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	<updated>2026-05-24T06:11:13Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Semi-molten_rock&amp;diff=119710</id>
		<title>v0.31:Semi-molten rock</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Semi-molten_rock&amp;diff=119710"/>
		<updated>2010-06-28T02:29:57Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: title should be bold, not italics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
'''Semi-Molten Rock''' (SMR) is most easily found at the bottommost edges of {{l|Magma sea|Great magma seas}}.  Freestanding formations are possible, though less common.&lt;br /&gt;
&lt;br /&gt;
Though its name suggests the rock is hot, it is not dangerous to nearby dwarves.  SMR acts as a barrier, and cannot be mined through, nor smoothed.  Unlike magma, SMR does not react with water, producing no steam, nor obsidian.  Oddly enough, if channeled out from the level above, the result is a blue-labelled &amp;quot;Magma Flow&amp;quot; floor that causes no damage to creatures or objects, allows constructions to be built upon it, and coexists peacefully with water dumped onto it. The semi-molten rock below will be replaced by a rock ramp, but only if it is not adjacent to another rock ramp.  If the &amp;quot;Magma Flow&amp;quot; floor over a rock ramp (only) is replaced by a construction, and the construction is then removed, it reverts to a stone floor.  This floor can then be channeled into again, making the ramp visible from above.  But the dorfs still won't build anything including an up/down stairway in the space so created, nor will they descend into it to channel or to remove the ramp.  More ingenuity is called for... &amp;lt;!--- currently testing the remote controlled hatch dump.  Cave-in testing to follow.  Siege weaponry in the proposal stage.  No one says &amp;quot;no&amp;quot; to a delving dorf. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|░|red|black}}{{Raw Tile|░|red|black}}{{Raw Tile|░|red|black}}{{Raw Tile|░|red|black}}{{Raw Tile|░|red|black}}{{Raw Tile|░|red|black}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Smoothing&amp;diff=119651</id>
		<title>v0.31:Smoothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Smoothing&amp;diff=119651"/>
		<updated>2010-06-26T23:29:45Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: linkify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Smoothing''' rough {{L|stone}} is a simple way to increase the value of a {{L|room}}.&lt;br /&gt;
&lt;br /&gt;
==How to Smooth==&lt;br /&gt;
First of all, in order to smooth stone, there needs to be a dwarf with the {{L|Engraver|Stone Detailing}} labor active. Secondly, the stone to be smoothed needs to be designated ({{k|d}}-&amp;gt;{{k|s}}).  Note that only natural stone can be smoothed — constructions and soil cannot be smoothed.&lt;br /&gt;
&lt;br /&gt;
==Follow Up==&lt;br /&gt;
After a stone surface has been smoothed, it may be improved further by {{L|engraving|engraving}}. This increases the room value even more, but, unlike smoothing, has quality levels and thus should be performed only by skilled {{L|Engraver|engravers}}. Smoothed (but not engraved) walls can also be carved into {{L|fortification|fortifications}}, allowing ranged soldiers (including enemies) to fire through them.&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Smoothing&amp;diff=119649</id>
		<title>v0.31:Smoothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Smoothing&amp;diff=119649"/>
		<updated>2010-06-26T23:28:33Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Smoothing''' rough stone is a simple way to increase the value of a room.&lt;br /&gt;
&lt;br /&gt;
==How to Smooth==&lt;br /&gt;
First of all, in order to smooth stone, there needs to be a dwarf with the Stone Detailing labor active. Secondly, the stone to be smoothed needs to be designated ({{k|d}}-&amp;gt;{{k|s}}).  Note that only natural stone can be smoothed — constructions and soil cannot be smoothed.&lt;br /&gt;
&lt;br /&gt;
==Follow Up==&lt;br /&gt;
After a stone surface has been smoothed, it may be improved further by {{L|engraving|engraving}}. This increases the room value even more, but, unlike smoothing, has quality levels and thus should be performed only by skilled {{L|Engraver|engravers}}. Smoothed (but not engraved) walls can also be carved into {{L|fortification|fortifications}}, allowing ranged soldiers (including enemies) to fire through them.&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Blood&amp;diff=119634</id>
		<title>v0.31:Blood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Blood&amp;diff=119634"/>
		<updated>2010-06-26T16:46:56Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: wikify, slight rewording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Blood''' is the preferred fluid of Armok, as well as the fluid that most living creatures contain within their bodies. It is unfortunate that losing this fluid tends to be invariably fatal to those who possess it.&lt;br /&gt;
&lt;br /&gt;
Blood tends to spread ''everywhere''; you will just have to get used to it. Or go insane, your choice.  It is possible to remove blood from a {{L|soil}} floor by building a {{L|dirt road}} on it.  Allocating bloody {{L|tile attributes|indoor}} underground areas as a {{L|activity zone#Meeting Area|meeting area}} seems to increase their {{L|cleaning}} priority and they will get cleaned pretty quickly if you have enough idle workers. However, this does not seem to work for above ground areas.&lt;br /&gt;
&lt;br /&gt;
==Assorted Blood Types==&lt;br /&gt;
Not all creatures have the same dark red blood that most do. {{L|Fire imp}}s, for instance, have a gray goo instead of blood, and {{L|troll}}s bleed a bright cyan.&lt;br /&gt;
&lt;br /&gt;
==Bloodless Creatures==&lt;br /&gt;
Several creatures, such as the {{L|bronze colossus}} and skeletal {{L|undead}}, do not possess blood. Such creatures are markedly harder to kill.&lt;br /&gt;
&lt;br /&gt;
==Collecting Blood==&lt;br /&gt;
Beyond the obvious method of injuring creatures, {{L|barrel}}s full of blood can be brought with a {{L|dwarf|dwarven}} expedition upon {{L|embark}}, and bought from dwarven civilizations in {{L|trade}}. The use for this is uncertain.&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Artery&amp;diff=119632</id>
		<title>v0.31:Artery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Artery&amp;diff=119632"/>
		<updated>2010-06-26T16:39:01Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: slight rewrite, wikify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{AV}}&lt;br /&gt;
&lt;br /&gt;
'''Arteries''' are parts of the {{L|dwarf|dwarven}} body (and of many others). When a dwarf is damaged, there is a chance that an artery will be severed. A severed artery almost always guarantees death, as the dwarf will bleed out in mere seconds and die of {{L|blood}} loss.&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fire&amp;diff=119629</id>
		<title>v0.31:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fire&amp;diff=119629"/>
		<updated>2010-06-26T15:54:33Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Fire''', like its real-life counterpart, is an immensely destructive force. In-game, entities on the map which are on fire flash red and yellow. In item lists, anything which is on fire will also be surrounded by exclamation marks, like !!THIS!!. Fire will burn anything it touches, with the exception of stones, metals, and water.&lt;br /&gt;
&lt;br /&gt;
A few ways in which fires can be started:&lt;br /&gt;
*{{L|Dragon}}s breathe fire at anything hostile they see, the fire spreads out in a conical shape, and burns anything it touches.&lt;br /&gt;
*A {{L|Fire imp}} can throw fireballs, which may set things alight.&lt;br /&gt;
*{{L|Magma}} can and will burn anything flammable it touches. However, any item set alight by this method will likely just be doused in magma until it is completely destroyed.&lt;br /&gt;
*{{L|Alcohol}} will burst into flames if it comes into contact with existing fire.&lt;br /&gt;
&lt;br /&gt;
Note that there is currently no way to safely start (and then control) a fire. As a result, it sees limited use as anything other than a &amp;lt;s&amp;gt;fast&amp;lt;/s&amp;gt; slow, painful way to {{L|Fun}}.&lt;br /&gt;
&lt;br /&gt;
Fire does not spread up or down z-levels by itself. The only way for a fire to move from one z-level to another is if something mobile (such as a !!{{L|Dwarf}}!!) catches on fire and then moves up or down. Digging channels, therefore, is one way to stop the spread of fire in fortress mode. Trees and shrubs will also not catch fire.&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Security_design&amp;diff=118381</id>
		<title>v0.31:Security design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Security_design&amp;diff=118381"/>
		<updated>2010-06-13T20:35:06Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: /* Defending the edge */ specifically, you need a drawbridge.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
:''This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. '''Security design''' focuses on how to turn the physical layout and architecture of a fort into a defensible whole. For a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defence, see the '''{{l|defense guide}}'''. For complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one), see '''{{l|trap design}}'''. For specific advice on how to get your soldiers prepared for any threat, see '''{{l|military design}}'''.&lt;br /&gt;
&lt;br /&gt;
:::::'''''Editors &amp;amp; Contributors''' - Please see the discussion page before posting.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Standard key==&lt;br /&gt;
&lt;br /&gt;
   '''Key:'''&lt;br /&gt;
 '''symbol  tile'''&lt;br /&gt;
  •   -  Empty space&lt;br /&gt;
  +   -  Constructed floor, or top of wall section from lower level&lt;br /&gt;
  '''0'''   -  Isolated wall section&lt;br /&gt;
 ╔╦═╗&lt;br /&gt;
 ╠╬═╣ -  Connected wall &lt;br /&gt;
 ║║ ║&lt;br /&gt;
 ╚╩═╝&lt;br /&gt;
  ╬   -  Fortifications&lt;br /&gt;
  X   -  Up/down {{l|stairs}}&lt;br /&gt;
  &amp;lt;   -  Up stair&lt;br /&gt;
  &amp;gt;   -  Down stair&lt;br /&gt;
  ▲   -  Up ramp/slope&lt;br /&gt;
  ▼   -  Down ramp/slope&lt;br /&gt;
  ,   -  natural ground&lt;br /&gt;
  ☺   -  dwarf&lt;br /&gt;
&lt;br /&gt;
==General suggestions==&lt;br /&gt;
General designs should include suggestions that can be &amp;quot;plugged in&amp;quot; to a part of any typical fortress, and/or can be modified to suit a number of purposes.&lt;br /&gt;
&lt;br /&gt;
Any fortress defenses need to be able to protect your dwarves while outside, whether that's military or civilians.  On the truly labor intensive end, you can fully enclose areas of wilderness you wish to utilize in walls or behind moats with the only access being from within your base.  Hostile creatures, even 'invisible' ones like ambushers, start at map edges and travel across the map - they will only spawn in regions where they can path to a dwarf.  By controlling which areas have access to paths to dwarves, you can force all hostile forces to appear in predictable and limited killing zones and battlefields that you control.  &lt;br /&gt;
&lt;br /&gt;
===Meeting area as defense===&lt;br /&gt;
&lt;br /&gt;
Especially in the very early game, you can use a {{l|Zone#Meeting_Area|meeting zone}} to attract animals and idle dwarves to a given area. This makes a pretty poor defense in general, but it's not a bad way to create an alarm system against minor threats such as {{l|thief|thieves}} near your stockpiles, at least until you have something better (which won't be hard).  Remove the zone later, or it attracts idle dwarves and children.  Note that until you designate something else, the site of your wagon (even once deconstructed) is a default meeting area.&lt;br /&gt;
&lt;br /&gt;
===Guard Animals===&lt;br /&gt;
&lt;br /&gt;
Both {{l|thief|thieves}} and {{l|ambush}}es are invisible until something bumps into them - a dwarf, a {{l|caravan}}, a wild creature, a {{l|domestic animal}}, anything.  Once this happens (even if it was triggered by a wild {{l|groundhog}} on the far edge of the map), the game will pause with the appropriate {{l|announcement}}, forcing your attention to the situation - which is nice.  Therefore, it's a common practice to use animals to act as alarm systems, by {{l|restrain}}ing them in entryways.&lt;br /&gt;
&lt;br /&gt;
There are some considerations to good placement of such animals.  If you have a 1- or 2-wide hall, one animal is enough.  If you have a 3-wide hallway (wide enough for a {{l|caravan}}), you need to restrain two animals, one at each side of the hall.  &lt;br /&gt;
&lt;br /&gt;
 ══════════     R = restraint&lt;br /&gt;
 +++1R1++++     1 = area of animal 1&lt;br /&gt;
 +++bbb++++     2 = area of animal 2&lt;br /&gt;
 +++2R2++++     b = area of both&lt;br /&gt;
 ══════════&lt;br /&gt;
&lt;br /&gt;
This pair creates a thief-proof barrier against unannounced intrusion, as there is no combination of locations where an invisible enemy can sneak by without bumping into one or both. Caravans can pass over {{l|restraint|restraint}}s and restrained creatures without problem.  Guard animals can also see hidden enemies one z-level below them, so long as there is no intervening floor, so if space is tight you can also place them above your entranceway.&lt;br /&gt;
&lt;br /&gt;
Unless you're happy losing these animals on a regular basis, you should try to keep them alive...&lt;br /&gt;
:* Put them around a corner or behind a U-bend, so archers cannot fire at them from a distance.&lt;br /&gt;
:* Don't have them as your &amp;quot;first line of defense&amp;quot; - put them deeper in the entry, behind some traps&lt;br /&gt;
:* Put them inside, so flying creatures have to come down to their level to attack them.&lt;br /&gt;
:* Consider using a {{l|pressure plate}} at the extreme entrance to seal off the hall further down and keep your guard animal(s) safe.  Thieves won't trigger them, but the animals can deal with those - ambushes ''will'' trigger them, and you don't want them getting to your guard animals.&lt;br /&gt;
&lt;br /&gt;
Remember that anything short of a {{l|megabeast}} is not a good match for an armoured opponent.{{verify}} While watching your tame {{l|grizzly bear}} or {{l|alligator}} tear a thief apart has an amusement value, watching the goblin maceman send them flying across the map, mangled and dying, has less.&lt;br /&gt;
&lt;br /&gt;
===Defending the edge===&lt;br /&gt;
You're not allowed to wall within five squares of the edge of the map... but this rule has more loopholes than the US federal income tax code.  Until more versatile attackers emerge, it is not clear where effective play ends and exploit begins.  ''(Note: we disclaim any responsibility for damage involving {{l|harpy|harpies}} and skeletal {{l|giant eagle}}s)''&lt;br /&gt;
&lt;br /&gt;
* To start with, you can channel the '''''second''''' square from the edge.  This blocks entry of trade caravans or their movement along the edge of the map.  If barriers are used to prevent a Trade Depot near the edge of the map from being accessed from any other direction, caravans will be forced to appear in the un-channeled or bridged section of the edge, even if it is only three tiles wide.  Your depot can be ready with stockpiles of favored trade goods, offset behind a wall to protect from archers a few squares away.  &lt;br /&gt;
* You can also build drawbridges all the way up to the edge.  A long, skinny, raised bridge is effectively a wall; however, it looks the same whether it's open or closed.  &lt;br /&gt;
&lt;br /&gt;
Train up diggers in soft soil and you can surround most of the map with a moat by the time the first migrants arrive.  Be very, very wary of cave-ins, especially on highly sloped diagonal terrain - note that a downward ramp does not support adjacent floor tiles, and no tiles are supported diagonally.&lt;br /&gt;
&lt;br /&gt;
Diplomats have a strange habit of appearing well inside the moat, but need to be allowed out when finished.  ''[Note: On one 6x7 map {{l|horse}}s and other animals were also found to appear one embark unit (48 squares) left and up from the lower right corner, inside or atop the walls of a 5x5 doorless enclosure.  Defend all leaks...]''&lt;br /&gt;
&lt;br /&gt;
==== Design considerations ====&lt;br /&gt;
&lt;br /&gt;
* The moat should be designed to prevent entry except by falling and exit except by climbing, from both sides.  (Otherwise inside and outside forces might be tempted to shake hands from adjacent squares, with much annoyance)  Despite an abundance of giant corkscrews, grates, ballista bolts, etc., no one has ever invented the ladder, so this keeps anyone from entering or leaving the rest of the map.&lt;br /&gt;
* The moat should be dry, because sooner or later you will be tempted to let someone visit the edge to loot goblins or hunt varmints, and next thing you know your Legendary Weaponsmith who outpaces all your smelters will be whiling away his time carrying a leather thong to a stockpile when he runs into a groundhog and decides to react by jumping into the moat and holding his breath beneath the shallow waters until he drowns.  (As always, the notice that he has drowned is the first you'll hear of it)&lt;br /&gt;
* The moat doesn't actually ''need'' to be adjacent to the edge of the map except when conserving valuable surface terrain (such as {{l|tree|trees}} on a map that is mostly rock).  It is easier to free trapped miners when they can dig further outward, and placing the moat on the sixth or further square in from the edge allows further modification with floodgates, walls, and doors.  Any {{l|channeling}} permanently changes the dug-out tile to &amp;quot;Light Above Ground&amp;quot;, which restricts these features from tiles near the edge even if floors are later constructed to close the space.&lt;br /&gt;
* Because migrants might turn up near wild animals or be followed closely by {{l|goblin|goblins}}, it is nice to wall off the last square in shorter segments.  Each one or two segments are served by a separate lever bridge.  This can be done by:&lt;br /&gt;
** natural barriers.  The map edge is mostly continuous ramp, but occasionally a break appears on an uneven surface, by a river channel, etc.&lt;br /&gt;
** trees.  If left intact they separate any fertile patches into many small segments.&lt;br /&gt;
** floors.  Although you can't directly Remove Stairs/Ramps at the edge, building a single square of floor on an up-ramp at the edge will destroy that up-ramp (and the down-ramp above it) and block movement around the edge.  Building a square of floor on a down-ramp and then removing it creates a {{l|one-way|one-way}} path.&lt;br /&gt;
** You can build drawbridges *along* the edge and raise them.  Combined with a channel right next to the drawbridge, this can completely obstruct passage of anything which can't destroy the bridge.&lt;br /&gt;
** You can build up ramps at the edge, which may disrupt passage?&amp;lt;sup&amp;gt;Needs testing&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Fortifications carved into the outer edge rock the next layer down?  It may be possible to carve fortifications all the way around the edge of a rocky map, allowing entrance only onto designated bridges surrounded by moat and with a steep drop beneath, with some sized appropriately to admit siegers only and one other sized for a trade wagon.  In this way combat can be reduced to a simple thumbs up/thumbs down decision at the lever.&amp;lt;sup&amp;gt;Probably not.&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Migrants, thieves, and sieges turn up all around the map, and can be allowed in by remote controlled bridges.  (Doors will not hold back {{l|building destroyer|building destroyers}}, and remote {{l|lever}} control is needed because other gates can be &amp;quot;taken by invaders&amp;quot; and become unlockable) Invaders can be allowed in by small groups and fought if desired, or preferably admitted into underground zigzags with a door waiting to be locked at the far end once they get close to it.  If most of the invaders can be trapped inside such spaces, the remainder will stand and be wiped out completely without retreating.&lt;br /&gt;
&lt;br /&gt;
===Simple 5x5 Archer's Tower===&lt;br /&gt;
&lt;br /&gt;
Build a {{l|tower|tower}} specifically to post archers on, possibly away from your main defenses. This lets you open fire before the enemy approaches your gates. A pillbox can be attached to your walls, or separate, so that the only access is from tunnels below. These tunnels can stretch across the map, and only need be 1-tile big if no regular traffic is expected. Construct {{l|fortification|fortification}}s on the second or third floor, so your dwarves can fire out.  For extra usefulness, build a {{l|barracks|barracks}}, {{l|archery target|archery target}}, {{l|food|food}} {{l|stockpile|stockpile}}, {{l|well|well}} and {{l|dining room|dining room}} in or near the tower. Add a door or hatch to lock them in.&lt;br /&gt;
&lt;br /&gt;
As discussed step-by-step in the article on {{l|mega construction|mega construction}}, this particular design is about as basic as it gets.  As shown, it assumes entry from an underground tunnel, but a door or drawbridge (with moat!?) could easily be added, or even access via a protected sky-bridge. &lt;br /&gt;
&lt;br /&gt;
When placing multiple towers, know that crossbows have a range of 20 tiles, so, depending on whether you want overlapping fire or not (and how intense/accurate), anywhere from maybe 15 to 38 tiles between the edge of the towers is recommended.  Crossbows actually have their range ''reduced'' by extra height in DF, so all you need is 1 level up to keep enemy archers from using your fortifications against you, and you're set.  (Channeling a defensive moat further out will also work, moving potential enemy archers even further away, but also moving non-missile targets that far as well.)&lt;br /&gt;
&lt;br /&gt;
 Side                Below         Ground       Archer       Roof&lt;br /&gt;
  view:               ground:       Level:       Level:       Level:&lt;br /&gt;
                                    ╔═══╗        ╬╬╬╬╬        •••••&lt;br /&gt;
     X__                X           ║X,,║        ╬X++╬        •X++•&lt;br /&gt;
    ╬X__╬                           ║,,,║        ╬+++╬        •+++•&lt;br /&gt;
 ___║X__║___                        ║,,,║        ╬+++╬        •+++•&lt;br /&gt;
     X                              ╚═══╝        ╬╬╬╬╬        •••••&lt;br /&gt;
 &lt;br /&gt;
 _ = floor, natural             , = ground tile&lt;br /&gt;
       or constructed&lt;br /&gt;
&lt;br /&gt;
This can hold 3 archers/side, and has the potential to be as many &amp;quot;archer levels&amp;quot; tall as you wish.  A top-level &amp;quot;down stair&amp;quot; is necessary to build the &amp;quot;roof&amp;quot; - might as well build an up/down stair instead, no real reason not to.  Remember to use the &amp;quot;corners first&amp;quot; technique when necessary. (See {{l|Tower}}.)&lt;br /&gt;
&lt;br /&gt;
All told, for a simple 1 archer-level tower, this takes just over 50 stones or blocks (plus 25/extra archer level).&lt;br /&gt;
&lt;br /&gt;
Larger towers (or this with larger floors on higher levels) could house barracks, practice ranges, and other facilities.  Just expand to preferred size with floors, and then attach walls to those to act as a base for the next level of building.  Add more stairs (adjacent to each other is always better) if high traffic is anticipated.&lt;br /&gt;
&lt;br /&gt;
====Siege engine turrets====&lt;br /&gt;
If it's big enough, build a {{l|siege engine}} inside a pillbox. Since siege engines cannot fire at targets higher or lower than them, the device needs to be on the same {{l|z-level}} as any targets, but this could be across a large gap to a nearby plateau. Only a single tile of fortifications is needed to fire through the wall.  Position the tower to fire where invaders tend to congregate.&lt;br /&gt;
&lt;br /&gt;
You will want to guarantee that enemies do not approach the position and scare the civilian operators - this distance has been reported to be up to 20 tiles or so.  Dig a moat, have some intervening valley or build some secondary fortifications to keep enemies at a distance. Unlike walls, fortifications on the same z-level do not block siege engine missiles, at any range.  Unfortunately, if an enemy can walk up to them, fortifications will protect enemies from your archery fire (but not siege engine fire.)&lt;br /&gt;
&lt;br /&gt;
===Control Room===&lt;br /&gt;
Have one (large?) room (or several stacked on top of each other) for all defense-related levers, and central to idle dwarves - near your {{l|meeting area}}s and {{l|noble}}s quarters, with one or more halls or stairs leading to it for quick access. Connect a lever to all those doors and hatches as the first lever to be pulled in an emergency, and the respondent will lock themselves in for you, guaranteeing that they will then have nothing else to do but stay there and pull levers.&lt;br /&gt;
&lt;br /&gt;
It may also be an idea to have a second lever to at least one door, for emergency access.  And possibly to add a stockpile of booze and food or a well for longer sieges.&lt;br /&gt;
&lt;br /&gt;
===AI abuse===&lt;br /&gt;
Taking advantage of the game's Artificial Intelligence and {{l|path}}finding  is a whole article in itself.  Try leaving a door un-forbidden during an attack.  When the bad guys approach the door, forbid it, and the enemy will wander off.  Unlock it again, and they turn around and head back towards the door again.  You can get enemies to march back and forth over a set of traps this way, or lure them deep into a complex trap. This could be automated via {{l|pressure plate}}s. This might count as an {{l|exploit}}, or not - that's up to you, and what you consider fun and challenging.&lt;br /&gt;
&lt;br /&gt;
===Bait animal===&lt;br /&gt;
{{l|Restrain}}ing a sacrificial animal just outside your walls, but within range of your marksdwarves and/or siege engines, can lure an enemy into attacking that while you cut them down.  Make sure to place a pattern of some walls (or statues, see below) so enemy archers cannot simply shoot the creature from a safe distance.&lt;br /&gt;
&lt;br /&gt;
=====Fortifications=====&lt;br /&gt;
Adding a ring of fortifications to help defend the animal against missile fire will keep melee troops away, but invite archers to come adjacent to the fortifications - and under your walls and crossbows.  If you allow any path, the melee troops will try to follow it to the animal - be creative with that fact. &lt;br /&gt;
&lt;br /&gt;
=====Traps=====&lt;br /&gt;
Surround the animal with traps to kill or capture approaching goblins.&lt;br /&gt;
&lt;br /&gt;
=====U chumps=====&lt;br /&gt;
Surround the far side of the animal with a U shaped 3-sided wall, open facing your defenders, so the enemy has to come closer to attack the animal, and you gun them down.&lt;br /&gt;
&lt;br /&gt;
=====Distractions=====&lt;br /&gt;
Releasing a {{l|cage}} full of surplus animals will keep the enemy archers very busy. They may even be out of ammo when your wrestlers show up.&lt;br /&gt;
&lt;br /&gt;
=====Vanishing act=====&lt;br /&gt;
Having a linked drawbridge that can open/shut (perhaps on both a lever to open and a nearby pressure plate to close), to lure the enemy in under your guns and then protect the animal when they get too close (for multiple uses.)&lt;br /&gt;
&lt;br /&gt;
=====Roach motel=====&lt;br /&gt;
Build a long, narrow, and twisty passage, accessible from the outside, but unconnected to your fortress. Build as many simple traps as you like. Place a bait animal inside. Enemy attackers walk right in, and get torn apart by the traps. If any manage to make it to the end, and kill the useless animal, they're surrounded by traps, and no closer to your fortress. &lt;br /&gt;
&lt;br /&gt;
If the roach motel is deep enough underground, you can build a tunnel above it, channel down, and mark the channel a {{l|Activity_zone|pit/pond}}. That way, you can &amp;quot;reload&amp;quot; a new bait animal.&lt;br /&gt;
&lt;br /&gt;
=====vs. building destroyers=====&lt;br /&gt;
For {{l|building destroyer|building destroyers}}, spare statues can serve the same purpose as bait animals.&lt;br /&gt;
&lt;br /&gt;
=====Trap chokepoints=====&lt;br /&gt;
Enemies can be herded by constructed features. If you have a particular zone covered by catapults and would like enemies to pass through it, strategically placed walls can make enemy pathfinding more favorable. A trap occupying a single tile in the middle of a barren plain is likely to never get triggered. However, if walls are placed in a cross-hair pattern around the trap, animals and invaders are much more likely to pass over it as they wander across the map. This can be a very useful trick when capturing wildlife with cage traps. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
+++++║+++++&lt;br /&gt;
+++++║+++++&lt;br /&gt;
+++^^║^^+++&lt;br /&gt;
+++^^║^^+++&lt;br /&gt;
═════^═════&lt;br /&gt;
+++^^║^^+++&lt;br /&gt;
+++^^║^^+++&lt;br /&gt;
+++++║+++++&lt;br /&gt;
+++++║+++++&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Pathing slowdowns=====&lt;br /&gt;
If you're playing on a low-powered machine and you close up all entrances to your fortress during a siege, your game may grind to a halt and/or crash as the siegers continuously fail at pathfinding into your fortress. Bait animals may alleviate this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
UNDER CONSTRUCTION&lt;br /&gt;
&lt;br /&gt;
===Expanding a simple square fortress wall===&lt;br /&gt;
&lt;br /&gt;
The simplest and most economical wall is a square one, for the most area protected with the least stone and effort.  Once built, they are easy to expand and improve.&lt;br /&gt;
&lt;br /&gt;
There are many approaches to a defenses for a wall around a compound or flanking an entrance. Marksdwarfs open fire at about 20 tiles distant (with better accuracy at shorter ranges), so if two areas are to support each other with overlapping fire this should be kept in mind.  &lt;br /&gt;
&lt;br /&gt;
This will show some basic examples of the infinitely possible variations.&lt;br /&gt;
&lt;br /&gt;
     +═══+     ╔  ═  ╗&lt;br /&gt;
&lt;br /&gt;
     ║X ║      ╔ ╝ ╚ ╗&lt;br /&gt;
&lt;br /&gt;
     ║   ║     ║     ║    &lt;br /&gt;
&lt;br /&gt;
       ║   ║   ╚ ╗ ╔ ╝      &lt;br /&gt;
                 &lt;br /&gt;
               ╚ ═══ ╝  &lt;br /&gt;
     ╬╬╬╬╬ ╬╬╬ ╬&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Entrance designs==&lt;br /&gt;
&lt;br /&gt;
===Airlock defenses/buffer zone===&lt;br /&gt;
Build two walls, each with a drawbridge. Build the trade depot in the buffer zone between them. Keep the outer bridge open, and the inner one closed. When the merchants appear, put crossbows on the walls to guard their approach. Once all the merchants are safely inside, close the outer bridge. Once there's no enemies left in the buffer zone, open the inner bridge so your civilians can start loading up the depot. &lt;br /&gt;
&lt;br /&gt;
The airlock pattern can be useful even without putting the depot there. Let a few siegers in at a time, and crush them. Reset the traps, Rest up the soldiers, and repeat.&lt;br /&gt;
&lt;br /&gt;
===Siege Engines===&lt;br /&gt;
One effective way to have {{l|Siege engine}}s (help) defend your fortress is:&lt;br /&gt;
&lt;br /&gt;
'''One ballista vs 3-wide hallway'''&lt;br /&gt;
 ══════════════════════════╦═════&lt;br /&gt;
 Entrance++++++++++++▼•••••║▐▀\&lt;br /&gt;
 Entrance++++++++++++▼•••••╬◄═«&lt;br /&gt;
 Entrance++++++++++++▼•••••║▐▄/&lt;br /&gt;
 ══════════════════════════╩═════&lt;br /&gt;
&lt;br /&gt;
Using this design you can cripple an army using a well timed volley.  The hallway can be much longer than shown if you wish, as ballistae have extended ranges well over 100 tiles.  The channeled area is necessary, as civilians (siege operators are &amp;quot;civilians&amp;quot;) will run when enemies get within about 5-10 tiles of them, regardless of the actual path to that threat.&lt;br /&gt;
&lt;br /&gt;
====Ballista battery====&lt;br /&gt;
3 (or more!) ballistae can be put into a &amp;quot;battery&amp;quot; if overlapped - one per tile-width of the hallway, with each ballista aiming down their row of tiles.  &lt;br /&gt;
&lt;br /&gt;
                                 ╔═══&lt;br /&gt;
 ══════════════════════════╦══╦══╝▐▀\&lt;br /&gt;
 Entrance++++++++++++▼•••••╬  ╬▐▀\◄═«  (~ammo~)&lt;br /&gt;
 Entrance++++++++++++▼•••••╬▐▀\◄═«▐▄/&lt;br /&gt;
 Entrance++++++++++++▼•••••╬◄═«▐▄/ (~ammo~)&lt;br /&gt;
 ══════════════════════════╣▐▄/ (~ammo~)&lt;br /&gt;
                           ╚═════════&lt;br /&gt;
&lt;br /&gt;
Be sure to use fortifications to prevent dwarfs from wandering in front of the ballista to their deaths. If desired (and you have the &amp;lt;s&amp;gt;man&amp;lt;/s&amp;gt;dwarfpower to spare), catapults may be put behind those, as they shoot safely ''over'' workers in front of them.  Altho' less effective than ballistae, it's a little more firepower - and that can't be a bad thing.&lt;br /&gt;
&lt;br /&gt;
For added flavour, channel out one or more tiles down the length of the 3-wide hallway and install retractable bridges.  When invaders attack, retract the bridges, forcing them into paths that are only 1-tile wide.&lt;br /&gt;
&lt;br /&gt;
Adding additional channels on either side of the hall will allow stray ammo to be recovered at a later time.  Make sure to add locked doors, to prevent siege operators from walking down below enemy archers during a battle.&lt;br /&gt;
&lt;br /&gt;
===Flooded entrance===&lt;br /&gt;
Using a chamber as your entrance alongside a chamber full of water and some machinery you can flood or drain the entrance at will.&lt;br /&gt;
&lt;br /&gt;
The basic premise requires two levers, two {{l|screw pump}}s and two {{l|Gear assembly|gear assemblies}}. The amount of power required and the number of additional components needed to get the power to the screw pumps varies depending on distance/setup. One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear assembly is placed next to each pump and connected to the main power system. Each gear is linked to a lever. Now at the flip of a switch you can submerge your entrance with {{l|water}} or {{l|magma|magma}} for easy, secure defense against creatures that aren't amphibious or magma-dwelling, depending.&lt;br /&gt;
&lt;br /&gt;
{{Image:Entflood.jpg}}&lt;br /&gt;
&lt;br /&gt;
The picture above shows the design in action. The green pump is currently on while the red has been disconnected through the grey marked axle. The yellow X is just to mark that there is a channel under the axle. &lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;Reverse Battlement&amp;quot; design ===&lt;br /&gt;
&lt;br /&gt;
Level Z+0 (ground):&lt;br /&gt;
   ,,,,,,,,,,,,,,,&lt;br /&gt;
 F ═══════════════&lt;br /&gt;
 O ,≥,g≥,,,g,,,,,,&lt;br /&gt;
 R ,,≤,,,,,,g,,,,,&lt;br /&gt;
 T ,,,g≤,,g,,,,,,, &amp;lt;-- enemies enter here&lt;br /&gt;
 R ,,≥,,,,,,g,,,,,&lt;br /&gt;
 E ,g,≤,,,,,,,,,g,&lt;br /&gt;
 S ═══════════════&lt;br /&gt;
 S ,,,,,,,,,,,,,,,&lt;br /&gt;
&lt;br /&gt;
Level Z+1 (bridge):&lt;br /&gt;
&lt;br /&gt;
 E •••••║+++║•••••&lt;br /&gt;
 N +++++║+++║+++++&lt;br /&gt;
 T •••••╬☺++║•••••&lt;br /&gt;
 R •••••╬☺++║•••••&lt;br /&gt;
 A •••••╬☺++║••••• &amp;lt;-- archers shoot them from up above&lt;br /&gt;
 N •••••╬☺++║•••••&lt;br /&gt;
 C •••••╬☺++║•••••&lt;br /&gt;
 E +++++║+++║+++++&lt;br /&gt;
   •••••║+++║•••••&lt;br /&gt;
&lt;br /&gt;
Note that in this diagram, the fortress interior is to the West, and the enemy forces come from the East. The marksdwarves on the bridge with the {{l|fortification}}s are one level above the {{l|goblin}}s (or other attackers), who will pass under the bridge and charge on toward the west. As the first clear from under the bridge, they are targeted from behind (which is one level above), as the marksdwarves wait in ambush. This allows the marksdwarves to face far fewer enemies at any one time, at least to begin with, and any enemy archers must clear the bridge, take their lumps, and then return fire back the other way before the marksdwarves are ever under attack.&lt;br /&gt;
&lt;br /&gt;
If you're feeling especially nasty, make the tunnel really long into the mountain and add a ballista battery (see above).&lt;br /&gt;
&lt;br /&gt;
''(Adding ammo stockpiles, of your best quality bolts, to these stations will speed up reloading for longer sieges/battles.  Even adding small, convenient food and alcohol stockpiles is not unheard of.  Some designers place access to/from archery ranges very close to these stations, for faster deployment.)''&lt;br /&gt;
&lt;br /&gt;
==Scenic route==&lt;br /&gt;
&lt;br /&gt;
[[Image:defense_3bridges.png|thumb|right]]&lt;br /&gt;
An example of some advanced defensive construction tactics to deal with vile forces of ''any'' size. (See picture).&lt;br /&gt;
&lt;br /&gt;
*'''Bridge 1''' seals off the entire base&lt;br /&gt;
*'''Bridge 2''' forces everyone to take the long, winding, heavily trapped/defended path of death.&lt;br /&gt;
*'''Bridge 3''' seals the inside of the fortress&lt;br /&gt;
&lt;br /&gt;
Clever triggering of the bridges allows you to break the hostile forces into smaller chunks to be trapped in the courtyard while being caught in traps and a crossfire of arrows from the fortifications around.&lt;br /&gt;
&lt;br /&gt;
===Goblin detour===&lt;br /&gt;
&lt;br /&gt;
This particular design works well with plenty of archers, siege engines, and other ranged weaponry.&lt;br /&gt;
&lt;br /&gt;
 ++++++++++++++++++ENTRANCE+&lt;br /&gt;
 ══╦════════════════O╞═╡O╦══  &amp;lt;-- Bridge 1&lt;br /&gt;
 +☺╬•+++++++++++++++++++•╬☺+&lt;br /&gt;
 ++╬•+•••••••••••••••╞═╡•╬++  &amp;lt;-- Bridge 2&lt;br /&gt;
 ++╬•+••+•••+•••+•••++++•╬++&lt;br /&gt;
 +☺╬•+•+•+•+•+•+•+•+•+++•╬☺+&lt;br /&gt;
 ++╬•+•+•+•+•+•+•+•+•+++•╬++&lt;br /&gt;
 ++╬•+•+•+•+•+•+•+•+•+++•╬++&lt;br /&gt;
 +☺╬••+•••+•••+•••+••+++•╬☺+&lt;br /&gt;
 ++╬•••••••••••••••••+++•╬++&lt;br /&gt;
 ++╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╬╗•+++•╬++&lt;br /&gt;
 ++☺++☺++☺++☺++☺++☺╬•+++•╬☺+&lt;br /&gt;
 ++++++++++++++++++╬•+++•╬++&lt;br /&gt;
 ++++++++++++++++++╬•+++•╬++&lt;br /&gt;
 ══════════════╗++☺╬•+++•╬☺+&lt;br /&gt;
               ║+++╬•+++•╬++&lt;br /&gt;
               ║+++╬•+++•╬++&lt;br /&gt;
               ║++☺╬•╞═╡•╬☺+  &amp;lt;-- Bridge 3&lt;br /&gt;
&lt;br /&gt;
The 3 tile wide lane is for traders, so if your {{l|trade depot}} is located before this set-up, cut it down to a 1 tile lane to slow down invaders more.&lt;br /&gt;
&lt;br /&gt;
===Twisty maze===&lt;br /&gt;
A maze of turns and blindspots patrolled by quality military can be a very formidable defense.  Wide enough for wagons to pass though, but with no clear shots for any ranged weapons.  Missile weapons do have a minimum range, so if a target is closer than that range, they will instead just charge to melee - and meet a dwarf with a much better melee skill. Downside to this is that you'd be mixing it up in melee all the time, but so long as you have at least 10 dwarves greeting the goblins as one coherent mass, you should win.&lt;br /&gt;
&lt;br /&gt;
Variations on the twisty maze include:&lt;br /&gt;
&lt;br /&gt;
*A wagon-wide twisty maze, and a not-so-twisty 1-tile wide hall o'traps, with a drawbridge that can force one or the other as the only {{l|path}} into your fortress.&lt;br /&gt;
&lt;br /&gt;
*Making the side of the maze into fortifications, with a channel separating the fortifications from the actual floor of the maze, and having your archery targets on the other side of the fortifications so your marksdwarves can practice.  When the goblins round the corner, they charge through a hail of crossbow bolts, and drop dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Gem&amp;diff=107889</id>
		<title>v0.31:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Gem&amp;diff=107889"/>
		<updated>2010-05-10T00:09:25Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: remove extra blank lines&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
Small clusters of rough '''gems''' can be found strewn throughout the {{l|mountain}}. '''Cut gems''' can be used to {{l|encrust}} {{l|furniture}}, {{l|crafts}}, {{l|weapon}}s, {{l|armor}} and {{l|ammunition}}, to create {{l|window}}s and as a source material for {{l|legendary artifact|legendary artifacts}}.  In addition, raw {{l|rock crystal}}s are required to make crystal glass goods.&lt;br /&gt;
&lt;br /&gt;
The majority of these gems can be brought by and requested from the dwarven caravan, in both cut and rough form. Humans are capable of bringing {{l|glass}} gems, also in both forms.&lt;br /&gt;
&lt;br /&gt;
Sometimes, rough gems will be cut into {{l|craft}}s or '''large gems'''. The chance of creating a &amp;quot;large gem&amp;quot; or craft is roughly 1 in 3{{verify}}, the skill of a gem cutter does not affect this number at all{{verify}}, only the quality of the finished good produced. Note that these will ''replace'' a cut gem and cannot be used to encrust goods. Such crafts can easily reach hundreds, even thousands depending on the gem.&lt;br /&gt;
&lt;br /&gt;
If you have any bags of sand, you can also manufacture {{l|Glass|raw glass}}, which is the same as a lower-value, uncut gem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Unverified&lt;br /&gt;
==Frequency==&lt;br /&gt;
At first glance, one might think that any and all gems found in &amp;quot;all stone&amp;quot; have a good chance to be found on/in your map, since stone is stone and your map has plenty of it. However, it ''appears'' that there is more going on than a purely random distribution, and that, on any map, a given {{l|biome}} will have one or a very few preferred or predominate type(s) of gem(s) found within it, chosen (at random?) from among all those possible and excluding (most) all others. &lt;br /&gt;
&lt;br /&gt;
So, if you find &amp;quot;pineapple opal&amp;quot; on your map, you may find a lot of it, again and again, and no other opals and few other &amp;quot;all stone&amp;quot; gems. The same pattern often appears with gems with more specific environments - altho' any of them might be found, it tends to be only one or two that dominate, even unto exclusion of all other types at times.  This needs more research, but don't be surprised when this pattern starts to look familiar.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Value ==&lt;br /&gt;
Gems have base {{l|value}} of 3 in rough form, which is multiplied by the appropriate value modifier from the table below. They gain value after they are cut in a {{l|jeweler's workshop}}. Cut gems have a base value of 5. Items can be decorated (encrusted) with cut gems; all such decorations have a value of 10 times the gem type's value multiplier. See {{l|Gem cutting}} and {{l|Gem setting}}. Large gems have a base value of 10.&lt;br /&gt;
&lt;br /&gt;
== Varieties ==&lt;br /&gt;
Gems come in many varieties, with their own color and value multipliers:&lt;br /&gt;
{{Gem table head}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Synthetic]]|name={{l|green glass}}|value=2|color={{Raw Tile|☼♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere={{l|glass furnace}}|fhow=manufactured}}&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Synthetic]]|name={{l|clear glass}}|value=5|color={{Raw Tile|☼♦|3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:0&amp;lt;/span&amp;gt;|fwhere={{l|glass furnace}}|fhow=manufactured}}&lt;br /&gt;
{{Gem table row|rarity=[[#Glass|Synthetic]]|name={{l|crystal glass}}|value=10|color={{Raw Tile|☼♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere={{l|glass furnace}}|fhow=manufactured}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|amber opal}}|value=10|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|aventurine}}|value=3|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|banded agate}}|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|bloodstone}}|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|blue jade}}|value=2|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|fwhere={{l|Alluvial}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|bone opal}}|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|brown jasper}}|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|carnelian}}|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|cherry opal}}|value=10|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|chrysocolla}}|value=2|color={{Raw Tile|☼|3:7:1}}{{Raw Tile|♦|3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:1&amp;lt;/span&amp;gt;|fwhere={{l|Malachite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|chrysoprase}}|value=2|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|citrine}}|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|clear tourmaline}}|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Sedimentary}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|dendritic agate}}|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|fire agate}}|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|fortification agate}}|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|gold opal}}|value=10|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|gray chalcedony}}|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|jasper opal}}|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|lace agate}}|value=2|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|lapis lazuli}}|value=2|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|fwhere={{l|Igneous intrusive}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|lavender jade}}|value=2|color={{Raw Tile|☼|5:7:0}}{{Raw Tile|♦|5:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:0&amp;lt;/span&amp;gt;|fwhere={{l|Alluvial}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|milk opal}}|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|milk quartz}}|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|moonstone}}|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|morion}}|value=2|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|moss agate}}|value=2|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|moss opal}}|value=10|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|onyx opal}}|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|onyx}}|value=2|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|picture jasper}}|value=3|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|pineapple opal}}|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|pink jade}}|value=2|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|fwhere={{l|Alluvial}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|pipe opal}}|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|plume agate}}|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|prase opal}}|value=10|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|prase}}|value=2|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|pyrite}}|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|resin opal}}|value=10|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|rock crystal}}|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|rose quartz}}|value=3|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|sardonyx}}|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|sard}}|value=2|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|schorl}}|value=2|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Sedimentary}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|shell opal}}|value=10|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|smoky quartz}}|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|sunstone}}|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=Basalt, Gneiss|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|tiger iron}}|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|tigereye}}|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|tube agate}}|value=2|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|turquoise}}|value=2|color={{Raw Tile|☼|3:7:1}}{{Raw Tile|♦|3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:1&amp;lt;/span&amp;gt;|fwhere={{l|Igneous extrusive}}, {{l|Kaolinite}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|variscite}}|value=2|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere={{l|Bauxite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|wax opal}}|value=10|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|white chalcedony}}|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|white jade}}|value=2|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere={{l|Alluvial}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|wood opal}}|value=10|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Ornamental|name={{l|yellow jasper}}|value=2|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere={{l|Sedimentary}}|fhow=Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|alexandrite}}|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|almandine}}|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Diorite}}, {{l|Gabbro}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|amethyst}}|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|aquamarine}}|value=20|color={{Raw Tile|☼|3:7:1}}{{Raw Tile|♦|3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:1&amp;lt;/span&amp;gt;|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|bandfire opal}}|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|black opal}}|value=30|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|black pyrope}}|value=20|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Kimberlite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|black zircon}}|value=20|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|fwhere=All {{l|igneous}}, {{l|Metamorphic}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|blue garnet}}|value=30|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|brown zircon}}|value=20|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere=All {{l|igneous}}, {{l|Metamorphic}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|cat's eye}}|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|chrysoberyl}}|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|cinnamon grossular}}|value=20|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere={{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|claro opal}}|value=20|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|clear garnet}}|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|clear zircon}}|value=25|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All {{l|igneous}}, {{l|Metamorphic}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|crystal opal}}|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|demantoid}}|value=30|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere={{l|Chromite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|fire opal}}|value=15|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|golden beryl}}|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|goshenite}}|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|green jade}}|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|fwhere={{l|Alluvial}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|green tourmaline}}|value=20|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Sedimentary}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|green zircon}}|value=20|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere=All {{l|igneous}}, {{l|Metamorphic}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|harlequin opal}}|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|heliodor}}|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|honey yellow beryl}}|value=20|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|indigo tourmaline}}|value=25|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Sedimentary}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|jelly opal}}|value=15|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|kunzite}}|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|fwhere={{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|levin opal}}|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|light yellow diamond}}|value=30|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere={{l|Kimberlite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|melanite}}|value=15|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|fwhere={{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|morganite}}|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|peridot}}|value=20|color={{Raw Tile|☼|2:7:1}}{{Raw Tile|♦|2:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:1&amp;lt;/span&amp;gt;|fwhere={{l|Gabbro}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|pinfire opal}}|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|pink garnet}}|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|pink tourmaline}}|value=15|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Sedimentary}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|precious fire opal}}|value=20|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|purple spinel}}|value=20|color={{Raw Tile|☼|5:7:0}}{{Raw Tile|♦|5:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:0&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Diorite}}, {{l|Gabbro}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|red beryl}}|value=20|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|red flash opal}}|value=20|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|red grossular}}|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere={{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|red pyrope}}|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Kimberlite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|red spinel}}|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Diorite}}, {{l|Gabbro}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|red tourmaline}}|value=15|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Sedimentary}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|red zircon}}|value=20|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere=All {{l|igneous}}, {{l|Metamorphic}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|rhodolite}}|value=20|color={{Raw Tile|☼|5:7:0}}{{Raw Tile|♦|5:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:0&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Kimberlite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|rubicelle}}|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Diorite}}, {{l|Gabbro}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|tanzanite}}|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|fwhere={{l|Gabbro}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|topazolite}}|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere={{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|topaz}}|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere={{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|tsavorite}}|value=30|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere={{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|violet spessartine}}|value=20|color={{Raw Tile|☼|5:7:1}}{{Raw Tile|♦|5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:1&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|white opal}}|value=20|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere=All {{l|stone}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|yellow grossular}}|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere={{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|yellow spessartine}}|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere={{l|Metamorphic}}, {{l|Granite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Semi-Precious|name={{l|yellow zircon}}|value=20|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere=All {{l|igneous}}, {{l|Metamorphic}}|fhow=Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Precious|name={{l|emerald}}|value=40|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere={{l|Granite}}, {{l|Schist}}, {{l|Marble}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name={{l|faint yellow diamond}}|value=40|color={{Raw Tile|☼|6:7:0}}{{Raw Tile|♦|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:0&amp;lt;/span&amp;gt;|fwhere={{l|Kimberlite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name={{l|ruby}}|value=40|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere={{l|Bauxite}}|fhow=Small clusters}}&lt;br /&gt;
{{Gem table row|rarity=Precious|name={{l|sapphire}}|value=40|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|fwhere={{l|Bauxite}}|fhow=Small clusters}}&lt;br /&gt;
&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|black diamond}}|value=60|color={{Raw Tile|☼|0:7:1}}{{Raw Tile|♦|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:1&amp;lt;/span&amp;gt;|fwhere={{l|Faint yellow diamond}}|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|blue diamond}}|value=60|color={{Raw Tile|☼|1:7:0}}{{Raw Tile|♦|1:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:0&amp;lt;/span&amp;gt;|fwhere={{l|Faint yellow diamond}}|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|clear diamond}}|value=60|color={{Raw Tile|☼|7:7:1}}{{Raw Tile|♦|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:1&amp;lt;/span&amp;gt;|fwhere={{l|Faint yellow diamond}}|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|green diamond}}|value=60|color={{Raw Tile|☼|2:7:0}}{{Raw Tile|♦|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2:0&amp;lt;/span&amp;gt;|fwhere={{l|Faint yellow diamond}}|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|red diamond}}|value=60|color={{Raw Tile|☼|4:7:0}}{{Raw Tile|♦|4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:0&amp;lt;/span&amp;gt;|fwhere={{l|Faint yellow diamond}}|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|star ruby}}|value=60|color={{Raw Tile|☼|4:7:1}}{{Raw Tile|♦|4:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4:1&amp;lt;/span&amp;gt;|fwhere={{l|Ruby}}|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|star sapphire}}|value=60|color={{Raw Tile|☼|1:7:1}}{{Raw Tile|♦|1:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1:1&amp;lt;/span&amp;gt;|fwhere={{l|Sapphire}}|fhow=Single gem}}&lt;br /&gt;
{{Gem table row|rarity=Rare|name={{l|yellow diamond}}|value=60|color={{Raw Tile|☼|6:7:1}}{{Raw Tile|♦|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:1&amp;lt;/span&amp;gt;|fwhere={{l|Faint yellow diamond}}|fhow=Single gem}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other gems, diamonds can {{l|Fire|ignite}} if they come into contact with {{l|magma}}.&lt;br /&gt;
&lt;br /&gt;
== Rare Gems ==&lt;br /&gt;
Faint yellow diamonds only appear in {{l|kimberlite}} (which itself only appears in {{l|gabbro}} layers) and sapphires and rubies only appear in {{l|bauxite}} (which occurs in any sedimentary layers). Colored diamonds only occur in pre-existing clusters of faint yellow diamonds. Star sapphires and rubies only occur within clusters of their peers.&lt;br /&gt;
&lt;br /&gt;
== {{l|Glass}} ==&lt;br /&gt;
Raw glass is treated as an uncut gem.  There are three subtypes of raw glass (and, once cut, of cut glass gems):&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Requires&lt;br /&gt;
|-&lt;br /&gt;
|green glass||2×||{{Raw Tile|☼♦|2:0}}||{{l|bag}} full of {{l|sand}}&lt;br /&gt;
|-&lt;br /&gt;
|clear glass||5×||{{Raw Tile|☼♦|3:0}}||{{l|bag}} full of {{l|sand}} + {{l|pearlash}}&lt;br /&gt;
|-&lt;br /&gt;
|crystal glass||10×||{{Raw Tile|☼♦|7:1}}||rough {{L|rock crystal}} + {{l|pearlash}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Making raw glass requires a dwarf with the {{l|glassmaking}} {{l|labor}} designated, and, just like working {{l|metal}}, it also requires {{l|fuel}} (either {{l|coke}} or {{l|charcoal}}) at a normal glass furnace, or {{l|magma}} at a magma {{l|glass furnace}}.  Like all gems, raw glass has no {{l|quality}} modifiers.&lt;br /&gt;
&lt;br /&gt;
Raw gems are only one of the many things your {{l|glassmaker}}s can make from glass.  See {{l|glass}} and {{l|glass industry}} for more information.&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Rock_crystal&amp;diff=107888</id>
		<title>v0.31:Rock crystal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Rock_crystal&amp;diff=107888"/>
		<updated>2010-05-10T00:07:03Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: remove extra capital&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{buggy}}&lt;br /&gt;
{{Gemlookup/aux|{{raw|cv:Inorganic stone gem.txt|INORGANIC|{{uc:crystal_rock}}}}|wiki=|uses=* Make {{l|crystal glass}}}}&lt;br /&gt;
{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Rock crystal''' is a type of {{l|gem}}. When combined with {{l|pearlash}}, it is used to make {{l|crystal glass}}. Due to a bug this is currently not functional, though.{{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
Some players have reported being able to buy uncut gems, including rock crystals, upon embark. It is suspected the ability to purchase rock crystals on embark is civilization dependent. Raw crystal glass is also sometimes available upon embark. Raw crystal glass can also be bought from trade caravans.&lt;br /&gt;
&lt;br /&gt;
{{jewels}}&lt;br /&gt;
{{gamedata}}&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Milk&amp;diff=107887</id>
		<title>v0.31:Milk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Milk&amp;diff=107887"/>
		<updated>2010-05-10T00:05:21Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: remove extra capitals, add links (purring maggot is a red link, sorry)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
'''Milk''' is a product {{L|extract}}ed from milkable {{L|creatures}}. Milk can be made into {{L|cheese}}, used in {{L|cook}}ing {{L|prepared meal}}s or consumed as is (counts as food, not drink).&lt;br /&gt;
&lt;br /&gt;
Female versions of certain animals are milkable. Milking is done at a farmer's workshop, {{k|m}}ilk creature, and requires an empty {{L|bucket}}. The bucket will then be emptied into an empty {{L|barrel}} or fitting milk barrel on a food stockpile. Creatures assigned to {{L|cage}}s can be milked.&lt;br /&gt;
&lt;br /&gt;
Confirmed to be milkable:&lt;br /&gt;
&lt;br /&gt;
*{{L|Donkey}}&lt;br /&gt;
*{{L|Cow}}&lt;br /&gt;
*{{L|Horse}}&lt;br /&gt;
*{{L|Camel}}&lt;br /&gt;
*{{L|Purring maggot}}&lt;br /&gt;
*{{L|Two-humped camel}}&lt;br /&gt;
&lt;br /&gt;
The milker will not necessarily pick the closest animal available.&lt;br /&gt;
&lt;br /&gt;
The frequency with which animals are able to be milked is marked in the RAW files with the following tag: [MILKABLE:LOCAL_CREATURE_MAT:MILK:20000]. In this case, it is a cow and the time period is 20000 ticks, at roughly 1200 ticks per day. All creatures currently have this tag set to 20000, so there is no reason to favor one milkable creature over another, other than preference.&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
After finishing a milking job, the milker may generate a cancellation message if trying to take another job immediately: Urist McMultitasking cancels job, handling dangerous animal.  They will subsequently just leave the milked animal to wander away on its own and retask anyway.&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Kennel&amp;diff=107871</id>
		<title>v0.31:Kennel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Kennel&amp;diff=107871"/>
		<updated>2010-05-09T22:08:13Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: /* Kennel Tasks */ reword, remove capitals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
{{Building|name=Kennel|key=k&lt;br /&gt;
|job= &lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Animal training}}&lt;br /&gt;
* {{L|Trapping}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Animal training}}&lt;br /&gt;
* {{L|Small animal dissection}}&lt;br /&gt;
* {{L|Trapping}}&lt;br /&gt;
|purpose=&lt;br /&gt;
* Train {{L|Hunting dog}}s&lt;br /&gt;
* Train {{L|War dog}}s&lt;br /&gt;
* Capture {{L|Vermin}}&lt;br /&gt;
* {{L|Tame}} {{L|Vermin}}&lt;br /&gt;
* {{L|Tame}} {{L|cage}}d wild {{L|creature}}s &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''Kennel''' is a large 5x5 {{L|workshop}} for an {{L|animal trainer}}. To build a kennel you need one building material ({{L|wood}}, {{L|stone}}, {{L|metal}} {{L|bar}}) and a dwarf who has the {{L|animal training}}, {{L|Animal dissector|small animal dissection}} and/or {{L|trapping}} {{L|skills}} enabled. &lt;br /&gt;
&lt;br /&gt;
''(Note that the '''{{L|labor}}''' associated with the {{L|skill}} &amp;quot;{{L|small animal dissection}}&amp;quot; (namely &amp;quot;Extract from a dead animal&amp;quot;) is used solely at a {{L|butcher's shop}}.  But that '''skill''' is one of the three that can build a kennel, and is listed as such.  Just accept it.)''&lt;br /&gt;
&lt;br /&gt;
Training dogs and taming vermin will automatically select an appropriate creature, while taming a caged wild animal will allow you to choose exactly which animal you wish to tame.&lt;br /&gt;
&lt;br /&gt;
While the kennel's menu only offers the option 'train a war dog', in fact a wide range of animals can be trained. Also note that the queued task indeed is named 'train war animal'. The same goes for 'train a hunting dog'.&lt;br /&gt;
&lt;br /&gt;
==Kennel Tasks==&lt;br /&gt;
===Train a Hunting Dog===&lt;br /&gt;
Requires: An {{L|Cage|uncaged}} '''tame''' animal with [TRAINABLE] or [TRAINABLE_HUNTING] and an {{L|animal trainer}}.&lt;br /&gt;
&lt;br /&gt;
Hunting animals can be assigned ({{K|v}}-select dwarf-{{K|p}}-{{K|e}}) to follow a hunter and assist in the hunting process. They are faster and more agile than a regular tamed animal, but not as strong as a war animal and cannot be unassigned.&lt;br /&gt;
&lt;br /&gt;
===Train a War Dog===&lt;br /&gt;
Requires: An {{L|Cage|uncaged}} '''tame''' animal with [TRAINABLE] (or [TRAINABLE_WAR], although no such animals exist) and an {{L|animal trainer}}.&lt;br /&gt;
&lt;br /&gt;
A war animal is stronger than its untrained counterpart. War dogs make excellent companions when starting a fortress, when you can't spare many dwarves for fighting.&lt;br /&gt;
&lt;br /&gt;
===Capture a Live Land Animal===&lt;br /&gt;
Requires: An {{L|animal trap}} and a {{L|trapper}}.&lt;br /&gt;
&lt;br /&gt;
Direct animal trappers to attempt to capture vermin in an animal trap. The trapper will carry an animal trap around the fortress and look for vermin to pounce on; then the trap will be hauled to an animal {{L|stockpile}}. Vermin caught through this job can be eaten or transferred to cages; they can be tamed now.&lt;br /&gt;
&lt;br /&gt;
===Tame a Small Animal===&lt;br /&gt;
Requires: An {{L|animal trainer}} and trapped vermin.&lt;br /&gt;
&lt;br /&gt;
This is used to tame vermin for adoption as pets or eaten if left alone.&lt;br /&gt;
&lt;br /&gt;
===Tame a Large Animal===&lt;br /&gt;
Requires: A {{L|Trap#Cage_Trap|caged wild animal}} and an {{L|animal trainer}}.&lt;br /&gt;
&lt;br /&gt;
The animal trainer uses it to tame wild {{L|creatures|animals}} not already domesticated, such as those caught in cage traps. Some creatures cannot be tamed until the {{L|dungeon master}} arrives.&lt;br /&gt;
&lt;br /&gt;
==Trainable Animals==&lt;br /&gt;
The following creatures can be trained into war animals or hunting animals:&lt;br /&gt;
* {{L|Cheetah}}&lt;br /&gt;
* {{L|Dog}}&lt;br /&gt;
* {{L|Dragon}}&lt;br /&gt;
* {{L|Elephant}}&lt;br /&gt;
* {{L|Giant bat}} (hunting only)&lt;br /&gt;
* {{L|Giant cave swallow}} (hunting only)&lt;br /&gt;
* {{L|Giant cheetah}}&lt;br /&gt;
* {{L|Giant eagle}}&lt;br /&gt;
* {{L|Giant jaguar}}&lt;br /&gt;
* {{L|Giant leopard}}&lt;br /&gt;
* {{L|Giant lion}}&lt;br /&gt;
* {{L|Giant tiger}}&lt;br /&gt;
* {{L|Gorilla}}&lt;br /&gt;
* {{L|Grizzly bear}}&lt;br /&gt;
* {{L|Jaguar}}&lt;br /&gt;
* {{L|Leopard}}&lt;br /&gt;
* {{L|Lion}}&lt;br /&gt;
* {{L|Mandrill}}&lt;br /&gt;
* {{L|Polar bear}}&lt;br /&gt;
* {{L|Tiger}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_eagle&amp;diff=107869</id>
		<title>v0.31:Giant eagle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_eagle&amp;diff=107869"/>
		<updated>2010-05-09T22:00:23Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo v0.31|name=Giant Eagle|symbol=E|color=6:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Mountain}}&lt;br /&gt;
|wiki=no}}&lt;br /&gt;
{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
:''An enormous bird-like monster that nests in the high mountains.  Its hunt can range over the entire known world and it will kill anything it can carry back to its perch.''&lt;br /&gt;
&lt;br /&gt;
'''Giant eagles''' can be trained into war/hunting giant eagles at a {{L|kennel}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Prepared_organs&amp;diff=107867</id>
		<title>v0.31:Prepared organs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Prepared_organs&amp;diff=107867"/>
		<updated>2010-05-09T21:56:57Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: grammar + remove capitals + add link to stocks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
 This article is a catch-all for the new edible body parts consisting of prepared organs.&lt;br /&gt;
&lt;br /&gt;
Prepared organs are edible products of butchering. They can be cooked into prepared meals or eaten as is.{{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
They are listed on the {{L|stocks}} menu under {{L|meat}}.&lt;br /&gt;
&lt;br /&gt;
The organs produced depend on the type of animal as given in the raws. Mutilated corpses will yield fewer organs.&lt;br /&gt;
&lt;br /&gt;
All prepared organs have a value modifier of 2.&lt;br /&gt;
&lt;br /&gt;
Prepared organs are:&lt;br /&gt;
&lt;br /&gt;
*Prepared eyes&lt;br /&gt;
*Prepared lungs&lt;br /&gt;
*Prepared heart&lt;br /&gt;
*Prepared intestines&lt;br /&gt;
*Chopped liver&lt;br /&gt;
*Tripe&lt;br /&gt;
*Sweetbread&lt;br /&gt;
*Prepared spleen&lt;br /&gt;
*Prepared kidneys&lt;br /&gt;
*Prepared brain&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_cave_spider&amp;diff=107865</id>
		<title>v0.31:Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_cave_spider&amp;diff=107865"/>
		<updated>2010-05-09T21:49:27Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: remove unnecessary capital, make &amp;quot;cave spider&amp;quot; plural to fit with &amp;quot;giant cave spiders&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo v0.31|name=Giant cave spider|symbol=S|color=7:0:0|skin=Yes|biome= * Subterranean {{l|caverns}}|wiki=no}}&lt;br /&gt;
{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
:''A large underground monster with eight legs and sharp, venomous teeth.''&lt;br /&gt;
&lt;br /&gt;
'''Giant cave spiders''' are far different from your regular {{L|cave spider}}s; those are just treats for your cat. Giant cave spiders are as big as a horse and will make treats ''of'' cats, dwarves and the occasional careless adventurer.  You can find giant cave spiders in, obviously, caves, caverns and most underground areas.  They are extremely dangerous as they feel no pain and thus cannot be stunned, can poison creatures and have the ability to shoot webbing to ensnare their prey.&lt;br /&gt;
&lt;br /&gt;
Giant cave spiders are fortunately (depending on your point of view) not a rarity anymore and there are dozens present in the underground caverns, deep below the surface.  They can be extremely hard to kill, so watch out.&lt;br /&gt;
&lt;br /&gt;
They are both a boon and a bane, the boon being their webs (whenever they aren't a part of the bane.) Giant cave spider silk is worth much more than ordinary cloth and given the proper setup and victims, they can produce endless amounts of it.&lt;br /&gt;
&lt;br /&gt;
If you see one in adventure mode, an announcement, &amp;quot;You've spotted a Giant Cave Spider!&amp;quot; will appear.&lt;br /&gt;
&lt;br /&gt;
Giant cave spider venom appears to be a neurotoxin which causes progressive {{L|syndrome|paralysis}} and is ultimately fatal due to suffocation as the victim's diaphragm succumbs and ceases to function. The poison's effects set in relatively quickly with complete paralysis at phase 5(360 seconds) and death usually occurs at around 1300 seconds.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_cave_swallow&amp;diff=107863</id>
		<title>v0.31:Giant cave swallow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_cave_swallow&amp;diff=107863"/>
		<updated>2010-05-09T21:46:41Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: slight reword, remove unnecessary capitals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo v0.31|name=Giant cave swallow|symbol=C|color=0:0:1&lt;br /&gt;
|skin=1&lt;br /&gt;
|skulls=1&lt;br /&gt;
|biome= * {{L|Caverns}}&lt;br /&gt;
* Underground depth 1-2&lt;br /&gt;
|wiki=no}}&lt;br /&gt;
{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
:''A gigantic blue and orange bird.''&lt;br /&gt;
&lt;br /&gt;
'''Giant cave swallows''' are massive carnivorous birds which can be found in {{L|caverns}}. Even a single giant cave swallow is a worthy opponent for any lone, untrained dwarf, and as such they are best left alone. Should you choose, however, they can be trained as hunting animals and even have tags for use as mounts, and are quite valuable as pets.&lt;br /&gt;
&lt;br /&gt;
They can be used as mounts by {{L|goblin}} siegers.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Weaponsmith&amp;diff=107831</id>
		<title>v0.31:Weaponsmith</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Weaponsmith&amp;diff=107831"/>
		<updated>2010-05-09T17:42:18Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: spelling (also, is &amp;quot;see also&amp;quot; supposed to be a section, or just bold text? what's the standard on this? or is there none)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #888&lt;br /&gt;
| skill      = Weaponsmith&lt;br /&gt;
| profession = {{L|Metalsmith}}&lt;br /&gt;
| job name   = Weaponsmithing&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Forge {{L|weapon}}&lt;br /&gt;
* Forge {{L|trap}} components&lt;br /&gt;
| workshop   = &lt;br /&gt;
* {{L|Metalsmith's forge}}&lt;br /&gt;
* {{L|Magma forge}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Weaponsmithing''' is used to make {{L|metal}} {{L|weapon}}s (including {{L|crossbow}}s) and {{L|bolt}}s at a {{L|metalsmith's forge}}.&lt;br /&gt;
&lt;br /&gt;
Skilled weaponsmiths make weapons faster, and make them higher {{L|quality}}.&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
&lt;br /&gt;
{{L|Weapon}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Draltha&amp;diff=107830</id>
		<title>v0.31:Draltha</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Draltha&amp;diff=107830"/>
		<updated>2010-05-09T17:40:08Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
{{CreatureInfo v0.31|name=Draltha|symbol=D|color=6:0:1&lt;br /&gt;
|biome=&lt;br /&gt;
* Subterranean {{L|Caverns}}&lt;br /&gt;
|wiki=no&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
:''A large, long-bodied grazer with a thick mane that feeds on the tops of towercap mushrooms deep under the earth.''&lt;br /&gt;
&lt;br /&gt;
Dralthas typically dwell on the first underground layer. They feed on any {{L|tower-cap}} mushrooms they come across.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:DRALTHA]&lt;br /&gt;
	[ARENA_RESTRICTED]&lt;br /&gt;
	[DESCRIPTION:A large, long-bodied grazer with a thick mane that feeds on the tops of towercap mushrooms deep under the earth.]&lt;br /&gt;
	[NAME:draltha:dralthas:draltha]&lt;br /&gt;
	[CASTE_NAME:draltha:dralthas:draltha]&lt;br /&gt;
	[CHILD:5]&lt;br /&gt;
	[CREATURE_TILE:'D'][COLOR:6:0:1]&lt;br /&gt;
	[PETVALUE:500]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[UNDERGROUND_DEPTH:1:2]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:2:5]&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL]&lt;br /&gt;
	[PREFSTRING:lustrous manes]&lt;br /&gt;
	[BODY:QUADRUPED:2EYES:2EARS:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:GENERIC_TEETH:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&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;
	[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;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:50000]&lt;br /&gt;
	[BODY_SIZE:2:0:100000]&lt;br /&gt;
	[BODY_SIZE:5:0:2500000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&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;
	[MAXAGE:20:30]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_CATEGORY:FOOT_FRONT]&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_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&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_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[HOMEOTHERM:10050]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]&lt;br /&gt;
			[TL_COLOR_MODIFIER:YELLOW:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:TAUPE:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:IRIS_EYE_BROWN:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:3]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tetrahedrite&amp;diff=107828</id>
		<title>v0.31:Tetrahedrite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tetrahedrite&amp;diff=107828"/>
		<updated>2010-05-09T17:38:58Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: grammar + logic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Tetrahedrite''' is an ore of both {{L|copper}} and {{L|silver}}. {{l|Smelter|Smelting}} tetrahedrite will always produce a copper {{l|bar}} and has an additional 20% chance of producing a silver bar. &lt;br /&gt;
&lt;br /&gt;
Tetrahedrite can be used in all reactions requiring a copper ore, but will only be used as ''silver'' ore if no other silver ores are available. Two tetrahedrite ores can be smelted together to make two {{l|billon}} bars if (and only if) you have no other silver ores.&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Stone}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category_talk:Deletion&amp;diff=89808</id>
		<title>Category talk:Deletion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category_talk:Deletion&amp;diff=89808"/>
		<updated>2010-04-11T16:28:47Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reverted Savok's edit since it did nothing to improve the page, and in fact messed it up. The replacement of a bracket &amp;quot;}&amp;quot; with a parentheses &amp;quot;)&amp;quot; made it incorrect, and anyone just copy-pasting that would serve no purpose since it wouldn't work as intended. --[[User:Janus|Janus]] 11:37, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was getting some strange, useless sequence of meaningless (for me) characters that obviously had something to do with the wiki software, and it was caused by the &amp;lt;nowiki&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt; tag.&lt;br /&gt;
:I don't know why it isn't happening now. --[[User:Savok|Savok]] 12:30, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
When are pages deleted? Who makes the final decision? What rules are there about deletion? --[[User:Mizipzor|Mizipzor]] 11:54, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The admin(s) have the power to delete pages. Having a category and template for pages which need to be deleted makes it a much easier task for them to see which pages need to be deleted, and is a copy of the way things were done on the previous (now archived) wiki. Mostly it comes down to spam pages or pages which have become obsolete for one reason or another (content exists on another page which makes more sense, content no longer applies to the game, or whatever). --[[User:Janus|Janus]] 12:19, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What I've done when I see an obsolete page (eg. [[Site seeds]], which I created before I saw the [[Pregenerated worlds]] page), is I try to merge it with an existing page and change the obsolete page to a redirect. You can see that I did this with the page I created because I saw that the other page had better formatted information and a more intuitive title. --[[User:Alfador|Alfador]] 12:57, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
It might be a good idea to not actually include the real template on this page, since it makes it a subcategory of itself :p --[[User:Goffrie|Goffrie]] 16:28, 11 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mud&amp;diff=89805</id>
		<title>v0.31:Mud</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mud&amp;diff=89805"/>
		<updated>2010-04-11T16:26:35Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: in other news, I'm a moron&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Mud''' is what remains if you flood an area with water. It is needed for underground farming, or for above ground farming on rock instead of soil. Mud piles up against items, coloring the tile brown.&lt;br /&gt;
{{elven}}&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mud&amp;diff=89804</id>
		<title>v0.31:Mud</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mud&amp;diff=89804"/>
		<updated>2010-04-11T16:26:19Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: elven :p&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Mud'' is what remains if you flood an area with water. It is needed for underground farming, or for above ground farming on rock instead of soil. Mud piles up against items, coloring the tile brown.&lt;br /&gt;
{{elven}}&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Semi-molten_rock&amp;diff=79334</id>
		<title>v0.31 Talk:Semi-molten rock</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Semi-molten_rock&amp;diff=79334"/>
		<updated>2010-04-03T01:14:21Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Temperature, Reactions, Etc. ==&lt;br /&gt;
&lt;br /&gt;
Has anyone tested what happens to this rock when it is exposed to water?  And is it really safe to keep dwarves near it?  --[[User:TarrVetus|TarrVetus]] 13:06, 2 April 2010 (UTC)&lt;br /&gt;
:Just answered one of my own questions.  Water does nothing to SMR.  Could this rock be the source of magma seas?--[[User:TarrVetus|TarrVetus]] 13:45, 2 April 2010 (UTC)&lt;br /&gt;
::Semi molten rock also occurs free standing, not surrounded by any magma, and nothing leaks from it. So I doubt that it generates magma like an aquifer. [[Special:Contributions/79.217.119.117|79.217.119.117]] 15:41, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Channeling==&lt;br /&gt;
Digging a channel above semi-molten rock results in a regular upward slope and, on the level the channel was dug, a 'magma flow' tile, similar to that in the magma sea. However, it (thankfully) does not produce any magma. -[[User:Goffrie|Goffrie]] 01:04, 3 April 2010 (UTC)&lt;br /&gt;
:Further observations: the upward slope is only created when the tile is hidden before digging. The magma flow can also be walked on. -[[User:Goffrie|Goffrie]] 01:14, 3 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Semi-molten_rock&amp;diff=79331</id>
		<title>v0.31 Talk:Semi-molten rock</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Semi-molten_rock&amp;diff=79331"/>
		<updated>2010-04-03T01:04:33Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Temperature, Reactions, Etc. ==&lt;br /&gt;
&lt;br /&gt;
Has anyone tested what happens to this rock when it is exposed to water?  And is it really safe to keep dwarves near it?  --[[User:TarrVetus|TarrVetus]] 13:06, 2 April 2010 (UTC)&lt;br /&gt;
:Just answered one of my own questions.  Water does nothing to SMR.  Could this rock be the source of magma seas?--[[User:TarrVetus|TarrVetus]] 13:45, 2 April 2010 (UTC)&lt;br /&gt;
::Semi molten rock also occurs free standing, not surrounded by any magma, and nothing leaks from it. So I doubt that it generates magma like an aquifer. [[Special:Contributions/79.217.119.117|79.217.119.117]] 15:41, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Channeling==&lt;br /&gt;
Digging a channel above semi-molten rock results in a regular upward slope and, on the level the channel was dug, a 'magma flow' tile, similar to that in the magma sea. However, it (thankfully) does not produce any magma. -[[User:Goffrie|Goffrie]] 01:04, 3 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fungiwood&amp;diff=78806</id>
		<title>v0.31:Fungiwood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fungiwood&amp;diff=78806"/>
		<updated>2010-04-02T21:04:13Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
The fungiwood is a new{{v|0.31.01}} underground tree, likely related to the {{L|tower-cap}}.&lt;br /&gt;
&lt;br /&gt;
It is found in underground caverns, and can also grow on soil or muddied rock.  It provides yellow wood.&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fungiwood&amp;diff=78804</id>
		<title>v0.31:Fungiwood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fungiwood&amp;diff=78804"/>
		<updated>2010-04-02T21:04:00Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
The fungiwood is an new{{v|0.31.01}} underground tree, likely related to the {{L|tower-cap}}.&lt;br /&gt;
&lt;br /&gt;
It is found in underground caverns, and can also grow on soil or muddied rock.  It provides yellow wood.&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tower-cap&amp;diff=78739</id>
		<title>v0.31 Talk:Tower-cap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tower-cap&amp;diff=78739"/>
		<updated>2010-04-02T20:46:05Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: Created page with '==Prerequisites== Is it necessary to have uncovered some of the underground for tower-caps to start growing? -~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Prerequisites==&lt;br /&gt;
Is it necessary to have uncovered some of the underground for tower-caps to start growing? -[[User:Goffrie|Goffrie]] 20:46, 2 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tower-cap&amp;diff=78733</id>
		<title>v0.31:Tower-cap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tower-cap&amp;diff=78733"/>
		<updated>2010-04-02T20:45:04Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: initial page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Tower-caps''' are a type of mushroom-like subterranean tree. Once fully grown, they can be designated for {{L | wood cutting}} and produce tower-cap logs. Tower-caps will grow on subterranean soil or muddied rock. They may be found already growing on muddied rock in the {{L | underground}}. Tower-caps are white and produce white logs, and the resulting products are light grey.&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Skulls&amp;diff=73140</id>
		<title>Skulls</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Skulls&amp;diff=73140"/>
		<updated>2010-03-15T00:05:13Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: direct redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Skull]]&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Demons&amp;diff=73136</id>
		<title>Demons</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Demons&amp;diff=73136"/>
		<updated>2010-03-15T00:04:23Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: direct redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Demon]]&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarven_ale&amp;diff=73132</id>
		<title>40d:Dwarven ale</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarven_ale&amp;diff=73132"/>
		<updated>2010-03-15T00:02:05Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: direct redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Alcohol]]&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Advanced_World_Generation&amp;diff=73130</id>
		<title>40d:Advanced World Generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Advanced_World_Generation&amp;diff=73130"/>
		<updated>2010-03-15T00:01:36Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: direct redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Advanced world generation]]&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magma-proof&amp;diff=73129</id>
		<title>Magma-proof</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magma-proof&amp;diff=73129"/>
		<updated>2010-03-15T00:01:08Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: direct redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Magma-safe]]&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cooking&amp;diff=73128</id>
		<title>Cooking</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cooking&amp;diff=73128"/>
		<updated>2010-03-15T00:00:50Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: direct redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Cook]]&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Goblins&amp;diff=73127</id>
		<title>Goblins</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Goblins&amp;diff=73127"/>
		<updated>2010-03-15T00:00:36Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: direct redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Goblin]]&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Thoughts&amp;diff=73123</id>
		<title>Thoughts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Thoughts&amp;diff=73123"/>
		<updated>2010-03-14T23:59:36Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: direct redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Thought]]&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Encrust&amp;diff=73122</id>
		<title>Encrust</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Encrust&amp;diff=73122"/>
		<updated>2010-03-14T23:59:05Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: direct redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[40d:Decoration]]&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fisher_berries&amp;diff=73121</id>
		<title>Fisher berries</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fisher_berries&amp;diff=73121"/>
		<updated>2010-03-14T23:58:48Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: direct redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Fisher berry]]&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fisher_berries&amp;diff=73120</id>
		<title>40d:Fisher berries</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fisher_berries&amp;diff=73120"/>
		<updated>2010-03-14T23:58:38Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: direct redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Fisher berry]]&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Alloy&amp;diff=73118</id>
		<title>40d:Alloy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Alloy&amp;diff=73118"/>
		<updated>2010-03-14T23:57:57Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: direct redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Metal]]&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Smooth_stone&amp;diff=73115</id>
		<title>Smooth stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Smooth_stone&amp;diff=73115"/>
		<updated>2010-03-14T23:56:58Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: Redirected page to 40d:Smoothing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Smoothing]]&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Smooth&amp;diff=73114</id>
		<title>Smooth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Smooth&amp;diff=73114"/>
		<updated>2010-03-14T23:56:46Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: direct redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Smoothing]]&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bauxite&amp;diff=56698</id>
		<title>40d:Bauxite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bauxite&amp;diff=56698"/>
		<updated>2009-11-01T14:46:40Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: Grammar nazi'd. s/which/that/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone|name=Bauxite|tile=+|color=#800&lt;br /&gt;
|location =&lt;br /&gt;
* Large clusters in [[Sedimentary layer]]s&lt;br /&gt;
|properties =&lt;br /&gt;
* [[Magma proof]]&lt;br /&gt;
* [[Material value]] 1}}&lt;br /&gt;
Bauxite is the only [[stone]], apart from [[Raw adamantine]], that is suitable for the construction of [[mechanism]]s to be used in [[floodgate]]s which will come into contact with [[magma]]. Unfortunately bauxite can be found only in [[sedimentary layer]]s, which are rare around [[volcano]]es (but not near [[magma pipe]]s in general). However, you can usually trade for ''Bauxite stones'' with the Dwarven caravans (this is determined by availability in your home [[civilization]]). They're not expensive, and you should get enough to make any number of bauxite mechanisms you need. You can also plan ahead and buy some before embarking, so long as the civilization that you embark from has bauxite.&lt;br /&gt;
&lt;br /&gt;
If in limited supply on your map (and you are going to be playing with magma), be sure to keep your mason and various craftsdwarves away from what bauxite you do have until you can turn it into mechanisms; best [[forbid]] them until you are ready.&lt;br /&gt;
&lt;br /&gt;
Bauxite is the only stone that contains [[Gem#Precious|rubies]] or [[Gem#Precious|sapphires]], both found as small [[cluster]]s.&lt;br /&gt;
&lt;br /&gt;
While Bauxite is an [[aluminum]] ore in Real Life, the technology to extract aluminum from it does not exist in the game setting.&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=54778</id>
		<title>40d Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=54778"/>
		<updated>2009-10-11T21:45:27Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: /* Doesn't want magma forge? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Detailed strange mood mechanics ==&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=35257.msg545835#msg545835 see post] [[User:VengefulDonut|VengefulDonut]] 14:02, 9 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:&amp;amp; updated to include more/all of same.  Also re-organized presentation to better fit expanded sub-sections.--[[User:Albedo|Albedo]] 13:47, 28 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Now that we know so much about the mechanics of strange moods, what do you all think about moving that section to the bottom and protecting it with a &amp;quot;massive spoilers&amp;quot; warning the way [[thought|thoughts]] are?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 19:02, 28 May 2009 (UTC)&lt;br /&gt;
::Works for me 100%. It would require a slight rewording/reworking of the &amp;quot;skills &amp;amp; workshops&amp;quot; subsection, for overall flow, perhaps splitting that info into the obvious and the not-so-obvious, to bridge the info leading into the &amp;quot;demands&amp;quot; subsection. --[[User:Albedo|Albedo]] 20:15, 28 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::As long as it mentions that it has spoilers its perfect--[[User:Loganis|Loganis]] 20:41, 6 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== misc ==&lt;br /&gt;
Does the new version still have the strange mood? It wouldnt be complete without it!&lt;br /&gt;
&lt;br /&gt;
:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.&lt;br /&gt;
&lt;br /&gt;
::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some &amp;quot;verify&amp;quot; in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
I know, I was a huge fan of that little strange aspect of the old one.&lt;br /&gt;
&lt;br /&gt;
I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor&lt;br /&gt;
&lt;br /&gt;
The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --[[User:Soyweiser|Soyweiser]] 14:34, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --[[User:Soyweiser|Soyweiser]] 14:40, 8 November 2007 (EST)&lt;br /&gt;
::: Scratch all that, one of my woodworkers just used a carpenters shop. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Have you marked all statements in the article that risks being falsified with &amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Hey, I am getting a dwarf who wants &amp;quot;raw...crystal&amp;quot;. Help? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
:Probably wants raw crystal glass. I had a dwarf ask for &amp;quot;raw...green&amp;quot;, they wanted raw green glass. Looks like Toady might have moved the glass demands out of the &amp;quot;rough...color&amp;quot; category. [[User:Iddq?|Iddq?]]&lt;br /&gt;
&lt;br /&gt;
About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It seems that no craft skill is required.  I just had a peasant go into a strange mood.  His skills were: competent marksdwarf; novice wrestler; novice armor wearer.  He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order.  This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally.  Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :)  [[User:Doctorlucky|Doctorlucky]] 16:34, 19 November 2007 (EST)&lt;br /&gt;
:This is consistent with older versions.  Moody peasants would become crafters, and 10 items was the cap.  The minimum was 1 item -- generally when constructing a &amp;quot;perfect gem&amp;quot;.--[[User:Maximus|Maximus]] 16:55, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where to add the info that in my game (.33c) a miner took over a mason's workshop, became legendary miner and then held the artifact in his right hand instead of a pick, which became 'hauled', then droped the pick and then took the pick with his left hand? He can mine after all these. While holding a 667 weight units cabinet in his right hand. --[[User:Another|Another]] 10:07, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a  Legendary Mason ....&lt;br /&gt;
Is it normal ? [[user:Feydreva|Feydreva]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of my dwarves has become possessed and is demanding cloth, bones and stone, which I have plenty of. But he refuses to go fetch them. Is there something I'm doing wrong?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
: They want either silk or fiber cloth. Make sure you have both! [[User:Bartavelle|Bartavelle]] 03:40, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aargh!  One of my dwarves went secretive and is demanding a huge list of stuff.  He seems to be demanding two types of stone because the &amp;quot;sketches quarry&amp;quot; message stays on twice as long as the others.  I have (and he has gathered) flint: is there any way to tell what kind of stone he wants? --[[User:Holyfool|Holyfool]] 011:55, 7 March 2008 (EST)&lt;br /&gt;
==Glassmaker==&lt;br /&gt;
I had a Glassmaker that sat around when I had a lot of Magma Glass Furnaces, but then decided to get going when I made a regular Glass Furnace.  Seems like they will only use a specific kind.  Not sure yet if it's random.  Might be they won't take the Magma Glass Furnace in version 38a.  Can anyone verify? --[[User:Afbee|Afbee]] 05:07, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: My Glassmaker successfully used Magma Glass Furnace in a fey mood. --[[User:Digger|Digger]] 07:54, 24 February 2008 (EST)&lt;br /&gt;
:: I just had the same problem.  I had a glass maker who wouldn't take over a magma glass furnace.  Since I'm creating a glass fortress and had a mess of glass orders piled up, I thought that might have confused the AI and I built 2 more magma glass furnaces.  No dice, he didn't want them.  After reading this page I decided to create a normal glass furnace.  He snapped it up as soon as it was built. --[[User:Alkyon|Alkyon]] 04:07, 9 November 2008 (EST)&lt;br /&gt;
::I had the exact same experience as [[Alkyon]], namely I had lots of magma glass furnaces but they wanted a normal one.  Anybody else confirm what [[User:Digger|Digger]] has experienced?--[[User:Kwieland|Kwieland]] 17:44, 27 May 2009 (UTC)&lt;br /&gt;
:::This has been observed countless times with magma forges vs standard forges - no reason to expect it should be any diff w/ glass furnaces.--[[User:Albedo|Albedo]] 23:05, 27 May 2009 (UTC)&lt;br /&gt;
::::In my experience (all with 40d), all of my metalsmiths claim my magma forges (I always deconstruct the non-magma ones), but all of my glassmakers seem to insist on non-magma glass furnaces, forcing me to build one for them and then remember to deconstruct it after the mood completes (so my manager doesn't start allocating fuel-consuming glassmaking tasks to it). --[[User:Quietust|Quietust]] 19:59, 25 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Maximum number of artifacts==&lt;br /&gt;
Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b)  So that 15 cap thing is clearly wrong.  As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine.  For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). [[User:Doctorlucky|Doctorlucky]] 04:54, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== clarification on &amp;quot;trade&amp;quot; skills ==&lt;br /&gt;
&lt;br /&gt;
Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki.&lt;br /&gt;
I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter. -[[User:Radtse|Radtse]]&lt;br /&gt;
&lt;br /&gt;
:I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--[[User:Valdemar|Valdemar]] 19:36, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm adding Weaver and Furnace Operator to this list, since they're on the wiki. I haven't seen them myself, but I'm assuming someone else has. Knowing that Furnace Operator is a &amp;quot;fey-able&amp;quot; skill will be quite helpful.-[[User:Radtse|Radtse]] 18:28, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Where's cooking fit in? --[[User:KittenyKat|KittenyKat]] 20:09, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
List of non-trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Wood Cutter]]&lt;br /&gt;
&lt;br /&gt;
Skills that may be used and gained by dwarves with no trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
&lt;br /&gt;
Skills that use a different skill(See list above), but give correct skill:&lt;br /&gt;
&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Furnace Operator]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
&lt;br /&gt;
:::For the record, i can confirm both Furnace Operator and Weaver, since no one else has commented to verify them thus far.  (The weaver actually surprised me when it happened). --[[User:Squirrelloid|Squirrelloid]] 01:43, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I can confirm that a Miner will claim a Mason's shop, and produce a stone item, even with no Mason skill at all. It works just like the wiki says. --[[User:Strangething|Strangething]] 23:47, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::And I can confirm that Wood Cutter does not contribute --  I had a Novice Glassmaker/No Prefix Wood Cutter take a glass furnace. [[User:Slitherrr|Slitherrr]] 13:48, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== mood condition ==&lt;br /&gt;
The 20 dwarves / no crazy stuff has been found while looking at the binary of v0.27.169.33d, might be different now, but i don't think so. [[User:Bartavelle|Bartavelle]] 15:08, 2 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Regarding the calulations for required maximum existing artifacts (items/200 and dugout/(48*48)) wouldn't it make more sense to either use the squared symbol, or the actual result of that square (which was the original number actually discovered/revealed I believe)? --[[User:N9103|Edward]] 19:17, 28 April 2008 (EDT)&lt;br /&gt;
:&amp;lt;su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt;2&amp;lt;/su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt; --[[User:GreyMario|GreyMario]] 21:28, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:20 dorf must be still there. I've made low-population fort and I had no mood for ~8 years (from start). I'm sure that I've digged at least 2700 tiles and created at least 300 items. I will test if raising population to 20 will cause moods. I think that 20 dwarf limit should be mentioned even if it's not confirmed. --[[User:Someone-else|Someone-else]] 18:30, 26 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Random Workshop Seizure ==&lt;br /&gt;
&lt;br /&gt;
I just had a gem cutter seize a carpenter's workshop and make a perfect gem; upon completion I had a worthless Legendary dwarf and a new jeweler's workshop, so I guess that's still in from the previous version. I've removed the verify in the article. [[User:Tacroy|Tacroy]] 16:51, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:nonsense.  Should be a bigger chance of making ZOMG high-quality gem crafts now ;) --[[User:Frostedfire|Frostedfire]] 07:35, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::More to the point, if you don't like the profession your dwarf has Legendary in...draft for the stats! --[[User:Alfador|Alfador]] 12:16, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== forbidden items ==&lt;br /&gt;
&lt;br /&gt;
Do moody dwarfs use forbidden items? Will they demand forbid items? [[User:Diabl0658|Diabl0658]] 02:07, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I don't know whether moody dwarves will use forbidden items (my guess would be they won't). But they don't choose the demands based on what is on the map, they can and do demand things you don't have. So it's safe to assume forbidding doesn't prevent dwarves from demanding the forbidden kind of item. --[[User:BahamutZERO|BahamutZERO]] 16:31, 13 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Forbidden items are not used. Similarly, if your mooder slipped in e.g. an iron bar when you wanted him to use a platinum bar, you can forbid AND dump the item to stop him from using it. --[[User:GreyMario|GreyMaria]] 16:35, 13 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Impossible Requests? ==&lt;br /&gt;
Will dwarves try to use items that you just don't have access to? I had a dwarf asking for silk when I haven't imported any and I'm pretty sure there isn't a giant spider anywhere. Also asking for &amp;quot;rocks&amp;quot; when I have mined at least one of each type of rock that is visible (requiring rocks from unmined areas seem pretty harsh). Also a request for &amp;quot;metal bars&amp;quot; when I have smeltered at least one of each ore I have found and made at least one of each possible alloy. [[User:Yvain|Yvain]] 23:27, 26 February 2008 (EST)&lt;br /&gt;
:Yeah, impossible stuff is all my dwarves ever want.  :-P  Right now mine appears to want stone I don't have, and no traders have come by with any stone....  So my guys are frantically mining in various directions....  [[User:Holyfool|Holyfool]] 13:59, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::As far as i can tell they never request anything it is truly impossible for you to get.  Available by trade seems to imply possible for the game engine though.  Too bad if its the start of winter (which is when all my moods which require things I don't have and can't produce happen, of course).  But if there's no sand on your map at all you will not be asked for glass, since you can't trade for sand.  (If there's 5 tiles of sand under that underground lake you haven't found yet... sucks to be you - my first fortress lost 3 dwarves to this).  So yes, requiring things present on the map that you haven't found yet appears to be possible and routine. --[[User:Squirrelloid|Squirrelloid]] 01:48, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Procastinator! ==&lt;br /&gt;
&lt;br /&gt;
I just had a moody dwarf demand bones, wood, rocks, and cloth. &lt;br /&gt;
&lt;br /&gt;
He got the rocks okay, and then did nothing for ages. Then, as soon as the fire imp corpse rotted away, he ran down and got the bones, then ran over to my wood stockpile and got a piece of wood...&lt;br /&gt;
&lt;br /&gt;
Do they need to get their ingredients in order now?--[[User:Shadow archmagi|Shadow archmagi]] 06:28, 29 February 2008 (EST)&lt;br /&gt;
:i think so, not that it  matters, he wont start unless he has ALL the ingridents.&lt;br /&gt;
&lt;br /&gt;
== gems ==&lt;br /&gt;
My moody dwarf asked for 2 kinds of rough gems, but i had cut all rough ones at that point. So i &amp;quot;printed out&amp;quot; all layers and started checking for leftover gems in the walls. Guess what, he picked the first 2 kinds i mined. So either&lt;br /&gt;
&lt;br /&gt;
* random/pure luck (don't think so)&lt;br /&gt;
* they only ask what they &amp;quot;see&amp;quot;&lt;br /&gt;
* they only ask what is somehow on the map&lt;br /&gt;
* or they might even adapt somewhat to availability, but i doubt that. --[[User:Koltom|Koltom]] 15:59, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I believe, but don't know for sure, that sometimes they want specific items and sometimes they just want anything in a category of items, such as any rough gems in this case. It used to work that way in the 2d version, didn't it? --[[User:BahamutZERO|BahamutZERO]] 12:23, 14 May 2008 (EDT)&lt;br /&gt;
::Confirming behaviour that BahamutZERO sees. Dwarves will '''always''' grab the closest object that falls under the category unless he is requesting a specific metal, specific silk, or specific plant fiber cloth. --[[User:GreyMario|GreyMaria]] 14:25, 14 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Just standing around? ==&lt;br /&gt;
&lt;br /&gt;
I have a dwarf who was possessed, but won't leave the main hall. He's also a novice in everything, but to be safe I've already cleared the shops. It's winter of my first year, but somehow I've already had 2 waves of immigrants. Back to the point, I'm afraid he's going to wait out the mood and go berserk. Help?&lt;br /&gt;
--[[User:Ilmmad|Ilmmad]] 20:00, 6 March 2008 (EST)&lt;br /&gt;
:Well, make sure u ve got one workshop of every possible kind available - there are however quite a few u dont need to build, its covered in the article. Check for locked doors or otherwise blocked access (bridges, channels, statues..) Dont forget furnaces, glass and magma. Check with 'q' if all workshops are completely build. If it doesnt help consider building workshops not related to his skills, or more &amp;quot;exotic&amp;quot; ones, like Ashery or Alchemist. No one can guarantee that Toady didnt have some new fun ideas ;) --[[User:Koltom|Koltom]] 22:59, 6 March 2008 (EST)&lt;br /&gt;
Same thing happened to one of my lenegdary dwarves. He then went berserk in my legendary dining room.. in front of my crossbow champions. Blood ensued. And now it has happened again, my hard trained master glassmaker just stands in the meeting zone flashing purple excl. sign, despite the fact that magma glass furnace is up and running. Doh. --[[User:Alpha|Alpha]] 15:47, 17 March 2009 (UTC)&lt;br /&gt;
:And an update... this is pretty stupid. I've decided to build a regular glass furnace, just to see what happens, and guess what, my glassmaker happily proceeded to claim it and made me a ''Lushutilun Othornoshtath, Guilthaled the Erased Devourer'', a green glass statue. Neat-o. --[[User:Alpha|Alpha]] 16:02, 17 March 2009 (UTC)&lt;br /&gt;
::I can confirm this bug. I just had this happen to me too. I had three fully functional glass magma furnaces and he just stood in the middle of my meeting area. I went and built a regular glass furnace and he ran off and claimed it. Weird bug. --[[User:Toloran|Toloran]] 04:10, 8 April 2009 (UTC)&lt;br /&gt;
:::Its not a bug, its a feature. --[[User:Höhlenschreck|Höhlenschreck]] 13:54, 28 May 2009 (UTC)&lt;br /&gt;
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== stark raving suicide ==&lt;br /&gt;
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My mechanic wanted silk cloth, which I didn't have, and eventually gone insane (&amp;quot;stark raving mad&amp;quot; to be precise).&lt;br /&gt;
Seconds after that I had message that he died in heat (I had artificial magma pool nearby).&lt;br /&gt;
He probably jumped into the pool like in melancholy. Main article states that only melancholic dwarves kill themselves in such way.&lt;br /&gt;
Could anyone confirm that mad ones do that too, and this wasn't just an accident/bug? [[User:Someone-else|Someone-else]] 16:59, 19 April 2008 (EDT)&lt;br /&gt;
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:Perhaps it ''was'' an accident -- I seem to recall that &amp;quot;stark raving mad&amp;quot; ones wander around at random. Perhaps it wandered into the lava. [[User:Anydwarf|Anydwarf]] 18:30, 19 April 2008 (EDT)&lt;br /&gt;
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::It was an accident, the stark raving mad ones wander around aimlessly, regardless of Z- levels. --[[User:Hoborobo|Hoborobo]] 12:53, 9 November 2008 (EST)&lt;br /&gt;
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== Glassmaker with no glass ==&lt;br /&gt;
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I had an immigrant glassworker get a mood, seize a glass workshop, and created an artifact made entirely of gemstones. No glass involved or asked for. (No sand on the map, anyway.) He turned into a Legendary Glassworker, despite having never made a glass anything.&lt;br /&gt;
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== Rewrite ==&lt;br /&gt;
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I think I got most of the old information and then some into the new article.  Please make any necessary modifications. --[[User:Marble Dice|Marble Dice]] 01:22, 10 May 2008 (EDT)&lt;br /&gt;
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== Silk Cloth ==&lt;br /&gt;
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I had a dwarf demand silk cloth, but he refused to use my giant cave spider silk cloth. I didn't have any regular cave spider silk cloth. To verify that the silk was the problem, I used Companion to change the silk demand to any stone, and he immediately collected the rest of the materials and constructed the artifact.&lt;br /&gt;
Can anyone else confirm that giant cave spider silk cloth does '''not''' count as silk cloth? --[[User:Doniazade|Doniazade]] 08:55, 13 May 2008 (EDT)&lt;br /&gt;
:No, I'm pretty sure I can't. I've seen a dwarf grab GCS silk.&amp;lt;br&amp;gt;Could it be that you had thread and not cloth? --[[User:GreyMario|GreyMaria]] 13:59, 13 May 2008 (EDT)&lt;br /&gt;
::Nope, giant cave spider cloth [3] sorted under cloth on the stock screen. --[[User:Doniazade|Doniazade]] 16:52, 13 May 2008 (EDT) &lt;br /&gt;
Probably they may specifically require GCS silk or specifically require CS silk. &amp;amp;mdash;[[User:Chaos|Chaos]] 14:10, 13 May 2008 (EDT)&lt;br /&gt;
I figured it out - the silk was outside and I had accidentally left &amp;quot;Dwarves Stay Inside&amp;quot; on after the latest attack. --[[User:Doniazade|Doniazade]] 08:52, 14 May 2008 (EDT)&lt;br /&gt;
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== Engineer taken by secretive mood, and creates... ==&lt;br /&gt;
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Evidently engineers who are taken by a secretive mood (&amp;quot;withdraws from society&amp;quot;, in case it's later determined that the descriptor has an effect) will have no problems taking over the mechanic's workshop. And there's only one thing mechanic-shops build - that's right, you heard right, ladies and gentlemen, I present ''Kodor ós: A claystone mechanism''. It's even available for use from the appropriate {{k|b}})uild screens. He decided to make this splendid 86,400o creation while on an eight-mechanism binge in that very same mechanic's workshop. Maybe dwarves choose the workshop they've been in the most often? --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:31, 13 May 2008 (EDT)&lt;br /&gt;
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:Ah, actually I can confirm I've had a Mechanic create an artifact mechanism as well. Stick some obsidian swords in that baby and you'll be good to go! That should probably go in the main article for skills vs workshops... I would expect siege engineers also have strange moods, but I imagine pump op and siege op fall under the general craftsman catch-all --[[User:Marble Dice|Marble Dice]] 15:45, 13 May 2008 (EDT)&lt;br /&gt;
::I'd like to smack BismuthBismuthBismuth with the facts stated in the article.&lt;br /&gt;
      A dwarf will claim a workshop according to their highest applicable skill&lt;br /&gt;
::In this case it was Engineering and therefore your mechanic went to a Mechanic's Workshop. It's the same with the possessed glassmakers. They hit a glassmaker's shop. --[[User:GreyMario|GreyMaria]] 15:49, 13 May 2008 (EDT)&lt;br /&gt;
:::I'd like to hit GreyMario-Maria, preferably in the upper-body region, with the fact that at the time of my post, the table in the article did not mention mechanics whatsoever. --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 22:26, 13 May 2008 (EDT)&lt;br /&gt;
::::Pardon me, but I was not aware that ''mechanics'' worked at a ''mechanic's workshop'', where objects are created that have ''quality mofidiers'' and can thus become ''artifacts''. --[[User:GreyMario|GreyMaria]] 23:28, 13 May 2008 (EDT)&lt;br /&gt;
:::::Pardon me as well, but it seems that the table in [http://www.dwarffortresswiki.net/index.php?title=Strange_mood&amp;amp;oldid=25231 this particular revision] did not encapsulate this information. '''GreyMario is throwing a tantrum!''' --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:22, 14 May 2008 (EDT)&lt;br /&gt;
::::::Mechanics. Work at a mechanic's workshop. Produce items which have visible quality modifiers. Items with visible quality modifiers are eligible to be artifacts. THEREFORE, mechanics claim mechanic's workshops when they go fey. Seriously, logic sometimes, please? --[[User:GreyMario|GreyMaria]] 15:30, 14 May 2008 (EDT)&lt;br /&gt;
:::::::That would follow if we knew for certain that the proposition &amp;quot;items with visible quality modifiers are eligible to artifacts&amp;quot; is necessarily true.  We don't.  For instance, siege engine components are &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; verified as artifact eligible.  Since that isn't a given, it's perfectly reasonable for people to not jump to the conclusion that a job type will create artifacts relevant to it until they see it happen. &amp;amp;mdash;[[User:Chaos|Chaos]] 16:26, 14 May 2008 (EDT)&lt;br /&gt;
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i love the absurd randomness factor with artifacts - you end up with really weird stuff. like grates, and socks. a question pertinent to legendary mechanisms - i got a stupidly valuable one of these as the first legendary item in a new fort and i used it to create a gear assembly in a public dining area in the hopes that it would give dwarves happy thoughts, but after a few years gametime of checking randomly on them nothing particular showed up. any particular use along these lines for legendary mechanisms for something other then simple fortress value? --[[User:FruityBix|FruityBix]] 11:51, 10 September 2008 (EDT)&lt;br /&gt;
: weapon traps! --[[User:Bartavelle|Bartavelle]] 12:03, 10 September 2008 (EDT)&lt;br /&gt;
:: FWIW, that might be a more general answer for artifact items... I had a Weaponsmith dwarf go into a strange mood and create a lead warhammer (Yes, there was plenty of steel and iron around, but this dwarf likes lead, I guess). It can't be equipped as a weapon (lead isn't a valid material type normally for constructing weapons) but I can put it into a weapons trap. Which... is basically the only thing I can do with this 65000* artifact... -[[User:Fuzzy|Fuzzy]] 14:37, 10 September 2008 (EDT)&lt;br /&gt;
::: Actually, artifact equipment can be used, it just requires a &amp;quot;hero&amp;quot; level dwarf or higher. However, for the nonstandard material weapons and armor you may do well to forbid them so that they're not used. The actual effectiveness of odd material artifacts is supposedly lower than that of decent iron or steel equipment, and artifact equipment cannot be unequipped once a dwarf decides to use it. --[[User:Janus|Janus]] 15:36, 10 September 2008 (EDT)&lt;br /&gt;
:Build your artifact mechanism into a really, really, really wonderful well. --[[User:Corona688|Corona688]] 11:37, 13 December 2008 (EST)&lt;br /&gt;
::A bit late, but building an artifact mechanism into a [[lever]] should allow your dwarves to admire it (in a sculpture garden, they'll admire &amp;quot;a completely sublime tastefully arranged Trap lately&amp;quot;. --[[User:Quietust|Quietust]] 20:05, 25 September 2009 (UTC)&lt;br /&gt;
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== Tanner fixed ==&lt;br /&gt;
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I just had a Tanner claim a leather works, not a tannery. I updated the table. For the record, the dwarf has no skill level in leather working.&lt;br /&gt;
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:I wonder if Tanners even claim Tanner's shops?  Tanner's shops just make leather, and leather doesn't have quality modifiers, so you shouldn't be able to  produce an artifact from one, aye?  That information came from an older version of the page, I wonder if it was inaccurate.  Weavers supposed claim Clothier's shops and not Looms, so it would make sense if Tanners were the same way. --[[User:Marble Dice|Marble Dice]] 18:08, 2 June 2008 (EDT)&lt;br /&gt;
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== Cooks ==&lt;br /&gt;
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I can confirm that cooks do not produce artifacts: my Peasant with Dabbling Cook/Brewer/(various social) and nothing else just took over a Craftsdwarf's Workshop. I'm removing the verify tag for cooks in the article. --[[User:Comonad|Comonad]] 16:16, 2 August 2008 (EDT)&lt;br /&gt;
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mmmm. . . . artifact roast.  [[User:Mirthmanor|Mirthmanor]] 19:12, 4 August 2008 (EDT)&lt;br /&gt;
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== Soapers etc. ==&lt;br /&gt;
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It stands to reason that soapers, lye makers, and wood burners wouldn't make artifacts. Neither soap, lye, charcoal, nor ash have quality modifiers, and that's all those skills can produce. I'm pretty sure you can't have artifact soap, lye, charcoal, or ash.  --[[User:Tachyon|Tachyon]] 20:26, 11 August 2008 (EDT)&lt;br /&gt;
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: My woodburner just got possessed. He wants a shell and wood. I have the shell but I'm not sure what type of wood he wants. --[[User:Ehertlein|Ehertlein]] 20:18, 22 August 2008 (EDT)&lt;br /&gt;
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: I just had a Soap Maker (his only skill, a fresh immigrant) get possessed. He took over a Craftsdwarf's Workshop and with an obsidian stone, 3x turtle shells and a giant cave spider silk cloth  and made a turtle shell toy boat. --[[User:Cal|Cal]] 01:32, 20 April 2009 (CDT)&lt;br /&gt;
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== Not all demands need to be met ==&lt;br /&gt;
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I just had a dwarf taken by a secretive mood and collect a huge variety of things:  4 stone, 1 block, 1 gem, 2 rough gems, bones, a shell, 2 leather.  He was further sketching for more bones, 2 leather, another stone, a log, another shell, and raw green glass.  The only things I didn't have on hand were the shell and the green glass -- dwarves seem to go through their list in order, and get stuck on certain items.  &lt;br /&gt;
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I just hoped someone would eat a turtle (50/1678 chance!) and queued a raw green glass.  When the glass was made, he got started, totally ignoring his previous requests for wood, another shell, and the other things. Anyone else have this experience?  [[User:Mirthmanor|Mirthmanor]] 13:28, 13 August 2008 (EDT)&lt;br /&gt;
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:I think they keep sketching images even after they get the items. Your dwarf already had all of the shells, leather, bones, stones, blocks, and gems he needed. [[User:Curudan|Curudan]] 15:26, 22 August 2008 (EDT)&lt;br /&gt;
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::This is correct. I've had dwarves run out, grab two items, and then sit at the Workshop shouting a need for three items. When the item he was waiting on became available, he ran out, grabbed it, went back in, and started working. So it's pretty evident that they list ALL of the items they want, regardless of how many of them they've already collected. --[[User:Nekojin|Nekojin]] 22:28, 23 August 2008 (EDT)&lt;br /&gt;
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== Possession ==&lt;br /&gt;
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I've had 14 moods in my current Fortress, 11 of them have been possessions. Am I really unlucky, or is the type of mood weighted? [[User:HeWhoIsPale|HeWhoIsPale]] 09:55, 26 August 2008 (EDT)&lt;br /&gt;
: As far as I can tell by looking at the game logic, each mood types are as likely to be rolled (except fell of course, which is selected if happiness&amp;lt;rand(128) or something like that). --[[User:Bartavelle|Bartavelle]] 07:56, 3 September 2008 (EDT)&lt;br /&gt;
:: I had a feeling I was just getting really unlucky, thanks. [[User:HeWhoIsPale|HeWhoIsPale]] 14:34, 3 September 2008 (EDT)&lt;br /&gt;
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== Furnace Operator ==&lt;br /&gt;
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Apparently furnace operator is no longer a mood skill as of df 28 181 40d. I just had a expert furnace operator take over a Craftdwarf's Workshop and become a legendary stonecrafter. [[User:Otherdwarf|Otherdwarf]] 10:26, 1 October 2008 (EDT)&lt;br /&gt;
:I had one take over a mason's workshop, I would guess that Furnace Operator is treating like Engraver or Miner. I'm kind of disappointed, I was hoping he'd churn out an artifact coke or something.[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 13:03, 14 November 2008 (EST)&lt;br /&gt;
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::Back when furnace operator was moodable, they'd turn out metal crafts.  But taking over a mason's workshop is surprising.  Occasionally they'll take over a random workshop and convert it into the type they want -- what artifact did the dwarf produce?  And, just to rule out some obvious things, did the dwarf have dabbling skill in mining, masonry, or engraving?--[[User:Maximus|Maximus]] 13:51, 14 November 2008 (EST)&lt;br /&gt;
:::He went crazy looking for some kind of rough gem, so we'll never know.  It was ''right'' after the dwarf trading caravan left, too, so I really had no chance whatsoever.  I don't know for sure what skills he had, I don't think he had much other than Furnace Operator, Architect, and the social skills though.  I ''might'' have enabled mining, but there was plenty of work for him at the smelter so I don't know for sure.--[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 15:56, 14 November 2008 (EST)&lt;br /&gt;
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== Chunk Butchery? ==&lt;br /&gt;
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Well, even though the selection of items for artifacts is totally random, its a bit wierd if a macabre dwarf goes to a butcher's workshop and starts bringing in tons of dwarf CHUNKS! My dwarf just started doing that, should I expect rotting meat (yes, the chunks are already rotten)? - 09:57, 30 October 2008 Stinhad Limarezum &lt;br /&gt;
: ^_^ &amp;quot;This is a delicious meat pie. All craftsdwarfship is of the highest quality. On the item is an image of a dwarf and dwarves in rotting dwarf chunks. The dwarf is baking the other dwarves into meat pies. The artwork relates to the rise of the dwarf butcher Sweeney Todd as the cook of The Fleet Street in 78&amp;quot; -[[User:Fuzzy|Fuzzy]] 11:11, 30 October 2008 (EDT)&lt;br /&gt;
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:Oh, ''do'' post the description of the artifact when the dwarf completes it.  (&amp;quot;Menaces with spikes of dwarf chunk?&amp;quot;  I'd be intimidated for sure.)--[[User:Maximus|Maximus]] 13:18, 30 October 2008 (EDT)&lt;br /&gt;
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== What Workshop? ==&lt;br /&gt;
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Is there &amp;lt;em&amp;gt;any&amp;lt;/em&amp;gt; way to discover what workshop a dwarf in a secretive mood requires?  I had nearly everything.  I built a siege workshop and a bowery before I ran out of ideas and he went beserk. --[[User:Corona688|Corona688]] 10:55, 3 November 2008 (EST)&lt;br /&gt;
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:You have to look at what skills he has first and rule out the obvious.  If he has no mood-able skills then it's going to be a craftsdwarf's workshop.  If you have hit magma and he wants a forge or glass furnace, he will insist on the magma version of that workshop.  Finally, maybe one of your existing workshops was inaccessible or you accidentally [[forbid]] it at some point.  If none of that works, I'm out of ideas too.--[[User:Maximus|Maximus]] 13:01, 3 November 2008 (EST)&lt;br /&gt;
::I have a functioning magma glass furnace and I had to build a normal glass furnace when my glass maker became secretive. [[User:HeWhoIsPale|HeWhoIsPale]] 14:23, 11 November 2008 (EST)&lt;br /&gt;
::Same here, in fact I had 2 moody glass making dwarves refuse to use anything but a normal glass furnace when there were 5 fully functional magma glass furnaces in the same fort. (sorry, almost forgot to sign) --[[User:Alkyon|Alkyon]] 14:27, 11 November 2008 (EST)&lt;br /&gt;
::Ditto.  A glassmaker got possessed and refused to use my magma glass furnace.  I had to build a regular one. --[[User:Schwern|Schwern]] 19:33, 27 December 2008 (EST)&lt;br /&gt;
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:::Ah.  In older versions, they'd insist on a magma workshop, when possible.  Do they now insist on using a regular workshop, or has anyone seen a moody dwarf use a magma workshop in recent versions?--[[User:Maximus|Maximus]] 14:34, 11 November 2008 (EST)&lt;br /&gt;
::::I believe my metalsmith is waiting for my magma forge to come on line, I have a standard forge built, but that isn't doing anything for him. Does anyone know what effect fluctuating power will have on the strange mood? Edit: If a claimed workshop looses power for even a millisecond, the mood fails. [[User:HeWhoIsPale|HeWhoIsPale]] 12:02, 18 November 2008 (EST)&lt;br /&gt;
::::I can confirm that an Armorsmith will use a magma furnace, and if the furnace loses magma after it is claimed (Even if the dwarf is out collecting materials), the mood will fail. [[User:Decius|Decius]] 07:22, 15 April 2009 (UTC)&lt;br /&gt;
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== Possessed Child ==&lt;br /&gt;
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I have a child that has become possessed and taken over one of my craft workshops (of course).  He is muttering the following: rough color, leather skin, bone yes, stone rock, cloth thread, blocks bricks, and a shell.  He has already acquired the following: turtle bones, donkey bones [4], microcline blocks, turtle shell, rough pink garnets, dog leather, carp leather, and hematite.  I have plenty of all the things that he's already gathered, so I'm assuming that he doesn't need anymore of those items.  That leaves the thread.  I have turned off my auto-loom a while ago so that I would keep the thread around for artifacts.  I currently have plenty of plant thread (4 pig tail and 14 rope reed) and enough spider silk (5).  What I don't have is giant spider silk.  I have confirmed that the child has access to all these items, including the thread which I have piles next to his workshop.  Still he doesn't start construction.&lt;br /&gt;
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Can any help?  Is there a difference for artifact creation between regular cave spider silk and giant cave spider silk?  ---[[User:Frewfrux|Frewfrux]]&lt;br /&gt;
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:Do you have both silk and plant cloth available?  (Not just thread.)  And do you see any specific cloth preferences in his thoughts and preferences screen?--[[User:Maximus|Maximus]] 01:32, 6 November 2008 (EST)&lt;br /&gt;
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::Argh.  I bet that's it.  No silk cloth, just thread.  I have had guys go crazy for lack of thread before, so I never make silk cloth, just kept the thread.  Oh well, the child is now melancholy.  I can re-load and see what would happen if I make the thread into cloth.  Maybe I'll test that out.  ---[[User:Frewfrux|Frewfrux]]&lt;br /&gt;
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::: Wouldn't you be able to solve this problem by only weaving dyed thread? Then you'll always have some thread waiting to be dyed. --[[User:RomeoFalling|RomeoFalling]] 03:04, 6 November 2008 (EST)&lt;br /&gt;
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::::You could also leave high quality, expensive materials lying around Forbidden, and only Claim them when someone's trying to make an artifact. --[[User:Navian|Navian]] 15:07, 11 November 2008 (EST)&lt;br /&gt;
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== Getting More Strange Moods ==&lt;br /&gt;
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According to the article, the number of artifacts is limited by &amp;quot;The number of items created divided by 200.&amp;quot;  This indicates that making bolts (5 for each bone or 25 for each log) or brewing (5 units of drink for each unit of plant brewed) are efficient ways to encourage strange moods.  Does that sound accurate?&lt;br /&gt;
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It also states that the number of revealed subterranean tiles is a limit.  Does that mean an area like a chasm, where many tiles are revealed to start with, will produce more strange moods?&lt;br /&gt;
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Also, does anyone know whether the division rounds up or down?  [[User:Gairabad|Gairabad]] 22:24, 16 November 2008 (EST)&lt;br /&gt;
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:I'd be willing to bet all stacks count as only one &amp;quot;item&amp;quot; for this kind of calculation.  200 sounds like a paltry number, however.  If rocks are counted as items, most fortresses have thousands of them in just a few years.  The other number is what is most significant (I wonder where the heck it comes from?)  I've had four miners digging non-stop for about 10 years now, and my stocks menu says I have 70,000 stones.  Allowing for underground soil tiles (which don't produce stone) and stone/ore consumed by industry, each miner can probably clear about 2,000 tiles a year: one artifact.  I have 21 artifacts in my fortress now (and two failed moods early on), so if that rate is indicative, I'd say you want to employ three or more miners non-stop to maximize your chances.--[[User:Maximus|Maximus]] 00:09, 17 November 2008 (EST)&lt;br /&gt;
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::The guy who wrote [http://www.dwarffortresswiki.net/index.php/Stone_management#Block_Stockpile this] doesn't seem to think that stones count as created items.  Also, &amp;quot;revealed tiles&amp;quot; is ambiguous.  For example, [http://www.dwarffortresswiki.net/index.php/Exploratory_mining#Mine_shafts this] method is very good at showing you what's inside of a tile without actually mining it out.  Do you suppose that seeing whats inside is enough?&lt;br /&gt;
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::Where do you think these numbers came from anyway?  I'm gonna take a look through the edit history and try to track them down.  [[User:Gairabad|Gairabad]] 00:15, 17 November 2008 (EST)&lt;br /&gt;
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:::They came during [http://www.dwarffortresswiki.net/index.php?title=Strange_mood&amp;amp;diff=25038&amp;amp;oldid=24936 this edit].  They're so specific I've got to think the author did some poking around with a disassembler.  Again, though, 200 is such a paltry number.  If underground &amp;quot;open space&amp;quot; counts, then discovering a chasm, bottomless pit, or magma pipe should many thousands thousands of revealed tiles.  If underground floor tiles are needed, you'll have to mine most of them out yourself.--[[User:Maximus|Maximus]] 00:34, 17 November 2008 (EST)&lt;br /&gt;
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::::I had a chat with [[User:GreyMario|GreyMario]] over at his talk page, since he edited the page around the time the changes were made.  He seemed fairly certain that all you had to do to &amp;quot;reveal&amp;quot; a tile was to have a passable square next to it, so I edited the article to reflect that.  He did not, however, know anything about how bolts or stones would affect things.  Right now my hopes are on [[User:Marble_Dice|Marble Dice]], whom I believe made the actual addition.  I'm not sure if he's a very active user though.&lt;br /&gt;
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::::By the way, the reason I'm doing all this is that I'm considering optimizing a fortress for strange moods: have '''lots''' of dwarves with only &amp;quot;dabbling&amp;quot; in a single strange mood skill to gain maximum benefit from the moods.  Any ideas for fortress strategies that will go well with this?  [[User:Gairabad|Gairabad]] 02:44, 17 November 2008 (EST)&lt;br /&gt;
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:::::I saw the conversation -- I keep my eye on [[Special:Recentchanges]].  What he says about &amp;quot;reveal&amp;quot; is correct, as far as I know.  I still wonder about &amp;quot;open space&amp;quot; tiles.  If they count as revealed, all you really need to do is find a chasm/pit/magma pipe and you'll be in moods for years to come.&lt;br /&gt;
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:::::I've done the dabbling strategy in the past.  It's best to emphasize just a few skills you really really want that are otherwise hard to train due to limited materials -- armorsmith, weaponsmith, bone carver, leatherworker, carpenter, etc.  It works fine with any fortress strategy.--[[User:Maximus|Maximus]] 04:30, 17 November 2008 (EST)&lt;br /&gt;
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== Two missing labors ==&lt;br /&gt;
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Strand Extractor and Blacksmith don't currently appear in either the Causes Moods category or the Doesn't Cause Moods category.  I put Strand Extractor in Doesn't Cause Moods and the Blacksmith in Causes Moods; feel free to correct me if you think I'm wrong.  [[User:Gairabad|Gairabad]] 19:59, 18 November 2008 (EST)&lt;br /&gt;
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:I can confirm that blacksmith is moodable, I've got a nice steel chest to show for it.  It stands to reason that strand extractor isn't moodable, but we don't know for sure -- I've slapped a verify on it.--[[User:Maximus|Maximus]] 21:01, 18 November 2008 (EST)&lt;br /&gt;
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:Confirmed that strand extractor doesnt have an associated strange mood. My strand extractor/fish cleaner/grower entered a strange mood and became a legendary bone carver. --[[User:Paradigmlost|Paradigmlost]] 06:15, 9 February 2009 (EST)&lt;br /&gt;
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== Order of stuff ==&lt;br /&gt;
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I'm wondering if dwarves always claim items in a certain order.  For example, when a dwarf wants three pieces of wood he always wants them back-to-back, never wood gem wood bone wood.  So are types ALWAYS in a certain order?  My current moody dwarf wanted two bars of metal, then spider silk cloth, then ash logs, then bones, then a rough gem, then a shell.  Knowing the order might help you guess what the dwarf wants next if he doesn't need to wait for anything (and thus tell you what he wants).  This might be useful for micromanaging forbidding stuff to make sure your dwarf gets the highest value things available. --[[User:Sowelu|Sowelu]] 23:19, 26 November 2008 (EST)&lt;br /&gt;
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:&amp;lt;s&amp;gt;This is actually well-defined in the article, if you'd bothered to look close enough. Dwarves will gather items in the order they scream their demands in.&amp;lt;/s&amp;gt; It's unknown. I think there's no real order, just similar things end up grouped together. :V --[[User:GreyMario|GreyMaria]] 23:32, 26 November 2008 (EST)&lt;br /&gt;
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::fail.  Uh, I mean, as soon as anyone else sees a strange mood, it can either be disproven, or we can start putting some data together immediately and be done pretty quick.  I saw:  Metal Bars, Silk Cloth, Wood, Bones, Rough Gem, Shell.  If anyone sees bones before wood or something, that means there's no guaranteed order.  But no harm done.  :) --[[User:Sowelu|Sowelu]] 23:36, 26 November 2008 (EST)&lt;br /&gt;
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:::It's simpler than that. Items have a certain number of slots for improvements, and for artifacts the first improvement slot is always filled by the base material of the item. Then the rest are filled in order, with whatever is a valid candidate for that slot (which is probably 'anything that's anything' in every case, though I'm not absolutely sure.) So, there isn't any explicit sorting because it has to be in order.&lt;br /&gt;
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:::If you fill an item's slots with ordinary decoration, which is easiest to do by encrusting a wide variety of gems on a piece of furniture or the like, you'll see what I mean. Maybe. --[[User:Navian|Navian]] 23:40, 26 November 2008 (EST)&lt;br /&gt;
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::::Ah!  So you're saying that instead of generating a list of ingredients, it first plans out the artifact itself, saying &amp;quot;This one is a chest, it has hanging rings and an image, first let's get a material for the chest, then a material for the hanging rings, then a material for the image&amp;quot;?  That makes a ton of sense, and answers my question.  Thanks! --[[User:Sowelu|Sowelu]] 23:47, 26 November 2008 (EST)&lt;br /&gt;
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:::::Well, I know it doesn't do that, because if you close the game and reopen it, you can get different items... With my elf game, I had one artifact that came out as either a thong, a left mitten, or a rope on five tries. But it's roughly the same idea, even with the details randomized upon creation. --[[User:Navian|Navian]] 00:05, 27 November 2008 (EST)&lt;br /&gt;
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== Fell Mood Demands ==&lt;br /&gt;
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It looks like when a brooding dwarf sits in the tanner's shop and says he needs &amp;quot;Things...&amp;quot; what he's looking for is vermin remains.  Other demands are like in Fey moods. --[[User:Sev|Sev]] 22:24, 3 December 2008 (EST)&lt;br /&gt;
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== Confusing macabre mood ==&lt;br /&gt;
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My mayor just entered one, while 'quite content', claimed a smelter, waited for a bit, until the parts appeared (the vermin must have died). He then created a roach rock chitin bracelet, and gained the carpenter skill. Am I missing something here? Smelter, rock and carpenter don't seem to mix well... Note: The only skills were proficient cook and fish cleaner, with some dabbling and noice social.--[[User:Finbeer|Finbeer]] 13:03, 6 December 2008 (EST)&lt;br /&gt;
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:Carpenter?  Or wood crafter?  Claiming a smelter isn't out of the question: they sometimes grab a random workshop and turn it into the one they want (is it still a smelter?).  And what is roach rock?  Give the actual description of the artifact.--[[User:Maximus|Maximus]] 19:14, 6 December 2008 (EST)&lt;br /&gt;
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::Carpenter. It's still a smelter, yes.  &amp;quot;This is a large roach chitin bracelet. All craftsdwaftship is of the highest quality. It is encircled with bands of large roach  chitin and dwarf bone. This object menaces with spikes of rat leather.&amp;quot;--[[User:Finbeer|Finbeer]] 15:32, 7 December 2008 (EST)&lt;br /&gt;
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:::Hmm.  Post that one on the forums, find out if it's an actual bug.  Does sound pretty nonstandard.--[[User:Maximus|Maximus]] 22:50, 7 December 2008 (EST)&lt;br /&gt;
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::::  :-D Pretty sure that a roach is an actual bug. -[[User:Fuzzy|Fuzzy]] 09:00, 8 December 2008 (EST)&lt;br /&gt;
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:::::D'oh.--[[User:Maximus|Maximus]] 22:56, 8 December 2008 (EST)&lt;br /&gt;
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::::::I did have two very close together, but I am certain that neither had any carpenter skill, and the smelter was claimed.&lt;br /&gt;
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: I've just had a similar occurance.  Immediately after a goblin ambush (that killed 5 of my soldiers and caused major unhappiness in many dwarves), one dwarf that had lost a friend but was just &amp;quot;content&amp;quot; clained a tanner's workshop, grabbed a rhesus macque chunk, and made a rather boring rhesus macaque leather amulet (no embelishments apart from rhesus macaque leather bands).  It did have quite an impressive name though - Gethustongos Nelas Luror, &amp;quot;Harshtainted the Flicker of Cruelties&amp;quot;.  The dwarf herself became a Legendary Weaponsmith, despite having no weaponsmithing skill! (Her highest skill was unlabled armoring). [[User:Iapetus|Iapetus]] 19:47, 10 January 2009 (EST)&lt;br /&gt;
::I imagine the requirement for a macabre/fell mood is having a thought psychology of less than 0 (being 'unhappy'). &amp;quot;Quite Content&amp;quot; shows up until -25, and then 'fine' is -26 to -50, so either of these diagnoses would theoretically qualify for a fell/macabre mood. --[[User:ThunderClaw|ThunderClaw]] 12:05, 14 January 2009 (EST)&lt;br /&gt;
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:I think macabre moods have a bug or something. I had a fisherdwarf go macabre, and he was definitely very unhappy since my fortress had fallen into a terrible state of unhappiness (ask me some other time). He went to a butcher's workshop and made a Large Roach Chitin Ring. I can't remember what skill he got but it was definitely not leatherworking or butchery.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 05:31, 3 May 2009 (UTC)&lt;br /&gt;
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== Rough Gems ==&lt;br /&gt;
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EVERY Fey Mood that has happened for the last 3 years has required Rough Gems!  Argh!  Mining out an entire Z-level has found ONE GEM, which I was idiotic enough to cut the instant I found it.  I do not have Rough Gems.  You cannot buy Rough Gems.  My fortress will die slowly and painfully without Rough Gems.  Cut green glass is good enough when a fey dwarf demands cut gems, why isn't raw green glass good enough when they want rough gems?  Can it be made good enough with a mod?  --[[User:Corona688|Corona688]] 11:19, 13 December 2008 (EST)&lt;br /&gt;
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:Dig down to an igneous intrusive level - they have more gems. --[[User:Squirrelloid|Squirrelloid]] 14:19, 13 December 2008 (EST)&lt;br /&gt;
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::To mod out gem-demanding fey dwarves, you could remove all gems and then generate a new world. Alternatively, if you don't mind the lack of moods, turn them off in init.txt. Personally, I highly dislike moods, since they just make it that much easier to have abundant so-called &amp;quot;legendary&amp;quot; dwarves, although the random killer effect is quite nice. --[[User:Savok|Savok]] 20:15, 13 December 2008 (EST)&lt;br /&gt;
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:Regarding &amp;quot;why isn't raw green glass good enough when they want rough gems&amp;quot; -- it is good enough.  I've had fey dwarves grab raw green glass a half-dozen times.  I think it's more likely that all the raw green glass in your fortress was TASKED, and therefore unavailable to the fey dwarf. --[[User:ThunderClaw|ThunderClaw]] 12:16, 12 January 2009 (EST)&lt;br /&gt;
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==Trapper?==&lt;br /&gt;
Has anyone seen a dwarf get trapper experience from a mood?  I've made a couple of artifact animal traps at this point, and all of them were by dwarves without the trapper skill who received xp in skills related to the material.  (ie, my turtle-shell animal trap was made by someone who became a legendary bonecarver therefrom).  I know I made a similar comment on the Trapper talk page.  From the other end, I'm sure I've had immigrant trappers get moods before and have never seen a legendary trapper, although I don't recall specifically enough to be certain they had moods.  But I've seen zero evidence that Trapper is actually a moodable skill.  --[[User:Squirrelloid|Squirrelloid]] 16:00, 15 December 2008 (EST)&lt;br /&gt;
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==Craftdwarf's Workshop==&lt;br /&gt;
I just had a lye maker take over a metalsmith's forge and turn out a bracelet; now he's a legendary metalcrafter.  I think that &amp;quot;Dwarves with only the following skills will construct their artifact at a craftsdwarf's workshop...&amp;quot; might be too constrictive, and that such dwarves could seize any craftdwarf-related workshop (including forges and carpenter's shops), not just a craftdwarf's workshop.  Anyone else observed this behavior? --[[User:Wingus|Wingus]] 09:55, 22 December 2008 (EST)&lt;br /&gt;
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:You're certain that the dwarf in question had no experience in any other tasks? --[[User:N9103|Edward]] 11:19, 22 December 2008 (EST)&lt;br /&gt;
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:Yes, the lyemaker had no other (non-social) skills.  He was a recent immigrant I was using as a hauler. --[[User:Wingus|Wingus]] 11:35, 22 December 2008 (EST)&lt;br /&gt;
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::There have been quite a few anomalous moods that we haven't documented properly yet.--[[User:Maximus|Maximus]] 14:34, 22 December 2008 (EST)&lt;br /&gt;
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Figure this falls here.  Had a Potash Maker refuse every shop I built, I had thought I had a craft shop.  Turns out it was forbidden, I reclaimed it and he claimed it for his mood.  I think this is verified.--[[User:Draco18s|Draco18s]] 15:18, 3 January 2009 (EST)&lt;br /&gt;
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== Time limit of a mood. ==&lt;br /&gt;
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Do we have a fix on the exact time the player has to satisfy a mood before the dwarf goes insane?  Any clue on whether it's fixed or variable?&lt;br /&gt;
--[[User:Shurikane|Shurikane]] 12:04, 27 December 2008 (EST)&lt;br /&gt;
:I don't have a specific time limit, nor have I checked for variability, but 60 days/2 months is very close to the limit in my experience. --[[User:ThunderClaw|ThunderClaw]] 12:18, 12 January 2009 (EST)&lt;br /&gt;
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== Injured with Mood? ==&lt;br /&gt;
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I recently had a recruit break his arm in sparring, you know... dwarf stuff, anyways he went into a strange mood and now hes magically up out of bed and walking around to the workshop. Will this work too if the dwarf has a broken leg? EDIT: The dwarf just fell on the ground unconcsious... This could be a big problem&lt;br /&gt;
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:I just had a dwarf who'd been resting for months with a broken left upper leg and broken lower body rise up and crawl to the mason's workshop. The power of Armok compels her! [[User:Heartofgoldfish|Heartofgoldfish]] 02:44, 13 February 2009 (EST)&lt;br /&gt;
::Her injuries weren't ones that would make her pass out, and so, she's completed Nishuthir, a limestone weapon rack! [[User:Heartofgoldfish|Heartofgoldfish]] 03:53, 13 February 2009 (EST)&lt;br /&gt;
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==Siege Operator==&lt;br /&gt;
Is listed in the table as using a mechanics workshop.  In the text to the left of the table says the dwarf will use a craftsdwarf's workshop. Which is correct?--[[User:Kwieland|Kwieland]] 13:16, 2 March 2009 (EST)&lt;br /&gt;
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:Siege operation produces nothing, so I'm fairly certain they use a craftdwarfs shop.  But then, I've never had a Siege Operator (as highest skill) have a mood, so i can't absolutely verify that.  I'd say even Siege Engineers need verification on what they do with moods - I've never seen one. --[[User:Squirrelloid|Squirrelloid]] 20:54, 2 March 2009 (EST)&lt;br /&gt;
::I agree with your comments.  Since I am using siege operators as a cross-training tool, several of my dwarfs are at legendary status.  Each of them are dabbling weapon/armor smiths, so I'll update it when they get a mood.  My last mood was a soldier with lots of soldier skills, but dabbling in metalwork, armor, and weaponsmith.  I got a legendary weaponsmith out of it - Woot!  Woot!&lt;br /&gt;
::As for the Siege engineer, I don't think they would produce a catapult or ballista part artifact.  It just doesn't make sense.  But, I agree, we definitely need to verify that one. --[[User:Kwieland|Kwieland]] 13:50, 3 March 2009 (EST)&lt;br /&gt;
::I had a dwarf (legendary siege op., novice clothes, stone crafter, dabbling other things) get a mood.  He took a craftsdwarf's workshop. [[User:Squirrelloid|Squirrelloid]], do you want to fix the front page?--[[User:Kwieland|Kwieland]] 20:58, 4 March 2009 (EST)&lt;br /&gt;
:::Reasonably certain I already made the correct change on presumption, but i'll take a look. (done) --[[User:Squirrelloid|Squirrelloid]] 08:20, 5 March 2009 (EST)&lt;br /&gt;
::::I edited that in about a month ago when I had an SO get a special mood and, yes, he claimed a mechanic's workshop. Probably worth verifying that independently but that's certainly what happened to me. [[User:Aosher|Aosher]] 09:13, 5 March 2009 (EST)&lt;br /&gt;
:::::The question would be 'was his highest mood skill mechanics', because that would cause him to take a mechanics workshop despite being a Siege Operator. --[[User:Squirrelloid|Squirrelloid]] 09:36, 5 March 2009 (EST)&lt;br /&gt;
::::::I'm pretty sure I checked and that it was siege operation; although I wouldn't swear that I remember it clearly, I'd like to think that I would have checked before wikifying it. Certainly worth keeping the verify tag for now, though. [[User:Aosher|Aosher]] 09:51, 5 March 2009 (EST)&lt;br /&gt;
::::::I had a SO with no other skills take a craftdwarf's shop. He was a peasant before I made him train in SO. I can't yet verify siege engineer (The skill that produces catapult parts). It would make sense. [[User:Decius|Decius]] 08:57, 16 April 2009 (UTC)&lt;br /&gt;
:::::::In that case, my apologies. [[User:Aosher|Aosher]] 09:02, 16 April 2009 (UTC)&lt;br /&gt;
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==Butcher==&lt;br /&gt;
Had a Butcher/Dabbling Tanner become a Legendary Tanner after a mood.  Verified. --[[User:Squirrelloid|Squirrelloid]] 08:23, 5 March 2009 (EST)&lt;br /&gt;
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==Lye Maker==&lt;br /&gt;
Immigrant Lye Maker/Dabbling Leather Worker became a Legendary Leather Worker after a mood.  Verified. --[[User:Squirrelloid|Squirrelloid]] 11:31, 5 March 2009 (EST)&lt;br /&gt;
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==Weirdness==&lt;br /&gt;
I just had a dwarf with legendary siege operator/legendary pump operator/legendary record keeper/ competent mason /previous mayor, so various levels of social and military skills that took a craftsdwarf's shop.  I would have thought he'd take the mason's shop according to the rules here.  Maybe the record keeper ALWAYS takes the craftdwarf's shop? Also, it was a possessed mood, so maybe that makes a difference?--[[User:Kwieland|Kwieland]] 11:31, 10 March 2009 (EDT)&lt;br /&gt;
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Weird. I've had Legendary record keepers take appropriate workshops for their mood skills.  Ditto pump operator.  All my siege operators end up being dwarves who ended up with useless mood skills (generally because they had moods as children), but that would be really weird if SO was considered a moodable skill that took the *craftdwarf* workshop.  Too bad it was possession, we can't see where he got xp. --[[User:Squirrelloid|Squirrelloid]] 15:04, 10 March 2009 (EDT)&lt;br /&gt;
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:There's evidence that if the highest skill doesn't have a workshop, they'll switch to the next highest skill, and if that doesn't have a workshop, the next after that. Possibly, the game only checks this a certain number of times, say, twice, and then defaults to craftsman's workshop. This would eliminate instances where maybe a peasant has constructed a wall or two in his time, but he's a much better comedian, liar, and pacifier. Obviously, he's not a mason of any sort, so he defaults to craftsdwarf. --[[User:Mikaka|Mikaka]] 06:24, 16 April 2009 (UTC)&lt;br /&gt;
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I've had a couple possessed dwarves take craftdwarf's shops even though they had an applicable skill.  I think that maybe the rules are a little difference for possesion; it would make sense since if you're possessed it shouldn't be your skills that matter.  I don't know if this is just a fluke though, so it would be good to have confirmation. --[[User:Lemursdon&amp;amp;#39;texist|Lemursdon&amp;amp;#39;texist]] 16:53, 4 May 2009 (UTC)&lt;br /&gt;
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:Mikaka, I don't agree.  In my experience, if the highest '''moodable''' skill workshop doesn't exist, the dwarf just wonders around (and will eventually go insane unless the building gets built). I take my non-mood dwarfs (dyers, farmers, furnace operators) and have them make ONE piece of armor.  When they get a mood, they always go to the forge and become legendary armorsmiths.  Possessions, like Lemurs mentioned above, are different from other moods.  Skills don't matter and they don't get experience for it.--[[User:Kwieland|Kwieland]] 17:11, 4 May 2009 (UTC)&lt;br /&gt;
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==Kablebes==&lt;br /&gt;
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Craftsdwarf's Workshop&lt;br /&gt;
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This building has been claimed by Zas Dedukudil, Farmer.&lt;br /&gt;
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Zas Dedukudil keeps muttering Kablebes...&lt;br /&gt;
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That is all. No other mutterings, nothing. --[[User:Zphobic|Zphobic]] 21:23, 15 April 2009 (CST)&lt;br /&gt;
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::He's muttering the name of the thing that he will eventually produce. Don't worry about it, he's got everything he needs and is working. [[User:Aosher|Aosher]] 09:05, 16 April 2009 (UTC)&lt;br /&gt;
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== military ==&lt;br /&gt;
 &amp;quot;Further, dwarfs with a military profession other than &amp;quot;Recruit&amp;quot; can '''not''' enter moods&amp;quot;&lt;br /&gt;
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Does this mean that they can't be moody ''while'' being soldier and, as that, say, marksdwarf, but they can be moody as civilians while having skill in marksdwarf ''or'' does it not matter if soldier or civilian as long as marksdwarf is not their highest skill? --[[User:Höhlenschreck|Höhlenschreck]] 19:28, 30 May 2009 (UTC)&lt;br /&gt;
:I would need to look at the disassembly again to be absolutely sure, but what I remember is that if a military skill is their highest (non-social) skill, they won't enter into moods.&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 00:47, 31 May 2009 (UTC)&lt;br /&gt;
::Hol - it's all about [[profession]]s.  0x5 - that's what your analysis of this said when you posted it on the forums.  Military professions simply don't take moods. I'll edit and emphasize/clarify that.&lt;br /&gt;
::EDIT - Gah. Now that I'm half-way into it, I know how moods work, but I'm starting to doubt how the game reads &amp;quot;professions&amp;quot; - does activating change a dwarf's profession in the eyes of Moods? If a legendary Brewer has 2 ranks of hammerdwarf and are activated, are they a &amp;quot;brewer&amp;quot; or a &amp;quot;macedwarf&amp;quot;? --[[User:Albedo|Albedo]] 01:01, 31 May 2009 (UTC)&lt;br /&gt;
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== Personality ==&lt;br /&gt;
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I'm 90% certain personality traits like &amp;quot;feels strong urges&amp;quot; &amp;quot;has a fertile imagination&amp;quot; and one other trait greatly influence the development of moods.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Eerr|Eerr]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:I believe that you feel this way.  Care to expand on why, and exactly what influence you believe they have? (and what that &amp;quot;one other trait&amp;quot; is?)--[[User:Albedo|Albedo]] 20:21, 17 June 2009 (UTC)&lt;br /&gt;
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==Miner is moodable?==&lt;br /&gt;
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Just had a legendary miner with no masonry, not even dabbling, claim a masonry shop and made a marble coffer artifact.  He was in a secretive mood. It was even weirder in that he gained no experience even though he was not possessed. [[User:Greep|Greep]] 02:26, 23 June 2009 (UTC)&lt;br /&gt;
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:He probably did gain experience - just in mining.  Since he was already advanced skill wise, he wouldn't even get any attributes from the bump in experience.--[[User:Kwieland|Kwieland]] 02:29, 23 June 2009 (UTC)&lt;br /&gt;
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::This is all covered in the article - read Skills and workshops and check the list for miner --[[User:Confused|Confused]] 02:33, 23 June 2009 (UTC)&lt;br /&gt;
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::: whoops missed it &amp;gt;.&amp;gt; Wait, why isn't miner on the moodable list then?  Do people not know if it is weighted at 6? [[User:Greep|Greep]] 03:22, 23 June 2009 (UTC)&lt;br /&gt;
:::: Ummm... it's there on the moodable list, right between metalsmith and stone crafter. As for weighting... hmmm, you're right, and no mention of it in the original forum thread (http://www.bay12games.com/forum/index.php?topic=35257.msg545835#msg545835). Have to ask [[User:0x517A5D]], the original researcher. --[[User:Albedo|Albedo]] 08:18, 23 June 2009 (UTC)&lt;br /&gt;
:::::Read it again. [[User:VengefulDonut|VengefulDonut]] 16:21, 23 June 2009 (UTC)&lt;br /&gt;
::::::Honestly, I liked it better the other way - it was a positive confirmation of any and every relevant profession, and emphasized both profession vs. skill, and also moodable professions vs. non-moodable, both of which some players are vague on.  As you've correctly pointed out before, why delete any useful info once it's up? (Do you know for a fact that Miner is one of the non-weighted professions?)--[[User:Albedo|Albedo]] 18:44, 23 June 2009 (UTC)&lt;br /&gt;
:::::Deleting info? The current version delivers all of the information of the previous version except in a more compact way. I don't believe in inflating the size of an article when it neither delivers more information nor makes it easier to access. Doing so only introduces errors when editing it and interpreting it. The situation of doubt over the miner was caused by an error of omission when the section was [http://dwarf.lendemaindeveille.com/index.php?title=Strange_mood&amp;amp;diff=next&amp;amp;oldid=41277917 changed] from something similar to the current version to create the three section table. [[User:VengefulDonut|VengefulDonut]] 19:16, 23 June 2009 (UTC)&lt;br /&gt;
::::If possible, birthright likes detailed lists for their explicitness, and feels they ''are'' easier accessible sometimes. --[[User:Birthright|Birthright]] 23:48, 23 June 2009 (UTC)&lt;br /&gt;
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== nonsense - expl. m. focuses on '''not''' mining a lot of stone ==&lt;br /&gt;
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Why is any one particular mining method better for increasing your artifact limit? All we care about is pure mass mined, right? [[User:VengefulDonut|VengefulDonut]] 01:14, 24 June 2009 (UTC)&lt;br /&gt;
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: It's the quantity of revealed tiles that counts. [[User:Bartavelle|Bartavelle]] 07:59, 24 June 2009 (UTC)&lt;br /&gt;
::Yes, '''revealed'''. I both forgot and misread that and bow my head in shame --[[User:Birthright|Birthright]] 13:12, 24 June 2009 (UTC)&lt;br /&gt;
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== Happiness ==&lt;br /&gt;
I've added a little remark in mood types about the happiness state of moody dwarves at the moment of the announcement. I had 7 different fortresses with at least 5 artifacts in each. All the time my possessed dwarves were &amp;quot;quite content&amp;quot;, while fey and secretive were &amp;quot;happy&amp;quot; or even &amp;quot;ecstatic&amp;quot;. Royal dining rooms ahoy!&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Insecticide|Insecticide]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:I agree this seems to be the case.  All my &amp;quot;quite content&amp;quot; dwares turn possessed. This is very likely also because we know you need to be unhappy for a fell mood. [[User:Greep|Greep]] 08:45, 2 July 2009 (UTC)&lt;br /&gt;
:Okay upon further research, you ''can'' get a fey mood when quite content.  However, ''all'' of my possessed dwarves were quite content.  More research would be nice :) [[User:Greep|Greep]] 08:14, 6 July 2009 (UTC)&lt;br /&gt;
::Toady is a mean little bitch. I pride myself in a 100% ecstatic fortress and yet i have the occasional posessed mood and yes, they are all quite content. This nagged me badly and so i did a bit save game juggling: All posessed dwarfs, 5 so far, were ecstatic ''before'' being posessed and ''content'' after. In 2 cases i could even reload a save just 2 days back and all 5 had the same thoughts displayed. --[[User:Birthright|Birthright]] 22:49, 12 July 2009 (UTC)&lt;br /&gt;
:::Hmmm, yes I just noticed that tantrums work the same way.  I had a dwarf get his only masterpiece defaced so he's at -1000.  He throws a tanturm and magically goes from miserable to very unhappy.  Then after the tantrum goes back to miserable.  It's happened 4 times in a row with him [[User:Greep|Greep]] 02:53, 13 July 2009 (UTC)&lt;br /&gt;
::::It seems the same applies to secretive moods, will collect more data. It might be implemented this way to ensure a proper chance of the artifact to fail - along the lines of fey: hey lets build a great thingy versus secret and posessed: I NEED to do this --[[User:Birthright|Birthright]] 10:27, 13 July 2009 (UTC)&lt;br /&gt;
:::::If you view '''any''' dwarf who is currently in a Strange Mood, that dwarf will seemingly always be &amp;quot;quite content&amp;quot; - Dwarf Companion seems to indicate that entering a mood resets a dwarf's happiness value to exactly 100. This seems to be the case for fey moods, possessions, and secretive moods - I've not yet had the misfortune of getting a fell mood or macabre mood (since my dwarves are always ecstatic), so it's possible those are different. --[[User:Quietust|Quietust]] 20:22, 25 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Obok not playing by the rules? ==&lt;br /&gt;
&amp;quot;If two skills are at the same experience, the first listed for that dwarf will be the one affected by the mood.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Novice Mason, Novice Engraver - First listed was Mason, but he became legendary engraver. Does this mean he had more XP as engraver but was still novice or is the statement just wrong? --[[User:Koltom|Koltom]] 02:31, 26 June 2009 (UTC)&lt;br /&gt;
:It depends on the exact amount of [[Experience|experience points]] they have in each skill.  There's not really an in-game way to see this, but [[User:Bartavelle/DwarfCompanion|Dwarf Companion]] will show it.&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:13, 26 June 2009 (UTC)&lt;br /&gt;
::It does not depend on the exact experience points, just on the level/title. In my current game, I had an immigrant craftsdwarf get a mood. He was novice in bone carving, glass making, and leatherworking. I'd been training him up in glass making, and he was just a few xp away from hitting no label when he got his mood. (Exact xp levels were confirmed with Dwarf Therapist.) He claimed a crafts workshop, and became a legendary bone carver. (I'm just trying to update the main article with this information, but the damned thing won't let me log in. ¬_¬) --[[User:Morlark|Morlark]] 07:58, 09 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Materials used ==&lt;br /&gt;
&lt;br /&gt;
Before I struck adamantine, all metalworking moods (weapons, armor, furniture, crafts) would pick a randomly available metal and use it. However, ever since I struck adamantine, they '''always''' go straight for the wafers, even when it isn't in their preferences. Stone-related moods, however, don't seem to prefer raw adamantine over other nearby rocks. --[[User:Quietust|Quietust]] 18:24, 8 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Material Preferences ==&lt;br /&gt;
&lt;br /&gt;
Stories from the old 2D version have included many accounts of dwarves in strange moods requesting very specific materials, though with all of the moods I've gone through in 40d, I have '''never''' seen any dwarf require any specific material other than Adamantine (and only for metalsmithing or clothesmaking moods, and only once I've actually discovered it). Are specific material preferences even present in the current version, or were they removed from the game entirely (along with many other things)? --[[User:Quietust|Quietust]] 17:01, 27 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've also never got such requests. And I've used Dwarf companion to crank out over 20 artifacts in a single fortress at least 3 times. All in all, I've probably seen over 100 different artifacts made and never had a single request for a specific material (I don't play a lot of fortresses with Adamantine, so that's why I've not seen those, and the few I have died due to too much [[fun]].) [[User:Shardok|Shardok]] 18:45, 27 August 2009 (UTC)&lt;br /&gt;
::Not that rare actually - just had a mood that asked for silver bars. Often moodies ask specifically for one of silk ''or'' plant cloth, sometimes also specifically only one of rope reed ''or'' pig tail. Those demands are obviously tied to preferences, maybe moreso for the base material. Clear glass will also not be accepted as replacement for green glass, but maybe thats completely out of bounds, I never had an artifact with clear glass. I, too, can however not recall requests for a specific log, gem (cut or not), bone or leather, e.g. --[[User:Koltom|Koltom]] 23:44, 27 August 2009 (UTC)&lt;br /&gt;
:::Dwarves insisting on plant fiber cloth versus silk cloth is perfectly normal, though I don't think I've ever seen them specifically require pig tail cloth over rope reed cloth. --[[User:Quietust|Quietust]] 20:58, 28 August 2009 (UTC)&lt;br /&gt;
::::I think that's a &amp;quot;plant cloth&amp;quot;/&amp;quot;animal cloth&amp;quot; distinction, sim to foods, mebbe? Reworded section about that to apply to &amp;quot;general items&amp;quot;, not specific subtypes - the warning is still valid, as newbs still find themselves without silk or shells all the time.  (Too bad, I miss that whole scramble.) --[[User:Albedo|Albedo]] 22:43, 28 August 2009 (UTC)&lt;br /&gt;
:::::I suppose I should note that, in my (new) current fortress, I have had 2 moods which required a specific metal, netting me a trifle pewter table and a pig iron crossbow - when I tried forbidding every metal other than platinum/aluminum (for the blacksmith) or steel (for the weaponsmith), they just sat around until I gave them what they wanted. --[[User:Quietust|Quietust]] 15:27, 10 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Failed fell mood ==&lt;br /&gt;
&lt;br /&gt;
Recently, I had a child go into a fell mood.  Many of my dwarves had recently died to a tantrum spiral, but there were still about 70 left.  The fell child claimed a butcher's shop and sat there for a while, not saying or doing anything.  Eventually a baby passed by the butcher's shop and the fell child promptly killed it in one hit (those dwarves need psychological help).  However, the child did not do anything with the corpse, instead returning to the butcher's shop and sitting there.  Eventually, some other dwarves came along and buried the baby.  Although many other dwarves passed by the butcher's shop, the child never did anything else, and eventually went insane.  This was my first fell mood, so I have only this page to tell me what's supposed to happen.  Is this a bug?  Has anyone else ever had a child go into a fell mood, or a baby killed by one? --[[User:LaVacaMorada|LaVacaMorada]] 03:40, 8 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Doesn't want magma forge? ==&lt;br /&gt;
&lt;br /&gt;
I didn't have any forges (just smelters) when a newly arrived weaponsmith had a secretive mood. I built two magma forges, but he didn't use them. I then built a metalsmith's forge, and he used it immediately. !? -[[User:Goffrie|Goffrie]] 21:45, 11 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bed&amp;diff=38519</id>
		<title>40d Talk:Bed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bed&amp;diff=38519"/>
		<updated>2009-09-11T23:20:57Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: /* Beds in a barracks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dwarves not using beds==&lt;br /&gt;
What are the causes of dwarves not sleeping on beds? I've made beds and rooms for my dwarves yet they just go to sleep wherever they are when they get tired. [[User:Yvain|Yvain]] 17:07, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Hunters never seem to use beds.  If a dwarf can't afford a room when the economy is turned on, they'll sleep in a barracks, possibly on the floor there.  [[User:Bouchart|Bouchart]] 19:38, 5 March 2008 (EST)&lt;br /&gt;
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Thanks but this was a brand new fortress so no economy and it was all seven of them. And its still happening after getting first migrants. [[User:Yvain|Yvain]] 23:48, 5 March 2008 (EST)&lt;br /&gt;
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Did you assign each dwarf to a bed? [[User:Robje|Robje]] 09:27, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
You usually don't need to assign beds, they'll claim them on their own, however sometimes it will take a few sleep cycles before they do. I think it works something like this - once a dwarf has a bed, he will strongly prefer sleeping there, and will walk the extra distance to it when he gets sleepy. However, if a dwarf without a bed gets sleepy, and is a long walk from any unclaimed beds, he'll just go &amp;quot;Eh, screw it.&amp;quot; and sleep on the ground. --[[User:Erom|Erom]] 09:38, 6 March 2008 (EST)&lt;br /&gt;
:But I've seen cases where a dwarf '''with an assigned bed''' just decides to sleep in his workshop, or even occasionally in the corridor. With the corresponding negative thoughts. Is there any way to tell dwarves to properly go to bed rather than just occasionally decide to sleep on the floor? --[[User:AlexChurchill|AlexChurchill]] 06:15, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Usually that's because you don't have enough beds. Otherwise, just make sure theres lots of spare beds in the barracks. --[[User:AlexFili|AlexFili]] 07:09, 16 June 2008 (EDT)&lt;br /&gt;
:::Really? Just to be 100% sure: are you saying the amount of spare beds in barracks or bedrooms still matters, even if the dwarf in question '''has an assigned bed'''? --[[User:AlexChurchill|AlexChurchill]] 06:06, 17 June 2008 (EDT)&lt;br /&gt;
::::As far as I know, dwarves will usually seek beds with the following preference; Their own assigned bed, Unassigned bed (in bedroom), Barracks-owned bed, Beds that have been built but not assigned to any room, the floor. --[[User:AlexFili|AlexFili]] 07:02, 17 June 2008 (EDT)&lt;br /&gt;
:::::So no current explanation for why a dwarf with an assigned bed would decide to sleep in his workshop. Anyone else got any explanations for this? --[[User:AlexChurchill|AlexChurchill]] 12:35, 17 June 2008 (EDT)&lt;br /&gt;
::::::Maybe he's working overtime, or simply can't be bothered to find his bed. Maybe the bed is too far away from him? --[[User:AlexFili|AlexFili]] 05:10, 18 June 2008 (EDT)&lt;br /&gt;
::::::Was the bed in question located within another room? I think I once had the problem that my dwarves would not sleep in beds that were standing in my bookkeeper's office.[[User:Qwertyu|Qwertyu]] 09:59, 18 June 2008 (EDT)&lt;br /&gt;
::::::Maybe the bed was behind a locked door.[[User:Wagawaga|Wagawaga]] 21:31, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Occupied==&lt;br /&gt;
It seems that dwarves will not sleep in their bed if another creature is standing on it when he 'gets sleepy'. I just started a new fortress and had temporary beds and meeting hall in the middle of a corridor. The dogs and such were standing on the beds, so 2 of my dwarves decided to sleep on the ground (they had claimed the beds last sleep cycle, and my entire fort is less than 2 screens big). --[[User:Juckto|Juckto]] 17:42, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hospital beds? ==&lt;br /&gt;
&lt;br /&gt;
It is confirmed that dwarves use &amp;quot;hospital&amp;quot; beds in the current version?&lt;br /&gt;
&lt;br /&gt;
I've had a bed set up in an area which isn't a room, nor did I create a room defined by this bed, yet a recently-injured dwarf went to &amp;quot;rest&amp;quot; in his own, normal bed. He is being given food and water, though.&lt;br /&gt;
&lt;br /&gt;
:I'm not certain what you mean by &amp;quot;Hospital beds&amp;quot;. However, injured dwarves that require rest will use any available bed that isn't assigned to someone else. This includes their personal bed, barracks beds, and other undesignated beds, likely in that order. --[[User:N9103|Edward]] 19:38, 24 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I mean exactly what the article says: &amp;quot;Toady has stated that beds which are not in any defined room are considered hospital beds, and dwarves will recover faster when sleeping on them.&amp;quot; If dwarves recover more efficiently on these, you'd think dwarves would see them as higher-priority for resting than their own bed or a barracks bed.  -- [[User:G-Flex|G-Flex]] 21:00, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I've had dwarves with stately rooms opt for the old beds laying around in the dining room when they are injured.  I don't know about recovery time though, it was a brainpan injury.  A guy with a broken head just doesn't come back.--[[User:Dadamh|Dadamh]] 06:41, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Heads? Those can heal just fine, as long as it's not the brain proper. The aforementioned dwarf had either a broken or mangled &amp;quot;head&amp;quot;, a missing eye, and a bruised neck (which never healed due to it being technically a nervous system injury). The head got right back to normal status. [[User:G-Flex|G-Flex]] 04:33, 16 June 2008 (EDT)&lt;br /&gt;
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::::: We need a Chiropractor class to replace Fish Dissector. Then he can help cure spinal problems in dwarves. --[[User:AlexFili|AlexFili]] 07:04, 17 June 2008 (EDT)&lt;br /&gt;
:::::: The Chiropractor is a named Giant Cave Spider, and resides at 1515 Throw the Dwarf in the Chasm Ave. -- [[User:Rkyeun|Rkyeun]] 09:33, 12 November 2008 (EST)&lt;br /&gt;
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::An injured dwarf will walk himself to his own bed to rest, but 'recover wounded' will cause the helping dwarf to put the injured dwarf in a &amp;quot;hospital&amp;quot; bed. So, yes. While hard to tell I also think they recover faster then. --[[User:Höhlenschreck|Höhlenschreck]] 13:55, 14 July 2009 (UTC)&lt;br /&gt;
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== Moving beds. ==&lt;br /&gt;
&lt;br /&gt;
How does one move a bed after it's been &amp;quot;built&amp;quot;, i.e. after it's been produced but before it's been placed.  Sorry to ask such an idiotic question.&lt;br /&gt;
:A bed will sit around in a [[stockpile]] until you place it.  To move it to a specific location, you can manipulate the stockpiles, or create a temporary dump [[zone]] to dump it in. --[[User:LegacyCWAL|LegacyCWAL]] 12:25, 28 February 2009 (EST)&lt;br /&gt;
:Open the {{k|b}}uild menu choose {{k|b}}ed and choose where to place it.[[User:Wagawaga|Wagawaga]] 21:34, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Married Dwarves  ==&lt;br /&gt;
&lt;br /&gt;
When two Dwarves get married, I noted that the guy's room becomes the girl's room too. But do they sleep in the same bed together or do I need to make another bed? &lt;br /&gt;
&lt;br /&gt;
I ask this because above someone said that they don't go to sleep if there is someone in their bed. &lt;br /&gt;
&lt;br /&gt;
And what about children? (unsigned by [[user:Die Nacht]], 14:34, August 18, 2009)&lt;br /&gt;
&lt;br /&gt;
== Beds in a barracks ==&lt;br /&gt;
&lt;br /&gt;
Most of the time there needs to be more than 1 bed in a barracks. Also a barracks might have quite a few items in it any of which could be used to designate the room as a barracks.&lt;br /&gt;
&lt;br /&gt;
Beds which have not been designated as a room are &amp;quot;hospital beds&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If I have three beds in a space, and that space has been designated as a barracks (say using a weapon rack in the corner of a physical room), are these beds &amp;quot;hospital beds&amp;quot; or &amp;quot;barracks beds&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 06:21, 10 September 2009 (UTC)&lt;br /&gt;
:If the bed is in the space of the barracks, it's a barracks bed. [[User:Goffrie|Goffrie]] 23:20, 11 September 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Grate&amp;diff=7951</id>
		<title>40d:Grate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Grate&amp;diff=7951"/>
		<updated>2009-09-05T18:38:00Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: You can't attach floors to grates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grates can be placed on a floor or a wall. They allow the passage of [[water]], [[magma]], and [[ammo|projectiles]]. Dwarves treat grates as floors that can be walked on. To effectively use a floor grate a [[channel]] must be dug under it before placement. Grates can be constructed of rock, wood and metals. Grates can also be fished through by Fisherdwarves.  Like with a [[floor]], grates prevent the tiles beneath them from being considered [[outside]].&lt;br /&gt;
&lt;br /&gt;
They are represented in game by a: #&lt;br /&gt;
&lt;br /&gt;
They currently cannot be used to cover a large area - grates must be attached [[orthogonal]]ly (ie, not diagonally) to firm ground or some solid construction (a wall, floor, etc), not (just) other grates. Grates left attached only to other grates will deconstruct and collapse. Similarly, constructions will not be supported by grates - although the game allows you to place a floor supported only by a grate, it will collapse as soon as it is constructed.&lt;br /&gt;
&lt;br /&gt;
Grates can be linked to a [[lever]] to temporarily make the grate disappear. Liquids can pass through grates in either state, so this is only useful for solid objects (E.g. dwarves).&lt;br /&gt;
&lt;br /&gt;
Grates can be used to filter out large creatures and objects while still allowing liquids through.  This is a blessing for areas with underground water sources, as these bodies of water often contain deadly creatures.&lt;br /&gt;
&lt;br /&gt;
== Compared to Bars ==&lt;br /&gt;
&lt;br /&gt;
Floor grates and wall grates are much like floor [[bars]] and vertical bars.  Are they different?  [http://www.bay12games.com/forum/index.php?topic=12967.msg120313#msg120313 Toady writes]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
I don't think there's a meaningful distinction at this time [10/31/2007] (perhaps the grate does have that extra step to make the item). Later, I imagine larger items will fall through bars, and only small items will go through grates. Grates might also stop most vermin. Perhaps even small units could go through bars.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sliver_barb&amp;diff=16026</id>
		<title>40d:Sliver barb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sliver_barb&amp;diff=16026"/>
		<updated>2009-08-30T00:02:21Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: minor rewording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Crop|color=#666|seed_color=#f00|character=τ|name=Sliver barb|seed=Sliver barb Seed|edible=No|cookable=No|alcohol=[[Gutter cruor]]|rarity=Common|spring=1|summer=1|autumn=1|winter=1|habitat=Aboveground dry not freezing evil|uses=&lt;br /&gt;
* sliver [[dye]]&lt;br /&gt;
* [[alcohol]]&lt;br /&gt;
|other_products=&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;''None''&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
The '''sliver barb''' is an aboveground crop that can be brewed into [[gutter cruor]], which is a low value [[alcohol]], and can also be milled into sliver [[dye]] at a [[mill]] or [[quern]].  Sliver barbs are present only in evil [[biome]]s, and since friendly civilizations won't spawn in evil areas, this means that the only way to obtain sliver barbs is to embark in an evil area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Grow time: 500&lt;br /&gt;
* Plant value: 2&lt;br /&gt;
* Drink value: 1&lt;br /&gt;
* Mill value: 20&lt;br /&gt;
* Dye color: Black&lt;br /&gt;
* Seasons: All&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[List of crops]]&lt;br /&gt;
*[[The clothing industry]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Crops]]&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sliver_barb&amp;diff=16025</id>
		<title>40d:Sliver barb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sliver_barb&amp;diff=16025"/>
		<updated>2009-08-30T00:00:57Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: remove superfluous heading&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Crop|color=#666|seed_color=#f00|character=τ|name=Sliver barb|seed=Sliver barb Seed|edible=No|cookable=No|alcohol=[[Gutter cruor]]|rarity=Common|spring=1|summer=1|autumn=1|winter=1|habitat=Aboveground dry not freezing evil|uses=&lt;br /&gt;
* sliver [[dye]]&lt;br /&gt;
* [[alcohol]]&lt;br /&gt;
|other_products=&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;''None''&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
Sliver barb can be brewed into [[gutter cruor]], which is a low value [[alcohol]], and can also be milled into sliver [[dye]] at a [[mill]] or [[quern]].  Sliver barbs are present only in evil [[biome]]s, and since friendly civilizations won't spawn in evil areas, this means that the only way to obtain sliver barbs is to embark in an evil area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Grow time: 500&lt;br /&gt;
* Plant value: 2&lt;br /&gt;
* Drink value: 1&lt;br /&gt;
* Mill value: 20&lt;br /&gt;
* Dye color: Black&lt;br /&gt;
* Seasons: All&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[List of crops]]&lt;br /&gt;
*[[The clothing industry]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Crops]]&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water&amp;diff=1489</id>
		<title>40d:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water&amp;diff=1489"/>
		<updated>2009-08-29T15:49:08Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: /* Water depth */ init.txt, not .dat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Water''' is a fluid found all over the world. It [[flow]]s from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s. Water falls as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to [[aquatic creatures]]. Most creatures can [[Swimmer|swim]] in deep water, and like all fluids, air-breathing creatures can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas; these are home to different aquatic creatures. If dwarves do not drink they will become dehydrated(thirsty) and if they do not quench that thirst then they will eventually die. Injured dwarves will only drink freshwater, though normally dwarves prefer their [[Alcohol|booze]].&lt;br /&gt;
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In addition, water can be ''stagnant'' or ''[[Murky pool|murky]]''. This may cause dwarves to have unhappy [[thought]]s if they drink from it.  Water must be flowing to avoid being/becoming stagnant or murky.&lt;br /&gt;
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When water comes into contact with creatures and objects, they become wet. [[Soil]] and [[stone]] becomes [[Mining#Caveats|damp]] or [[mud]]dy, which can be used for [[Agriculture|farming]], and produces [[tower-caps]] at a higher rate.  Water can &amp;quot;drown&amp;quot; saplings.&lt;br /&gt;
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Water is displayed with the symbols {{Tile|≈|#008|#999}} and {{Tile|~|#008|#999}}, sometimes colored different blues, white, brown, or red to show ripples, [[mud]] (in the case of a brook), [[blood]] and [[flow]]. (The game can be [[Technical_tricks#The_look_of_the_game|configured]] to show the depth instead). Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being perhaps ankle-deep, and 7 filling the tile completely. [[Dwarf|Dwarves]] and other [[humanoid]]s can walk through water up to depth 4. At 4 they can choose to walk or swim, any deeper and they must swim to pass through the tile. Elves drown only in 7/7 water, and wade in 6/7.&lt;br /&gt;
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Every material sinks in water.{{version|0.27.176.38c}}&lt;br /&gt;
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The [[Map tile|tiles]] above [[brook]]s are treated as [[floor]] tiles. They are passable to creatures, and objects do not fall into them.&lt;br /&gt;
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==Water Flows==&lt;br /&gt;
Water above a depth of 1 will tend to flow towards any adjacent tiles, and can move diagonally, the depth will spread out evenly so a tile of 7/7 water will become seven 1/7 tiles, or if there are only two it can expand to it will become two 2/7 and a third 3/7 though the 3/7 will move around. Water can be stopped by most solid tiles. These include [[wall]]s and [[building]]s, plus closed [[floodgate]]s, [[door]]s, [[hatch]]es. Exceptions are [[grate]]s, [[bars]] and [[fortification]]s which are specifically designed to allow liquids through. [[Waterfall]]s occur when water has the opportunity to fall through open space. Waterfalls will continue falling straight down until hitting either [[floor]] or another body of water.&lt;br /&gt;
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Water in Dwarf Fortress acts like a fairly thick, viscous fluid.  This makes it possible to do otherwise impossible things like [[pump]] out a dry hole in the middle of a river.&lt;br /&gt;
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== Water in Fortress Mode ==&lt;br /&gt;
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In addition to drinking, pools and rivers can be used for [[fishing]]. To specify a pool of water as a water source, fishing zone, or [[pond]], you need to create [[activity zone]]s at the level above the water. The &amp;quot;level above the water&amp;quot; is the level at which the surface of the water is at foot-level instead of ceiling level. Water can be [[bridge]]d, and can also be used to make a [[moat]].&lt;br /&gt;
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Water can be moved by [[digging]] channels or tunnels, using [[bucket]]s, or by constructing a [[screw pump]]. Dwarves will use buckets to fill a [[pond]]. [[Screw pump]]s (operated by dwarf or [[Power| machine power]]) can move water vertically and horizontally. Transferring water down channels/holes to lower levels can be hazardous due to [[water pressure]].&lt;br /&gt;
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[[Cave lake|Lakes]] and [[murky pool]]s can be drained by digging into the side of them. Rivers can also be redirected in this manner. It is only possible to dig directly up into a water-filled tile using stairs or a ramp. Fish and other aquatic creatures will stay in the water as it moves, but may end up on the ground if the water becomes too shallow. Drained lakes that are [[outside]] are filled by melting ice and snow, but not by rain. Murky pools, once drained, can be refilled by rainwater, allowing for &amp;quot;rain barrel&amp;quot; systems of supplying your fortress with water.&lt;br /&gt;
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Tiles adjacent to a water-filled tile are labeled &amp;quot;damp&amp;quot; and flash the water symbol when accessing the {{k|d}}esignations menu. When a miner discovers a damp tile, he cancels the mining designation, the game pauses, and the camera centers on the tile. This happens for every damp tile discovered, and each must be designated again before a miner will dig it out.{{version|0.28.181.40d}} Digging under a water-filled tile does not actually drain it, even though you receive multiple warnings about damp tiles. If a tile already appears to be damp when it is designated, no warning will be given.&lt;br /&gt;
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Somebody who falls into water, for example, a [[kobold]] thief, will then have a &amp;quot;water covering&amp;quot; on nearly every part of their anatomy. This is listed under {{k|v}},{{k|i}}nventory and is shown in green.&lt;br /&gt;
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[[Water wheel]]s can be used to generate mechanical power from flows.&lt;br /&gt;
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The water in a tile can be destroyed by closing a [[floodgate]] or [[door]] on it (via a [[lever]]), by lowering a [[bridge]] onto it, or by [[evaporation]].  Thus water mass is not conserved and it is possible to run out of water on maps without an infinite source(such as an [[ocean]], [[river]] or [[aquifer]]). It is also possible to get rid of excess water by letting it flow into a [[river]].&lt;br /&gt;
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==Ice==&lt;br /&gt;
Water will instantly turn into [[ice]] when the environment is cold enough. In some biomes, water will freeze only during the winter. In other biomes the water will always be frozen in all seasons.&lt;br /&gt;
:* See [[Ice]]&lt;br /&gt;
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==Sourced Water==&lt;br /&gt;
'''Sourced water''' is a term referring to any water that will never run out (''i.e.'', water features you can see on the region map).  These include &amp;quot;river sources&amp;quot; flowing into the map from the edge.  It is possible to completely flood your fortress if you tap into these without building controls such as [[floodgate]]s.&lt;br /&gt;
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:* See [[Water pressure]]&lt;br /&gt;
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==Water depth==&lt;br /&gt;
You can find out how deep water is by examining it with the loo{{k|k}} command, or by editing your [[init.txt]] file to display water as coloured numbers.&lt;br /&gt;
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Water depth ranges from 0-7. The following is a qualitative description of how deep the water is relative to a dwarf.&lt;br /&gt;
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&amp;lt;ol start=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Not a true value (that is, you will never see it displayed) - there is no water on this tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A puddle. This is the maximum depth dwarves will build on.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Knee deep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Waist deep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Chest deep. However dwarves prefer to walk instead of swim, and in 4/7 water they will wade regardless of swimming skill.  Dwarves never drown in 4/7 water.&amp;lt;br&amp;gt;Also, a swimming creature can move through 4/7 water even if they are IMMOBILE_LAND.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Head height. Dwarves are now swimming (or drowning, as the case may be).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Over a dwarf's head.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The tile is full to the brim of water.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
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==Salt Water==&lt;br /&gt;
If a site contains saltwater (there will be a warning before embarkation), then ''all'' the naturally occurring water in that site will be salt water; including ponds, [[river|rivers]] and [[aquifer|aquifers]].&lt;br /&gt;
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You can tell whether a particular area of water is salty or not by creating an [[activity zone]] around it. If 'water source' is not highlighted in the zone options, then it is saltwater, and thus undrinkable. Water may currently be desalinated by passing it through a [[Screw pump|screw pump]], however, if any desalinated water touches natural walls, natural floors, other salt water or an aquifer, it will immediately return to its salt form, thus meaning that all cisterns or reservoirs of desalinated water must be completely constructed, with no natural boundaries.&lt;br /&gt;
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Wells also may appear to desalinate water as dwarves will gather around them but this water is still undrinkable.&lt;br /&gt;
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==Contaminated water==&lt;br /&gt;
When blood or dead bodies come into contact with water, it can become '''contaminated''', and dwarfs will refuse to drink from it.  In a river or brook, this can occur if the contact was upstream of the drinking spot.  Flowing water will recover from contamination faster than murky or stagnant water.&lt;br /&gt;
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== Rain ==&lt;br /&gt;
Most climates experience [[rain]]. Rain will slowly fill [[murky pool]]s in the land.  Rain will not collect in dwarf-dug channels.&lt;br /&gt;
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== &amp;quot;Water covering&amp;quot; ==&lt;br /&gt;
If, in a dwarf's inventory menu, some or all body parts are described as &amp;quot;Water covering&amp;quot; them (in bright green letters), don't panic - all that means is that the dwarf is wet, not (necessarily) underwater.  They may have been underwater (they may still be underwater!), or just wading about in deep water, or they may have been out in the rain, or walked under falling water somewhere.  Unless exposed to more water, they will dry off soon.&lt;br /&gt;
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{{Water FAQ}}&lt;br /&gt;
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[[category:Map_tiles]]&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Volcano&amp;diff=13242</id>
		<title>40d:Volcano</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Volcano&amp;diff=13242"/>
		<updated>2009-08-28T17:12:35Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: &amp;quot;what volcanoes are&amp;quot; belongs in intro&lt;/p&gt;
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&lt;div&gt;A '''volcano''', in the real world, is a vent in the planet's crust through which lava and pyroclastic materials are expelled. They're usually created through plate tectonics in subduction zones, but they can form anywhere [[magma]] is capable of breaking through to the surface.&lt;br /&gt;
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In Dwarf Fortress, volcanoes are named [[mountain]]s that additionally provide a source of [[magma]].&lt;br /&gt;
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== Locating volcanoes ==&lt;br /&gt;
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[[Image:Volcanoes-located.gif|thumb|400px|right|In order to begin on the volcano the starting plot must cover the ≈. Also note the volcano's name displayed under the biome information - this will be shown even if your plot isn't over the caldera. Click on this image to see the larger version.]]&lt;br /&gt;
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During world generation, areas of the map have a &amp;quot;volcanism&amp;quot; rating, (see [[advanced world generation]] for more information) much like they have a rainfall or drainage rating. In areas with high volcanism, volcanoes and magma have a higher chance of rising to the surface. A tile with 100 volcanism will become a volcano.&lt;br /&gt;
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To start on a map that includes a volcano, you will have to search for one on the fortress location selection screen. Most of the time they are not visible on the world map. Scroll around the world looking for a red ^ in the regional map. Select that space, and in the local map, move your starting area to include the square with a dark red ≈, which is the caldera. A volcano is ''not'' a bright red ≈ - those tiles indicate red sand. There may also be additional local [[magma vent]]s in nearby tiles around the volcano. Using the [[site finder]] utility that comes with the latest version of Dwarf Fortress assists in finding volcanoes; see its page for more information.&lt;br /&gt;
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Sometimes a [[magma vent]] will exist in an area with no volcanoes nearby.&lt;br /&gt;
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== Living on a volcano ==&lt;br /&gt;
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Volcanoes provide ready access to [[obsidian]], which a [[craftsdwarf]] can form into a rock short [[sword]]; these are as strong as steel shortswords. It can also be used to make more valuable rock [[craft]]s and [[furniture]], as obsidian has a value of 3, compared to 1 or 2 for all other stones. It's possible to divert [[water]] into magma to form your own obsidian, although obsidian is often already present in great quantities.&lt;br /&gt;
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The volcanic activity also leads to an abundance of heavy [[igneous extrusive layer|extrusive igneous]] rock (such as [[basalt]], [[felsite]] and [[andesite]]) under a layer of farmable materials. The nature of these rock layers also provides for many useful [[ore]]s such as [[iron]] (through [[hematite]] or other means), [[gold]], [[galena]], and other non-precious [[metal]]s. The rock also provides useful [[gem]]s such as [[turquoise]]s and [[gem|zircons]], and occasionally [[gem|diamonds]]. Genuine volcanoes sometimes have other interesting features, similar to named mountains: they are frequently sites for [[cave]]s, often have a wider than usual variety of [[stone]] and [[ore]], and may include unusual features such as [[cave river]]s, [[chasm]]s or [[pit]]s.&lt;br /&gt;
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Because of the natural tendency for Magma to turn into obsidian when coming in contact with water, digging alongside the magma chamber may provide an easy route underneath the [[aquifer]] and into the perfectly dry stone and ore deep below.&lt;br /&gt;
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Due to the random nature of map generation, occasionally your group may end up embarking directly over [[magma|lava]], and it will shortly be time to select a new fort location. Other times a message about the cavern collapsing may occur the instant you embark - this is because the volcano is inserted into the already existing landscape, and it can cut through a supporting wall. There is also a bug where a volcano will appear on the same spot as a bottomless chasm, creating a spectacle that may appear like the volcano is erupting. &lt;br /&gt;
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See [http://mkv25.net/dfma/movie-701-shortestfortever this movie] for an example.&lt;br /&gt;
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Creatures like fire imps can and maybe will climb out of volcanos, where they´ll attack everything they see, which may leads to a deadly and nearly unstoppable forestfire, so it´s possibly a good idea to dig a channel around open volcanos in fortress mode as soon as possible. &lt;br /&gt;
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{{World}}&lt;br /&gt;
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[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Goffrie&amp;diff=50568</id>
		<title>User talk:Goffrie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Goffrie&amp;diff=50568"/>
		<updated>2009-08-19T17:54:41Z</updated>

		<summary type="html">&lt;p&gt;Goffrie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Did he mean &amp;quot;'''Let loose the hounds!'''&amp;quot;, or &amp;quot;'''Let's lose the hounds!'''&amp;quot;??? &amp;lt;br /&amp;gt;Welcome to the wiki.)--[[User:Albedo|Albedo]] 17:36, 19 August 2009 (UTC)&lt;br /&gt;
:... Whoops. I wasn't paying attention to the context :P [[User:Goffrie|Goffrie]] 17:54, 19 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Goffrie</name></author>
	</entry>
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