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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-24T08:26:33Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Book&amp;diff=231804</id>
		<title>Book</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Book&amp;diff=231804"/>
		<updated>2017-07-16T13:57:04Z</updated>

		<summary type="html">&lt;p&gt;Giant Orange Brain: Added information regarding fortress mode bugs (single page writing limit, illiterate dwarves reading, book's value &amp;lt; book components' value)&lt;/p&gt;
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&lt;div&gt;{{Quality|Superior|21:35, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{old}}&lt;br /&gt;
&lt;br /&gt;
:''See also: [[Scroll]]''&lt;br /&gt;
&lt;br /&gt;
'''Books''' are a type of item. They are written by historical figures in [[legends mode|worldgen]], the player in [[adventurer mode]], and by citizens or visiting [[scholar]]s in [[fortress mode]].&lt;br /&gt;
&lt;br /&gt;
Books are created in the [[craftsdwarf's workshop]] out of a written-on [[quire]], [[thread]], and a [[book binding]] using the [[Bookbinding]] labour. Book bindings can be made from [[wood]], [[stone]], [[metal]], and [[glass]]. Both wood and stone bindings are made at a [[craftsdwarf's workshop]], metal bindings are shaped at a [[metalsmith's forge]], and glass bindings are created at a [[glass furnace]]. The final product of binding a book tends to be worth much less than the combined value of its constituent parts, making books a terrible way to generate wealth. However, they do make your fortress [[library]] significantly more interesting for the fort citizens. They are stored in [[bookcase]]s placed in libraries.&lt;br /&gt;
&lt;br /&gt;
Written books can be found under &amp;quot;codices&amp;quot; in the {{k|z}} Stocks screen and in the {{k|L}} [[Artifact]]s screen.&lt;br /&gt;
&lt;br /&gt;
In adventure mode, one must be a [[Reader]] of at least Novice skill in order to read a book. As this skill can only be acquired during character generation, literacy is a decision you must make before you start playing.&lt;br /&gt;
&lt;br /&gt;
== Topics == &lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
Necromancy books cannot normally be created by players either in [[adventurer mode]] or [[fortress mode]], but will be written during world generation by necromancers and various demonic rulers. &lt;br /&gt;
&lt;br /&gt;
Books on necromancy are found sitting on [[table]]s in the tower or keep of the entity that wrote them.&lt;br /&gt;
&lt;br /&gt;
If a [[Necromancer]] visits your fortress, he may bring books with him. Books with secrets in them are considered [[artifact]]s; they will appear on your fortress's [[Artifact]]s list and may be stored in stockpiles that allow artifact-quality finished goods.&lt;br /&gt;
&lt;br /&gt;
Some books may contain &amp;quot;secrets of life and death&amp;quot;, which when read by an adventurer will make him a [[necromancer]]—immune to death from age, free from the mortal concerns of sleep, hunger and thirst, and able to raise zombies. An adventurer who has learned the secrets of life and death CAN write his own books containing the secrets of life and death, and can thus spread necromancy. This makes it possible to attack a Tower in Adventure Mode, read the slab containing the secrets, go to your retired fort, and write a book on the secrets of life and death there. When you unretire the fort, it will only be a matter of time before everyone in the fort is a necromancer.&lt;br /&gt;
&lt;br /&gt;
=== Art ===&lt;br /&gt;
Art books describe [[poetic forms]], [[dance forms]] and [[musical forms]].&lt;br /&gt;
&lt;br /&gt;
=== Scholarly ===&lt;br /&gt;
Scholarly books include [[topic]]s on mathematics, philosophy, history, geography, medical science, natural science, astronomy, engineering, and chemistry.&lt;br /&gt;
&lt;br /&gt;
[[Civilization]]s practice different forms of scholarship. Dwarves practice all forms of scholarship (while still preferring craftsdwarfship to books), elves do elfy stuff, and for humans it is randomized for each instance of civilization (scholar types are based on the civilization's values and jobs).&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
Books may be autobiographies, or about other historical characters or locations the author has had contact with. Presumably the relevant topics must have been discovered by an individual's civilization for biographies, autobiographies, etc. to be written. The &amp;quot;Autobiographical adventure&amp;quot; [[DF2014:Topic#History|history topic]], for example, presumably unlocks autobiographies.&lt;br /&gt;
&lt;br /&gt;
Books may also be commentaries on other books.&lt;br /&gt;
&lt;br /&gt;
[[Bookkeeper]]s don't require a book or [[scroll]] to update stockpile records, oddly enough.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Although adventure mode characters require some training in the Reader skill to read books, fortress mode dwarves will &amp;quot;read&amp;quot; them even if they are completely illiterate.&lt;br /&gt;
*Currently, your fortress dwarves will not write books longer than a single page. Visiting scholars and merchants will sometimes bring longer works with them.&lt;br /&gt;
*Currently, the value of a finished book is far less than the value of the components that went into its making.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = thîkut&lt;br /&gt;
| elvish  = soya&lt;br /&gt;
| goblin  = zosto&lt;br /&gt;
| human   = thothil&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Giant Orange Brain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tavern&amp;diff=231719</id>
		<title>Tavern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tavern&amp;diff=231719"/>
		<updated>2017-07-09T21:02:00Z</updated>

		<summary type="html">&lt;p&gt;Giant Orange Brain: /* Fortress mode */ Added section on tavern brawls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|01:02, 29 September 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
A '''Tavern''' is a designated [[locations|location]] in [[Fortress mode]]. You may designate them from any [[meeting area]] or [[dining room]]. Upon creation, the new tavern will be given a random name, but you can rename it by pressing {{k|n}} in the locations screen.&lt;br /&gt;
&lt;br /&gt;
Taverns are places where your fortress's idle dwarves can mingle with [[visitor]]s from nearby civilizations. These visitors can be members of any nearby humanoid race, and will come with one of five occupations: performer, mercenary, bandit, monster slayer, or diplomat. Once a character is in the tavern, it can do the following:&lt;br /&gt;
*'''Socialize''' - So long as there are at least two characters in the tavern, they may socialize. This can involve telling each other stories, reciting poetry, or sharing music. Its only requirement is that you include a moderate amount of empty space in the tavern's floor plan, which the game recognizes as a &amp;quot;dance floor.&amp;quot; Stocking the tavern with a variety of [[instrument]]s will improve the quality of the music, as performers will simply improvise the sound of any missing instruments. Selecting a socializing creature with {{k|v}} and then pressing {{k|Enter}} will allow you to see the details of the story, song, or poem being performed, though this only works for fortress dwarves and long-term residents.&lt;br /&gt;
*'''Eat/Drink''' - If you've built [[throne]]s and [[table]]s in your Tavern, and have [[food]] and [[drink]] [[stockpile]]s within its boundaries, then tavern goers will eat and drink while here. You should also include [[container]]s full of [[mug]]s and [[goblet]]s in your tavern, as drinkers receive bad thoughts when drinking without one.&lt;br /&gt;
*'''Rent Rooms''' - If you build a [[bed]]room and assign it to the tavern (select the bedroom with {{k|q}}, then press {{k|l}} to bring up a list of locations to assign it to), it will now be known as a &amp;quot;rented room&amp;quot; and become available for rent by long-term mercenary and performer [[visitor]]s whose [[petition]]s you've accepted. These visitors don't actually pay you anything for use of the room, but will offer their services in exchange for room and board, essentially joining your fort but refusing to accept labors. Mercenaries can be assigned to serve in any [[military]] [[squad]], but not as a leader, while performers simply socialize with tavern goers.&lt;br /&gt;
&lt;br /&gt;
Because taverns serve all the same purposes as dining halls (and then some), there is no reason why you can't have them be one and the same. Lavishly decorating your tavern and filling it with such [[Stress|mood]]-enhancing items as [[mist]] generators will greatly boost your fort's happiness, as every dwarf will eventually need to visit the place to eat and drink. You can further improve it by assigning dwarves to the [[occupation]]s associated with taverns: [[performer]]s and [[tavern keeper]]s. Performers simply socialize with anyone who is idle in the tavern, while tavern keepers provide drinks in mugs to tavern-goers. Bear in mind that a tavern keeper will remain idle indefinitely if your tavern doesn't have a drink stockpile, and that they tend to serve more alcohol than a creature would normally drink. This can lead to issues with [[drunk]]enness, particularly for your non-dwarven long-term residents!&lt;br /&gt;
&lt;br /&gt;
Although taverns attract foreign visitors by default, you can adjust this option in the location menu. If you feel that your dwarves would be better off without fraternization with other peoples, you can simply change the tavern's policy on guests to serve locals only. You can also adjust the number of mugs and instruments the tavern will keep on hand from this menu.&lt;br /&gt;
&lt;br /&gt;
===Tavern Risks===&lt;br /&gt;
Although it may be fun to see your dwarves singing, dancing, and socializing their spare time away, be aware that having a tavern in your fort puts your citizens at risk of drunken brawls. Drunk creatures are more prone to violence, especially those with [[human|weak]], [[elf|tiny]] [[goblin|livers]]. Although these outbursts usually begin as a simple fist fight between peasants or children, they can escalate quickly; friends and family of combatants will often join in, leading to huge, undesirable melees which may include highly-trained military dwarves. Even if soldiers don't get involved, lucky punches and scratches can deal permanent wounds or even kill. Worst of all, unless you have a massive hospital with multiple doctors, you can find yourself suddenly buried under dozens of lightly injured dwarves, watching their wounds grow fatally infected as they wait for preliminary diagnosis. There is not much you can do to control for this event besides getting your medical industry up and running before opening the tavern doors. But hey, if you want, you can simply think of it as an exciting source of hands-on experience for your med team!&lt;br /&gt;
&lt;br /&gt;
{{D_for_Dwarf}}&lt;br /&gt;
A little-known limerick  about taverns and cats is the ancient dwarven expression, &amp;quot;Oh Urist, curiosity didn't kill the cat, the booze did.&amp;quot; This became popularized early on due to cats liking booze just as much, if not more, than dwarves did, which led to a century-long friendship between cat and dwarf kind—and many cats dying of alcohol poisoning in taverns. Many, many cats. Sadly, cats have recently become less inclined to drink booze. Scholars claim this is probably due to the process of [[Bugs|natural selection]]&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
Taverns are also generated in settlements in [[Adventure mode]]. They are visible in the structures list of [[legends]] mode.&lt;br /&gt;
&lt;br /&gt;
An adventurer can order drinks and rent rooms at taverns.To do this simply talk to the [[tavern keeper]] and choose to {{DFtext|Ask about available services, drinks, rooms, etc.}} then choose the drink you want to order or the room you want to rent. This is the only way you can sleep in a building in a city in the current version. People in towns are far less accommodating than rural folk. The drinks are different for each tavern and they occasionally change, so going to a tavern one week and coming back the next will mean you will likely have different options of drinks you can order. Just remember that you have to pay the [[tavern keeper]], of course you could just ignore your payment and run off if you aren't planning to return any time soon. But that will get you labeled as a [[Thief|criminal]].&lt;br /&gt;
&lt;br /&gt;
You don't have to pay off your debts immediately unless you plan to leave the tavern, you can even pay it off the next day if you have a room at the tavern. However if you do plan on leaving the tavern and you wish to pay off your [[Drunk|night of debauchery]] or your room, talk to the tavern keeper and choose to {{DFtext|Trade or settle debts}} you can pay in currency or trade items of equal or greater value than what you owe them in order to pay off your debts.&lt;br /&gt;
&lt;br /&gt;
=== Custom Taverns ===&lt;br /&gt;
The build menu gives you the zoning option to allocate a tavern area. Companions left here will behave as if they are in a tavern. Even without a [[tavern keeper]], [[Mug|drinking vessels]], [[furniture]] or [[Instrument|instruments]], they will mill about, gossip and [[Performance|perform all kinds of entertainment]].&lt;br /&gt;
&lt;br /&gt;
===Bugs===&lt;br /&gt;
* Tavern keepers, particularly in retired forts, sometimes claim &amp;quot;I don't work here&amp;quot; and refuse to serve drinks. {{bug|9327}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Locations}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Giant Orange Brain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dagger&amp;diff=231714</id>
		<title>Dagger</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dagger&amp;diff=231714"/>
		<updated>2017-07-08T00:56:43Z</updated>

		<summary type="html">&lt;p&gt;Giant Orange Brain: Fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:12, 1 March 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For a comparison of different weapons, see [[Weapon]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:HJRK A 48 - Scheibendolch, 1490-1500.jpg|right|thumb|250px|''A '''large dagger''' (specifically a &amp;quot;rondel dagger&amp;quot;)'']]&lt;br /&gt;
A '''large dagger''' is an [[attack types|edged]] [[weapon]] that is essentially larger than a knife but smaller than a [[short sword]]. Compared to the standard short sword, large daggers have no &amp;quot;flat&amp;quot; attack and a significantly less lethal &amp;quot;slash&amp;quot; attack, but gain a much more vicious &amp;quot;stab&amp;quot; attack with 1/10 the contact area of a sword point. This makes large daggers particularly effective against [[armor]]ed opponents: an iron dagger has a fair chance to pierce even [[steel]] armor, and the resulting internal injuries can be debilitating and deadly.&lt;br /&gt;
&lt;br /&gt;
Large daggers use and train the [[knife user]] skill, and are common weapons for [[kobold]] and [[goblin]] thieves. As foreign weapons dwarves cannot [[forge]] large daggers, limiting supply to whatever low-[[quality]] specimens can be scavenged from ambushers. [[Weapon#Size|Even the smallest dwarves]] are able to equip large daggers one-handed.&lt;br /&gt;
&lt;br /&gt;
All [[Adventure mode]] characters start with a large dagger, usually made of copper. Even [[elf|elven]] adventurers will receive a metal dagger.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = urist&lt;br /&gt;
| elvish  = acita&lt;br /&gt;
| goblin  = ulspa&lt;br /&gt;
| human   = olith&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_weapon.txt|ITEM_WEAPON|ITEM_WEAPON_DAGGER_LARGE}}}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>Giant Orange Brain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Performer&amp;diff=226706</id>
		<title>Performer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Performer&amp;diff=226706"/>
		<updated>2016-09-03T03:54:55Z</updated>

		<summary type="html">&lt;p&gt;Giant Orange Brain: Expanded article&lt;/p&gt;
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&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
:''&amp;quot;Music&amp;quot; redirects here. For in-game music, see [[Soundtrack]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Performer''' is an [[occupation]]. Performers will perform for idle visitors at your fort's [[tavern]]s and [[temple]]s, through such mediums as stories, dance, poetry, and music. You may assign any number of your fortress' dwarves to serve as performers at the tavern and temple locations, and performers from other civilizations will regularly visit your fort's taverns to entertain tavern goers or petition for long-term residency.&lt;br /&gt;
&lt;br /&gt;
Performers serve little practical purpose as they mostly just duplicate the behavior of other tavern goers. However, a skilled performer can significantly boost the mood of any dwarves who observe their work.&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
There are four instrument skills: [[Keyboardist]], [[Percussionist]], [[Stringed instrumentalist]], and [[Wind instrumentalist]]. There is also one general skill, [[Musician]].&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/dwarves/early_musical_forms.html Early examples of musical forms].&lt;br /&gt;
&lt;br /&gt;
==Poetry==&lt;br /&gt;
There is a [[poet]] skill.&lt;br /&gt;
Toady commenting on poetic forms:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Poetic, musical and dance forms will be generated by culture. There will be both knowledge and skill-based components to this -- so you can't compose a poem of a variety you aren't familiar with, no matter how good you are, but once you learn the rules, the quality will depend on your skills/atts. It'll start with the poet's general skill, and they'll also develop specific skill with the form...&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/dwarves/early_poetic_forms.html Early examples of poetic forms].&lt;br /&gt;
&lt;br /&gt;
==Dance==&lt;br /&gt;
There is a [[dancer]] skill.&lt;br /&gt;
Toady commenting on dancing:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Every dance is associated to a musical form, and the dances respect the rhythm, tempo and some other elements of the music. I didn't reproduce the rhythm patterns below, but it tries to make elements like the number of steps in a basic movement align with the rhythm and so forth. All of the forms below were generated for humanoid forms, but I'm working toward some support for varied creature bodies -- so you'll see stuff below like &amp;quot;left leg&amp;quot; even though that text doesn't appear in the dwarf raws, and you also won't see useful words like &amp;quot;hips&amp;quot; -- it's a work in progress, but it won't necessarily need to progress on that score before the release. There also aren't certain fundamentals like costumes, and I don't expect to get them in for this time. There will be some further restrictions based on entity character that aren't in yet.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[http://www.bay12games.com/dwarves/early_dance_forms.html Early examples of dance forms].&lt;/div&gt;</summary>
		<author><name>Giant Orange Brain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mercenary&amp;diff=226705</id>
		<title>Mercenary</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mercenary&amp;diff=226705"/>
		<updated>2016-09-03T03:44:53Z</updated>

		<summary type="html">&lt;p&gt;Giant Orange Brain: Cleaned up for clarity's sake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|19:49, 26 March 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
A '''Mercenary''' is a type of [[visitor]], and can be of any race that can be found in a nearby [[civilization]]. If you offer rented rooms through your [[tavern]], they may try to petition for residence in your fort for the purpose of soldiering. &lt;br /&gt;
&lt;br /&gt;
==Behaviour==&lt;br /&gt;
If you accept their residency request, they will essentially become members of your fort, appearing on your fort's civilian list as though they were new migrants. However, they will refuse to accept any assigned labors. Their only purpose is to be enlisted into your military by adding them to a squad, and they will then adhere to any orders the squad receives.&lt;br /&gt;
&lt;br /&gt;
==Considerations==&lt;br /&gt;
Because visitors cannot be made [[noble]]s, you cannot have a mercenary be the leader of a squad. They will not arrive with their own armor, so you'll need to provide such equipment from your own fort (They ''will'' bring their own regular clothing, at least). To forge equipment sized for non-dwarves, go to the workshop producing armor (this works for clothing, leather armor, and metal armor), move the cursor to the job producing armor, press {{k|d}}etails and select the race involved. You can find the desired race more easily by using the {{k|f}}ilter. This will change the produced armor's size to the selected creature's size.&lt;br /&gt;
&lt;br /&gt;
Mercenaries of a larger race than dwarves, like the typical human, can more effectively use larger weapons such as [[pike]]s or [[maul]]s. Also note that since only dwarves suffer from [[cave adaptation]], non-dwarven mercenaries are better suited to fighting outside. Be aware, however, that non-dwarves also possess much smaller livers, and are more susceptible to [[drunk]]enness.&lt;/div&gt;</summary>
		<author><name>Giant Orange Brain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tavern&amp;diff=226704</id>
		<title>Tavern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tavern&amp;diff=226704"/>
		<updated>2016-09-03T03:32:42Z</updated>

		<summary type="html">&lt;p&gt;Giant Orange Brain: Major rewrite of the &amp;quot;Fortress&amp;quot; section for clarity and organization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|01:02, 29 September 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
A '''Tavern''' is a designated [[locations|location]] in [[Fortress mode]]. You may designate them from any [[meeting area]] or [[dining room]]. Upon creation, the new tavern will be given a random name, but you can rename it by pressing {{k|n}} in the locations screen.&lt;br /&gt;
&lt;br /&gt;
Taverns are places where your fortress' idle dwarves can mingle with [[visitor]]s from nearby civilizations. These visitors can be members of any nearby humanoid race, and will come with one of five occupations: performer, mercenary, bandit, monster slayer, or diplomat. Once a character is in the tavern, it can do the following:&lt;br /&gt;
*'''Socialize''' - So long as there are at least two characters in the tavern, they may socialize. This can involve telling each other stories, reciting poetry, or sharing music. Its only requirement is that you include a moderate amount of empty space in the tavern's floor plan, which the game recognizes as a &amp;quot;dance floor.&amp;quot; Stocking the tavern with a variety of [[instrument]]s will improve the quality of the music, as performers will simply improvise the sound of any missing instruments. Selecting a socializing creature with {{k|v}} and then pressing {{k|Enter}} will allow you to see the details of the story, song, or poem being performed, though this only works for fortress dwarves and long-term residents.&lt;br /&gt;
*'''Eat/Drink''' - If you've built [[throne]]s and [[table]]s in your Tavern, and have [[food]] and [[drink]] [[stockpile]]s within its boundaries, then tavern goers will eat and drink while here. You should also include [[container]]s full of [[mug]]s and [[goblet]]s in your tavern, as drinkers receive bad thoughts when drinking without one.&lt;br /&gt;
*'''Rent Rooms''' - If you build a [[bed]]room and assign it to the tavern (select the bedroom with {{k|q}}, then press {{k|l}} to bring up a list of locations to assign it to), it will now be known as a &amp;quot;rented room&amp;quot; and become available for rent by long-term mercenary and performer [[visitor]]s whose [[petition]]s you've accepted. These visitors don't actually pay you anything for use of the room, but will offer their services in exchange for room and board, essentially joining your fort but refusing to accept labors. Mercenaries can be assigned to serve in any [[military]] [[squad]], but not as a leader, while performers simply socialize with tavern goers.&lt;br /&gt;
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Because taverns serve all the same purposes as dining halls (and then some), there is no reason why you can't have them be one and the same. Lavishly decorating your tavern and filling it with such [[mood]]-enhancing items as [[mist]] generators will greatly boost your fort's happiness, as every dwarf will eventually need to visit the place to eat and drink. You can further improve it by assigning dwarves to the [[occupation]]s associated with taverns: performers and [[tavern keeper]]s. Performers simply socialize with anyone who is idle in the tavern, while tavern keepers provide drinks in mugs to tavern goers. Bear in mind that a tavern keeper will remain idle indefinitely if your tavern doesn't have a drink stockpile, and that they tend to serve more alcohol than a creature would normally drink. This can lead to issues with [[drunk]]enness, particularly for your non-dwarven long-term residents!&lt;br /&gt;
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Although taverns attract foreign visitors by default, you can adjust this option in the location menu. If you feel that your dwarves would be better off without fraternization with other peoples, you can simply change the tavern's policy on guests to serve locals only. You can also adjust the number of mugs and instruments the tavern will keep on hand from this menu.&lt;br /&gt;
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==Adventure mode==&lt;br /&gt;
Taverns are also generated in settlements in [[Adventure mode]]. They are visible in the structures list of [[legends]] mode.&lt;br /&gt;
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An adventurer can order drinks and rent rooms at taverns.To do this simply talk to the [[tavern keeper]] and choose to {{DFtext|Ask about available services, drinks, rooms, etc.}} then choose the drink you want to order or the room you want to rent. This is the only way you can sleep in a building in a city in the current version. People in towns are far less accommodating than rural folk. The drinks are different for each tavern and they occasionally change, so going to a tavern one week and coming back the next will mean you will likely have different options of drinks you can order. Just remember that you have to pay the [[tavern keeper]], of course you could just ignore your payment and run off if you aren't planning to return any time soon. But that will get you labeled as a [[Thief|criminal]].&lt;br /&gt;
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You don't have to pay off your debts immediately unless you plan to leave the tavern, you can even pay it off the next day if you have a room at the tavern. However if you do plan on leaving the tavern and you wish to pay off your [[Drunk|night of debauchery]] or your room, talk to the tavern keeper and choose to {{DFtext|Trade or settle debts}} you can then trade the [[tavern keeper]] items of equal or greater value than what you owe them in order to pay off your debts.&lt;br /&gt;
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{{D_for_Dwarf}}&lt;br /&gt;
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A little-known limerick  about taverns and cats is the ancient dwarven expression &amp;quot;Oh Urist, curiosity didn't kill the cat, the booze did&amp;quot; . This became popularized early on due to cats liking booze just as much, if not more, than dwarves did, which led to a century-long friendship between cat and dwarf kind—and many cats dying of alcohol poisoning in taverns. Many, many cats. Sadly, cats have recently become less inclined to drink booze. Scholars claim this is probably due to the process of [[Bugs|natural selection]]&lt;br /&gt;
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{{Category|Locations}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Giant Orange Brain</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Mug&amp;diff=226703</id>
		<title>DF2014:Mug</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Mug&amp;diff=226703"/>
		<updated>2016-09-03T02:42:00Z</updated>

		<summary type="html">&lt;p&gt;Giant Orange Brain: Fixed double redirect&lt;/p&gt;
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&lt;div&gt;#REDIRECT [[DF2014:Finished goods#Goblets]]&lt;/div&gt;</summary>
		<author><name>Giant Orange Brain</name></author>
	</entry>
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