
&lt;br /&gt;
Dwarves will instinctively know when their animal training partners need retraining, and will prioritize doing so, but will obviously not be able to if they are [[wound|injured]], experiencing a [[strange mood]], or are otherwise unable to reach their trainees. If you assign a single dwarf to an animal (Any available trainer is also an option) only that dwarf will ever attempt to train or retrain the creature, so care must be taken to keep your trainers healthy and available.&lt;br /&gt;
&lt;br /&gt;
Trading animals brought by [[merchants]] will immediately make them belong to the receiving party. This means that if another civilization brought them as tame animals, and you buy them, they will retain their tame status and will never revert to a wild state. This is also true when you seize the animals, or kill all the merchants. Note that killing all the merchants will '''not''' make the pack animals a part of your civilization, and will become &amp;quot;friendly&amp;quot; and wander around the map. Also, animals that become yours in this way will be in cages at first, so you will have to release them in some way. Due to a bug, the only way to do this is pasturing them and then removing them from the pasture. This is very important if they are grazers as they will starve due to the lack of grass in the cage.&lt;br /&gt;
&lt;br /&gt;
=== Animal knowledge ===&lt;br /&gt;
&lt;br /&gt;
When training animals that your [[civilization]] has never domesticated before, successful training will result in some knowledge being transferred to your civilization every time the dwarven [[caravan]] returns to the mountainhomes. Although a number of farm animals are domesticated by your civilization from the beginning of the game, your fortress cannot individually &amp;quot;civilization-level&amp;quot; domesticate a species.{{cite forum|169696/7990286}}{{cite forum|169696/8134419}}&lt;br /&gt;
&lt;br /&gt;
Every tame animal job increases overall fort training points for that animal by 10, and the fort training knowledge levels are attained at 30, 100, 250 and 500 (it zeroes points when it increases level).  War and hunting jobs are also worth 10 points, but a maintenance job is only worth 3. If your fort level is higher than the civ level for a given animal, 10 points of knowledge are transferred with each caravan that gets off the map (so it'd take 88 years worth of caravans to bring the civ all the way up to &amp;quot;expert&amp;quot;, but just 3 years to get every subsequent fort to start at &amp;quot;few facts&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The fort level of knowledge has a strong effect on in-fort training. When attempting to train an animal, a skill roll will be matched against a threshold that depends on animal knowledge.&lt;br /&gt;
For instance, if you know nothing about the animal, the animal training roll must be 30 to get past semi-wild and 100 to be masterfully trained (with 40/50/65/80 for the others). As you gain knowledge, the thresholds become lower and easier to attain:&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Few facts&amp;quot;: 20/30/40/60/70/90&lt;br /&gt;
*&amp;quot;Familiar&amp;quot;: 15/20/30/50/60/80&lt;br /&gt;
*&amp;quot;Knowledgeable&amp;quot;: 10/15/25/40/50/70&lt;br /&gt;
*&amp;quot;Expert&amp;quot;: 5/10/20/30/40/60&lt;br /&gt;
&lt;br /&gt;
The calculations for skill rolls are complicated, but by these numbers, your trainers are almost twice as good at expert-level fort knowledge, if they weren't already great trainers in their own right (in which case they'll probably crack 100 most times without help).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%; align:center&amp;quot;&lt;br /&gt;
! Announcement&lt;br /&gt;
! Training level in {{k|z}} screen&lt;br /&gt;
|-&lt;br /&gt;
| {{Gametext|The dwarves of (civ) now know a few facts about (animal) training.|cyan}}&lt;br /&gt;
| {{DFtext|A few facts|red}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Gametext|The dwarves of (civ) have attained a general familiarity with (animal) training methods.|cyan}}&lt;br /&gt;
| {{DFtext|General familiarity|yellow}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Gametext|The dwarves of (civ) are now quite knowledgeable (animal) trainers.|cyan}}&lt;br /&gt;
| {{DFtext|Knowledgeable|white}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Gametext|The dwarves of (civ) are now expert (animal) trainers.|cyan}}&lt;br /&gt;
| {{DFtext|Expert|cyan}}&lt;br /&gt;
|-&lt;br /&gt;
| {{center|-}}&lt;br /&gt;
|{{DFtext|Domesticated|lime}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Taming children ===&lt;br /&gt;
Animals who can be trained and possess a child state (allowed by the {{token|CHILD}} token) can produce a fully tamed population. Note that animals cannot get pregnant in cages (in fact, this is one of the ''few'' times they can't), so you'll have to move past the initial training stage to have them.&lt;br /&gt;
&lt;br /&gt;
Animals born from a partially-trained mother will not revert to a wild state while they are still children: for example, if a wild female [[wolf]] is captured and trained up to the +T+ level, and gives birth, the pups may forget this &amp;quot;inherited&amp;quot; training, but will never go lower than Semi-Wild while they're still pups. They can, and will, revert to a wild state when they become adult wolves, though going back to a fully wild state will still take some time after they've reached adulthood. The training level of the father does not count for anything when it comes to the child.&lt;br /&gt;
&lt;br /&gt;
Animal children always become fully tame upon receiving training ''once''. This not only allows making children of trained mothers fully tame, it also allows instant taming of caught animal children or of children born in captivity to fully wild mothers. Only children can be permanently tamed, and once the young animal grows up the opportunity for this will no longer be available.&amp;lt;sup&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; Once an animal child becomes fully tame, it will never require training again, nor will it receive any even if assigned to a trainer - this means taming children gives you a fully tame population at the cost of removing a source of experience from your trainers.&lt;br /&gt;
&lt;br /&gt;
Animals in ''Dwarf Fortress'' give birth in one of two ways, either with live birth, or by laying and incubating [[egg]]s. Child-bearing animals that give birth to their young is easy: with an adjacent male of the species, children may be conceived, inheriting their mother's pasture status in the process. Egg-layers are more complicated: The female must be adjacent to a male for fertilization, there must be an open constructed [[nest box]] for the female to occupy and lay a clutch of eggs in, and they and the mother must remain undisturbed during the process as the mother must incubate her eggs; even training is inadmissible. Thus the eggs must be [[forbid]]den and the mother should have her trainer de-assigned during the duration of her stay; they also will ''not'' inherit their mother's pasture status.&amp;lt;sup&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; The resultant children will have the taming status of their mother when they were ''laid'', not hatched.&lt;br /&gt;
&lt;br /&gt;
Creatures missing the {{token|CHILD}} token are considered adults at birth. Because of it, they can never be rendered fully tame and will require re-training for the rest of their lives {{bug|7983}}. Examples of such creatures include [[crundle]]s, [[giant cave spider]]s and [[hydra]]s. Previously [[dragon]]s could not be tamed, however with the release of the steam version, they were given the {{token|CHILD}} token and are now considered adults at age 10, thus allowing [[dragon]]s to be fully tamed by a fortress.&lt;br /&gt;
&lt;br /&gt;
==Animal AI==&lt;br /&gt;
If a trained animal is &amp;quot;stray&amp;quot;, that is, it's not a pet, it will (usually) wander around your fortress randomly, spending most of its time in meeting areas, and attacking any hostiles that it comes across or wild animals that are attacking citizens. Animals with the {{token|LARGE_PREDATOR}} token are somewhat more aggressive than animals lacking this token, and are more likely to attack hostiles, while animals with a {{token|BENIGN}} token will simply run away from any hostiles, which makes them useless for [[Attack|dwarven]] defense, but they can be used as arrow fodder to keep the enemy entertained while you're bunkering in. Grazing animals should be assigned to a [[pasture]] because they will otherwise starve to death.&lt;br /&gt;
&lt;br /&gt;
A pet or work animal, if not assigned to a pasture, will alternate between following its owner and visiting [[meeting area]]s. Should their owner die, the animal may instead be seen alternating between meeting areas and visiting the site of their death (even if their body is no longer there).&lt;br /&gt;
&lt;br /&gt;
==Hunting/War training==&lt;br /&gt;
Some trained animals can receive additional training for hunting or for war, for which you need a [[Zone#Animal_Training|training zone]] and a dwarf with the animal training labor enabled. Then you can go to your Pets/Livestock list and find your trainable animal. Trainable animals are those where you see either war training or hunting training icons in the middle column. If you wish you can also select a particular trainer to perform this task with the first icon in the column.&lt;br /&gt;
&lt;br /&gt;
Some domesticated animal juveniles, such as puppies, are unable to be trained until they reach adulthood, at which point they only need hunting/war training once in their training zone.&lt;br /&gt;
&lt;br /&gt;
===Train a hunting animal===&lt;br /&gt;
''This Animal hunts at will.''&lt;br /&gt;
&lt;br /&gt;
This requires an [[Cage|uncaged]] trainable animal with {{token|TRAINABLE|c}} or {{token|TRAINABLE_HUNTING|c}}, an animal training activity zone, and an animal trainer. Note that an animal that is in a pasture can only be trained if the zone is also in the same [[pasture]]. Hunting animals can be assigned to follow a hunter and assist in the hunting process; once assigned they cannot be unassigned. They are intrinsically faster and more agile than a regular animal, and can [[ambusher|sneak]] alongside their partner, but are not as strong as a war animal.&lt;br /&gt;
&lt;br /&gt;
=== Train a war animal ===&lt;br /&gt;
''This Animal is waiting for conflict.''&lt;br /&gt;
&lt;br /&gt;
This requires an [[Cage|uncaged]] trainable animal with {{token|TRAINABLE|c}} or {{token|TRAINABLE_WAR|c}}, an animal training activity zone, and an animal trainer. [[Pasture|Pastured]] animals can only be trained if the zone is located within their pasture. War animals are significantly stronger than their untrained counterparts; war dogs make excellent companions when starting a fortress, when you can't spare many dwarves for fighting.&lt;br /&gt;
&lt;br /&gt;
Like hunting animals, they can be assigned to individual dwarves the same way, and cannot be unassigned; combined with their strength, this makes them effective expendable bodyguards for any dwarf likely to see danger or who you feel is valuable enough to be worth protecting. Even if they fail to defeat an attacker, they can often buy their charge time to escape or for additional reinforcements to arrive.&lt;br /&gt;
&lt;br /&gt;
== Bonding ==&lt;br /&gt;
As animal trainers work with an animal, they may become [[Relationships|bonded]] to it (&amp;quot;formed a bond with an animal training partner&amp;quot;), and this relationship is visible in the dwarf's relationships screen. This happens even if the dwarf is not specifically assigned to the animal and appears to disregard training quality. The death of a bonded animal results in a bad thought for the trainer (&amp;quot;has lost an animal training partner to tragedy&amp;quot;), whose exact severity is unknown but fairly significant. It is unknown whether working with a bonded animal gives a happy thought similar to the one gained from talking to a friend.&lt;br /&gt;
&lt;br /&gt;
An animal trainer with a preference for the animal may adopt and name the animal at the time of training, even if the animal is not designated for adoption. This leaves the trainer highly susceptible to the bad &amp;quot;pet death&amp;quot; thought, renders the animal inedible, and eventually requires an extra coffin. It may be advisable to disable animal training on any trainer with such a preference, especially for war training.&lt;br /&gt;
&lt;br /&gt;
== Trainable war/hunting animals ==&lt;br /&gt;
The following creatures can be trained into war or hunting animals once they are tamed. Bigger animals ''tend'' to be stronger in combat. For comparison, an average adult dwarf is size 60,000.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Animal&lt;br /&gt;
! Size (cm³)&lt;br /&gt;
! Pet value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Bobcat]]&lt;br /&gt;
|8,000&lt;br /&gt;
|75&lt;br /&gt;
|Too small ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Mandrill]]&lt;br /&gt;
|20,000&lt;br /&gt;
|50&lt;br /&gt;
|^&lt;br /&gt;
|-&lt;br /&gt;
|[[Lynx]]&lt;br /&gt;
|25,000&lt;br /&gt;
|75&lt;br /&gt;
|^ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Ocelot]]&lt;br /&gt;
|25,000&lt;br /&gt;
|100&lt;br /&gt;
|^ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Dog]]&lt;br /&gt;
|30,000&lt;br /&gt;
|30&lt;br /&gt;
|^ ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Cheetah]]&lt;br /&gt;
|50,000&lt;br /&gt;
|200&lt;br /&gt;
|^ ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Leopard]]&lt;br /&gt;
|50,000 &lt;br /&gt;
|100&lt;br /&gt;
|^ ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Jaguar]]&lt;br /&gt;
|75,000&lt;br /&gt;
|100&lt;br /&gt;
|† ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Gorilla]]&lt;br /&gt;
|150,000&lt;br /&gt;
|500&lt;br /&gt;
|† ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant bat]]&lt;br /&gt;
|200,000&lt;br /&gt;
|750&lt;br /&gt;
|♪ Hunting only&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant cave swallow]]&lt;br /&gt;
|200,000&lt;br /&gt;
|700&lt;br /&gt;
|♪ Hunting only&lt;br /&gt;
|-&lt;br /&gt;
|[[Grizzly bear]]&lt;br /&gt;
|200,000&lt;br /&gt;
|500&lt;br /&gt;
|† ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Lion]]&lt;br /&gt;
|200,000 &lt;br /&gt;
|200&lt;br /&gt;
|† ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Tiger]]&lt;br /&gt;
|225,000&lt;br /&gt;
|200&lt;br /&gt;
|† ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant bobcat]]&lt;br /&gt;
|256,320&lt;br /&gt;
|500&lt;br /&gt;
|☼ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant mandrill]]&lt;br /&gt;
|341,800&lt;br /&gt;
|500&lt;br /&gt;
|☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant lynx]]&lt;br /&gt;
|377,750&lt;br /&gt;
|500&lt;br /&gt;
|☼ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant ocelot]]&lt;br /&gt;
|377,750&lt;br /&gt;
|500&lt;br /&gt;
|☼ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Polar bear]]&lt;br /&gt;
|400,000&lt;br /&gt;
|500&lt;br /&gt;
|☼ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant cheetah]]&lt;br /&gt;
|560,000&lt;br /&gt;
|200&lt;br /&gt;
|☼ ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant leopard]]&lt;br /&gt;
|560,000 &lt;br /&gt;
|100&lt;br /&gt;
|☼ ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant jaguar]]&lt;br /&gt;
|750,000&lt;br /&gt;
|100&lt;br /&gt;
|☼ ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Gigantic panda]]&lt;br /&gt;
|1,160,900&lt;br /&gt;
|1,000&lt;br /&gt;
|☼ ‼ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant grizzly bear]]&lt;br /&gt;
|1,700,000&lt;br /&gt;
|500&lt;br /&gt;
|☼ ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant lion]]&lt;br /&gt;
|1,700,000 &lt;br /&gt;
|200&lt;br /&gt;
|☼ ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant tiger]]&lt;br /&gt;
|1,900,000 &lt;br /&gt;
|200&lt;br /&gt;
|☼ ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Rhinoceros]]&lt;br /&gt;
|3,000,000&lt;br /&gt;
|500&lt;br /&gt;
|☼ ♪ ‼ ≈ War only&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant polar bear]]&lt;br /&gt;
|3,268,000&lt;br /&gt;
|500&lt;br /&gt;
|☼ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Jabberer]]&lt;br /&gt;
|4,500,000&lt;br /&gt;
|1,500&lt;br /&gt;
|☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Elephant]]&lt;br /&gt;
|5,000,000&lt;br /&gt;
|500&lt;br /&gt;
|☼ ‼ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave dragon]]&lt;br /&gt;
|15,000,000&lt;br /&gt;
|10,000&lt;br /&gt;
|☼ ○&lt;br /&gt;
|-&lt;br /&gt;
|[[Roc]]&lt;br /&gt;
|20,000,000&lt;br /&gt;
|10,000&lt;br /&gt;
|☼ ♪ [[Megabeast]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant rhinoceros]]&lt;br /&gt;
|24,000,000&lt;br /&gt;
|500&lt;br /&gt;
|☼ ♪ ‼ ≈ War only&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon]]&lt;br /&gt;
|25,000,000&lt;br /&gt;
|10,000&lt;br /&gt;
|☼ [[Megabeast]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant elephant]]&lt;br /&gt;
|40,000,000&lt;br /&gt;
|500&lt;br /&gt;
|☼ ‼ ≈&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: ☼ — ''Recommended choice for armies due to their great size.''&amp;lt;!-- size ≥ trolls (250k) --&amp;gt;&lt;br /&gt;
: † — ''Recommended choice for bodyguards, stalls most creatures enough to give dwarves time to escape safely.''&lt;br /&gt;
: ^ — ''Recommended choice for fort patrols and supporting dwarves in small skirmishes. Effective in very large numbers.''&lt;br /&gt;
: ♪ — ''Recommended hunting companions for their speed and mobility. Smaller animals also sneak more successfully.''&amp;lt;!-- spd ≥ 50 kph or flight --&amp;gt;&lt;br /&gt;
: ‼ — ''Poor choice for training due to their voracious appetites for [[grass]].''&lt;br /&gt;
: ≈ — &amp;lt;s&amp;gt;''Possesses the {{token|MEANDERER}} token, which severely slows their movement speed. Will likely fall behind any moving squad and miss offensive combat situations due to it.''&amp;lt;/s&amp;gt; As of version 52.05 meandering behavior stops for animals that are trained for war or hunting.&lt;br /&gt;
: ○ — ''Offspring are born adults and cannot be fully tamed. They also grow extremely slowly.''&lt;br /&gt;
: [[Megabeast]]s  — ''While extremely powerful, megabeasts are currently hostile to all military dwarves, regardless of training level.''{{Verify}} {{bug|10731}}&lt;br /&gt;
&lt;br /&gt;
Remember to keep a breeding pair out of harm's way if you want more of a particular animal, in case the ones in service die.&lt;br /&gt;
&lt;br /&gt;
==Training water creatures==&lt;br /&gt;
With a great deal of effort and some clever engineering, it is possible to capture, train, and butcher water creatures.&amp;lt;sup&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=75780.0 2]&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; Water creatures can survive indefinitely in [[cage]]s, but will drown at water levels below 4/7 while dwarves will cancel tasks at water levels at or above 4/7, making training extremely tricky. This basic problem can be solved with one of the more interesting bugs in the game: [[ghost]] trainers.&amp;lt;sup&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=127659 3]&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; It is currently unknown what bug causes this, but some animal trainers that are killed and never [[burial|buried]] or [[memorial]]ized will continue to perform their job from the grave. This removes the fundamental problem of water depth incompatibility and makes the task much easier. An easier solution, however, would be [[vampire]] animal trainers: they are unbreathing and will path through such water normally, so long as there is no flow. Taming water creatures in vanilla is fairly useless, however, as without [[modding]] they never have children, nor can they receive war (or hunting, however that would work) training.&lt;br /&gt;
&lt;br /&gt;
==Training hostile creatures==&lt;br /&gt;
&lt;br /&gt;
Training hostile creatures like enemy [[mount]]s does not cancel their hostility. While the job is completed and the animal trainer gains experience, the trained creature remains hostile to your civilization and will attack your dwarves. A creature will also be hostile if it becomes an enemy of your civilization, for instance if it killed one of your dwarves before. The rule of thumb is: if it has a [[name]], it's hostile, don't release it from its cage. Though, if you know how it got the name, wild animals that get names from killing other named entities like forgotten beasts, invaders, uninvited guests, etc. will still be friendly after training.&lt;br /&gt;
&lt;br /&gt;
However, it does seem that the offspring of hostile creatures belong to your civilization, because trained mounts &amp;lt;s&amp;gt;amusingly&amp;lt;/s&amp;gt; disturbingly attack and subsequently kill their offspring at birth. If you are careful and [[stupid dwarf trick|ingenious]] enough, you can separate the parents and children at birth.&lt;br /&gt;
&lt;br /&gt;
Note that hostile egg-layers, such as [[cave crocodile]]s, might not use [[nest box]]es and therefore generate no offspring.&lt;br /&gt;
&lt;br /&gt;
==Handling dangerous creatures==&lt;br /&gt;
&lt;br /&gt;
Only dwarves with the animal trainer labor active will move non-trained (wild or hostile) captive creatures to a chain or to another cage. This restriction only applies to non-trained creatures and only to the &amp;quot;chain large creature&amp;quot; and &amp;quot;cage large creature&amp;quot; jobs. Throwing such a creature into a pit or pond can be done by anybody, and the chaining and caging of trained creatures is similarly unrestricted.&lt;br /&gt;
&lt;br /&gt;
==Taming vermin==&lt;br /&gt;
&lt;br /&gt;
First, a [[trapper]] needs to catch vermin in an animal trap. A few types of vermin can escape from wooden traps, such as the [[hamster]], so it might be a good idea to use only metal traps. An animal trainer will train a vermin at a vermin catcher's shop. Unlike animals, vermin do not have training levels - they are either tame or not tame. Taming vermin does not pass civilization-wide experience with that vermin to the parent civilization, like taming animals does. Taming requires a food item. Vermin cannot be trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
There isn't much purpose to taming vermin. It allows vermin to be adopted as pets, but few dwarves have a preference for vermin, so they will rarely be adopted. Vermin don't breed like animals do, so there is no need to have a tame pair to produce offspring. [[Animal dissector]]s can't make [[extract]]s from tame vermin, though there isn't much reason to make extracts either. Tame vermin have little value so they aren't of much use for export either. Taming vermin does give experience to animal trainers, so they can improve their skill in a fort with few animals, especially since vermin are inexhaustible.&lt;br /&gt;
&lt;br /&gt;
==Taming intelligent creatures==&lt;br /&gt;
&lt;br /&gt;
If you mod the game to have trainable intelligent creatures (or if you find a [[gremlin]]) they may be captured in cage traps and trained. However, several things differ from when training other creatures, as training sapients display a number of strange behaviors.&lt;br /&gt;
&lt;br /&gt;
First off, the game will consider any trained (or semi-wild) sentient an inhabitant of your fortress (or at least partially so). This will increase your population count, which likely has the same effects as when the count is increased by [[immigration|immigrants]] arriving or [[children|babies]] being born. The trained creature will be considered a peasant in the z-screen. Despite this, the trained creature cannot work, as it is impossible to set any labor preferences. Neither can they be enlisted to the militia or have any pets. Once trained, they will be subject to hunger, thirst and drowsiness, and as such will require food, drink and sleep to survive. The creature will pick up and wear [[clothes]], but only if they are the right [[size]].&lt;br /&gt;
&lt;br /&gt;
It is impossible to view their general stats screen, trying to do so will only bring you to a simple description of the creature as with any other non-inhabitant of your fort. It might not be possible to view the creature's thoughts, but they still exist, proven by the fact that the trained creature can become [[insane]]. Having the creatures socialize with your dwarves, and each other, as well as [[Keeping_your_dwarves_unstressed|all the other countermeasures to prevent insanity]] seems to prevent this though. As caged creatures cannot do any of these actions, keeping trained creatures in [[cage]]s for elongated periods of time is advised against.&lt;br /&gt;
&lt;br /&gt;
It is normally impossible to give the trained creature a nickname, causing individuals of the same species to be difficult to tell apart, but if you train them for hunting or war and then assign them to one of your dwarves, they will obtain a [[name]]. The further implications of doing so are not known as of yet. Trained sapients may be assigned for butchering (which is otherwise impossible), but their returns are completely unusable and will just be taken to the nearest [[refuse]] [[stockpile]] to rot away.&lt;br /&gt;
&lt;br /&gt;
Because they tend to go wherever they please, a trained intelligent creature will rarely be at a training zone out of their own volition, making re-training them difficult. Depending on how well they're trained, it brings the risk of them going wild again, potentially leading to their escape or for them to attack your dwarves due to becoming hostile. The animal trainer assigned to train these creatures may also be stuck at the training zone waiting for the creature's arrival, potentially leading to hunger and thirst. Making use of [[burrow]]s to force the creature into the training zone is an option, as the training itself will be done as long as the creature and the trainer are within the zone for a few moments.&lt;br /&gt;
&lt;br /&gt;
A trained intelligent creature will only become fully controllable if it applies for [[citizenship]] in your fortress, in which case they'll be able to perform labors and their stats screen will give you full descriptions of their person and personalities. Whether trained sapients apply for citizenship in the same manner as [[visitor]]s do (2 years after becoming part of the fortress) and if they still require training after applying for citizenship requires verification.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Capturing and training [[siege|war]] [[mount]]s [http://www.bay12forums.com/smf/index.php?topic=111357.0 may cause] a [[loyalty cascade]] if your [[military]] has to put them down.{{bug|6051}}&lt;br /&gt;
* Trained [[flying|fliers]] may swap positions with dwarves, leaving the dwarves stranded in an inaccessible area.{{bug|3371}}&lt;br /&gt;
* Training herbivores leaves [[seed]]s in [[cage]]s, which must be manually removed.{{bug|201}}&lt;br /&gt;
* Creatures lacking the {{token|CHILD}} tag are impossible to tame. {{bug|7983}} You can work around this by adding {{token|CHILD|c|X}} to the raws for that animal. Replace X with years creature is a child.&lt;br /&gt;
* [[Megabeast]]s and active [[squad]]s attack each other on sight, regardless of the former's training level, making [[dragon]]s, [[hydra]]s and [[roc]]s unusable without excessive micromanaging.{{Verify}} {{bug|10731}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Clevin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fertilizer&amp;diff=313368</id>
		<title>Fertilizer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fertilizer&amp;diff=313368"/>
		<updated>2026-01-05T05:35:05Z</updated>

		<summary type="html">&lt;p&gt;Clevin: Fix redirect anchor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Farming#Yield and fertilization]]&lt;/div&gt;</summary>
		<author><name>Clevin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fishing_zone&amp;diff=313361</id>
		<title>Fishing zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fishing_zone&amp;diff=313361"/>
		<updated>2026-01-04T22:00:32Z</updated>

		<summary type="html">&lt;p&gt;Clevin: Fix redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Zone#Fishing]]&lt;/div&gt;</summary>
		<author><name>Clevin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Lavish_meal&amp;diff=313147</id>
		<title>Lavish meal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Lavish_meal&amp;diff=313147"/>
		<updated>2025-12-26T07:52:34Z</updated>

		<summary type="html">&lt;p&gt;Clevin: Fix anchor to prepared meals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Cook#Prepared_Meal]]&lt;/div&gt;</summary>
		<author><name>Clevin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Rat_weed&amp;diff=313146</id>
		<title>Rat weed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Rat_weed&amp;diff=313146"/>
		<updated>2025-12-26T06:34:37Z</updated>

		<summary type="html">&lt;p&gt;Clevin: Fix link to lists of alcohol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{plantlookup&lt;br /&gt;
|graphic=rat_weed_shrub_sprite.png&lt;br /&gt;
|seedimage=rat_weed_seeds_sprite.png&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Alcohol]]|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Rat weed''' is an [[Item value|inferior]] [[crop]], on the level of [[muck root|muck roots]] and [[prickle berry|prickle berries]]. It can be [[food|eaten raw]], [[cooking|cooked]] or [[brewing|made]] into [[sewer brew]]. However, it is not as [[Alcohol#List_of_alcohol|delicious]] as any of the [[underground]] crops.&lt;br /&gt;
&lt;br /&gt;
Rat weed is notable in that it has cookable seeds, providing both food and booze in one cheap item (although [[Strawberries|strawberries]] are better if they're also available), and making disposing of their seeds easier if you chose to embark on a biome where farming aboveground crops is impossible.&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] rat weed for its ''hanging leaves''.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = atem koshmot | elvish = thapa mibi | goblin = spödgôz spålu | human = othur thish}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Clevin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Werebeast&amp;diff=311709</id>
		<title>Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Werebeast&amp;diff=311709"/>
		<updated>2025-11-24T20:20:19Z</updated>

		<summary type="html">&lt;p&gt;Clevin: Add link to curses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
{{DFtext|Urist McBitten, Cheesemaker has transformed into a werelizard!|3:1}}&lt;br /&gt;
&lt;br /&gt;
[[File:werebeast_sprite_preview.png|right]]'''Werebeasts''' {{Tile|Ñ|6:0}} are [[night creature]]s resembling an unnatural cross between a sapient creature and a beast, [[cursed]] to transform every full moon into a dangerous and bloodthirsty beast form. The curse can be contracted by incurring the wrath of one's patron [[deity]] or from another werebeast. Werebeasts are hated and feared throughout much of the world, posing a great risk to the player.&lt;br /&gt;
&lt;br /&gt;
There will be a specific amount of werebeasts roaming the lands, depending on [[Advanced world generation#Number_of_Werebeast_Curse_Types| the world's settings]]. They can take the form of mammals or reptiles, ranging from the classic [[Wolf|werewolf]], to more exotic things like [[Giraffe|weregiraffes]], [[Lizard|werelizards]], [[Sloth|weresloths]] or [[Gila monster|weregila monsters]]. Also included are some creatures not normally present in the game (werelorises, weremammoths).&lt;br /&gt;
&lt;br /&gt;
The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed, and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the {{token|NIGHT_CREATURE_HUNTER}} tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-[[Immortality|immortal]] individual.&lt;br /&gt;
&lt;br /&gt;
The sprite assigned to a werebeast will be closest to its randomly, procedurally generated appearance. There are 72 possible sprites.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
[[File:weregoat_story.jpg|thumb|350px|&amp;quot;My Captain of the guard, just released from the hospital, transformed into a weregoat while sparring with his soldiers just to instantly get an arm cut off and the head smashed in.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Devilingo''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
A number of different types of werebeast curses are procedurally generated during world generation. Their numbers are normally dependent on world size, but can be directly controlled with [[advanced world generation]] - if you prefer not having werebeasts (and therefore not having [[fun]]), generating a world with &amp;quot;{{tt|Number of Werebeast Curse Types}}&amp;quot; set to {{tt|0}} in advanced world generation will ensure that no werebeasts exist in your world. &lt;br /&gt;
&lt;br /&gt;
There are more kinds of mammal curses (64 possible, though it might leave off some amphibious/bat ones), so it reduces the chances of each specific one to avoid a mammal flood.  The generic lizard is given more weight, since it's more vague and presumably encompasses more things. &lt;br /&gt;
&lt;br /&gt;
While procedurally generated, all werebeasts possess certain characteristics in common. They are all [[fanciful]], evil-aligned humanoids taking the shape of an animal who is crazed for blood and flesh, with glowing eyes and a brief description of their skin (&amp;quot;Its charcoal scales are blocky and close-set.&amp;quot;), who are associated with the [[sphere]]s of animals, chaos, moon and night. While intelligent, werebeasts are locked in a [[berserk]] state and will behave accordingly, attacking anything in view.&lt;br /&gt;
&lt;br /&gt;
During werebeast transformations, which occur at [[Werebeast#Transformation_dates|full moons]], the beast will not transform back into its original form until the duration of the full moon has ended.  The transformations, whether from dwarf-to-beast or beast-to-dwarf, will fully restore the unit in question to complete health. Hunger and thirst will both be removed, and injuries (including missing limbs) will be fully healed. Effects induced by insanity are not reversed, however, so berserking soldiers that transform will still not follow orders. &lt;br /&gt;
&lt;br /&gt;
=== Curse transmission and effects ===&lt;br /&gt;
Sapient creatures ([[human]]s, [[Dwarf|dwarves]], [[Elf|elves]], [[goblin]]s or [[animal people]]) bitten by werebeasts are cursed to become werebeasts themselves.{{cite forum|126618}} Those that have died as a werebeast are still capable of being resurrected by necromancers as intelligent undead. When this happens, the curse is retained and the newly revived will proceed to transform on a monthly basis whenever the original bite/turn date is reached. Transformations will not remove their status as undead.&lt;br /&gt;
&lt;br /&gt;
The size of the werebeast is dependent on the nature of its curse; wererhinos and weremammoths are particularly massive, while those based on smaller creatures can have a random size at least 1/3 larger than a dwarf. Depending on their starting status and the beast form in question, transformed individuals may receive augmented (or reduced!) strength, agility, recuperation and disease resistance while in monster form, though they often possess slightly lower-than-average toughness and endurance. All werebeasts possess at least Talented [[skill]] in [[wrestling]], [[Combat skill|biting, fighting, striking, kicking, dodging]] and [[Observer|observing]], as well as Legendary skill in [[ambusher]]. If the werebeast is a child, these skills will be at &amp;quot;dabbling&amp;quot; level. Additionally, they can [[Amphibious|breathe underwater]], [[No Exert|feel no exertion]], [[No Stun|cannot be stunned]] and are [[No Pain|immune to pain]], nausea, dizziness and fevers. Werebeasts need no food, water or sleep to survive, nor do they need to breathe, meaning they cannot be drowned or strangled. Werebeasts are Level 2 [[building destroyer]]s and all but the smallest are completely [[Trapavoid|immune to traps]] while transformed, safely bypassing any sort of [[trap]] set in their way. They may be caged when they revert, however.&lt;br /&gt;
&lt;br /&gt;
=== Combat, strengths and weaknesses ===&lt;br /&gt;
If the werebeast cannot use weapons in its beast form (i.e. no hands), only the natural abilities of the creature are available for combat, which differ from creature to creature (claws/hooves/venomous bite etc.), but only their bites cause the werebeast curse to be transmitted. Werebeasts have been confirmed to have the ability to arrive at your fortress both armed and using stealth. Some werebeasts possess [[Syndrome|venom]] as well, applying &amp;quot;[[Syndrome|night sickness]]&amp;quot; to those who are bitten along with the werebeast curse. &lt;br /&gt;
&lt;br /&gt;
All werebeasts possess a built-in damage resistance against most weapon-grade [[metal]]s which halves the damage taken during combat, save for one randomly chosen metal which the werebeast will instead be 10 times weaker against. Unlike in the werewolf myth, this weakness isn't restricted to [[silver]], though a werebeast race may indeed be weak to it. There are no means in [[fortress mode]] to learn which metal a given werebeast is weak against during gameplay. In [[adventurer mode]] this information is included in the quest rumor, but an afflicted adventurer can only learn their own weakness [[Wound|the fun way]].&lt;br /&gt;
&lt;br /&gt;
Dwarves will never have [[preferences]] for werebeasts, as they possess no {{token|PREFSTRING}}. They possess an unused [[Pet#Pet value|pet value]] of 2,000.&lt;br /&gt;
&lt;br /&gt;
Killed werebeasts are always listed in a unit's or weapon's kill log as a member of their original race, even if the werebeast was dispatched while in animal form.&lt;br /&gt;
&lt;br /&gt;
===Werebeast types===&lt;br /&gt;
Here follows a conclusive list of all possible shapes given to a cursed individual. Note that descriptors/colors are randomized upon the curses' generation, so you may encounter &amp;quot;different&amp;quot; werebeasts of the same species in the same world. These descriptors, however, are purely for flavour, and have no gameplay implications.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
'''Reptile werebeasts:'''&lt;br /&gt;
{{columns-list|colwidth=10em|&lt;br /&gt;
* werechameleon&lt;br /&gt;
* weregecko&lt;br /&gt;
* weregilamonster&lt;br /&gt;
* wereiguana&lt;br /&gt;
* werelizard&lt;br /&gt;
* weremonitor&lt;br /&gt;
* wereskink&lt;br /&gt;
* weretortoise**&lt;br /&gt;
* wereturtle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Mammal werebeasts:'''&lt;br /&gt;
{{columns-list|colwidth=10em|&lt;br /&gt;
* wereanteater*&lt;br /&gt;
* wereantelope**&lt;br /&gt;
* wereape**&lt;br /&gt;
* werearmadillo&lt;br /&gt;
* werebadger&lt;br /&gt;
* werebear**&lt;br /&gt;
* werebeaver&lt;br /&gt;
* werebison*&lt;br /&gt;
* werebuffalo&lt;br /&gt;
* werebull&lt;br /&gt;
* werecamel**&lt;br /&gt;
* werecapybara&lt;br /&gt;
* werecat&lt;br /&gt;
* werecavy&lt;br /&gt;
* werechinchilla&lt;br /&gt;
* werecivet*&lt;br /&gt;
* werecoati&lt;br /&gt;
* werecoyote&lt;br /&gt;
* weredeer&lt;br /&gt;
* weredonkey&lt;br /&gt;
* wereelephant&lt;br /&gt;
* wereelk&lt;br /&gt;
* werefox&lt;br /&gt;
* weregiraffe&lt;br /&gt;
* weregoat&lt;br /&gt;
* weregopher*&lt;br /&gt;
* werehare&lt;br /&gt;
* werehedgehog&lt;br /&gt;
* werehorse&lt;br /&gt;
* werehyena&lt;br /&gt;
* werejackal&lt;br /&gt;
* werekangaroo&lt;br /&gt;
* werekoala&lt;br /&gt;
* werelemur*&lt;br /&gt;
* werellama&lt;br /&gt;
* wereloris*&lt;br /&gt;
* weremammoth*&lt;br /&gt;
* weremarmot&lt;br /&gt;
* weremole*&lt;br /&gt;
* weremongoose&lt;br /&gt;
* weremonkey**&lt;br /&gt;
* weremoose&lt;br /&gt;
* weremouse*&lt;br /&gt;
* wereopossum&lt;br /&gt;
* werepanda&lt;br /&gt;
* werepangolin&lt;br /&gt;
* werepanther**&lt;br /&gt;
* werepig&lt;br /&gt;
* wereporcupine&lt;br /&gt;
* wererabbit&lt;br /&gt;
* wereraccoon&lt;br /&gt;
* wererat&lt;br /&gt;
* wererhinoceros&lt;br /&gt;
* weresheep&lt;br /&gt;
* wereshrew*&lt;br /&gt;
* wereskunk&lt;br /&gt;
* weresloth&lt;br /&gt;
* weresquirrel&lt;br /&gt;
* weretapir&lt;br /&gt;
* werewarthog&lt;br /&gt;
* wereweasel&lt;br /&gt;
* werewolf&lt;br /&gt;
* werewombat&lt;br /&gt;
* werezebra*&lt;br /&gt;
}}--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Graphic !! Werecreature !! style=&amp;quot;background:#aeaeae;&amp;quot; | !! Graphic !! Werecreature !! style=&amp;quot;background:#aeaeae; | !! Graphic !! Werebeast&lt;br /&gt;
|+ Reptile Werebeasts&lt;br /&gt;
|[[File:werechameleon_sprite.png|center]] || Werechameleon || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weregecko_sprite.png|center]] || Weregecko || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weregilamonster_sprite.png|center]] || Weregilamonster&lt;br /&gt;
|-&lt;br /&gt;
|[[File:wereiguana_sprite.png|center]] || Wereiguana || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werelizard_sprite.png|center]] || Werelizard || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremonitor_sprite.png|center]] || Weremonitor&lt;br /&gt;
|-&lt;br /&gt;
|[[File:wereskink_sprite.png|center]] || Wereskink || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weretortoise_sprite.png|center]] || Weretortoise** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weretortoise_sprite.png|center]] || Wereturtle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Mammal Werebeasts&lt;br /&gt;
! Graphic !! Werecreature !! style=&amp;quot;background:#aeaeae;&amp;quot; | !! Graphic !! Werecreature !! style=&amp;quot;background:#aeaeae;&amp;quot; | !! Graphic !! Werecreature !! style=&amp;quot;background:#aeaeae;&amp;quot; | !! Graphic !! Werecreature&lt;br /&gt;
|-&lt;br /&gt;
|[[File:wereanteater_sprite.png|center]] || Wereanteater* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werecoati_sprite.png|center]] || Werecoati || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werekoala_sprite.png|center]] || Werekoala || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereporcupine_sprite.png|center]] || Wereporcupine&lt;br /&gt;
|-&lt;br /&gt;
|[[File:wereantelope_sprite.png|center]] || Wereantelope** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werecoyote_sprite.png|center]] || Werecoyote || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werelemur_sprite.png|center]] || Werelemur || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wererabbit_sprite.png|center]] || Wererabbit&lt;br /&gt;
|-&lt;br /&gt;
|[[File:wereape_sprite.png|center]] || Wereape** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weredeer_sprite.png|center]] || Weredeer || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werellama_sprite.png|center]] || Werellama || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereraccoon_sprite.png|center]] || Wereraccoon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werearmadillo_sprite.png|center]] || Werearmadillo || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weredonkey_sprite.png|center]] || Weredonkey || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereloris_sprite.png|center]] || Wereloris* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wererat_sprite.png|center]] || Wererat&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werebadger_sprite.png|center]] || Werebadger || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereelephant_sprite.png|center]] || Wereelephant || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremammoth_sprite.png|center]] || Weremammoth* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wererhinoceros_sprite.png|center]] || Wererhinoceros&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werebear_sprite.png|center]] || Werebear** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereelk_sprite.png|center]] || Wereelk || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremarmot_sprite.png|center]] || Weremarmot || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weresheep_sprite.png|center]] || Weresheep&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:60px;&amp;quot; | [[File:werebeaver_sprite.png|center]] || Werebeaver || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werefox_sprite.png|center]] || Werefox || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremole_sprite.png|center]] || Weremole* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereshrew_sprite.png|center]] || Wereshrew*&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werebison_sprite.png|center]] || Werebison* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weregiraffe_sprite.png|center]] || Weregiraffe || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremongoose_sprite.png|center]] || Weremongoose || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereskunk_sprite.png|center]] || Wereskunk&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werebuffalo_sprite.png|center]] || Werebuffalo || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weregoat_sprite.png|center]] || Weregoat || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremonkey_sprite.png|center]] || Weremonkey** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weresloth_sprite.png|center]] || Weresloth&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werebull_sprite.png|center]] || Werebull || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weregopher_sprite.png|center]] || Weregopher* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremoose_sprite.png|center]] || Weremoose || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weresquirrel_sprite.png|center]] || Weresquirrel&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werecamel_sprite.png|center]] || Werecamel** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werehare_sprite.png|center]] || Werehare || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremouse_sprite.png|center]] || Weremouse* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weretapir_sprite.png|center]] || Weretapir&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werecapybara_sprite.png|center]] || Werecapybara || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werehedgehog_sprite.png|center]] || Werehedgehog || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereopossum_sprite.png|center]] || Wereopossum || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werewarthog_sprite.png|center]] || Werewarthog&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werecat_sprite.png|center]] || Werecat || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werehorse_sprite.png|center]] || Werehorse || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werepanda_sprite.png|center]] || Werepanda || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereweasel_sprite.png|center]] || Wereweasel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:60px;&amp;quot; | [[File:werecavy_sprite.png|center]] || Werecavy || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werehyena_sprite.png|center]] || Werehyena || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werepangolin_sprite.png|center]] || Werepangolin || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werewolf_sprite.png|center]] || Werewolf&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:60px;&amp;quot; | [[File:werechinchilla_sprite.png|center]] || Werechinchilla || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werejackal_sprite.png|center]] || Werejackal || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werebeast_sprite.png|center]] || Werepanther** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werewombat_sprite.png|center]] || Werewombat&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:60px;&amp;quot; | [[File:werecivet_sprite.png|center]] || Werecivet* || style=&amp;quot;background:#ddd | || [[File:werekangaroo_sprite.png|center]] || Werekangaroo || style=&amp;quot;background:#ddd | || [[File:werepig_sprite.png|center]] || Werepig || style=&amp;quot;background:#ddd | || [[File:werezebra_sprite.png|center]] || Werezebra*&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;*The animal this corresponds to does not actually appear as a normal [[animal]] in ''Dwarf Fortress''.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;**This werebeast doesn't correspond clearly to any specific in-game species of animal.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in fortresses==&lt;br /&gt;
In some regions, the full moon will herald the attack of werebeasts upon your fortress and the unwilling transformation of your own citizens into their bestial forms. This can only happen after a certain amount of time has passed, which can be adjusted in the [[Difficulty#Werebeasts|difficulty]] [[settings]], or can be [[Difficulty#Individual_enemy_toggles|completely disabled]].&lt;br /&gt;
&lt;br /&gt;
If the region has at least one type of werebeast, a werebeast may choose to [[ambush]] your fortress from the surface, revealing itself only once seen. Unlike most other invaders, werebeasts are only announced on their discovery (triggering a message similar to that of a [[megabeast|megabeast]]), allowing them to get much closer to your fortress than most other threats. Local werebeasts will be announced at the moment of their transformation, but unlike invaders will not pause the game and can therefore slip under the radar if the transformation was unexpected or there was numerous other announcements at the time.&lt;br /&gt;
&lt;br /&gt;
Transformed werebeasts are building destroyers, pathing to and toppling workshops and furniture that may be accessible to them. They will attack anything they can find for the duration of the full moon - including wildlife, livestock, and the dwarves of your fortress, prioritizing creatures over buildings in their efforts to spread the affliction. &lt;br /&gt;
&lt;br /&gt;
Werebeasts of the same beast-species are not hostile to each other while transformed. Generally, a werebeast will not attack another werebeast of the same species when it initially transforms. There have been reports of them attacking each other, so be careful if you want to keep them alive.&lt;br /&gt;
&lt;br /&gt;
Because werebeasts are ambushers (only announcing themselves when found) and are only active for a few days of the month, it's possible for their 'visits' to go completely undetected by members of your fort (though the local wildlife may certainly have noticed). If a werebeast is only spotted after the full moon has ended and it has reverted back to its normal form, the game will still announce its discovery, but instead in its ''current'' form (leading to amusing/terrifying messages such as &amp;quot;The Human (name) has come! A medium-sized creature prone to great ambition.&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Occasionally, a werebeast can infiltrate your fortress, as they've visited as part of a passing caravan. They'll only turn upon the changing of the moon phase, and you will not get the warning given when they'd normally appear on the map.&lt;br /&gt;
&lt;br /&gt;
==Defending your fort against werebeasts==&lt;br /&gt;
If you have not established an early-detection defensive perimeter (see [[defense guide]] and note that most werebeast forms are [[trapavoid]]), it is quite likely that if a werebeast attacks, a dwarf will be bitten. The best defense against this is to keep civilians off the surface (unless they are inside high walls), and rely on warning systems to tell you when to trigger a [[Burrow#Civilian_Alerts|civilian alert]] and close your [[bridge|drawbridges]]. A werebeast retains its infectious form for only a few days during the full moon. After that, it reverts to an ordinary humanoid form, and will typically flee.&lt;br /&gt;
&lt;br /&gt;
Warning systems may include [[pasture]]d or [[restraint|restrained]] animals, or outdoor [[statue]]s. If you get notices of toppled statues with no visible cause, it's probable there is a werebeast nearby. Baby werecreatures are neutral, and while you can order your military to kill them, the order will not be followed.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
[[File:Weregiraffe.jpg|thumb|A Weregiraffe infecting dwarves. Note that getting infected doesn't protect the dwarf in question from further attacks.&amp;lt;br /&amp;gt;''Art by [[Zach Adams]]''.]]&lt;br /&gt;
Werebeasts are dangerous opponents, perfectly capable of killing an unarmed dwarf with impunity, but as notification-worthy invaders go they aren't especially terrifying; a few dwarves with modest military training and gear should be able to handle them with few casualties, as will a single elite dwarf in quality steel gear. The real threat they pose, however, is in their bite. If a sentient creature is bitten by a werebeast, and the bite tears fat, skin, or muscle, said creature becomes infected. Infected creatures will become werebeasts at the next full moon (see below for schedule). Scratches, bites that merely bruise or dent, and subsequent shaking attacks after a bite will not transmit the curse, and thus are merely as dangerous as any other such assault. Any [[learning]] creature who has [[blood]] and isn't [[undead]] or supernatural can potentially be infected, meaning you could theoretically have things such as [[troglodyte]] or [[troll]] werebeasts, while animals, [[vampire]]s, and [[Mummy|mummies]] are immune to it.&lt;br /&gt;
&lt;br /&gt;
There is no cure. To protect your other dwarves, you should either keep all infected dwarves isolated so they cannot infect your whole fortress, or if you do not want to take care of them, [[expel]] them from the fortress or just kill them.&lt;br /&gt;
&lt;br /&gt;
Only the original werebeast of a particular strain is immune to aging. All subsequent creatures who become infected from that strain will still retain their original lifespans (in the case of elves and goblins, they simply continue to be immortal). While transformed, a werebeast will require neither food nor drink, nor do they require sleep. Note that the immunity to these requirements only applies during the full moon. However, the monthly transformation resets an infected creature's dehydration and hunger levels, thus allowing them to be trapped in a room until they expire from old age (although they will likely go mad well before this happens). Additionally, each transformation will heal any and all of an infected creature's wounds, and will also restore any missing limbs which the creature may have had.&lt;br /&gt;
&lt;br /&gt;
Particularly [[Fun]] ideas for using werecreatures include:&lt;br /&gt;
&lt;br /&gt;
===Infecting your entire fort===&lt;br /&gt;
It is possible for everyone in the fort to become infected; having only infected dwarves does not end your game.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
* Super-effective hospital service; your dwarves are fully healed once per month. No need for crutches or anything.&lt;br /&gt;
* No need for food or drink, though you can keep alcohol around for happy thoughts and to avoid alcohol withdrawal&lt;br /&gt;
* No need for beds or bedrooms, other than those for nobles&lt;br /&gt;
* When transformed, civilian dwarves are less vulnerable&lt;br /&gt;
* Dwarves will happily discard their old tattered clothing and pick up fresh clothes every month.&lt;br /&gt;
* Unhappy thoughts are less severe, as the process of being bitten and biting others tends to make your dwarves very resilient to tragedy.&lt;br /&gt;
* Go for were-elephants or were-badgers for extra dwarven points&lt;br /&gt;
* Fun&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
* Exceedingly difficult to set up, quite time-consuming as well; may kill your most important dwarves&lt;br /&gt;
* When transformed, fortress activity grinds to a halt, and for a few days afterwards, as civilians run around finding new clothing&lt;br /&gt;
* Werebeasts are building destroyers, so you'll constantly need to remake workshops and most furniture&lt;br /&gt;
* Trading is especially difficult&lt;br /&gt;
* Will cause issues with military when transformed: transformation removes all armor, though they will hold onto their weapons, shields, and even quivers/bolts during transformation.&lt;br /&gt;
* May be exceedingly ‼fun‼ for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again, you ''were'' looking for fun in the first place&lt;br /&gt;
&lt;br /&gt;
There are several ways to attempt to infect your whole fort, some with higher success rates than others. The trick is to have your uncursed dwarves be bitten but not die, and also to have your cursed dwarves survive any retribution. Delaying the release of the werebeast until near the end of the full moon will reduce the chances of the situation spiralling out of control (though it will also reduce the rate of infection).&lt;br /&gt;
&lt;br /&gt;
The following are some commonly used methods to achieve this; in an approximately decreasing order of risk to your fortress population, but increasing effort to implement.&lt;br /&gt;
&lt;br /&gt;
==== Squad assignment method ====&lt;br /&gt;
One method is to equip a squad of dwarves with training weapons and send them to an isolated area with one or two of your werebeasts. Ideally the dwarves who get [[Wound|injured]] will back away while the others hold back the werebeast. In reality it can be hard to balance the battle, which leads to either the werebeast killing off the injured dwarves, or being pummeled into submission without spreading their curse. Another significant problem arises when an attack by either the werebeast or a dwarf happens at the moment of transformation. This is considered a dwarf-on-dwarf attack, which leads to a minor [[loyalty cascade]].&lt;br /&gt;
&lt;br /&gt;
==== Confinement method ====&lt;br /&gt;
Another method is to simply lock a werebeast in a room with civilian(s) and hope that the civilian survives long enough for the werebeast to turn back. This reduces (but does not eliminate) the chance of a loyalty cascade, because only the werebeast is attacking. The increasing risk with this method, is that werebeasts become legendary fighters/wrestlers very quickly, at which point they are capable of mortally wounding, or outright killing, half a dozen dwarves in a single transformation.&lt;br /&gt;
&lt;br /&gt;
==== Cage trap method ====&lt;br /&gt;
[[Image:Creature_wereracoon_cage-trap_v50.png|thumb|right|Wereraccoon accidentally caught in cage trap. A safer outcome than most [[‼SCIENCE‼]] failures.]]&lt;br /&gt;
&lt;br /&gt;
The most successful method discovered is to lock a werebeast in a room with civilians, but make sure the room is completely covered in [[cage trap]]s (Though this method may not work with certain types of werebeasts, such as wereraccoons, as they may be small enough to be caught in cage traps when transformed). Many injuries inflicted by werebeasts can knock a dwarf [[unconscious]] due to pain or strangulation, and an unconscious dwarf will be trapped by a cage trap. In the cage, dwarves are free to recover from their wounds, safe from any further attacks. In addition, a dwarf who is [[Thought#Justice|released]] from a cage gets an enormous [[Emotion|happiness]] boost that will help him [[Stress|cope with]] the loss of [[Relationship|family and friends]] who were not so lucky.&lt;br /&gt;
&lt;br /&gt;
Further improvements to this technique, such as assigning the uncursed to squads with no uniform (or just a helmet), that replaces clothing in order to allow every bite to break the skin, have pushed successful conversion rates to near 50%. It is also recommended to release dwarves from their cages immediately (via constructing the cages and attaching them to a [[lever]]), to prevent [[insanity]] due to unhappiness.&lt;br /&gt;
&lt;br /&gt;
==Werebeast military==&lt;br /&gt;
A somewhat less drastic (though potentially even more [[fun]]) option to integrate werebeasts into your fort is to start a werebeast super-soldier breeding program. Some werebeasts can hold and use weapons in beast form, and whatever combat skills they have as dwarves also apply while transformed. Being infected gives dwarves a large increase to their physical attributes (which can still be increased further, unlike vampires), and they need not worry about being wounded in combat as long as they survive until their next transformation. Add to this the beast form's large size of 80000 and inability to feel pain, which partially makes up for its lack of armor, and you end up with a potentially devastating [[military]] force if you can manage to keep them from murdering each other and the rest of your fortress. &lt;br /&gt;
&lt;br /&gt;
Werebeast soldiers are mostly useful when their beast form is of a variety that can use weapons and preferably also shields, which obviously requires hands of some sort. Weregophers, for example, can use either a shield or a one-handed weapon, but not both, and may even equip crossbows as well as quivers and bolts. It is unknown if dwarves in beast form can wield weapons that are normally too large for them, such as pikes. If they cannot use weapons, they may still be useful as soldiers if their beast form is of the dangerous sort, for example in the case of werelions &amp;lt;s&amp;gt;and tigers and bears&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Transformed military dwarves respect their [[Squad#Station_order|stations]], [[Scheduling|alerts]] and [[Squad#Creating_and_assigning_uniforms|uniforms]] (when applicable) and ignore the civilian alert, but will still attack anything they regard as an enemy, such as their fellow dwarves or any destructible buildings. They must therefore be kept away from the rest of the fortress with walls and bridges, as they will destroy any non-artifact doors.&lt;br /&gt;
&lt;br /&gt;
[[Stupid dwarf trick|Bonus points]] if you also install a dump chute in the room to give them new weapons and booze. Designate a stockpile under the chute, set it to take from links only, disable bins and set it to allow booze, empty barrels, weapons, shields and possibly ammo. Supplying the were-soldiers with booze both keeps them happy and prevents them from wandering into your fortress to look for it. Be aware that they can and will jump out of a hole directly above them, so either make the chute at least 2 z-levels high and smooth the walls, or keep it firmly locked with a hatch cover.&lt;br /&gt;
&lt;br /&gt;
Once their containment room has been built, add a piece of furniture, designate a large barracks from it and set them to train there. The were-soldiers will destroy the barracks while transformed unless it is an artifact, so wall it in after the room has been defined. Remember to use 2-tile thick walls because of the sparring bug above.&lt;br /&gt;
&lt;br /&gt;
An important thing to remember is the following: If two or more transformed dwarves have any sort of active military order (either from an alert or direct orders), and can see each other at the moment they change ''back'' from beast form, then they will instantly begin fighting to the death, causing a loyalty cascade. To avoid this, either train your werebeast soldiers alone in separate rooms (slower due to lack of sparring), or make sure to set their alert to Inactive and cancel all their orders before they change back to dwarves. Once they've changed back, they can be set to train or given orders again. If they do start fighting each other, canceling all their orders and setting them to Inactive will make them stop. &lt;br /&gt;
&lt;br /&gt;
The soldiers will not train while transformed, but if they were sparring during the transformation they will continue to spar in beast form, which can be entertaining to watch. The combat log for sparring dwarves in wereform will be gray instead of the normal cyan.&lt;br /&gt;
&lt;br /&gt;
==Full Moons / Transformation dates==&lt;br /&gt;
In ''Dwarf Fortress'', werebeasts transform only and always on the exact date of the full moon. Note that the transformation lasts for the full date, not just the night.&lt;br /&gt;
&lt;br /&gt;
The Dwarven [[calendar]] has 12 months, each exactly 28 days long (four 7-day weeks each). In ''Dwarf Fortress'', the full moon occurs about* every 26 days, and falls on the same dates every year. This means that there are exactly thirteen full moons in a dwarven year, with 2 full moons falling in the last month, Obsidian.&lt;br /&gt;
&lt;br /&gt;
:: {| class=wikitable&lt;br /&gt;
! colspan=2 rowspan=2 style=&amp;quot;background: #eee;&amp;quot; | Month&lt;br /&gt;
! colspan=2 style=&amp;quot;background: #eee;&amp;quot; | Gregorian equivalent&lt;br /&gt;
! colspan=2 rowspan=2 style=&amp;quot;background: #eee;&amp;quot; | Season&lt;br /&gt;
! rowspan=2 style=&amp;quot;background: navy; color: white;&amp;quot; | Full &amp;lt;br&amp;gt;	&amp;amp;#x26AA; &amp;lt;br&amp;gt; Moon&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ddd;&amp;quot; | Northern&amp;lt;br&amp;gt;Hemisphere&lt;br /&gt;
! style=&amp;quot;background: #ddd;&amp;quot; | Southern&amp;lt;br&amp;gt;Hemisphere&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | 1&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | [[Granite]]&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | March&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | September&lt;br /&gt;
| style=&amp;quot;background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;background: #cfc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Spring&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #cfc;&amp;quot; | 25th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | 2&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | [[Slate]]&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | April&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | October&lt;br /&gt;
| style=&amp;quot;background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #cfc;&amp;quot; | 23rd&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | 3&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | [[Felsite]]&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | May&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | November&lt;br /&gt;
| style=&amp;quot;background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #cfc;&amp;quot; | 21st&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | 4&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | [[Hematite]]&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | June&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | December&lt;br /&gt;
| style=&amp;quot;background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; rowspan=&amp;quot;3&amp;quot; | Summer&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ffc;&amp;quot; | 19th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | 5&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | [[Malachite]]&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | July&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | January&lt;br /&gt;
| style=&amp;quot;background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ffc;&amp;quot; | 17th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | 6&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | [[Galena]]&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | August&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | February&lt;br /&gt;
| style=&amp;quot;background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ffc;&amp;quot; | 15th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | 7&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | [[Limestone]]&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | September&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | March&lt;br /&gt;
| style=&amp;quot;background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;background: #fcc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Autumn&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #fcc;&amp;quot; | 13th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | 8&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | [[Sandstone]]&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | October&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | April&lt;br /&gt;
| style=&amp;quot;background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #fcc;&amp;quot; | 10th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | 9&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | [[wood|Timber]]&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | November&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | May&lt;br /&gt;
| style=&amp;quot;background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #fcc;&amp;quot; | 8th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | 10&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | [[Moonstone]]&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | December&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | June&lt;br /&gt;
| style=&amp;quot;background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;background: #ccf&amp;quot; rowspan=&amp;quot;3&amp;quot; | Winter&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ccf;&amp;quot; | 6th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | 11&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | [[Opal]]&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | January&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | July&lt;br /&gt;
| style=&amp;quot;background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ccf;&amp;quot; | 4th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | 12&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | [[Obsidian]]&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | February&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | August&lt;br /&gt;
| style=&amp;quot;background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ccf;&amp;quot; | 2nd&amp;lt;br&amp;gt;''&amp;lt;small&amp;gt;&amp;amp;&amp;lt;/small&amp;gt;''&amp;lt;br&amp;gt;28th &lt;br /&gt;
|}&lt;br /&gt;
:: ''(* The math of {12 months x 28 days each} vs. {13 full moons x 26 days each} is not a perfect match, they're different by 2 days (336 vs. 338). This results in a 25 day lunar cycle between months 7-8 and months 12-1.)''&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in adventure mode==&lt;br /&gt;
[[File:DnD Lycantrop.png|thumb|Non-leather clothing will be destroyed on any transformation]]&lt;br /&gt;
In adventurer mode, werebeasts are usually found living in small lairs on the edges of civilization. Young adventurers will often be called upon to slay them, with instructions along the line of &amp;quot;he assumes a bestial form&amp;quot; along with a description of what type of metal they are vulnerable to. However, as long as they are not visited on the night of their transformation, they are just common peasants and can be dispatched easily. It would behoove these individuals to hide themselves among townsfolk, but what can ya do?&lt;br /&gt;
&lt;br /&gt;
===Becoming a werebeast===&lt;br /&gt;
To become a werebeast, you must either happen upon a werebeast in its beastly form or seek one out on the night of their transformation. The most safe and certain way to permit an infectious werebite is to remove all upper body armor, and only torso armor. The torso is the easiest target and it can sustain more damage than limbs. Getting an appendage bitten or shaken off has a lower probability of penetrating the bloodstream than a bite to the chest area.&lt;br /&gt;
&lt;br /&gt;
Note if you select a form for its advantages: the werebeast form doesn't guarantee the stat ranges their animal type may imply; those are generated completely independently. The beast form only confers a proportionate size/mass increase, the tissue layer materials, and all their attack types.&lt;br /&gt;
&lt;br /&gt;
It is additionally possible to become a werebeast by toppling statues of your god(s) in a temple or sanctuary. Walk up to the statue and topple it with {{K|u}} then {{K|a}}. Toppling a statue in this way will lead you to be cursed: the curse will be either werebeast or [[Vampire|vampirism]] (toppling statues unrelated to your religion has no effect). A simpler way to obtain a werebeast curse is to roll divination [[dice]] to the point of angering the gods. Once you get a message urging you not to tempt fate, another roll of the dice will bestow upon you a curse – which curse you get appears to be randomly decided at the time you topple the statue or roll the dice. Reloading the game and repeating the process often gives the alternate curse.&lt;br /&gt;
&lt;br /&gt;
If you become a werebeast and transform in adventure mode, you can pick up your weapon and shield that were dropped in the transformation, but, seeing as almost all werebeasts seem to have a minimum body size of about 80000, armor will become too [[Clothing#Size|small]] for you to fit into. Hauled items will also be dropped on Fast Travel.&lt;br /&gt;
&lt;br /&gt;
===Implications of being an adventuring werebeast===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Every full moon, all injuries are instantly healed, then again when the phase ends. This includes otherwise permanent injuries like nerve damage and dismemberment.&lt;br /&gt;
*For 30 game hours you are inexhaustible – the perfect time to train your combat skills. You can sustain max movement rate, multi-attack with everything you have, block and dodge without exhaustion limits. Though your physical attributes won't increase, the skill gains will make your natural form much stronger than it was.&lt;br /&gt;
*Potential increase to all physical stats, likely increase to all physical stat maximums (your experience may vary; sometimes base and maximum stats are ''lower'' than your normal form).&lt;br /&gt;
*Increase in mass that scales up with animal's base size (e.g., a smaller creature adds a marginal amount, a larger creature may gain mass in the 100,000s).&lt;br /&gt;
*Acquire all the animal's traits, including swim/climb/crawl rates, innate swimming, physical attacks such as hoof or horn, tissue layer properties such as scales or thick hide.&lt;br /&gt;
*Acquiring the curse directly from a god additionally grants agelessness, which, similar to necromancers' agelessness, makes you neutral to undead.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*You will be attacked if you visit any towns during your transformation. Automatically hostile with everyone except werebeasts of your own species and your base species.&lt;br /&gt;
*Having to re-equip yourself every transformation unless transformed size is similar enough to your race's size. Non-leather clothing will be destroyed on any transformation regardless of size difference.&lt;br /&gt;
*If enemies are wielding weapons of a material your new form is weak against, damage taken can be devastating.&lt;br /&gt;
*Beast form often starts relatively weaker, and its maximum potential may be less than natural form.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Ordering your military to kill an infected dwarf may trigger a [[loyalty cascade]], potentially making every single dwarf of the fortress hostile to all others {{Bug|0003259}}. To prevent this, it's safer to dispose of the infected by [[Unfortunate accident|other, more indirect means]], like quarantining them via forbidden doors on hospitals fitted with [[Drowning chamber|hygienic measures]].&lt;br /&gt;
* On first transformation, an afflicted character's birth year and time can be set back hundreds to thousands of years {{Bug|0005835}}. This can occur from infection by bite or direct deity curse.&lt;br /&gt;
* Infected invaders don't attack the rest of the invasion force when they turn.{{bug|10014}}&lt;br /&gt;
* Regardless of whether or not their original race is known, a unit's kill list will always show a defeated werebeast as a member of their starting race, even if transformed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Sometimes a werebeast arrives in humanoid form, and the game then announces the arrival of a normal, intelligent creature as if it was some terrible beast. The naked, confused creature usually runs away, probably scared by your dwarves' laughter.&lt;br /&gt;
&lt;br /&gt;
Unlike other werebeasts, werehedgehogs have shown the ability to unnaturally stretch their limbs out for extra mobility, and often attempt to steal rings from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
There have been tales of a Human who would become a Werebeaver when he spent too much time chopping trees. He would carry a legendary talking axe and do his best to not starve. He also had a severe disdain for all birds.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = senelfer | elvish = riviìle | goblin = bemkåbu | human = hixursuku}}&lt;br /&gt;
{| {{listboxformat|class=gamedata}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #72A329; font-weight:bold; background-color: #bd8; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell&amp;quot; | Example raws (as extracted from world.dat)&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;overflow:auto; max-width:800px&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;gamedata-content&amp;quot; style=&amp;quot;font-family: monospace; font-size:1.25em; white-space:pre;&amp;quot;&amp;gt;[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:NIGHT_CREATURE_32]&lt;br /&gt;
	[NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[CASTE_NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:20:0:0]&lt;br /&gt;
	[NIGHT_CREATURE_HUNTER]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CRAZED]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:AGILITY:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[NATURAL_SKILL:SNEAK:20]&lt;br /&gt;
	[DIFFICULTY:1]&lt;br /&gt;
	[LAIR:SIMPLE_BURROW:50]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[MATERIAL_FORCE_MULTIPLIER:INORGANIC:STEEL:10:1]&lt;br /&gt;
	[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:ANIMALS]&lt;br /&gt;
	[SPHERE:CHAOS]&lt;br /&gt;
	[SPHERE:MOON]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[BODY_SIZE:0:0:83000]&lt;br /&gt;
	[CREATURE_TILE:165]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TAIL:RCP_4_FINGERS:RCP_4_TOES:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP:SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS:RCP_2_EYELIDS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[SELECT_MATERIAL:SCALE]&lt;br /&gt;
		[STATE_COLOR:ALL_SOLID:CHARCOAL]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:6:0:0]&lt;br /&gt;
	[SELECT_MATERIAL:EYE]&lt;br /&gt;
		[STATE_COLOR:ALL:BLUE]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;']&lt;br /&gt;
	[GLOWCOLOR:1:0:1]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
		[SPECIALATTACK_INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[ATTACK:FSCRATCH:BY_TYPE:GRASP:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:TSCRATCH:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:212:10:3:637:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:425:5:3:637:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:600:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:850:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1800:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2750:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[DESCRIPTION:A large skink twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow blue. Its charcoal scales are blocky and close-set. Now you will know why you fear the night.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[OBJECT:INTERACTION]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_SOURCE:ATTACK]&lt;br /&gt;
		[IS_HIST_STRING_1: bit ]&lt;br /&gt;
		[IS_HIST_STRING_2:, passing on the skink monster curse]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_REQUIRES:HAS_BLOOD]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_FORBIDDEN:SUPERNATURAL]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[SYN_CLASS:WERECURSE]&lt;br /&gt;
			[CE_BODY_TRANSFORMATION:START:16800:ABRUPT]&lt;br /&gt;
			[CE:CREATURE:NIGHT_CREATURE_32:DEFAULT]&lt;br /&gt;
			[CE:PERIODIC:MOON_PHASE:27:0]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[ru:Werebeast]]&lt;/div&gt;</summary>
		<author><name>Clevin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cast&amp;diff=311599</id>
		<title>Cast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cast&amp;diff=311599"/>
		<updated>2025-11-14T06:28:33Z</updated>

		<summary type="html">&lt;p&gt;Clevin: Specify redirect to gypsum plaster&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Health care#Gypsum plaster]]&lt;/div&gt;</summary>
		<author><name>Clevin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Finished_goods&amp;diff=311447</id>
		<title>Finished goods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Finished_goods&amp;diff=311447"/>
		<updated>2025-11-09T09:13:08Z</updated>

		<summary type="html">&lt;p&gt;Clevin: /* Totems */ Add link to skulls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:finished_goods_preview.png|right]]'''Finished goods''' are items that go to a finished goods [[stockpile]] when made. Many of these items are frequently referred to as trade goods as they are lightweight and suitably valuable for [[trading]]. They include '''crafts''', '''goblets''', '''instruments''', '''toys''' and '''totems''', some of which have several subtypes.&lt;br /&gt;
&lt;br /&gt;
Finished good types with several subtypes may have generic workshop orders to produce random subtype items, e.g. &amp;quot;Make crafts&amp;quot;. Additionally, some specific subtypes of goods can be ordered directly at an appropriate workshop or through the [[manager]]. If you have a mandate to make rings, you can order rings directly, instead of waiting for a generic &amp;quot;crafts&amp;quot; job to produce rings; others, like puzzleboxes, though, can only be produced by generic jobs (&amp;quot;toys&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Some types of trade goods (crafts and goblets) can be produced in multiples. It is possible to get up to three crafts from a single resource. Skill does not affect the chance to produce multiples.&lt;br /&gt;
&lt;br /&gt;
==Types of trade goods==&lt;br /&gt;
&lt;br /&gt;
===Clothing===&lt;br /&gt;
{{main|Clothing}}&lt;br /&gt;
All clothing is stored in finished goods piles. Dwarves will replace their worn-out clothing automatically. Clothes can also be exported, but they are not especially valuable, unless they're made of exotic materials, like [[giant cave spider]] [[silk]].&lt;br /&gt;
&lt;br /&gt;
===Crafts===&lt;br /&gt;
{{imagefix|[[File:figurine_sprite.png|left]]|11}} Crafts include all '''[[jewelry]]''' (specifically '''amulets''', '''bracelets''', '''crowns''', '''earrings''' and '''rings'''), '''[[figurine]]s''', and '''[[scepter]]s'''. If producing a specific subtype (e.g. &amp;quot;craft ring&amp;quot; or &amp;quot;craft scepter&amp;quot;), one item is produced from one resource material. If the general, non-specific work order is chosen, to &amp;quot;make crafts&amp;quot;, one resource is consumed, however this produces one to three random items (two on average). In this case, all subtypes that can be produced from the chosen material have an identical % chance to be produced.&lt;br /&gt;
&lt;br /&gt;
Jewelry items (including amulets) can be claimed and worn by dwarves, similar to any piece of clothing. [[Figurine]]s may be claimed and carried as personal items, and [[scepter]]s can be assigned (via the [[Noble]]s screen) as a token of office. No hand-held craft item interferes with [[labor]].&lt;br /&gt;
&lt;br /&gt;
Some subtypes of crafts can reference [[historical figure]]s and events (figurines, for example); this does not have any meaningful effect on the value of the craft.&lt;br /&gt;
&lt;br /&gt;
Gem and glass crafts cannot be made directly. They may only be produced randomly by gem cutting jobs.&lt;br /&gt;
&lt;br /&gt;
===Flasks===&lt;br /&gt;
{{main|Flask}}&lt;br /&gt;
Metal flasks are made at a [[metalsmith's forge]]. Leather flasks are called '''waterskins''', and are made in a [[leather works]]. Glass flasks are called '''vials''', and are made in a [[glass furnace]]. Flasks will be used by soldiers and hunters, allowing them to transport water or booze for drinking.&lt;br /&gt;
&lt;br /&gt;
===Goblets===&lt;br /&gt;
[[File:goblet_sprite.png]] / {{Tile|¶|7:1}} Goblets have no subtypes, but have different names depending on the material from which they are made: [[metal]] and [[glass]] goblets are simply '''goblets''', [[stone]] goblets are called '''mugs''', and [[wood]]en goblets are called '''cups'''.&lt;br /&gt;
&lt;br /&gt;
Goblets are always produced at a 3:1 ratio. Metal goblets are made at a [[metalsmith's forge]]. Glass goblets are made at a [[glass furnace]]. Rock mugs and wooden cups are made at a [[craftsdwarf's workshop]].&lt;br /&gt;
&lt;br /&gt;
Goblets can be used by dwarves for [[drink]]ing. If no goblets are available in a dining room stockpile or a coffer in a [[tavern]], a thirsty dwarf can drink [[alcohol]] straight from the [[barrel]], but this will result in an unhappy [[thought]]. If a dwarf is unable to use their arms, they will stall on picking up a goblet rather than drinking straight from the barrel{{bug|9440}}. Goblets can also be used to transport liquids in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
{{main|Instruments}}&lt;br /&gt;
[[File:instrument_sprite.png]] / {{Tile|¿|7:1}} Instruments can be composed of one or more components made from specific materials. The presence of multiple high-value components can increase the trade value of an instrument far beyond any other finished good. Instruments can also be used by [[performer]]s in [[tavern]]s or [[temple]]s.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
[[File:toys_sprites.png]] / {{Tile|æ|7:1}} Toys include '''mini-forges''', '''toy hammers''', '''toy axes''', '''toy boats''', and '''puzzleboxes''' created at a craftsdwarf's workshop. Dwarven children can play with toys.&lt;br /&gt;
&lt;br /&gt;
===Totems===&lt;br /&gt;
[[File:skull_sprite.png]] / {{Tile|ç|7:1}} Totems are made from [[skull]]s by a [[bone carver]] at a [[craftsdwarf's workshop]].&lt;br /&gt;
&lt;br /&gt;
Although totems have the same base [[value]] as all other crafts, totems made from the skulls of more valuable animals like [[unicorn]]s will fetch a hefty price.&lt;br /&gt;
&lt;br /&gt;
===Large gems===&lt;br /&gt;
[[File:large_rock_gem_sprite.png]] / {{Tile|♦|7:1}} Large gems have no subtypes. Large gems can be ordered to be cut from most materials, with gems and glass being two notable exceptions. For [[gem]] or [[glass]] large gems, a gem cutting job will occasionally produce a large gem. It can be assumed that this represents the rarity of large gem-quality rough gemstones, and the difficulty of creating thick, evenly-structured glass pieces. Large gems currently have no use beyond trade- they can be put in animal traps as bait, but do not function.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Most materials can be used to make trade goods - on occasion, a [[dwarf]] in a [[strange mood]] will make a trade good out of a material not normally suited for it (e. g., a bone toy).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Material'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Labor'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Workshop'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Crafts'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Goblets'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Toys'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Large Gems'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Instruments'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]||[[Stone crafter|Stonecrafting]]||[[Craftsdwarf's workshop]]||Y||Y||Y||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]||[[Wood crafter|Woodcrafting]]||[[Craftsdwarf's workshop]]||Y||Y||Y&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]||[[Leatherworker|Leatherworking]]||[[Craftsdwarf's workshop]]||Y&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;||N||N||N||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||[[Clothier|Clothesmaking]]||[[Craftsdwarf's workshop]]||Y&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ivory]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Pearl]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Ceramic]]||[[Potter|Pottery]]||[[Kiln]] or [[Magma kiln]]||Y||N||N||N||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Wax]]||[[Wax worker|Wax working]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]]||[[Metalcrafting]]||[[Metalsmith's forge]] or [[Magma forge]]||Y||Y||Y||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]]||[[Glassmaker|Glassmaking]]||[[Glass furnace]] or [[Magma glass furnace]]||Y&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;||Y||Y||Y&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem|Gems]]||[[Gem cutting]]||[[Jeweler's workshop]]||Y&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;||N||N||Y&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;||N&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Instruments and their components are procedurally generated items; the materials they can be made from depend on the particular world.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Wooden toys can only be made using the job [[manager]], as the craftsdwarf's workshop interface does not permit selecting them. {{bug|3119}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; [[Adamantine]] cloth cannot be used to make crafts. (Adamantine crafts can be created at a [[metalsmith's forge]]).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; Amulets, earrings and bracelets are the only crafts that can be produced from [[leather]], [[plant]] cloth, and [[silk]] cloth. All crafts can be produced from [[yarn]] cloth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; Skull totems, like bone crafts, are made by a bone carver at a craftsdwarf's workshop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; Prior to v50, crafts and large gems were produced randomly by cutting jobs at a [[jeweler's workshop]], with the [[gem cutting]] labor. Raw glass possibly has a 33% chance to be cut into a large gem or a craft (with 11 crafts for every 16 large gems). Raw gems have a 5% chance to be cut into a large gem or a craft (with 1 craft for every 8 large gems).&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: the fact that boats cannot be built in Dwarf Fortress because of cave-ins --&amp;gt;&lt;br /&gt;
The existence of toy boats indicates that the dwarf civilization does have the concept of using specialized vehicles to travel on water. However, due to the nature of [[Physics |Urist's principle]], there is some difficulty in scaling them up to a usable level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Nintendo &amp;quot;GameCube&amp;quot; video game console --&amp;gt;&lt;br /&gt;
Some dwarven children insist on calling puzzleboxes &amp;quot;game cubes&amp;quot;. Scholars have yet to determine why.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Finished goods]]&lt;/div&gt;</summary>
		<author><name>Clevin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fuel_industry&amp;diff=303274</id>
		<title>Fuel industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fuel_industry&amp;diff=303274"/>
		<updated>2024-08-25T20:05:08Z</updated>

		<summary type="html">&lt;p&gt;Clevin: /* Industry overview */ Add link to Wood, furnaces, magma furnaces, turn wood burning arrow into line. Since the workshop block is wrapping, it causes visual issues with the south arrow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''fuel industry''' deals with the harvesting and use of wood or minerals for the production of fuel in the [[Metal industry]], [[Glass industry]], and [[Ceramic industry]].  It is considered a secondary industry because it refines raw harvested materials, and prepares them for further use in secondary industries. &lt;br /&gt;
&lt;br /&gt;
== Products ==&lt;br /&gt;
{{main|Fuel}}&lt;br /&gt;
* Coke&lt;br /&gt;
* Charcoal&lt;br /&gt;
&lt;br /&gt;
== Industry overview ==&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 41em&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Wood industry&lt;br /&gt;
  |background=#fff&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Bituminous coal]] veins&lt;br /&gt;
  |background=#CCC|&lt;br /&gt;
  | |#fff|☼|#888|☼|#888| |#fff|&lt;br /&gt;
  | |#fff|☼|#888|☼|#888| |#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Lignite]] veins&lt;br /&gt;
  |background=#CCC|&lt;br /&gt;
  | |#fff|*|#888|*|#888| |#fff|&lt;br /&gt;
  | |#fff|*|#888|*|#888| |#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|    |C|#fff|E|    |&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Block|skill=[[Mining]]&lt;br /&gt;
  |color=7:0|&lt;br /&gt;
  |      |L|#ccc|      |&lt;br /&gt;
  |E|    |C|#ccc|E|    |&lt;br /&gt;
  |      |A|#ccc|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Block|skill=[[Mining]]&lt;br /&gt;
  |color=7:0|&lt;br /&gt;
  |      |L|#ccc|      |&lt;br /&gt;
  |E|    |C|#ccc|E|    |&lt;br /&gt;
  |      |A|#ccc|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Wood]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |▬|#d79c2d|▬|#d79c2d|▬|#d79c2d|▬|#d79c2d|&lt;br /&gt;
  |▬|#d79c2d|▬|#d79c2d|▬|#d79c2d|▬|#d79c2d|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Bituminous coal]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#888|☼|#888|☼|#888|☼|#888|&lt;br /&gt;
  |☼|#888|☼|#888|☼|#888|☼|#888|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Lignite]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |•|#888|•|#888|•|#888|•|#888|&lt;br /&gt;
  |•|#888|•|#888|•|#888|•|#888|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |E|    |C|#fa8|L|#fa8|&lt;br /&gt;
  |      |A|#fa8|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Use Block|item=[[Magma]]|use=Powers [[magma furnace]]s&lt;br /&gt;
  |background=#fa8|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Wood furnace|skill=[[Wood burning|Wood&amp;lt;br&amp;gt;burning]]&lt;br /&gt;
  |color=6:0|&lt;br /&gt;
  |      |L|#882|      |&lt;br /&gt;
  |E|    |C|#882|E|    |&lt;br /&gt;
  |      |L|#882|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#888|      |&lt;br /&gt;
  |E|    |C|#888|L|#888|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Smelter|skill=[[Furnace operating|Furnace&amp;lt;br&amp;gt;operating]]&lt;br /&gt;
  |color=0:1|&lt;br /&gt;
  |      |L|#888|      |&lt;br /&gt;
  |L|#888|C|#888|L|#fa8|&lt;br /&gt;
  |      |L|#888|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Use Block|item=[[Fuel]]|use=Powers [[furnace]]s&lt;br /&gt;
  |background=#fa8|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fa8|C|#fa8|E|    |&lt;br /&gt;
  |      |L|#fa8|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Charcoal]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#888|≡|#888|≡|#888|≡|#888|&lt;br /&gt;
  |≡|#888|≡|#888|≡|#888|≡|#888|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Coke]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#888|≡|#888|≡|#888|≡|#888|&lt;br /&gt;
  |≡|#888|≡|#888|≡|#888|≡|#888|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#888|      |&lt;br /&gt;
  |A|#888|C|#888|E|    |&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
  |E|    |T|#fff|E|    |Powers non-magma furnaces&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fa8|      |&lt;br /&gt;
  |E|    |C|#fa8|E|    |&lt;br /&gt;
  |      |L|#fa8|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|    |C|#fff|L|#fff|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |L|#fff|C|#fff|L|#fff|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|C|#fff|L|#fff|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |L|#fff|C|#fff|E|    |&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fa8|      |&lt;br /&gt;
  |E|    |C|#fa8|E|    |&lt;br /&gt;
  |      |L|#fa8|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|    |T|#fff|E|    |For [[Steel]] production&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|#   |      |&lt;br /&gt;
  |E|    |C|#fa8|L|#fa8|&lt;br /&gt;
  |      |A|#fa8|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|#   |      |&lt;br /&gt;
  |L|#fa8|C|#fa8|L|#fa8|&lt;br /&gt;
  |      |A|#fa8|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fa8|      |&lt;br /&gt;
  |L|#fa8|C|#fa8|E|    |&lt;br /&gt;
  |      |A|#fa8|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|    |C|#fff|A|#fff|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Metal industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Glass industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Ceramic industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Fuel industry]]&lt;/div&gt;</summary>
		<author><name>Clevin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Plant&amp;diff=303260</id>
		<title>Plant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Plant&amp;diff=303260"/>
		<updated>2024-08-25T11:02:13Z</updated>

		<summary type="html">&lt;p&gt;Clevin: Fix anchor link to fruits, and remove links that redirect to the same area.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''For the article on farming plants, see [[Farming]]. For the article on crops, see [[Crops]].''&lt;br /&gt;
[[File:plant_sprites_preview.png|right]]A '''plant''' is a regrowing natural resource. In ''Dwarf Fortress'', they can be separated into four categories, all of which have different properties and uses. In the context of the game, they also include fungi (such as [[plump helmet]]s or [[fungiwood]]) and certain things not made of plant matter (such as [[staring eyeball]]s and [[wormy tendril]]s), all of which are functionally identical to plants.&lt;br /&gt;
&lt;br /&gt;
==Major types of plants==&lt;br /&gt;
* [[Crop]] - Crops, including [[Crop#Garden Plants|garden plants]] which can be bought at [[embark]], can be planted from [[seed]]s and grown in [[farm]]s. There are above-ground as well as subterranean crops, both of which need soil or muddied rock to grow.&lt;br /&gt;
&lt;br /&gt;
* [[Shrub]] - Shrubs cannot be planted, and must be [[plant gathering|gathered]] from naturally-growing specimens.&lt;br /&gt;
&lt;br /&gt;
* [[Tree]] - Trees are not (''currently'') farmable, and grow on multiple z-levels, providing [[wood]] and possibly [[Plant#Pod/Fruit|fruit]].&lt;br /&gt;
&lt;br /&gt;
* [[Grass]] - Grasses form the natural groundcover of [[soil]] and muddied rock, and are necessary to feed [[grazer|grazing]] animals.&lt;br /&gt;
&lt;br /&gt;
==Plant growth==&lt;br /&gt;
Plants may have multiple different types of growths. Each growth can have different properties in terms of usages and edibility. In general, only plant growths which are usable in some fashion will be collected and stockpiled by dwarves.&lt;br /&gt;
&lt;br /&gt;
===Bulb/Flower/Leaf===&lt;br /&gt;
Neither bulbs, flowers, or leaves contain [[seed]]s. Currently, only [[date palm]] trees produce flowers that are usable in-game, and most usable leaves are edible.&lt;br /&gt;
&lt;br /&gt;
In-game, the category &amp;quot;leaves&amp;quot; in the stocks screen includes most non-seed plant growths (leaves, fruit, [[flower]]s, etc.)&lt;br /&gt;
&lt;br /&gt;
An example of a common plant with useful leaves is the [[quarry bush]], which, when cooked, can produce large stacks of [[Cook#Prepared Meals|prepared food]].&lt;br /&gt;
&lt;br /&gt;
As most species of trees grow, they will produce leaves as a [[Tree#Growths|growth]]. Although these leaves will drop to the floor during the autumn seasons, they currently cannot be collected and have no use other than for atmospheric effect. Also, tree leaves cannot be cut away, and they only disappear during the winter season, or if the tree is chopped down. &lt;br /&gt;
&lt;br /&gt;
[[File:Tree+3.png|thumb|Leaves growing on an [[apricot]] tree]]&lt;br /&gt;
&lt;br /&gt;
===Nut===&lt;br /&gt;
A nut is a [[tree]] [[seed]] growth, usually edible.&lt;br /&gt;
===Pod/Fruit===&lt;br /&gt;
Pods and fruits are plant growths containing [[seed]]s. In comparison to fruit, pods are thin structures, usually not edible. In comparison to pods, fruits are larger structures, usually edible.  Fruit may be produced by both [[crop]]s and [[Tree#Fruit|trees]]. Supposedly, fruit dropping naturally from trees lays on the ground indefinitely.&lt;br /&gt;
==== Collection ====&lt;br /&gt;
In [[Fortress mode]], fruit can be picked, on the surface, by setting up a gathering [[zone]] ({{k|i}} then {{k|g}}). If there are any trees in the zone, a dwarf will pick up a [[stepladder]] or [[climber|climb]] the tree and drop the fruit to the ground, where they or some other food hauler will pick it up. Alternatively, if fruit has fallen on a shrub, gathering that shrub will gather the fruit on it as well. On the stocks screen, fruit such as apples is in the Leaves category.&lt;br /&gt;
&lt;br /&gt;
Some examples:&lt;br /&gt;
* [[Artichoke]] hearts&lt;br /&gt;
* [[Date palm]] flower stalks&lt;br /&gt;
* [[Lettuce]] leaves&lt;br /&gt;
* [[Mango]] fruit&lt;br /&gt;
* [[Pecan]] nuts&lt;br /&gt;
* [[String bean]] pods&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = erok&lt;br /&gt;
| elvish  = mana&lt;br /&gt;
| goblin  = tusnas&lt;br /&gt;
| human   = ona&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{materials}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{category|plants}}&lt;br /&gt;
[[ru:Plant]]&lt;/div&gt;</summary>
		<author><name>Clevin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Furnace_operator&amp;diff=303259</id>
		<title>Furnace operator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Furnace_operator&amp;diff=303259"/>
		<updated>2024-08-25T10:35:08Z</updated>

		<summary type="html">&lt;p&gt;Clevin: Add links to fuel and wood&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{v50_skill&lt;br /&gt;
| color      = 0:1&lt;br /&gt;
| graphic    = [[File:metal_sprite_icon.png]]&lt;br /&gt;
| graphicmargin = 106px&lt;br /&gt;
| skill      = Furnace Operator&lt;br /&gt;
| profession = [[Metalsmith]]&lt;br /&gt;
| job name   = [[Furnace operating]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make [[Pearlash]]&lt;br /&gt;
* Make [[Plaster powder]]&lt;br /&gt;
* [[Melt]] [[metal]] object&lt;br /&gt;
* Smelt [[Ore]] and [[metal#Alloys|alloys]]&lt;br /&gt;
| workshop   =&lt;br /&gt;
* [[Smelter]]&lt;br /&gt;
* [[Magma smelter]]&lt;br /&gt;
* [[Kiln]]&lt;br /&gt;
* [[Magma kiln]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Toughness&lt;br /&gt;
* Endurance&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''furnace operator''' skill is used for [[furnace]] tasks, such as melting metal ores into bars, [[melt]]ing metal items and creating metal [[alloy]]s. It is also used at [[kiln]]s for creating [[pearlash]] and [[Gypsum_plaster|plaster powder]]. Having higher skill levels does not improve the output in any way. It only allows the task to be performed faster. Graphically, furnace operators wear dark grey clothes.&lt;br /&gt;
&lt;br /&gt;
Note that a separate labor, [[wood burner|wood burning]], is used to make [[fuel]] from [[wood]].&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Clevin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bin&amp;diff=303258</id>
		<title>Bin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bin&amp;diff=303258"/>
		<updated>2024-08-25T10:27:23Z</updated>

		<summary type="html">&lt;p&gt;Clevin: Add links to volcano, charcoal, and melting items.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{v50_item|name=Bin&lt;br /&gt;
|tile=X|col=0:6:0&lt;br /&gt;
|graphic=[[File:bin premium.png]]&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|bars=3&lt;br /&gt;
|glass=n&lt;br /&gt;
|cloth=n&lt;br /&gt;
|leather=n&lt;br /&gt;
|ceramic=n&lt;br /&gt;
|bone=n&lt;br /&gt;
|shell=n&lt;br /&gt;
|gem=n&lt;br /&gt;
|wax=n&lt;br /&gt;
|used for=&lt;br /&gt;
* [[Storage]]&lt;br /&gt;
|value=10&lt;br /&gt;
|size=15,000&lt;br /&gt;
|capacity=60,000}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = osed&lt;br /&gt;
| elvish  = masa&lt;br /&gt;
| goblin  = sputo&lt;br /&gt;
| human   = itlud&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''bin''' is a specially made basket for certain [[stockpile]]s. A bin can be made from one [[wood|wooden log]] at a [[carpenter's workshop]] or forged from 3 [[metal]] [[bar]]s at a [[forge]]. Bins make it possible to store lots of objects into one tile of a stockpile. A stockpile without a bin will likely fill up fast, leaving any remaining items where they are to get in the way. When a bin is empty, the sprite will be that of an empty bin with no lid, whereas a bin with one item or more will have a lid, albeit slightly tilted.&lt;br /&gt;
&lt;br /&gt;
Bins are therefore incredibly useful to a maturing fortress. The best material for bins is generally [[wood]], because wooden bins are the lightest bins and will therefore save your haulers' time. Of course, if you intend to use bins next to a [[volcano]] or something equally [[fire|hot]], you may want to use metal bins. &lt;br /&gt;
&lt;br /&gt;
If your fort suffers from a lack of wood but [[Fuel|charcoal]] is also your only [[fuel]] source, producing metal instead of wooden bins will actually '''increase''' your wood consumption. Forging each bin will cost one unit of fuel and smelting the metal bars will also require fuel. Charcoal is produced at a rate of one bar per log. You can only reduce wood consumption by making metal bins if you use coke or [[magma]] to heat your smelters and forges.&lt;br /&gt;
&lt;br /&gt;
Stockpiles that use bins are [[ammunition|ammo]], [[armor]], [[bar]]s/[[block]]s, [[cloth]], [[Currency|coins]], [[finished goods]], [[gems]], [[leather]] and [[weapon]]s. [[Food]] stockpiles use [[barrel]]s and [[large pot]]s instead of bins. Other stockpiles do not use anything at all.&lt;br /&gt;
&lt;br /&gt;
Bins are a fast way to transport trade goods to a [[trade depot]]. Instead of carrying the individual item, the dwarf will haul the whole container for trade. Though if the contents inside are heavy, it will still take a long time.&lt;br /&gt;
&lt;br /&gt;
For information on managing bins in stockpiles, see [[using bins and barrels]].&lt;br /&gt;
&lt;br /&gt;
[[Melt item|Melting]] metal bins return a single bar.&lt;br /&gt;
&lt;br /&gt;
[[File:Wood (2942371043).jpg|thumb|A large number of wooden bins stacked upon each other.]]&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Hauling jobs block access to all the items in the destination containers until the hauling is complete. This often results in cancellation spam and work delays.{{bug|9004}} One workaround is creating a &amp;quot;feeder stockpile&amp;quot; with containers disabled.&lt;br /&gt;
&lt;br /&gt;
* Items in bins are sometimes not found for tasks.{{bug|8755}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Storage]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ru:Bin]]&lt;/div&gt;</summary>
		<author><name>Clevin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Beekeeping_industry&amp;diff=303257</id>
		<title>Beekeeping industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Beekeeping_industry&amp;diff=303257"/>
		<updated>2024-08-25T10:14:27Z</updated>

		<summary type="html">&lt;p&gt;Clevin: Add link to beekeeper skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-right: 15px;&amp;quot;&amp;gt;[[File:honey_bee_sprite_preview.png|right]]&amp;lt;/div&amp;gt;&lt;br /&gt;
The '''beekeeping industry''' is an agricultural process that involves farming [[honey bee]]s in built [[hive]]s to produce [[honeycomb]]s and [[royal jelly]], the former of which is further processed into [[honey]] and [[wax]]. The primary skill and labor used in the industry is [[Beekeeper|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
=== Finding wild bees ===&lt;br /&gt;
[[File:Beekeeping Industry Flowchart.png|thumb|300px|upright=1.5|Beekeeping industry flowchart]]Wild colonies of honey bees must be present on the map. Since live [[vermin]] cannot be bought during [[embark]], wild bees are necessary to start beekeeping. Colonies of honey bees can appear in any [[Freezing#Climate|non-freezing]] land [[biome]], which excludes mountains, glaciers, and tundras. While they are common in places they appear ({{token|FREQUENCY|c|100}}), bees are not {{token|UBIQUITOUS|c}}, thus are not guaranteed to appear in every [[region]].&lt;br /&gt;
&lt;br /&gt;
[[Bumblebee]]s cannot be used in beekeeping.&amp;lt;sup&amp;gt;[https://dwarffortress.mantishub.io/view.php?id=4003#c15306 &amp;amp;#91;1&amp;amp;#93;]&amp;lt;/sup&amp;gt; They do possess their own version of honey, royal jelly, wax, and even mead, all of which are unobtainable in normal gameplay.&lt;br /&gt;
&lt;br /&gt;
Honey bees are one of the {{token|VERMIN_SOIL_COLONY|c}} creatures, which includes bumblebees, [[ant]]s, and [[termite]]s. Maps have a hard limit to how many wild colonies can appear simultaneously. If new colonies stop appearing, it means this limit has been reached. Therefore, honey bee colonies might be unable to spawn because the &amp;quot;space&amp;quot; is occupied by other vermin colonies. Building [[dirt road]]s over existing colonies frees up space for new ones to generate.&lt;br /&gt;
&lt;br /&gt;
If a colony cannot be found after searching, set up a single hive and leave it for about a year as a last-ditch effort. Beekeepers will immediately be able to find an accessible honey bee colony that may have gone unnoticed or spawned inconspicuously.&lt;br /&gt;
&lt;br /&gt;
=== Building hives ===&lt;br /&gt;
&lt;br /&gt;
{{Main|Hive}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ Workshop and labor requirements&lt;br /&gt;
! Material !! Workshop !! Labor&lt;br /&gt;
|-&lt;br /&gt;
| [[Ceramic]] || [[Kiln]] or [[magma kiln]] || [[Pottery]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] || [[Glass furnace]] or [[magma glass furnace]] || [[Glassmaking]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]] || [[Metalsmith's forge]] or [[magma forge]] || [[Metalcrafting]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]] || [[Craftsdwarf's workshop]] || [[Stonecrafting]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]] || [[Craftsdwarf's workshop]] || [[Woodcrafting]]&lt;br /&gt;
|}&lt;br /&gt;
Hives are a [[tool]]. They can be made in a variety of hard materials from their respective [[workshop]]s and [[labor]]s. Beekeepers themselves do not craft them. Hives are stored in [[finished goods]] [[stockpile]]s.&lt;br /&gt;
&lt;br /&gt;
Hives can be built ({{k|b}} -&amp;gt; {{k|o}} -&amp;gt; {{k|f}} -&amp;gt; {{k|h}}) on any hard surface, both indoors and outdoors. Only beekeepers can haul and place hives.&lt;br /&gt;
&lt;br /&gt;
[[Tile attributes]] affect honey production. In order for hives to produce, they must be built adjacent to (or on) an above ground tile. Subterranean hives cannot produce anything, but can store colonies to be split later. Clicking on a hive will show whether it has &amp;quot;Outdoor access&amp;quot; or &amp;quot;No outdoor access&amp;quot; - relating to the above ground or subterranean attribute respectively. So long as hives are placed adjacent to or on an above ground tile, they can be completely enclosed with constructions from outside while still creating products, allowing beekeepers to work safely at all times.&lt;br /&gt;
&lt;br /&gt;
== Hive management ==&lt;br /&gt;
Managing hives is fairly automated–beekeepers will perform most of the necessary jobs on their own when available. There are two options in the building settings that can be toggled to control beekeepers from installing colonies or from gathering products in a hive. Hives are set by default to allow colony installation and product gathering.&lt;br /&gt;
&lt;br /&gt;
In the [[job list|{{k|j}}ob list]], two notable beekeeping jobs are:&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Install Colony In Hive|3:0}} – when a beekeeper installs a colony to a new hive.&lt;br /&gt;
* {{DFtext|Collect Hive Products|3:0}} – when a beekeeper gathers the products from a hive.&lt;br /&gt;
&lt;br /&gt;
=== Examining hives ===&lt;br /&gt;
Clicking on the hive will display:&lt;br /&gt;
&lt;br /&gt;
* Which options have been set for that hive:&lt;br /&gt;
** {{DFtext|Install colony when ready|7:1}} or {{DFtext|Do not install colony|7:1}}.&lt;br /&gt;
** {{DFtext|Gather any products|7:1}} or {{DFtext|Do not gather products|7:1}}.&lt;br /&gt;
* Whether it has {{DFtext|Outdoor access|2:1}} or {{DFtext|No outdoor access|4:1}}.&lt;br /&gt;
* If the hive is {{DFtext|Ready to be split|2:1}} or {{DFtext|Not ready to be split|0:1}}.&lt;br /&gt;
* If there are too many colonized hives on the map (due to a [[#Limit|limit]]).&lt;br /&gt;
&lt;br /&gt;
To see if a hive has a colony, use the &amp;quot;view i{{k|t}}ems in buildings&amp;quot; menu. If a colony is present, it will show a [[stack]] of live honey bees inside a built hive. It will also show if the hive contains a honeycomb or royal jelly. To know how many hives are currently built on the map, open the {{k|b}}uilding menu and look for the number next to the &amp;quot;Hive&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
=== Colony installation ===&lt;br /&gt;
Beekeepers automatically haul colonies to new hives as long as they have access to a wild colony or another colony that is ready to be split from another hive. They must have their setting set to {{DFtext|Install colony when ready|7:1}}. Hives set to {{DFtext|Do not install colony|7:1}} will not accept new colonies, even after existing colonies are destroyed. If the settings change or the hive gets slated for removal before the beekeeper reaches the hive to install a new colony, then the job gets cancelled, and the hauled colony is removed from the beekeeper.&lt;br /&gt;
&lt;br /&gt;
Beekeepers usually go for the closest available colony to install, whether it's a wild colony or a colony in a hive. Assigning beekeepers to [[burrow]]s can prevent them from seeking other hives.&lt;br /&gt;
&lt;br /&gt;
=== Splitting colonies ===&lt;br /&gt;
Colonies can split in three months after installation. A split-able colony is indicated in the building settings as {{DFtext|Ready to be split|2:1}}. Splitting colonies produce new colonies that are installed to other hives, thereby increasing the colony count. In order to split the colony, an empty hive and a beekeeper must be present. A beekeeper will perform a splitting automatically if an empty hive is set to allow colony installation. After splitting, beekeepers haul the new colony to an empty built hive. Doing this leaves the original hive populated, and after another three months, it will become ready for splitting again.&lt;br /&gt;
&lt;br /&gt;
Splitting a colony does not reset the honeycomb and royal jelly production. [[Forbid]]ding a hive or its colony will not prevent beekeepers from using the hive's colony for splitting. If a hive is slated for removal but has not been removed yet, then the split-able colony inside can still be used for installation.&lt;br /&gt;
&lt;br /&gt;
=== Gathering products ===&lt;br /&gt;
Hives containing colonies produce a single honeycomb and royal jelly. Honeycombs and royal jelly are &amp;quot;part&amp;quot; of the building, as indicated by the {{DFtext|[B]|1:1}} symbol next to their names when viewing the building's items. When a beekeeper gathers them, the items are released from the hive, which allows a food hauler to carry the items to a stockpile. An empty [[jug]] is required to gather the products, since royal jelly must be stored in a container.&lt;br /&gt;
&lt;br /&gt;
Hives must set to {{DFtext|Gather any products|7:1}} for beekeepers to go and gather its products. A honeycomb and royal jelly must both be present in a hive before they can be gathered. When these requirements are met, a beekeeper will automatically find an empty jug and gather the products for hauling. Beekeepers usually go for the closest accessible hive to gather first. If the settings change or the hive gets slated for removal before the beekeeper reaches the hive to collect the products, then the job gets cancelled, and the jug is stored back.&lt;br /&gt;
&lt;br /&gt;
The gathering process always destroys the colony inside the hive. The colony disappears instantly when destroyed. A new colony must be installed every time the products are gathered in order for the hive to produce more. To avoid colony extinction from gathering products, it is recommended to save a few hives just for splitting by changing their settings to not gather products. This would ensure a permanent supply of bees at all times.&lt;br /&gt;
&lt;br /&gt;
=== Limit ===&lt;br /&gt;
There is a soft limit of 40 colonies, which empty hives and wild or hauled colonies do not count against. When the number of colonies on the map reaches 41 or more, honeycomb and royal jelly no longer have a 100% possibility of spawning six months after installation. If the colony does not produce a honeycomb or royal jelly, then it has a chance to produce again every six months. The likelihood of spawning affects products individually, so it is possible that a honeycomb appears while royal jelly does not, and vice versa. The soft limit does not affect colonies that were installed before the limit had passed. Hives that contain colonies will have the following warning in the building settings when the soft limit is exceeded:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: {{fgcolor|0:0}}; width: 12em;&amp;quot;&amp;gt;&lt;br /&gt;
{{DFtext|Too many hives|6:1}}&amp;lt;br/&amp;gt;{{DFtext|* Output restricted|6:0}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The maximum limit of active colonies for honey production is 59. When the colony count reaches 60, no more hive products appear. It also resets all ongoing production, so any colony that was in the process of producing must wait at least six months again to produce honeycomb and royal jelly after the max limit is brought back down. When the max limit is reached, the warning message in the building settings reads:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: {{fgcolor|0:0}}; width: 12em;&amp;quot;&amp;gt;&lt;br /&gt;
{{DFtext|Too many hives|4:1}}&amp;lt;br/&amp;gt;{{DFtext|* No output|4:0}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The limits do not affect the spawning of wild colonies, nor the amount of time needed for colonies to become ready to split.&lt;br /&gt;
&lt;br /&gt;
The total number of colonies can be checked in the [[stocks]] under &amp;quot;Small live animals&amp;quot; and hitting {{k|Tab}} to display individual stacks. Each stack represents a single colony. The number of colonies can exceed 60 by installing colonies into new hives (by splitting or collecting wild bees), but nothing is gained from doing this. To lower the number of colonies, either dismantle colonized hives, [[dump]] the colony, or allow beekeepers to gather existing products in the hive, which destroys the colony. To attain high output efficiency, keep the number of active hives below 41.&lt;br /&gt;
&lt;br /&gt;
=== Removing hives ===&lt;br /&gt;
Built hives can be removed using the building menu ({{k|q + x}}). A beekeeper is required to remove the hive. After the building is removed, the item is carried back to a finished goods stockpile by an item hauler. Hives can also be destroyed by [[building destroyer]]s, [[cave-in]]s, and [[magma]].&lt;br /&gt;
&lt;br /&gt;
Deconstructing a hive releases the colony inside (it cannot be retrieved), as well as dropping any honeycomb, royal jelly, or jug left inside. Fallen honeycombs and jugs can be hauled back, but spilled royal jelly cannot.&lt;br /&gt;
&lt;br /&gt;
== Production and processing ==&lt;br /&gt;
Six months after installing a colony, a hive produces one [[honeycomb]] {{Tile|∞|6:1}} and one [[royal jelly]] {{Tile|≈|7:1}}. Products have a 100% chance of spawning, unless the colony count exceeded the limit. Only one honeycomb and royal jelly will spawn at a time, and no further products will appear until they are gathered from the hive. The colony size does not affect the output speed; neither do the [[surroundings]], [[plant]]s, [[weather]], or [[season]]s affect production.&lt;br /&gt;
&lt;br /&gt;
Royal jelly is a liquid [[food]] used as an ingredient in [[prepared meal]]s, but it can only be cooked if another solid food item is included in the meal.&lt;br /&gt;
&lt;br /&gt;
Honeycombs are classified as tools, and stored with other finished goods. As an intermediate product, honeycombs do not have any applications on their own, but when [[presser|pressed]] at a [[screw press]], each honeycomb produces two items: [[honey]] {{Tile|≈|6:0}} and pressed [[wax]] (or wax cake) {{Tile|≈|6:1}}, both of which are stored in food stockpiles. To press a honeycomb, add a new task in a screw press and select &amp;quot;Press honey from honeycomb&amp;quot; ({{k|h}}), or search and select &amp;quot;Press honey from honeycomb&amp;quot; in the [[manager]] screen. An empty jug is needed for the job to store the honey.&lt;br /&gt;
&lt;br /&gt;
Honey, like royal jelly, is a liquid food that can be cooked into a meal. Additionally, it can be brought to a [[still]] and brewed into [[alcohol|mead]], the only obtainable non-plant-based alcoholic drink. Wax can be processed into various [[craft]]s by a [[wax worker]], which all have a [[material value]] of one.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Stacks of honey bees in their hives can be [[wear|mangled]] by forest [[fire]]s, but will still live, resulting in some odd descriptions.{{bug|4101}}&lt;br /&gt;
* Filled jugs may be stored in [[bin]]s as finished goods, preventing the use of their contents in the food industry.{{bug|4229}}&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
&lt;br /&gt;
The entire beekeeping industry is a bug exploit.(''with regards to the Apis genus, to be exact'')&lt;br /&gt;
[[File:beekeeping_preview.png|thumb|340px|center|You get used to the buzzing sounds. Honest.]]&lt;br /&gt;
{{Industry}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
[[ru:Beekeeping industry]]&lt;/div&gt;</summary>
		<author><name>Clevin</name></author>
	</entry>
</feed>