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	<updated>2026-04-10T15:19:04Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Noble&amp;diff=89470</id>
		<title>v0.31 Talk:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Noble&amp;diff=89470"/>
		<updated>2010-04-11T02:56:13Z</updated>

		<summary type="html">&lt;p&gt;KoboldInDisguise: /* Human Noble - High Goal */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should this page be moved to [[DF2010:Nobles]]? [[User:Immibis|Immibis]] 08:05, 28 March 2010 (UTC)&lt;br /&gt;
:I think so, so I'll do it. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 08:59, 28 March 2010 (UTC)&lt;br /&gt;
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== SOLDIER_COLOR ==&lt;br /&gt;
&lt;br /&gt;
The [SOLDIER_COLOR] token in the raws was actually SOLDIER_COLOR] (no left bracket). Whether this was done intentionally to comment them out is unclear, but I have corrected the 'typo' in this article. --[[User:Eagle0600|Eagle0600]] 13:48, 5 April 2010 (UTC)&lt;br /&gt;
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== Human Noble - High Goal ==&lt;br /&gt;
&lt;br /&gt;
I was wandering around a human town and entered a temple when I found a peculiar sight. There was a human called a High Goal standing there. I have no idea what he was meant to be and a google search reveals nothing, nor could I find a 'high goal' in the raws. Anyone got any clue? [[User:KoboldInDisguise|KoboldInDisguise]] 02:56, 11 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>KoboldInDisguise</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=63073</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=63073"/>
		<updated>2010-02-14T02:57:08Z</updated>

		<summary type="html">&lt;p&gt;KoboldInDisguise: /* Artifact with no materials */ new section&lt;/p&gt;
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&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;
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:::As long as it mentions that it has spoilers its perfect--[[User:Loganis|Loganis]] 20:41, 6 August 2009 (UTC)&lt;br /&gt;
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== misc ==&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;
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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;
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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;
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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;
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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;
==Glassmaker and Glass Furnace bug==&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;
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: 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 [[User:Alkyon|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;
::::I can verify that glassmakers refuse to use magma glass furnaces, but will claim non-magma ones. I had 2 glassmakers, the first one died because he did not find a non-magma glass furnace, the second one refused as well to use the magma one, so i built him a non-magma-furnace which he instantly claimed. --[[User:Arni|Arni]]&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;
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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;
Yes, those moods still exist.&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;
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: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;
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::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;
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:::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;
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:::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;
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:::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;
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== 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;
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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;
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: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;
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== 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;
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: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;
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::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;
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== forbidden items ==&lt;br /&gt;
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Do moody dwarfs use forbidden items? Will they demand forbid items? [[User:Diabl0658|Diabl0658]] 02:07, 21 February 2008 (EST)&lt;br /&gt;
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: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;
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::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;
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== 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;
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::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;
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== 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;
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&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;
:::Noticed that my stonecrafter liked Yellow Diamonds, was requesting cut gems. I had a large pile of cut gems around, but no yellow diamonds. I cut some more of what I had to give him a chance, but still no result. Then, a long time later and about when he should have gone insane, he gave out up on his demands and just grabbed some Prases. It seems that when they reach their limit, they will give take whatever is available in that category. There's now no such thing as an iron-clad demand, ever, for a specific material as long as it fits the category (in my experience). The exception being silk/plant cloth, where sub-categories are used (a dwarf may prefer GCS silk, but if you can't get it he will eventually use regular if you have enough). If someone can confirm this, a note should be added to the page. --[[User:The Architect|The Architect]] 06:42, 21 October 2009 (UTC)&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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== Glassmaker with no glass ==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
== Rewrite ==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
== Tanner fixed ==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
: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;
&lt;br /&gt;
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;
&lt;br /&gt;
mmmm. . . . artifact roast.  [[User:Mirthmanor|Mirthmanor]] 19:12, 4 August 2008 (EDT)&lt;br /&gt;
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== Soapers etc. ==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
: 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;
&lt;br /&gt;
== Not all demands need to be met ==&lt;br /&gt;
&lt;br /&gt;
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;
I'm actually pretty sure that it's NOT completely random.  I made a fortress with a unit limit of 16, and by the time I expanded it, all of my dwarves were Legendary in at least one skill.  Since then, I've never gotten a single non-possession Strange Mood, except on a child.  I think dwarves are MUCH more likely to become possessed when they already have a certain amount of experience.  Going to bring this up on the forums as well...&lt;br /&gt;
--[[Special:Contributions/76.85.202.152|76.85.202.152]] 16:52, 12 January 2010 (UTC)&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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== 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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==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;
:: And when I started to produce the demanded materials (silk cloth en masse) not until the mood? Will my moody go insane if he only gets them in homeopathic dosages? --[[User:Gnarker|Gnarker]]&lt;br /&gt;
:::Nah, so long as he gets them before he cracks, it's all good - and 2 months sounds about right. Also note that so long as he is in the process of gathering, that clock is on hold - that's been demonstrated elsewhere.  However, the &amp;quot;mood clock&amp;quot; doesn't reset until the current mood's done, so the sooner that's started and completed, the sooner you'll get another mood. There are only a half-score uncommon materials that a moody dwarf wants, so it's not hard to keep a few of each around for emergencies. Order them from the 1st Fall liaison, and you'll have them by 2nd Fall (if not before by luck).--[[User:Albedo|Albedo]] 19:50, 4 November 2009 (UTC)&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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
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== Which skill chosen when skill levels are the same? ==&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;
::I can confirm Morlak's -- I have a dwarf with the profession &amp;quot;Craftsdwarf&amp;quot; who just became possessed. While he is at the Normal (unnamed) level in both stone crafting and glassmaking, according to Dwarf Therapist he has 450 more xp in Stone Crafter. He learned stone crafting first, so that shows up first on his list in the game. Still, he grabbed a Glass Furnace (and not either of the two magma glass furnaces, I might add). Preferences might play a role here, as he does prefer clear glass and may have grabbed raw green glass because no raw clear glass was available, though he did not grab his preferred leather or metal, both of which were also available. The only other factor I can think of is that he had glassmaking enabled but not stone crafting when he started the mood. Save file taken when he was grabbing materials is available. [[Special:Contributions/66.16.55.157|66.16.55.157]] 01:42, 21 January 2010 (UTC)&lt;br /&gt;
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== Materials used ==&lt;br /&gt;
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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;
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== Material Preferences ==&lt;br /&gt;
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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;
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: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;
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== Failed fell mood ==&lt;br /&gt;
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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;
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:Did you have friendly corpses set to be forbidden on dropping from the (O)rders (F)orbid menu?  Because then he'd fail to pick up the corpse when it dropped, and that might break the mood. --[[User:Squirrelloid|Squirrelloid]] 02:36, 23 October 2009 (UTC)&lt;br /&gt;
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== Doesn't want magma forge? ==&lt;br /&gt;
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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;br /&gt;
:It's possible they'll only claim a magma forge if you have one. --[[User:Quietust|Quietust]] 22:39, 11 October 2009 (UTC)&lt;br /&gt;
::This is addressed in the article...&lt;br /&gt;
 When multiple workshops are listed, the dwarf may require one or the other, &amp;lt;br /&amp;gt;so ensure that ''both'' are available,...&lt;br /&gt;
::Yours didn't want the magma version, he would ''only'' accept the standard type. Quite common.--[[User:Albedo|Albedo]] 18:26, 13 October 2009 (UTC)&lt;br /&gt;
:::The latest text makes it sound like a fortress with no magma could have a moody dwarf that wanted to use only a magma workshop, despite that being impossible. I've never had the privilege of working with magma, but I have seen dozens of moods, and as far as I know I haven't seen this happen; my mooders always seem to claim my mundane workshops. Has anyone else seen it happen? --[[User:HebaruSan|HebaruSan]] 23:06, 21 October 2009 (UTC)&lt;br /&gt;
::::I've built non-magma on a magma map and had them turn their nose up at normal forges, and claim magma when normal are available. --[[User:Albedo|Albedo]] 02:14, 22 October 2009 (UTC)&lt;br /&gt;
:::::The latest revision resolves my concern. Thanks! --[[User:HebaruSan|HebaruSan]] 04:39, 22 October 2009 (UTC)&lt;br /&gt;
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== Possessed dwarves naming artifacts after themselves ==&lt;br /&gt;
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Just had this happen to me for the second time. I'm not even talking talking about the artifact sharing a dorf's last name out of pure randomness, but artifacts with the exact same names of their creators, down to untranslated first names. Has this happened to anyone else? --[[User:Jackdaw|Jackdaw]] 19:09, 28 October 2009 (UTC)&lt;br /&gt;
:I've had it happen several times, though usually only once or twice in a single fortress (out of over 50 artifacts). --[[User:Quietust|Quietust]] 23:20, 28 October 2009 (UTC)&lt;br /&gt;
::I've seen this happen when the dwarf in question had a &amp;lt;i&amp;gt;custom&amp;lt;/i&amp;gt; name.&lt;br /&gt;
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== Soldiers ==&lt;br /&gt;
&lt;br /&gt;
I've had *recruits* get moods. Just recently in fact. However, it doesn't seem to happen if they have more than dabbling in any of the military skills and are activated as a soldier. [[User:Shardok|Shardok]] 05:11, 11 December 2009 (UTC)&lt;br /&gt;
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&amp;quot;Further, dwarfs with a military profession other than &amp;quot;Recruit&amp;quot; can not enter moods. Incidental military skills make no difference - eligibility (and weighting) depends purely on the actual profession, as listed at the time. Military professions include:&lt;br /&gt;
Axedwarf, Axe Lord, Champion, Crossbowdwarf, Elite Crossbowdwarf, Hammerdwarf, Hammer Lord, Macedwarf, Mace Lord, Marksdwarf, Elite Marksdwarf, Speardwarf, Spearmaster, Swordsdwarf, Swordmaster, Wrestler, and Elite Wrestler. &amp;quot; &lt;br /&gt;
&lt;br /&gt;
That's in the article in the spoilers section under eligibility. [[User:Shardok|Shardok]] 05:16, 11 December 2009 (UTC)&lt;br /&gt;
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== Do the impossible? ==&lt;br /&gt;
&lt;br /&gt;
I just had an Armorsmith get possessed. He claimed a magma furnace and he ended up making a shoe out of Nickel. I'm fairly certain the only clothing that can be forged is made of adamantine. Has anyone else had a dwarf make an impossible item through a mood? Perhaps it has to do with how the dwarves don't usually request specific materials.&lt;br /&gt;
&lt;br /&gt;
Othosakgos Ngobol Emal, &amp;quot;Wiltclinched the Glumness of Sensing&amp;quot;, a Nickel shoe. 103,200 monies&lt;br /&gt;
&amp;quot;This is a Nickel shoe. All craftsdwarfship is of the highest quality. It is studded with Nickel. This object is adorned with hanging rings of Platinum and menaces with spikes of Platinum. On the item is an image of a shining sun in Pine.&amp;quot;&lt;br /&gt;
--[[Special:Contributions/71.145.167.100|71.145.167.100]] 04:02, 12 December 2009 (UTC)&lt;br /&gt;
:It's not that uncommon.  Off the top of my head, I've had a turtle shell mini-forge, a green glass bucket, a tsavorite chain, a fire imp bone shield, and a deer bone table.  It seems to be based on the preferences of the dwarf in the strange mood.  --[[User:LaVacaMorada|LaVacaMorada]] 08:46, 12 December 2009 (UTC)&lt;br /&gt;
:Dwarves in a strange mood can make any makeable item from any material. Even if they didn't actually use any of that material in its construction. They can also see the invisible, and fight the power, using their giant adamantium corkscrew. [[Special:Contributions/68.93.32.193|68.93.32.193]] 19:11, 12 December 2009 (UTC)&lt;br /&gt;
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== Lack of silver, appearance of toad bone ==&lt;br /&gt;
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I just had my first batch of migrants arrive, and with them came a Weaponsmith. Within two minutes he was taken by a fey mood and took over my forge.  He went and, with some persuasion through forbidding, grabbed three bars of silver and some wood for his construction.  Upon completion, I got &amp;quot;Drinkice the Present of Flashing&amp;quot;, a toad bone spear:  &lt;br /&gt;
&amp;quot;This is a toad bone spear. All craftdwarfship is of the highest quality.  On the item is an image of dwarves in Willow.  The dwarves are laboring.  The artwork relates to the foundation of Mistmanor by The Blameless Pages of The Oracular Arena in the early spring of 201.&amp;quot;  Worth just 2,400 dollars.  &lt;br /&gt;
&lt;br /&gt;
First off, since toads don't leave bones, if this was a Giant Toad bone that was somehow used, shouldn't it say so? Secondly, according to the save I made before he got started, I don't have any toad bones in my Fortress, giant or no.  Lastly, while he was making this, I was smelting some more bars to replace the ones he took. However, given the amount that I have upon completion of the artifact, I have a sneaking suspicion that his silver was stolen from him during construction by my haulers.  Is this possible? &lt;br /&gt;
&lt;br /&gt;
So, what just happened?  [[Special:Contributions/24.179.141.137|24.179.141.137]] 18:16, 14 December 2009 (UTC)&lt;br /&gt;
:You probably marked the silver bars as forbidden '''after''' he started his mysterious construction - when the main material for the artifact is removed in this manner, the artifact turns into [http://www.bay12games.com/forum/index.php?topic=23302.0 toad bone].  --[[User:Quietust|Quietust]] 22:53, 14 December 2009 (UTC)&lt;br /&gt;
::Yes, that makes sense. He had originally grabbed some Tin bars, which I then forbade. I ran through it again from my save before he claimed the shop and forbid all but the silver beforehand, and I got a silver mace worth 49,200 dollars. Same name, different description. I think it was worth the effort. [[Special:Contributions/24.179.141.137|24.179.141.137]] 03:55, 15 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fortress/Royal Guards? ==&lt;br /&gt;
&lt;br /&gt;
If I draft a dwarf to the Fortress or Royal Guard, will it still be eligible for a strange mood if it has no military experience? If so, could you game the system so only dwarves with more desirable professions would enter moods? (Four Legendary bone carvers is enough) [[Special:Contributions/70.138.29.184|70.138.29.184]] 02:49, 16 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Editing to change the likelihood of certain mood types? ==&lt;br /&gt;
&lt;br /&gt;
Just wondering if there's something I can edit, to, say, remove the possibility of dwarves getting posessed in favor of fey or secretive moods. No less than six of ten attempted strange moods in my current fortress have been posession and it's starting to annoy me. --[[User:Loyal|Loyal]] 16:01, 2 January 2010 (EST)&lt;br /&gt;
:No, nothing that can be edited.  But I have written a utility to do that.  I've not released it, I just wrote it for my personal use.  I suppose, though, that I could clean it up and release it.  Is there much of a desire for such a blatant cheat?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:20, 3 January 2010 (UTC)&lt;br /&gt;
::Dwarf Companion is already capable of changing mood types, though it's really only meaningful for fey/secretive/possessed as it doesn't change the actual mood [[labor|task]]. --[[User:Quietust|Quietust]] 18:37, 3 January 2010 (UTC)&lt;br /&gt;
:::All I'm concerned about is getting the dwarves their experience. --[[User:Loyal|Loyal]] 17:43, 4 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Artifact with no materials ==&lt;br /&gt;
&lt;br /&gt;
Lately, one of my mechanics went secretive and decided to take a mechanic's shop. He only took one stone though, so I thought I'd be mean and forbid it while he was using it. He's still sitting there working furiously, even after I made sure a peasant came and dumped it. Any idea what might happen? I'm waiting for him to go insane, but I'm also half-expecting a mechanism made of ''nothingness.'' &amp;quot;This is a mechanism. All craftsdwarfship is of the highest quality. It menaces with spikes of and is encircled with bands of. On the item is a picture of a dwarf in. The dwarf is defying the laws of physics.&amp;quot; [[User:KoboldInDisguise|KoboldInDisguise]] 02:57, 14 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>KoboldInDisguise</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Personality_facet&amp;diff=60456</id>
		<title>40d Talk:Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Personality_facet&amp;diff=60456"/>
		<updated>2010-01-02T23:06:13Z</updated>

		<summary type="html">&lt;p&gt;KoboldInDisguise: /* Quick to anger */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==incoming redirects==&lt;br /&gt;
I tried to add redirects TO this page FROM pages such as &amp;quot;Personality&amp;quot; or &amp;quot;Attitudes&amp;quot; and other likely search strings but I couldn't get it to work. --[[User:DDouble|DDouble]] 00:46, 12 November 2007 (EST)&lt;br /&gt;
:Taking example on other redirects, you'd need to created the page you wish to redirect from and then add ''&amp;lt;nowiki&amp;gt;#REDIRECT [[Name of article]]&amp;lt;/nowiki&amp;gt;''. --[[User:Eagle of Fire|Eagle of Fire]] 00:59, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==decision-making traits==&lt;br /&gt;
What trait do you suppose &amp;quot;takes time when making decisions&amp;quot;, and &amp;quot;Often does the first thing that comes to mind&amp;quot; fall under? --[[User:GauHelldragon|GauHelldragon]] 16:20, 12 November 2007 (EST)&lt;br /&gt;
:CAUTIOUSNESS. -- [[User:Zaratustra|Zaratustra]] 16:56, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where did you get all this data?! It is delicious D: --[[User:GauHelldragon|GauHelldragon]] 17:22, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:[[Memory_hacking/v0.27.169.33a]] -- [[User:Zaratustra|Zaratustra]] 17:52, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Effects of personality traits on gameplay ==&lt;br /&gt;
&lt;br /&gt;
So, do these affect the game at all and if so, how? The article completely fails to mention this.--[[User:Siliziumleben|Siliziumleben]] 17:15, 3 January 2008 (EST)&lt;br /&gt;
:They do affect creature behavior, but only in some places (according to Toady).  What places?  He hasn't said, and we're mostly just guessing.  &amp;quot;More testing is needed!&amp;quot; [[User:Fedor|Fedor]] 23:07, 3 January 2008 (EST)&lt;br /&gt;
::It's been stated that they affect what skills a trader uses when trading --[[User:N9103|Edward]] 23:47, 3 January 2008 (EST)&lt;br /&gt;
:::I've run SOME tests, though it's really hard and the results could be flawed. It involved maxing out, and minimising traits, one at a time, on the starting parties, then doing the same actions repeatedly and seeing what happened. All other traits but the ones to be tested were held at 50%. Activity level has to do with how often they take breaks, I've noticed. Diligence has to do with how hungry/thirsty/tired they have to get before they stop working, I think, and how likely they are to drop a job mid task. The rest are yet to be tested. It's a kinda boring thing to test... Oh, and keep in mind: Random chance could have influenced my results, sadly.[[User:Le Blue Dude|Le Blue Dude]] 11:14, 26 February 2008 (EST)&lt;br /&gt;
::::Thanks for this work though, I am very interested to find out if other anecdotal evidence is true: Does appreciation of nature lead certain dwarves to take their breaks outside? Does artistic inclination create better engravings (&amp;quot;Dwarves speaking with dwarves&amp;quot; compared with really cool engravings describing recent events)? Does anger make the dwarf easier to upset from the loss of a loved one or masterpiece? --[[User:DDouble|DDouble]] 22:04, 27 July 2008 (EDT)&lt;br /&gt;
:::::Pretty sure that if you have &amp;quot;S/he never becomes angry&amp;quot; on your dwarf, then they'll never tantrum regardless of their happiness level. A dwarf from one of my fortresses was kept in the Very Unhappy/Miserable happiness range for quite a long time. I was wondering why he didn't snap until I looked on his personality sheet and saw he had the &amp;quot;Never becomes angry&amp;quot; trait. --[[User:Ancient Thingy|Ancient Thingy]] 15:04, 19 July 2009 (UTC)&lt;br /&gt;
::::::You need a good sample size for any sure deductions, but I've become suspicious that:&lt;br /&gt;
::::::* Confident dorfs will dig a channel underneath themselves and drop a square where the others might be stuck on a 1x1 elevated square during a large channel dig&lt;br /&gt;
::::::* Dorfs that defy convention will dig at a square from the right hand side instead of the left&lt;br /&gt;
::::::* Dorfs that would never put themselves before others will rent the cheapest room in the fort&lt;br /&gt;
::::::* Dorfs that are bored by reality soon go crazy&lt;br /&gt;
:::::: (Them and the rest of us) [[User:Dorf and Dumb|Dorf and Dumb]] 10:00, 24 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Grudges? ==&lt;br /&gt;
&lt;br /&gt;
Do grudges affect anything?&lt;br /&gt;
&lt;br /&gt;
:My dwarves get unhappy thoughts when they're forced to talk to their annoying grudge. (If other effects exist, I've not noticed.) --[[User:Fish|Fish]] Aug 30, 2009 (EST)&lt;br /&gt;
::There's a unique thought for when a grudge dies, which I think can be positive or negative depending on personality.  I've seen the negative version myself. --[[User:Nillions|nil]]&lt;br /&gt;
&lt;br /&gt;
== Have more been added recently? ==&lt;br /&gt;
&lt;br /&gt;
Do we know if Toady has been adding more in recent versions since they were introduced? --[[User:DDouble|DDouble]] 22:06, 27 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bipolar dwarves AKA &amp;quot;Why so serious?&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
So, by editing the raws, can a dwarf have both &amp;quot;...is in a constant state of internal rage&amp;quot; and &amp;quot;...Often feels filled with joy&amp;quot;?  Or have both &amp;quot;...revels in chaos and disorder&amp;quot; and &amp;quot;...loves to make lists and keep schedules&amp;quot;?  Then just max out the comedian skill and somehow give them &amp;quot;...absolutely detests [[Batmen]]&amp;quot;.  --[[User:Smartmo|Smartmo]] 16:07, 13 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:You would ahve to edit hardcode. Actually not just edit, but write. Also, you'd have to edit how the game interperets these... etc. It just wouldn't work. YOu could suggest on the Bay12 forums that toady make bipolar dwarves who change between attributes. As for &amp;quot;absolutely detests batmen&amp;quot;... it's entierly chance that they detest any given animal. You'd have to make batmen vermin, though, to be elligible. --[[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 01:04, 27 May 2009 (UTC)&lt;br /&gt;
::Those are all different traits (anger, cheerfulness, liberalism and orderliness)&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Nillions|Nillions]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Managers and intellectual curiosity==&lt;br /&gt;
&lt;br /&gt;
I have been experimenting with the [[manager]] [[exploit]] and noticed that some dwarfs, even with no labors assigned will show &amp;quot;no job&amp;quot; rather than verify items in the queue or work as bookkeepers. I am pretty sure it has to do with intellectual curiosity.  Someone else should verify this.  Simply assign a dwarf with one of the lower value traits as the manager/bookkeeper and queue some tasks.  Make sure they have an office and all labors are disabled. --[[User:Kwieland|Kwieland]] 13:17, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Are you sure they haven't gotten the records up to the specified accuracy, and simply don't have more updating to do?  They usually get it all done at once, and then the records only need to be updated every now and then. --[[User:LegacyCWAL|LegacyCWAL]] 13:41, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I am certain about the manager, they should verify tasks if tasks exist.  I'm not sure about bookkeepers.  Why do some bookkeepers work diligently (even in advanced fortresses where the levels are &amp;quot;up to par&amp;quot;) and thus level quickly while others take a long time? Perhaps it is tied to how many things are being created (stone/crafts/logs/etc)? Maybe when caravans come they have to spend more time?--[[User:Kwieland|Kwieland]] 14:37, 2 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
um..&amp;quot;he is very active&amp;quot; &amp;quot;he lives life at a leisurely pace&amp;quot; &amp;quot;sense of duty&amp;quot; not good enough? --[[User:Koltom|Koltom]] 23:39, 31 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Apathetic dwarf? ==&lt;br /&gt;
&lt;br /&gt;
I noticed one of my dwarfs has a trait that doesn't seem to be on the list.&lt;br /&gt;
&amp;quot;She doesn't really care about anything anymore.&amp;quot; --[[User:Magog|Magog]] 10:11, 18 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yep. I think it's a special case, since there only seems to be a boolean occurrence of this. Either the dorf has seen so much death he doesn't find life exciting anymore, or he hasn't. --[[User:AbuDhabi|AbuDhabi]] 14:35, 31 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I just found a few old threads on the forum that are about this, [http://www.bay12games.com/forum/index.php?topic=10624.0 this one is pretty good.] It seems the trait is acquired by witnessing other creatures die, and ranges from &amp;quot;has witnessed death&amp;quot; at it's lowest point, to &amp;quot;doesn't really care about anything anymore&amp;quot; at it's highest. The higher this trait gets, the less upset a dwarf seems to get when a creature they care about, like a pet, friend, or relative, dies. So I guess it's really a rating on how &amp;quot;desensitized to death&amp;quot; a dwarf is. Not at all a bad thing to have considering how lethal a tantrum spiral can be to a fortress. --[[User:Slowness|Slowness]] 22:10, 4 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Merge with...? ==&lt;br /&gt;
&lt;br /&gt;
This page is almost identical to [[Personality modding]], which links here. Perhaps it should be merged/redirected? --[[User:Cthom06|Cthom06]] 03:48, 5 October 2009 (UTC)&lt;br /&gt;
:Wow.  How... pointless.  Looks like a project started that never got past stage one.  I see almost no hard info that exists on that page that's not here. More a deletion, I'd say. If anyone sees something worth saving that I missed, copy it over to here.--[[User:Albedo|Albedo]] 21:52, 5 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Social/Broker skills ==&lt;br /&gt;
&lt;br /&gt;
I've added my findings concerning social skills. This was done using an '''unmodded''' fort with about 100 non-baby dwarves - babies don't show/have? broker skill levels. Obviously correlation does not equal causation, but in this case the results matched up so neatly (eg., the ONLY half dozen or so dwarves with below average straightforwardness were the ONLY ones with no experience - not even dabbling -  in Consoler, as well as being the ONLY ones with any experience in Liar ... no other trait was shared by all of them and only them) that it would be very unlikely to be purely by chance, especially since they make so much sense.&lt;br /&gt;
&lt;br /&gt;
If someone wants to do some modding to verify this 100% feel free to do so. You could also simply look at a dwarf or two who fits the personality criteria to confirm they lack/have the associated skill. For the moment though, I think it's safe to include this info. &lt;br /&gt;
&lt;br /&gt;
This is my first major edit, so sorry for any formatting mistakes as I'm a bit unfamiliar with the way tables are laid out. Feedback is welcome!&lt;br /&gt;
[[User:Nemokara|Nemokara]] 05:37, 9 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Usually, with a radical change, it's proposed on this page and &amp;quot;discussed&amp;quot; first, and ''then'' edited in once additional input/confirmation/support/refutation comes in.  Especially with words like &amp;quot;never&amp;quot; and &amp;quot;only&amp;quot;, such absolutes could prove to be premature.  I don't have any specific concrete info, but have been looking at some of the same quirks - who gets what skill, and why (You edited my last edit in the [[experience]] article re &amp;quot;broker skills&amp;quot; - but it looks like it's in the ballpark. Whether or not it proves 100% perfectly accurate, good catch.--[[User:Albedo|Albedo]] 20:25, 13 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can also state (with relatively good accuracy, feel free to double-check me) that low-friendliness (under 40) dwarves do not use Conversation. That should probably get added onto the table. I don't know how to HTML that, though. I'm also adding a section for the relationship between traits and social skills onto the [[Social skill]] page.&lt;br /&gt;
&lt;br /&gt;
== Quick to anger ==&lt;br /&gt;
&lt;br /&gt;
I hear that the quicker a dwarf is to anger, the more likely they are to go berserk after a failed mood or when driven into insanity. Is this true, and has it been proven? [[User:KoboldInDisguise|KoboldInDisguise]] 23:06, 2 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>KoboldInDisguise</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Calendar&amp;diff=59642</id>
		<title>40d:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Calendar&amp;diff=59642"/>
		<updated>2009-12-11T18:11:34Z</updated>

		<summary type="html">&lt;p&gt;KoboldInDisguise: /* Ages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The dwarven '''calendar''' is used to display dates, and is visible in the upper right corner of the [[Overall Status]] screen ({{key|z}}). One year has 336 days and consists of twelve month in four seasons, with three months per season. Every month has 28 days. The months are named after kinds of [[stone]]s, [[ore]], [[gem]]s and [[wood]]. New Year's Day and the first day of [[spring]] both fall on the 1st of Granite. New Year's Eve and the last day of [[winter]] both fall on the 28th of Obsidian.&lt;br /&gt;
&lt;br /&gt;
The game's first playable year begins whenever the world stops generating, due to certain parameters you or the game has set up. By default, the world will stop genning when a percentage of megabeasts are dead, currently resulting in the starting years being in the low 200s to mid 300s on average. &lt;br /&gt;
&lt;br /&gt;
== Months and seasons ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | Granite&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Spring&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | Slate&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | Felsite&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|#800|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | Hematite&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Summer&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|green|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | Malachite&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|grey|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | Galena&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|white|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | Limestone&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Autumn&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|grey|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | Sandstone&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|▬|#770|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | Timber&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | Moonstone&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf&amp;quot; rowspan=&amp;quot;3&amp;quot; | Winter&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | Opal&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|•|#444|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | Obsidian&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ages ==&lt;br /&gt;
&lt;br /&gt;
Ages are determined by the states of the world during world generation. Some of the known things that influence the ages are: number of [[megabeast]]s alive and dominant [[civilization]]s.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List of known 'Ages', explanation and their (possible) triggers:&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of Myth'''&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of Legends'''&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of Heroes'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Those three are most common. Almost every world starts from Age of Myth, goes through Age of Legends and ends with Age of Heroes. Those three are influenced by percentage of alive megabeasts and semimegabeasts. After passing certain (unknown yet) % value, Age of Myth turns to Age of Legends, and Age of Legends turns into Age of Heroes.&amp;lt;br /&amp;gt;&lt;br /&gt;
Killing Megabeasts that visit you in Fortress Mode is known to trigger change of Age.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of (Megabeast' name)'''&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of (Demon' name)'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Occurs mostly in pocket worlds, where there's one Megabeast/Demon with relative large kill list.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of (Megabeast/Demon) and (Megabeast/Demon)''', eg: &amp;quot;'''The Age of Titan and Dragon'''&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Same as above, but with two notable Megabeasts/Demons.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Three Powers'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Even better than above, three notable Megabeasts/Demons.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of (Race name)''', eg: &amp;quot;'''The Age of Elves'''&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
One race becomes dominant in the world, or it's the only race left in the world.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''The Golden Age'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Civilizations are expanding, and there are no wars and other things for them to worry about.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Fairy Tales'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Toady One' quote from 2008 devlog:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;I finally saw a world arrive at the Age of Fairy Tales, which happens if mundane creatures (ie humans) make up at least 90% of the world's civilized population with the requirement that there are still a few fantasy creatures lurking around. In this case, it was a kobold cave that their scouts never found. I guess all of the fairy tales were about people having their crap stolen.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Twilight'''&amp;lt;br /&amp;gt;&lt;br /&gt;
There are no wars and other worries, but civilizations are too weak to expand or are crumbling apart.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Twilight Age was a time when fantastic creatures no longer lived in great numbers.''&lt;br /&gt;
&lt;br /&gt;
-'''Age of Death'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Seems to be triggered when pretty much everything in the world is dead.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Civilization'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Seems to be triggered when Humans are dominant population in the world.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Emptiness'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Seems to be triggered when every sentient creature in a world is dead.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Information taken from [http://www.bay12games.com/forum/index.php?topic=45820.0 this Bay12 forum thread]&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
&lt;br /&gt;
With the changing seasons come different [[weather]] conditions, depending on your [[climate]]. A typical [[temperate]] [[mountain]]side fort will have snow in spring and winter, with warm [[summer]]s and colourful [[autumn]]s. The seasons correspond to growing seasons from the [[farm]] plot {{k|q}} menu, which dictate what can be grown when during the year. See the [[List of crops]].&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
Each season bar winter brings the possibility of [[trade]]rs from one race or another.&lt;br /&gt;
&lt;br /&gt;
The fussy &amp;lt;s&amp;gt;hippie tree lovers&amp;lt;/s&amp;gt; [[elf|elves]] arrive in Spring with [[wood|wooden]] crafts and weapons, cages (often containing exotic [[animals]]), various [[crop|fruits and berries]], and [[rope reed]] cloth items.&lt;br /&gt;
&lt;br /&gt;
[[Human]]s come in Summer with their [[wagon]] bursting with supplies, eager for &amp;lt;s&amp;gt;junk&amp;lt;/s&amp;gt; stone craft goods.&lt;br /&gt;
&lt;br /&gt;
Dwarves come in Autumn and their departure is a fortelling of the cold winter to come. Ensuring the dwarves depart with a good profit will bring the best chance of &amp;lt;s&amp;gt;fresh cannon fodder&amp;lt;/s&amp;gt; new migrants in the year ahead.&lt;br /&gt;
&lt;br /&gt;
A [[goblin]] caravan may arrive during winter if your civilization is at peace with the goblins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>KoboldInDisguise</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Status_icons&amp;diff=57705</id>
		<title>40d Talk:Status icons</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Status_icons&amp;diff=57705"/>
		<updated>2009-11-09T12:25:23Z</updated>

		<summary type="html">&lt;p&gt;KoboldInDisguise: /* Enraged/Martial Trance */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wow, how come the wiki was missing this page for so long? --[[User:Nitem4re|Nitem4re]] 19:49, 6 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Not sure about others, but laziness on my part. Was just using the old wiki's page. --[[User:Jackard|Jackard]] 20:32, 6 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This guide should use the standard curses icons. --[[User:n9103|n9103]] 11:42, 17 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:Yes, but we don't have a font for that.&lt;br /&gt;
:I plan to eventually turn some/all of these into animated gifs, but I wouldn't be surprised if someone else gets around to it first. --[[User:Savok|Savok]] 13:12, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::If I weren't such a lazy bastard, I'd make the font. --[[User:GreyMario|GreyMario]] 01:40, 11 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
JT added the &amp;quot;cheat sheet&amp;quot;:&amp;lt;br&amp;gt;&lt;br /&gt;
22:40, 11 May 2008 JT (Talk | contribs) (7,069 bytes)&amp;lt;br&amp;gt;&lt;br /&gt;
So, thanks JT. ~ [[User:Midna|Midna]] 14:45, 14 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Madness ==&lt;br /&gt;
&lt;br /&gt;
It should be noted that not only strange moods can make people go Stark Raving mad.  Just now, my mayor was badly injured so he could never complete a meeting with a diplomat (for about half a year I think...yeah he's missing body parts).  Anyhow, the diplomat left unhappy, then the mayor's mandate has ended, and then he went mad (all that in the same second).  I can't really tell which triggered which (diplomat leaving isn't written on the announcement screen...) but I'm rather sure the mayor had been &amp;quot;quite content&amp;quot; during all his mandate.&lt;br /&gt;
So, any idea what triggered what?  Anyways I know it's not related to artifacts so I'm changing the article a bit.&lt;br /&gt;
--[[User:MagicGuigz|MagicGuigz]] 18:25, 6 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Winded and migrant status ==&lt;br /&gt;
&lt;br /&gt;
The 'Winded' and 'Migrant' status look exactly the same.  Considering they travelled armok-knows-how-far on foot, might they just be exhausted on arrival? --[[User:Corona688|Corona688]] 14:41, 2 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Close, but no banana. Migrant is dark grey, whereas winded is light. Or the other way around, maybe. --[[User:Savok|Savok]] 19:10, 2 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Enraged/Martial Trance ==&lt;br /&gt;
&lt;br /&gt;
Do we know what bonuses are given when someone is 'Enraged at all enemies!' or 'entered a martial trance!' ? It'd be interesting to see. From what I can tell, Enraged causes higher damage where as martial trances seem to ignore pain and (I think, but I'm not sure) drowning, as well as a slight speed/crit boost. Is this true, or am I way off the mark? [[User:KoboldInDisguise|KoboldInDisguise]] 12:25, 9 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>KoboldInDisguise</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Advanced_world_generation&amp;diff=57149</id>
		<title>40d Talk:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Advanced_world_generation&amp;diff=57149"/>
		<updated>2009-11-06T06:09:34Z</updated>

		<summary type="html">&lt;p&gt;KoboldInDisguise: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Minimum Volcanism/Maximum Volcanism&lt;br /&gt;
&lt;br /&gt;
From what I have found out so far I can say Igneous extrusive layer are only found in areas with a volcanism higher than 90. Volcanoes  are only placed on tiles with a volcanism of 100.&lt;br /&gt;
 &lt;br /&gt;
Minimum Volcano Number&lt;br /&gt;
&lt;br /&gt;
Places volcanoes on tiles with a volcanism of 100, if there are not enough tiles the world is rejected. &lt;br /&gt;
&lt;br /&gt;
Does that imply, that if I set max volcanism to 99 and min volcano number to 50 it'll never accept the world?--[[User:Dorten|Dorten]] 00:42, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: You can get volcanoes at lower values than that. It might have something to do with what you set the maximum value to. --[[User:Shoku|Shoku]] 23:28, 7 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
yes, in the tests i did, setting max volcanism to 99 and min volcano to 1 caused infinite rejects. [[User:Killy|Killy]] 17:48, 5 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Volcanism seems to impact stone types. High minimum volcanism and you won't get sedimentary or metamorphic layers, just lots of igneous rock.&lt;br /&gt;
&lt;br /&gt;
I don't think magma pipes are exclusive to volcanism-100 tiles; i've had pipes come up through flux, albiet rarely.&lt;br /&gt;
[[User:Calenth|Calenth]]&lt;br /&gt;
&lt;br /&gt;
: That was a region tile with high volcanism with lower regions next to it bleeding into it.--[[User:Shoku|Shoku]] 23:28, 7 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Cookbook===&lt;br /&gt;
That thread is nice and all, but it seems more for works in progress. We should have a wiki page for the tried-and-true worldgen recipes, ones that have been tested thoroughly and are complete. --[[User:Jackard|Jackard]] 07:17, 17 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===X/Y Variance?===&lt;br /&gt;
I've been experimenting with the X- and Y-variance values to try and get a better handle on them. Anybody already gone through and figured this out before I waste my time? :) Especially since it seems there's a certain procedural order I'll need to untangle (elevation modifies temperature, both modify rainfall, etc.) [[User:RedKing|RedKing]] 02:20, 24 January 2009 (EST)&lt;br /&gt;
:I believe those are tied to how much the tiles are allowed to vary along the appropriate axes, with higher values producing a more random result. I haven't messed too much with worldgen settings, though. --[[User:Zeta|Zeta]] 13:02, 24 January 2009 (EST)&lt;br /&gt;
: Variation scales with world size if that helps.--[[User:Shoku|Shoku]] 23:28, 7 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== World Painter ==&lt;br /&gt;
&lt;br /&gt;
Perhaps the information on the [[World Painter]] should be moved to the new page, possibly with a link from this one. --[[User:Timmeh|Timmeh]] 06:57, 8 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mountain Peaks ==&lt;br /&gt;
&lt;br /&gt;
I believe mountain peaks are used as starting points for creating elevation during world generation.  I think I remember reading this in a Gamustra interview with Toady.  Can't confirm though so no edits made to the article.--[[User:Jpwrunyan|Jpwrunyan]] 13:55, 16 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Freezing Biomes ==&lt;br /&gt;
&lt;br /&gt;
This page could use some information about Glacial and Tundra tiles. &lt;br /&gt;
&lt;br /&gt;
The following all applies to medium maps. Someone else can find out how it works for others.&lt;br /&gt;
&lt;br /&gt;
Glaciers begin at -5 and every degree blow that extends it further up the map by 2 region tiles. &lt;br /&gt;
During world gen it only chooses either north or south to start that trend from.&lt;br /&gt;
&lt;br /&gt;
And glaciers and tundra take place in the elevations between mountain and ocean and the difference between tundra and glacier is drainage.&lt;br /&gt;
&lt;br /&gt;
Any other details we need?--[[User:Shoku|Shoku]] 23:58, 7 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beasts dead for stoppage ==&lt;br /&gt;
&lt;br /&gt;
I've managed to stop the world-gen at year 2 (but no sooner) by putting the percentage megabeasts dead for stoppage at 0. I assume you cannot play in Year 1, then. Also, if you perhaps made modifications for many, many more megabeasts, or even made them more numerous, and then set the percentage at 100, you probably could reach the end date.&lt;/div&gt;</summary>
		<author><name>KoboldInDisguise</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Restraint&amp;diff=56129</id>
		<title>40d Talk:Restraint</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Restraint&amp;diff=56129"/>
		<updated>2009-10-26T08:40:35Z</updated>

		<summary type="html">&lt;p&gt;KoboldInDisguise: /* Removing restraints */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How do you make ropes in the latest version?&lt;br /&gt;
&lt;br /&gt;
You make ropes from Cloth(or silk) at a Clothier's Workshop. Once you've made a Rope, you build it as a Restraint from the building menu  (b)-&amp;gt;(v) --[[User:Wahnsinniger|Wahnsinniger]] 12:30, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Are Restraints Destructable? ==&lt;br /&gt;
&lt;br /&gt;
It appears that ropes can be broken by prisoners. I think I've seen this 2-3 times, but I'd like someone else to verify -- [[User:SammyJ|SammyJ]]&lt;br /&gt;
&lt;br /&gt;
:My prisoners usually destroy nearby ropes when they tantrum and there were a few occasions when they became free without damaging any ropes. Not sure if they are able to destroy their rope.--[[User:Another|Another]] 17:35, 20 November 2007 (EST)&lt;br /&gt;
::Did you try with something metallic, like chains? --[[User:Eagle of Fire|Eagle of Fire]] 17:58, 20 November 2007 (EST)&lt;br /&gt;
:::One of my dwarfs in jail broke a chain made of lead. [[User:Jervill|Jervill]] 23:54, 1 July 2009 (UTC)&lt;br /&gt;
:I've had a war dog escape a rope. The rope wasn't damaged, and I just tied him back on.&lt;br /&gt;
&lt;br /&gt;
== Breeding + Restraints ==&lt;br /&gt;
&lt;br /&gt;
Do animals assigned to retraints breed normally? I know they don't breed while in cages. This info should be added here. --[[User:Felix the Cat|Felix the Cat]] 17:51, 18 July 2008 (EDT)&lt;br /&gt;
:They indeed do, I one of my roped war dogs sentries has a cloud of puppies around her. [[User:HeWhoIsPale|HeWhoIsPale]] 15:13, 2 October 2008 (EDT)&lt;br /&gt;
:They are supposed to.  There's some sort of bug floating around that sometimes prevents them from breeding if restrained.  It doesn't always happen (and was closed as unreproducible by Toady), but I've definitely experienced it at times even with the newest version.  Hopefully the huge rewrite of creature entities and whatnot will also clear it up whenever the new version comes out.--[[User:Ricree|Ricree]] 00:52, 6 July 2009 (UTC)&lt;br /&gt;
Not quite sure what you guys are talking about, since in 40d(5) my dogs are breeding just fine in cages. [[User:Schm0|Schm0]] 13:26, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Restraints + Adoption ==&lt;br /&gt;
&lt;br /&gt;
Note that I have three stray kittens which have been chained as sentry cats for over two years now, and they haven't adopted anyone. If it's true that chained animals won't attack, and chained cats won't adopt, then cats are a much wiser sentry resource. --[[User:RomeoFalling|RomeoFalling]] 22:52, 7 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've had a chained cat be adopted, although it took awhile.  It would appear that (1) Not all dwarves will be adopted by cats (In a fortress with exactly 2 dwarves and one cat the cat went 3 years and never adopted an owner, despite being unchained) and (2) Dwarves need to actually encounter the cat for the cat to have a chance to adopt the dwarf (my chained cat took over a year to adopt).  So chaining a cat can conceivably make it take much longer since candidate dwarves will encounter them less frequently since the cat won't hang around the food supply or common areas.  And, of course, if you chain them places where your dwarves won't travel...  It should be noted that chained cats will also not hunt vermin, even if said vermin is stupid enough to enter its square. --[[User:Squirrelloid|Squirrelloid]] 23:28, 1 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Removing restraints ==&lt;br /&gt;
&lt;br /&gt;
I had a war dog on a chain at the front door, and then decided I wanted it somewhere else, so I ordered the chain removed.  Then I tried to build another restraint in the new place and it said I didn't have any chains.  I eventually discovered that the chain was in my war dog's inventory.  I ordered it to be dumped so I could take the chain off of it, but no one came to do it.  Same result for ordering it to be melted.  I checked, and the furnace operator had nothing to do.  Can I get my chain back, or will my dog keep collecting these chains as I move it place to place?--[[User:Aegeus|Aegeus]] 01:14, 27 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Is the chain forbidden?  Do you have somebody with refuse hauling free?  Do you have an active garbage dump [[zone]]?  Are all the refuse options set properly? --[[User:LegacyCWAL|LegacyCWAL]] 01:51, 27 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Perhaps you have to assign the chain to nobody first.--[[User:Mrdudeguy|Mrdudeguy]] 20:15, 14 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::This is a bug. If you deconstruct the tethered side of the rope before you deconstruct the part holding the animal, the rope is still attached to the animal! Thus, you can give your pets little leads if you so wish. Even if they are made of lead and weigh a ton. -&amp;lt;&amp;lt;+Lead Lead+&amp;gt;&amp;gt;- anybody? [[User:KoboldInDisguise|KoboldInDisguise]] 08:40, 26 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How does restraining animals affect frame rate? ==&lt;br /&gt;
&lt;br /&gt;
I am curious if restraining an animal improves, harms or doesn't affect frame rate.--[[User:Mrdudeguy|Mrdudeguy]] 20:18, 14 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I don't believe it helps, or not much. For short distances, the animals still has the option to path to another tile - and any creature can only move 1 tile at a time. So, the fact that a restrained animal can only path to one of several tiles is no diff than any other creature - for any one movement cycle.&lt;br /&gt;
&lt;br /&gt;
::(If animals have &amp;quot;larger plans&amp;quot; and path to distant locations, as cats sometimes seem to do, then it might help - or it might not, I don't know how that part of the code works.)&lt;br /&gt;
&lt;br /&gt;
::When it definitely comes in handy is if you build a &amp;quot;stall&amp;quot;, a 1-tile big room with a door, and restrain them there.  The door is &amp;quot;non-pet-passable&amp;quot; to keep them there - the restraint is to get them in there in the first place. Once there, they can get pregnant and bear young, but have nowhere to path.  If, somehow, they squeeze into the door-tile while it's open, they only have 1 other place to go - and the door shuts and locks on them when they do.--[[User:Albedo|Albedo]] 20:38, 14 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moved from Chain/Rope Article discussion page ==&lt;br /&gt;
&lt;br /&gt;
Combined articles, for redundancy, size and to centralize related info, and as per suggestion by Admin.--[[User:Albedo|Albedo]] 16:03, 15 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
====from the DF wiki Admin====&lt;br /&gt;
This (Chain/Rope) article clearly violates C and S, but that can be fixed.&amp;lt;br&amp;gt;&lt;br /&gt;
G, and possibly R, may require a merge or deletion of this page. --[[User:Savok|Savok]] 20:49, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==== Rope/Chain ====&lt;br /&gt;
&lt;br /&gt;
Someone has said that the rope and chaing are furniture.  Rope is a finished good.  I am not certain about chain, but I will check before changing the article.  --[[User:Geofferic|Geofferic]] 19:24, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:The chain is constructed under the 'furniture' heading of the metalsmith's forge.  It's also 'built' in location the same way a table or door is.  However, it's built with the metal crafter skill and is decorated by the 'encrust finished goods' option in the jeweler's workshop.  I guess that makes it a finished good.  I'll change it in the article.  --[[User:Mzbundifund|Mzbundifund]] 19:43, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Is there a definitve rule about what is furniture vs finished goods vs what-have-you?  I'm going based on it being used inside of another object (like to make a well) and where it is stored.  I know that rope is stored in the finished good storage area, I'm not sure about chain.&lt;br /&gt;
&lt;br /&gt;
:::I'd suggest if dwarves stick it in a furniture stockpile, it's furniture. If they put it in a finished goods stockpile, it's finished goods. [[User:Rkyeun|Rkyeun]] 13:44, 8 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:A rope/chain is a finished good. A &amp;quot;restraint&amp;quot; is a piece of furniture. And a well is building.  It's an unusual situation, but not one that should worry anyone - since you can't put a restraint (or a building) in a stockpile.--[[User:Albedo|Albedo]] 16:07, 15 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
A restraint actually is a building - the game calles it that, never furniture. The only reason for calling a '''chain''' (but never a restraint) furniture is cos it is build in the furniture submenu. --[[User:Höhlenschreck|Höhlenschreck]] 17:19, 20 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==== Weapon Capabilities? ====&lt;br /&gt;
&lt;br /&gt;
Does anyone know wether or not chain is used as a whip during combat, or as just an improvised unskilled item? --[[User:Heliopios|Heliopios]] 13:28, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Well, since there is no &amp;quot;whipsdwarf&amp;quot; profession, I'm guessing it wouldn't even register as a proper weapon. Probably unarmed, if anything. [[User:AlexFili|AlexFili]] 06:21, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== caged dog on restraint ==&lt;br /&gt;
Not of much use probably, but i just found out that a dog (or any other animal) caught in a cage trap next to its restraint is still assigned and chained to that restraint - until the cage is moved. The restraint will remain, functional --[[User:Höhlenschreck|Höhlenschreck]] 21:31, 19 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>KoboldInDisguise</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Weapon&amp;diff=55541</id>
		<title>40d Talk:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Weapon&amp;diff=55541"/>
		<updated>2009-10-20T11:09:59Z</updated>

		<summary type="html">&lt;p&gt;KoboldInDisguise: /* Blowgun damage */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are the bows and blowguns melee or ranged? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
&lt;br /&gt;
:Both. When they run out of ammo the dwarves will beat their enemies to death with their bows. The listed damage is for when that happens. --[[User:Ikkonoishi|Ikkonoishi]] 17:15, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
What about damage done by artifact weapons? Is it x2 like masterwork items?&lt;br /&gt;
&lt;br /&gt;
:The exact damage bonus granted by artifact weapons is unknown, though it's quite likely much higher than a masterwork, if the value is any indicator. It's difficult to determine the exact bonus, as it's not in the raws, Toady hasn't told us, and it's very difficult to gauge exactly how much damage a weapon is dealing due to how little is known about the combat calculations in general. --[[User:Hesitris|Hesitris]] 07:31, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Conflicting Info? ==&lt;br /&gt;
&lt;br /&gt;
Earlier on, we say that dwarves can't wield bows because they are too big. Down in the tables, the bow is listed as two handed and not unwieldable. Need to correct one or the other (I'm too lazy to verify that in the current version bows are still unwieldable.) --[[User:TheUbie|TheUbie]] 06:20, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, a bow is two handed and unwieldable to dwarves, do you mean in adventure mode with humans/elves? I think most of this data is fortress mode specific. --Gotthard 18:15, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I didn't write the article, so I don't know it's original intention, however there are other weapons that can be wielded 2 handed by humans and others in adventure mode, but are listed as unweildable by dwarves. Need to choose to make the table fortress specific, adventure mode specific, or add another col and make it specific to both. As it stands now, it doesn't make sense. --[[User:TheUbie|TheUbie]] 18:54, 29 November 2007 (EST)&lt;br /&gt;
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:::I'm almost certain this is dwarf specific, because I had some goblin axemen siege my base, and one of them was wielding a great axe in one hand, and a shield (not even a *buckler*) in the other hand. I think I saw the same thing with a halberd, but a pike was multigrasped. Looks like goblins have a lot more options than our poor dwarves. --Gotthard 12:16, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::As another issue I just noticed, my hammerer came equipped not with a hammer, but a *maul*.  Seems that spawned creatures can use whatever they are spawned with, but telling them to equip items they can't use is the problem.  Purely speculative, but it would account for goblins with two handed axes and shields, as well as my hammerer with the maul (which was AWESOME by the way...) --Gotthard 04:34, 7 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pike ==&lt;br /&gt;
&lt;br /&gt;
I been able to wield a bronze pike with an adventurer in 23a and it was quite deadly. This need to be verified. Maybe there is a strength requirement? --[[User:Eagle of Fire|Eagle of Fire]] 14:43, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Whips and scourges ==&lt;br /&gt;
&lt;br /&gt;
So, I'm guessing that you can't assign dwarves to use whips and scourges unless you've traded for one, right? And on the article for [[Scourge]] it says it's deadlier than a whip (which currently has no page)... Does that mean scourges are better in every way? What's worse? --[[User:Penguinofhonor|Penguinofhonor]] 21:03, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Did you actually read the tables? It does 10 more damage, and is the same in everything else. Dwarves can't become lashers. There are no lasher option in the military settings... --[[User:Nitem4re|Nitem4re]] 14:13, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have a complaint... Reading this wiki gave me the impression that whips and scourges were weak weapons and that it would require several for them to be noticeable. So it was that I came upon the idea of using a small number of scavenged and traded whips and scourges in weapon traps at the extremity of my fortress to weaken incoming attackers and to slow retreaters, hoping that if they got lucky and killed one it would probably bleed to death after safely leaving the trap. What I did not expect was rivers of blood, corpses piled 4 deep and exploding goblins. While I missed the event it would appear that a head travelled up one Z-level, west 8 X-levels and north 10 Y-levels, whilst a lower body travelled up 2 Z-levels, west 6 X-levels and south 2 Y-levels. I can only assume that they collapsed from the pain and were pulled into the mechanism...&lt;br /&gt;
&lt;br /&gt;
My haulers are demanding an apology for the mess they need to clean up, perhaps a note could be made indicating that whips can be effective(and messy) despite their low damage values...&lt;br /&gt;
&lt;br /&gt;
It is this sort of thing that makes me glad that the thoughts &amp;quot;horrified by an unfathomable scene of carnage&amp;quot; and &amp;quot;Saw something unnatural happen to a fellow living creature&amp;quot; have not yet been implemented...&lt;br /&gt;
[[User:RAM|RAM]] 04:56, 13 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:How many did you put in the traps?  Even crappy weapons like whips will obliterate an enemy when you have a bunch of them all hitting simultaneously. --[[User:LegacyCWAL|LegacyCWAL]] 16:17, 13 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Odd, I could have sworn that I liked to a movie of me examining the area, it is 3 1-deep rows of traps in a 3-wide corridor, the first row each have 1 low-quality bronze whip, second row each have 1 no-quality iron scourge and the third row each have 1 iron and 1 bismuth bronze whip, with one trap having an additional bronze whip. The mechanisms are good quality but it doesn't really seem to be alot to me, but I am new to DF...&lt;br /&gt;
&lt;br /&gt;
::Here [http://www.mkv25.net/dfma/movie-1170-scarywhips] is the movie, I must say that this is very effective for stopping sieges, my goblins are unmodified, and they don't seem to have any trolls or beak dogs, but(if I recall correctly) in a recent siege this setup left me with 23 goblin corpses(and about 25 body parts) and only 3 traps clogged, with no goblins reaching any other defences(I think some made it through but ran back because of injuries and goblins dying behind them), funnily enough it was the single weapon traps that did most of the clogging...[[User:RAM|RAM]] 14:38, 16 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Hrm.  Most of the goblins are unarmored wrestlers, and most of the rest are poorly-armored archers.  By the time they got to the third row, they had taken multiple hits from gore-damage weapons (and one of the third row of traps had some really nasty ones in it).  Whips and scourges don't do a lot of damage, but they do cause pain and bleeding.  That doesn't matter too terribly much against heavily-armored soldiers who can shrug off a couple blows, but it doesn't take many hits like that to make a werestler bleed to death.  And if the traps weren't clogging up much, most of the goblins would've taken a lot of hits, which with gore damage would really add up.&amp;lt;BR&amp;gt;I also see that several goblins made it to the stonefall traps.  If it took that long to break them, then the odds are good that many made it past the traps, broke, and ran back across the traps for another go.  With that many hits, even whips and scourges can overwhelm a metal-armored soldier.&amp;lt;BR&amp;gt;Long story short, it was pretty much an absolute best-case scenario for whips and scourges, making lots of attacks against poorly-armored targets ;) --[[User:LegacyCWAL|LegacyCWAL]] 16:14, 16 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unorthodox weapons ==&lt;br /&gt;
&lt;br /&gt;
Is there any information on unorthodox weapons such as coins and loincloths? For instance, are the material and crafting value taken into account, and what is the base damage of the item? [[User:Patarak|Patarak]] 04:13, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Unortodox&amp;quot; weapons are not really weapons. However, since ''absolutly anything thrown is deadly in the curren fight code'', a lot of people use about anything in adventure mode. This is how coins became popular as a throwing weapon. Part because it's as deadly as anything else and very light which mean you can carry a lot around, part because it is a weapon used in other ascii or rogue like games. You could throw butterfly corpses and mud around and it would be just as deadly as coins. --[[User:Eagle of Fire|Eagle of Fire]] 17:52, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, you don't even have to throw them for them to be deadly. I know of a cyclops that had managed to wrestle a full waterskin from one of my adventurers and beat several of them to death with it, greatly amplifying the damage it was doing. --[[User:Toastdieb|Toastdieb]] 21:26, 24 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does anybody know the actual damage values for improvised weapons?  I just picked up a chunk of raw adamantine and killed a tentacle demon in a matter of seconds.--[[User:Igfig|Igfig]] 11:41, 26 May 2009 (UTC)&lt;br /&gt;
:(In Fortress or Adventure mode?)&lt;br /&gt;
:(Adventure.  I doubt it matters for the values though.)&lt;br /&gt;
&lt;br /&gt;
== Great axe ==&lt;br /&gt;
&lt;br /&gt;
I'm not saying dwarves can wear it, but the dead goblin over there wore one, and even a shield too..if I can get 5 minutes of peace from this annoying little buggers i will try to let one of my dwarves wear it..--[[User:Koltom|Koltom]] 21:40, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You're lucky. You get alot of goblins! I want some! Can you send some over?--[[User:CrazyMcfobo|CrazyMcfobo]] 18:16, 10 April 2008 (EDT&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Clicking the links of some of the types of weapons redirects back to weapons. --[[User:Chrispy|Chrispy]] 21:07, 10 April 2008 (EDT)&lt;br /&gt;
:This is a feature called a redirect. If you want to then go ahead and create enough of an article that nobody reverts it back to a redirect. For a lot of weapons there isn't that much of a need for a seperate article, but the redirect will point someone back to a place they can find out what they need to know.[[User:GarrieIrons|GarrieIrons]] 00:21, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trap components as weapons ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There are a few enormous weapons that no race can wield...&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
I beg to differ. In Adventure mode, at least in &amp;quot;Play Now&amp;quot;, you can in fact pick these things up and hit people with them. I dunno if they come with lots of negatives for being a stupid weapon, but I know I've used an enormous wooden corkscrew to fight troglydites before. That, and a barrel of dwarven wine.&lt;br /&gt;
--[[User:Dadamh|Dadamh]] 11:19, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I know that adventurers can do things that shouldn't be possible. Other creatures are technically capable of doing those things, but their code won't ask them to do them. --[[User:Savok|Savok]] 12:51, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I'll say.  In adventure mode, you can carry around and throw anvils at enemies.  It does no more damage than sand and you'll have the speed of a glacier, but it's hilarious.  I suspect, though, that improvised weapons are as effective as unarmed attacks.  I'll have to check on that though.  --[[User:Smartmo|Smartmo]] 15:45, 13 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possible bug with long swords in 40d (not wieldable in two hands) ==&lt;br /&gt;
&lt;br /&gt;
Today I traded for two wooden longswords and set two new recruits to use them for sparring.&lt;br /&gt;
The recruits continually go pick up the swords (&amp;quot;Pickup Equipment&amp;quot;) and then instantly drop the weapon on the ground.  It doesn't matter whether they are on duty or not, actually.&lt;br /&gt;
&lt;br /&gt;
Is it possible this is a bug in 40d?  Is it possible that oversized weapons that the article lists as being wieldable in two hands actually require a certain amount of strength attribute?  Or is it that the article is just completely mistaken on long swords as being wieldable by dwarves using both hands?  Any thoughts or input would be nice.&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 01:02, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:If I recall, someone somewhere mentioned that setting a dwarf to use two weapons will permit them to hold two-handed weapons. I'm yet to confirm is this works, since I've not got any two-handed weapons available.--[[User:Quil|Quil]] 12:28, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Ok, thanks.  Stupidly, in a moment of frustration I abandoned the fortress.  I will also try to confirm this again.  If it's true, that info definately needs to be in the article...--[[User:Jpwrunyan|Jpwrunyan]] 00:35, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unusual materials==&lt;br /&gt;
I was hoping to make some wooden weapons for sparring, but I don't seem to be able to make anything but the enormous trap components and bolts out of wood. Am I missing something, or can dwarves only make bolts from wood, and other wooden weapons have to be traded for/looted?&lt;br /&gt;
Along the same lines, it'd be really nice to know more specifically what the &amp;quot;handful&amp;quot; of weapons are that can be made of other materials, and what materials each can be made from. If anyone can verify that info here I'll try and add it into the article. (I'll find out what I can, but have no access to obsidian atm). [[User:Kirig Stonebeard|Kirig Stonebeard]] 19:32, 18 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That &amp;quot;handful&amp;quot; of weapons is just bolts (wood or bone), crossbows (wood or bone), and stone short swords (1 wood + 1 obsidian, just as deadly as steel).  Anything else has to be imported.  The good news is that you can make weapons out of silver, which is just as bad as wood when it comes to hurting things.  It's expensive as hell, but sparring weapons are sparring weapons. --[[User:LegacyCWAL|LegacyCWAL]] 19:44, 18 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks Legacy, the way I was reading the article I was SURE there must be others and I was just missing something on how to manufacture them. It seems to me that list is short enough to be specific about, so I'll go ahead and edit it in (and probably steal your concise formatting) to make it clearer (unless someone objects).&lt;br /&gt;
::Thanks also for the tip on silver; I was planning to check the table right after I checked here. I do have some galena on my current map but it might be a while til I can reach it... since the elves are mostly bringing me useless junk and haven't appointed a liason, I might just go with copper weapons and iron/steel armor and cross my fingers.&lt;br /&gt;
::On the bright side though, they're bringing me plenty of tamed bears in case I decide to forge a few tricycles, sew a few fezs and start a circus! [[User:Kirig Stonebeard|Kirig Stonebeard]] 05:06, 22 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Overall best trap weapon==&lt;br /&gt;
&lt;br /&gt;
Disregarding material, which weapon would work the best for a weapon trap? ''(unsigned by [[Lemonpieman]])''&lt;br /&gt;
:Simply put, there is no single &amp;quot;best&amp;quot;.  If the creature has internal organs, the spiked ball (3 piercing attacks) can achieve a lucky (if not immediate) kill.  The giant axe is the meanest, dishing out huge amounts of damage and can severe limbs - and even a zombie GCS is less dangerous without a leg or four. The corkscrew and serrated disk are in between, each w/ diff crits as above. A spike has some special uses that are unique to that.  Slashing weapons tend to leave body parts that dwarfs want to clean up. Decide what you want to kill (or maim), and what its weak points are, and base your decision off of that. (and sign your posts)--[[User:Albedo|Albedo]] 12:05, 26 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: [[Cages]]. They're one enemy removed automatically, no matter how powerful. (Of course, since they're one-shot traps, it's probably best to back them up with row after row of serrated discs, spiked balls, and axe blades). And we can't forget the importance of using weapons that your dwarves can't, like mauls, to add a bit of an unpleasant surprise. --Count Dorku&lt;br /&gt;
&lt;br /&gt;
== Weapons dwarves can use in Fortress mode ==&lt;br /&gt;
&lt;br /&gt;
Dwarves can't be assigned to use two handed weapons (except the crossbow), whips and daggers. Can they use the Scimitar, Flail and Morning Star, a sword and maces if the fortress manages to get a hold of them?--[[User:Seaneat|Seaneat]] 19:52, 17 July 2009 (UTC)&lt;br /&gt;
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:Yes on scimitar.&lt;br /&gt;
&lt;br /&gt;
:Funny thing: If you set a soldier to sword and only long swords are available, he will run in circles picking it up, trying to equip, drop it, walk away, turn back, pick it up, trying to equip, drop it...unless you set number of weapons to 2 - then it works! --[[User:Birthright|Birthright]] 02:07, 15 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::While a dwarf can use a mace (among others), it isn't one of the &amp;quot;basic&amp;quot; weapons, that dwarfs can manufacture.  That's how those tables are set up atm, not &amp;quot;usable/not usable&amp;quot;.  Mace should not have been moved (or the tables re-sorted).  I'd rather see basic/foreign weapons, w/ notes as to whether they're usable or not, and how.--[[User:Albedo|Albedo]] 03:11, 15 September 2009 (UTC)&lt;br /&gt;
:::Er what? Look at your forge or a random dwarf. I guess you mixed up [[mace]] with some other weapon. [[Macedwarf]] is a perfectly normal [[skill]]. --[[User:Birthright|Birthright]] 10:26, 15 September 2009 (UTC)&lt;br /&gt;
::::...I gotta stop smokin' crack while I'm editing, clearly. I guess that since the stats 100% ''identical'' to a hammer, I had put it in the same category as morningstar or scimitar in my mind.  nm. &amp;lt;goes back to hittin' the pipe&amp;gt; --[[User:Albedo|Albedo]] 16:15, 16 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Blowgun damage ==&lt;br /&gt;
&lt;br /&gt;
Wait, is it just me, or do blowguns do ''more'' damage in melee than they do in ranged combat? What's up with that? I know the darts are small and all, but WHAT.&lt;/div&gt;</summary>
		<author><name>KoboldInDisguise</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Skill_token&amp;diff=55414</id>
		<title>40d Talk:Skill token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Skill_token&amp;diff=55414"/>
		<updated>2009-10-18T07:29:41Z</updated>

		<summary type="html">&lt;p&gt;KoboldInDisguise: Created page with 'MAGIC_NATURE in the skill tag gives you the Druid skill. :3 I put it on a test-weapon, started an adventurer and became a druid. It was pretty cool! ~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MAGIC_NATURE in the skill tag gives you the Druid skill. :3 I put it on a test-weapon, started an adventurer and became a druid. It was pretty cool! [[User:KoboldInDisguise|KoboldInDisguise]] 07:29, 18 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>KoboldInDisguise</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KoboldInDisguise&amp;diff=54902</id>
		<title>User:KoboldInDisguise</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KoboldInDisguise&amp;diff=54902"/>
		<updated>2009-10-13T12:23:25Z</updated>

		<summary type="html">&lt;p&gt;KoboldInDisguise: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;KoboldInDisguise is definitely not a kobold wearing a disguise. No. She is definitely a dwarf. Or maybe a human. Could be an elf. Rumour has it that KoboldInDisguise is actually a tentacle demon with corrupt intentions. That's probably not entirely true. She doesn't have tentacles.&lt;br /&gt;
&lt;br /&gt;
'Dwarf', Kobold.&lt;br /&gt;
&lt;br /&gt;
Soldier&lt;br /&gt;
&lt;br /&gt;
Extremely Agile&lt;br /&gt;
&lt;br /&gt;
Proficient Slicer&lt;br /&gt;
Talented Shooter&lt;br /&gt;
Dabbling Comedian&lt;br /&gt;
High Master of Disguise&lt;/div&gt;</summary>
		<author><name>KoboldInDisguise</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:DF_Cheese.jpg&amp;diff=54901</id>
		<title>File talk:DF Cheese.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:DF_Cheese.jpg&amp;diff=54901"/>
		<updated>2009-10-13T12:21:35Z</updated>

		<summary type="html">&lt;p&gt;KoboldInDisguise: Created page with 'BISHIEDORF ~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BISHIEDORF [[User:KoboldInDisguise|KoboldInDisguise]] 12:21, 13 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>KoboldInDisguise</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:KoboldInDisguise&amp;diff=54829</id>
		<title>User:KoboldInDisguise</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:KoboldInDisguise&amp;diff=54829"/>
		<updated>2009-10-12T05:07:04Z</updated>

		<summary type="html">&lt;p&gt;KoboldInDisguise: Created page with 'KoboldInDisguise is definitely not a kobold wearing a disguise. No. She is definitely a dwarf. Or maybe a human. Could be an elf. Rumour has it that KoboldInDisguise is actually …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;KoboldInDisguise is definitely not a kobold wearing a disguise. No. She is definitely a dwarf. Or maybe a human. Could be an elf. Rumour has it that KoboldInDisguise is actually a tentacle demon with corrupt intentions. That's probably not entirely true. She doesn't have tentacles.&lt;/div&gt;</summary>
		<author><name>KoboldInDisguise</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Site&amp;diff=54827</id>
		<title>40d Talk:Site</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Site&amp;diff=54827"/>
		<updated>2009-10-12T05:03:17Z</updated>

		<summary type="html">&lt;p&gt;KoboldInDisguise: /* Lava pools in temples */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So this is the most wanted page on the wiki... Do we even need it? I mean, since we already got &amp;quot;map tiles&amp;quot; which for me seems to be the same thing... Maybe have it redirect to map tiles? &lt;br /&gt;
-Uberubert&lt;br /&gt;
:I was under the impression that site actually referred to special areas in adventure mode like towns and stuff. --[[User:Karlito|Karlito]] 18:25, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== To do ==&lt;br /&gt;
&lt;br /&gt;
Check for buildings in/around Human mountain hall sites.&lt;br /&gt;
&lt;br /&gt;
Check what tunnels in civs that use forest retreats, towns, etc look like&lt;br /&gt;
&lt;br /&gt;
Mod stuff - Goblin [i.e. LIKES_SITE:DARK_FORTRESS] forest retreats (do these have towers/temples just like human ones have town buildings?), Human [i.e. LIKES_SITE:CITY] dark fortresses, etc.&lt;br /&gt;
&lt;br /&gt;
Get a good look at caves, get pictures of stuff (I have a picture of one floor of a goblin tower)&lt;br /&gt;
[[User:Random832|Random832]] 13:17, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Temples ==&lt;br /&gt;
&lt;br /&gt;
Has it not been commented somewhere that temples often reflect the deity they have been built for?&lt;br /&gt;
&lt;br /&gt;
Town temples tend to be white in my experience, though that could just be the ones I've visited. Also, a goblin one was a nice vivid red.&lt;br /&gt;
&lt;br /&gt;
And is there any correlation between open-roofed temples and them being deities of air or whatever? I had a deity, one of whose spheres was the sun, and the roof was open, leading people to say something like &amp;quot;it is said the open roof of {NAME OF TEMPLE} allows one to experience the sun for the glory of {NAME OF GOD}.&lt;br /&gt;
&lt;br /&gt;
Maybe this kind of thing is worth research and a mention? I'd be happy to make a pilgrim adventurer if there's nothing been done previously. =D [[User:Emmanovi|Emmanovi]] 15:29, 29 November 2008 (EST)&lt;br /&gt;
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== Caravans/&amp;quot;creatures&amp;quot; ==&lt;br /&gt;
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I'm pretty sure their symbol isn't the wood log symbol. i have a graphic tileset installed and it still looks like a gray horizontal line, not like the log. [[User:Wagawaga|Wagawaga]] 17:17, 1 May 2009 (UTC)&lt;br /&gt;
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== Lava pools in temples ==&lt;br /&gt;
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I heard on the forums that some religions with fire gods occasionally have magma filled pools in temples, though according to those seeking them they were exceedingly rare and couldn't be used like normal magma. [[User:KoboldInDisguise|KoboldInDisguise]] 05:03, 12 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>KoboldInDisguise</name></author>
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