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		<id>https://dwarffortresswiki.org/index.php?title=Noble&amp;diff=282045</id>
		<title>Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Noble&amp;diff=282045"/>
		<updated>2023-01-02T22:12:32Z</updated>

		<summary type="html">&lt;p&gt;Libertine Angel: Updated menu screenshot for v50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Jacques Callot, Noble Woman with Large Collar, c. 1620-1623, NGA 36864.jpg|thumb|250px|right|Jacques Callot, a human noble from times past.]]'''Nobles''' are &amp;lt;s&amp;gt;snotty, good-for-nothing parasites&amp;lt;/s&amp;gt; [[Dwarf|dwarves]] elevated to a position of &amp;quot;rule&amp;quot; (or so ''they'' think) over your fortress. They provide a critical happiness bonus to unhappy and [[stress]]ed dwarves, who will yell at or cry on the nobles, and are also responsible for interacting with [[outpost liaison]]s. Nobles who can perform a useful, specific task or duty unique to their position, such as [[Manager|managing work orders]], [[Broker|trading with merchants]], [[Militia commander|commanding military positions]], or even [[bookkeeper|stocks recording]], are colloquially known as '''utility nobles'''. Certain nobles are automatically elected by your fortress's citizenry, rising to ranks mostly outside of the player's control, while others (the aforesaid utility nobles, mostly) can be directly appointed by the player, and can be promoted, demoted and replaced at any time. &lt;br /&gt;
&lt;br /&gt;
Certain higher-rank nobles can make [[demand]]s and set [[mandate]]s, which, if not met, will upset the noble and result in punishments for your dwarves if the fortress has an active [[justice]] system. They are also well-aware of their social statuses and often want expensive, well-furnished [[room]]s and other personal goodies, such as [[cabinet]]s and [[armor stand]]s, and some of them are envious bastards and do not want a lesser dwarf to have a better room than them. If a noble is too much of a problem and cannot be fired, it may be possible to arrange an [[unfortunate accident]] for them. Be careful, though, the death of a noble, especially a popular one like a [[mayor]], may cause unhappy thoughts and stress among the general populace, and their replacement may be ''even worse''. Furthermore, a fortress lacking a noble ruler (such as a [[mayor]]) may be temporarily unable to appoint new nobles manually, including utility nobles, until a new dwarf takes office.&lt;br /&gt;
&lt;br /&gt;
It is possible for some of your dwarves to hold noble titles over other parts of the dwarven kingdom. These dwarves are still capable of issuing mandates in your fort, however, and demand the same sort of privileged treatment as any other non-utility noble. There is no benefit to having multiple of the same noble in the same fortress (except for [[militia captain]]s), so in the event you happen to have multiple [[baron]]s or similar, it is more productive to [[unfortunate accident|remove]] the noble whose title is not linked to your fortress in order to avoid the unnecessary hassle with mandates and demands. Note that nobles, whether elected or appointed, cannot be peacefully [[Emigration|exiled]], as they are presumably in charge of emigration orders in the first place.&lt;br /&gt;
&lt;br /&gt;
[[Human]]s, [[Elf|elves]] and [[goblin]]s have nobles of their own, with some of the positions of their [[civilization]]s being exclusive to them, such as human law-makers and elven [[druid]]s. While civilized, [[kobold]]s and subterranean [[animal people]] have no nobles.&lt;br /&gt;
[[File:Nobles v50.png|thumb|right|500px|The {{k|n}}obles screen, displaying a variety of positions. Those with room requirements are fulfilled, while the Mayor has a pending mandate.]]&lt;br /&gt;
== Triggers ==&lt;br /&gt;
Landholding nobles have triggers defined in the &amp;quot;entity_default.txt&amp;quot; [[raws]]. Prior to v0.44.11, these triggers would activate the associated nobles directly; in the current version, these triggers allow the foundation of new [[holding]]s and the number of holdings activates the nobles instead.&lt;br /&gt;
&lt;br /&gt;
*'''Population''' - Minimum population required for this position to become available.&lt;br /&gt;
*'''Created Wealth''' - Minimum created wealth for this position to become available.&lt;br /&gt;
*'''Exported Wealth''' - Minimum exported wealth for this position to become available.&lt;br /&gt;
*'''Holdings''' - Minimum number of fortress [[holding]]s for this position to become available.{{v|0.44.11}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;text-align:center;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
| '''Land Holder'''&lt;br /&gt;
| '''Population'''&lt;br /&gt;
| '''Created Wealth'''&lt;br /&gt;
| '''Exported Wealth'''&lt;br /&gt;
| '''Holdings'''{{v|0.44.11}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Baron]]&lt;br /&gt;
| 20&lt;br /&gt;
| 100k &lt;br /&gt;
| 10k&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! [[Count]]&lt;br /&gt;
| 20&lt;br /&gt;
| 200k &lt;br /&gt;
| 20k&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! [[Duke]]&lt;br /&gt;
| 20&lt;br /&gt;
| 300k &lt;br /&gt;
| 30k&lt;br /&gt;
| 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Below are the room demands made by each position. For details on room values see: [[Room]]. It also lists the number of chests, cabinets, weapon racks, and armor stands they demand. Finally, it shows the maximum number of [[demand]]s and [[mandate]]s they can issue at any given point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Inactive nobles are commented out. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Note the colour progression:&lt;br /&gt;
&amp;lt;!-- Note the colour progression (parenthesis are former values):&lt;br /&gt;
Meager (FFFFE0) -&amp;gt; FFFF00&lt;br /&gt;
Modest (FFFFC0) -&amp;gt; FFEA00&lt;br /&gt;
(blank) (FFFFA0) -&amp;gt; FFCC00&lt;br /&gt;
Decent (FFFF80) -&amp;gt; FFBA00&lt;br /&gt;
Fine (FFFF60) -&amp;gt; FFA200&lt;br /&gt;
Great (FFFF40) -&amp;gt; FF9000&lt;br /&gt;
Grand (FFFF20) -&amp;gt; FF7800&lt;br /&gt;
Royal (FFFF00) -&amp;gt; FF4E00&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;text-align:center;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Quarters!!Dining Room!!Office!!Tomb!!Chests!!Cabinets!!Racks!!Stands!!Demands!!Mandates&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Baron]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Tomb&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Bookkeeper]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Broker]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Captain]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Captain of the guard|Captain of the Guard]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Champion]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Chief medical dwarf]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Count]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Mausoleum&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
![[Diplomat]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|-&lt;br /&gt;
![[Duke]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Opulent Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Mausoleum&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[Dungeon master]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Expedition leader]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Forced administrator]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[General]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Grave&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Hammerer]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Lieutenant]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Manager]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Mayor]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Militia captain]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Militia commander]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Monarch]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Mausoleum&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;10&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;10&lt;br /&gt;
|5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Outpost liaison]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Sheriff]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==   &lt;br /&gt;
This shows various notes for each position taken from the [[raws]].&lt;br /&gt;
&lt;br /&gt;
*'''#''' - lists whether one or more dwarves can have this position.  Duke/Count/Baron don't have a number listed, but each fortress can only have one.&lt;br /&gt;
*'''Squad''' - Lists the number and type of dwarf that this position leads&lt;br /&gt;
*'''Spouse''' - The noble's spouse is also considered a noble, being called &amp;quot;[noble] [[consort]]&amp;quot;. No privileges are attached to them, except of course the fact that they share the rooms with their spouse.&lt;br /&gt;
*'''Heir''' - Is this individual replaced by an heir when they die?&lt;br /&gt;
*'''Appointed By''' - Which position appoints this person initially?  Note that the player actually controls all appointments via the noble screen; this is, in effect, only which dwarf is ''necessary'' before the player can make the appointment. Barons aren't directly appointed but elevated (presumably by the mountainhome) upon recommendation of the player. They cannot be replaced via the {{k|n}}obles screen. Once a baron/countess/duke dies, no new nobles can be created, either.&lt;br /&gt;
*'''Replaced By''' - What position replaces this one?&lt;br /&gt;
*'''Pop Req''' - Minimum population required for this position to become available.&lt;br /&gt;
*'''Wealth Req''' - Minimum created &amp;amp; exported wealth (respectively) for this position to become available.&lt;br /&gt;
*'''Elected''' - Is this dwarf elected?&lt;br /&gt;
*'''Lazy''' - Such nobles won't do any regular [[labor]]s aside from pulling [[lever]]s, deconstructing [[wall]]s, and some other things. Currently non-functional, so &amp;quot;lazy&amp;quot; nobles can still be assigned to perform any labor.&lt;br /&gt;
*'''Immunity''' - Immune dwarves aren't punished for any crimes.&lt;br /&gt;
*'''Econ Exempt''' - These dwarves don't need money to pay for goods or rooms after the [[economy]] arrives. Due to the economy currently being disabled, this privilege goes unused for now.&lt;br /&gt;
*'''Military Screen Only''' - This position is only listed on the military screen.&lt;br /&gt;
*'''Jealous''' - These dwarves will become [[thought|upset]] if their rooms are not better than those of &amp;quot;lesser&amp;quot; dwarves. They don't have to see the rooms to become upset, since they somehow just know such rooms exist.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;text-align:center;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
| '''Position'''&lt;br /&gt;
| width=5% | '''#'''&lt;br /&gt;
| '''Squad'''&lt;br /&gt;
| width=5% | '''Spouse'''&lt;br /&gt;
| width=5% | '''Heir'''&lt;br /&gt;
| '''Appointed By'''&lt;br /&gt;
| '''Replaced By'''&lt;br /&gt;
| width=5% | '''Pop Req'''&lt;br /&gt;
| width=7% | '''Wealth Req'''&lt;br /&gt;
| width=5% | '''Elected'''&lt;br /&gt;
| '''Lazy'''&lt;br /&gt;
| width=5% | '''Immunity'''&lt;br /&gt;
| width=5% | '''Econ Exempt'''&lt;br /&gt;
| width=5% | '''Military Screen Only'''&lt;br /&gt;
| '''Jealous'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| Count&lt;br /&gt;
| 20&lt;br /&gt;
| 100k / 10k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Bookkeeper&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Broker&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Captain&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| General&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Captain of the Guard&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Fortress Guard&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| 50&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Champion&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Chief Medical Dwarf&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Count&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| Duke&lt;br /&gt;
| 20&lt;br /&gt;
| 200k / 20k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
! Diplomat&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
! Duke&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| 20&lt;br /&gt;
| 300k / 30k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon Master*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Expedition Leader&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Forced Administrator*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! General&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Hammerer&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Lieutenant&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| General&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Manager&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Mayor&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 50&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Militia Captain&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Militia-dwarf&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Militia Commander&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Militia Commander&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Militia-dwarf&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Monarch&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Armok himself&lt;br /&gt;
| -&lt;br /&gt;
| 140&lt;br /&gt;
| [[Monarch|It's complicated]]&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Outpost Liaison&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sheriff&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| Captain of the Guard&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Tax Collector*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--''* Not currently implemented.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appointed noble selection==&lt;br /&gt;
Appointed nobles are chosen by the player via the {{k|n}}oble menu (though technically, in-universe they are being appointed by higher-ranking nobles; see below). There are certain skills that are relevant for each appointed noble's job, and not all dwarves will gain experience in the given skill; some dwarves will never gain experience in certain skills, this is determined by each dwarf's personal traits, and it is therefore important to select the dwarf with the appropriate set of traits for each position.&lt;br /&gt;
&lt;br /&gt;
When choosing a dwarf to assign to a noble position, the list of choices is sorted by the skill relevant to the job. This is ''especially'' important when appointing utility nobles.&lt;br /&gt;
&lt;br /&gt;
*Military leaders ([[Captain of the guard|captains of the guard]], [[militia commander]]s, and [[militia captain]]s) use the [[leader]] and [[military tactics]] skills, among others.&lt;br /&gt;
&lt;br /&gt;
*[[Manager]]s use the [[organizer]] skill.&lt;br /&gt;
&lt;br /&gt;
*[[Chief medical dwarf|Chief medical dwarves]] are usually appointed based on their qualifications as a [[diagnostician]], though of course you need more than just diagnosis for a functional [[hospital]].&lt;br /&gt;
&lt;br /&gt;
*[[Broker]]s most critically use the [[judge of intent]] and [[appraiser]] skill, among other [[social skill]]s.&lt;br /&gt;
&lt;br /&gt;
*[[Bookkeeper]]s have their very own [[record keeper]] skill.&lt;br /&gt;
&lt;br /&gt;
In-universe, when you appoint a noble, the new orders don't just descend from on high. Instead, a higher-ranking noble will actually appoint someone to the position. All appointed noble positions aside from the militia captain are appointed by the [[expedition leader]], or the [[mayor]] that replaces them when your fort's population reaches a certain point. [[Militia captain]] positions are instead appointed by the [[militia commander]], and the commander must return from any [[mission]]s before any appointments can be made. If your fort doesn't have the relevant higher-ranking noble [[fun|for some reason]], you can't appoint certain positions until they are replaced.&lt;br /&gt;
&lt;br /&gt;
== Nobles in other civilizations ==&lt;br /&gt;
&lt;br /&gt;
There are two basic kinds of nobles: civ-level and site-level.  Positions with the [SITE] tag are site-level, those without it are civ-level.  These types of nobles can be regarded as completely separate systems; with the lone exception of LAND_HOLDER related appointments (which have their own specific rules), civ-level nobles cannot appoint, succeed, or be replaced by site-level positions, and vice versa.&lt;br /&gt;
&lt;br /&gt;
Outside of fort mode, the game will always attempt to assign nobles whenever possible (except for those with NUMBER:AS_NEEDED).  So the rules for when nobles appear are controlled by the tags which limit them.&lt;br /&gt;
&lt;br /&gt;
Nobles with [APPOINTED_BY:position] require a noble of the designated position.&lt;br /&gt;
Nobles with [REQUIRES_POPULATION] require the population to have a specific size.&lt;br /&gt;
Nobles with [REQUIRES_MARKET] will only appear in &amp;quot;large&amp;quot; sites (which may have different rules for different site types).  This tag has no effect in fort mode.&lt;br /&gt;
&lt;br /&gt;
Positions that have no requirements will automatically be assigned to a random civ member when a new site/civ is created.&lt;br /&gt;
A position that requires a certain population will not appear in fort mode unless it has [APPOINTED_BY] or [ELECTED], probably due to a bug.  In worldgen, there is no functional difference between ELECTED and no appointment rule except that ELECTED nobles tend to have high social skills and/or skills related to the position, while non-elected ones are assigned randomly.&lt;br /&gt;
If a noble dies or advances to a new position via succession, the position will be granted to another unit based on the [SUCCESSION] tag.  If they have an heir or the position exists, the unit will be assigned.  If not, a new one will be appointed according to the usual rules.&lt;br /&gt;
It is possible to assign multiple levels of SUCCESSION:BY_POSITION, creating a line of positions where the death of one causes all those &amp;quot;below&amp;quot; them to advance.&lt;br /&gt;
&lt;br /&gt;
[REPLACED_BY:position] means that once the replacing position is available, the current position will disappear. As mentioned, site-level and civ-level positions are completely separate; a site position cannot be replaced by a civ-level one or vice versa.&lt;br /&gt;
&lt;br /&gt;
These rules are followed in worldgen.  It is possible to cause civs and individual sites to change their behavior substantially when they reach a certain size by controlling nobles.  For example, if a site can only appoint a position with [MILITARY_GOALS] after reaching a particular size, that site will not send armies on missions until the required size is reached.&lt;br /&gt;
&lt;br /&gt;
Another interesting point is that a civ-level LAW_MAKING position is required for the civilization to have any kind of cohesion.  Without it, sites will be constantly embroiled in territorial disputes and civil wars will be commonplace.&lt;br /&gt;
&lt;br /&gt;
== Landholders positions ==&lt;br /&gt;
&lt;br /&gt;
The way DF determines what positions will actually appear in your fortress is somewhat counter-intuitive and fairly limiting. This guide should help you understand what you can do to actually get your positions working properly.&lt;br /&gt;
&lt;br /&gt;
There are five tokens governing which positions appear in your fortress - LAND_HOLDER, REQUIRES_POPULATION, APPOINTED_BY, ELECTED, and REPLACED_BY. The first two determine when your fortress is eligible for a new position, the next two determine how a new position for which your fortress is eligible can be added, and the fifth allows you to clear up obsolete positions. Unfortunately, they also interact in some strange ways that makes creating interesting position structures difficult.&lt;br /&gt;
&lt;br /&gt;
When you start a new fortress, DF compiles a list of your initial positions. To do this, it looks at the requirements for each position - any position whose only requirement is less than seven dwarves (either because they have no requirement tokens, or because their only requirement tokens are [REQUIRES_POPULATION: =&amp;lt; 7] or [LAND_HOLDER:some trigger whose only requirement is some number of dwarves equal to or less than 7]). Most importantly, any position whose only requirement is a LAND_HOLDER requirement, regardless of what the trigger for that requirement is, will be added if another eligible starting position is REPLACED_BY it. A non-LAND_HOLDER position that is REPLACED_BY a LAND_HOLDER position will never appear. With this list compiled, the game culls all positions that are REPLACED_BY another eligible position, and then culls all positions that have the APPOINTED_BY token. You may not embark with any appointed positions. Any remaining positions are then filled by a dwarf chosen at random.&lt;br /&gt;
&lt;br /&gt;
Positions do not automatically appear when you reach their requirements. For example, if you remove the ELECTED token from the Mayor, then the Mayor will never appear, even once you reach their required number of dwarves. For a position that does not appear at embark to appear in your fortress, it must be APPOINTED_BY another position or ELECTED.&lt;br /&gt;
&lt;br /&gt;
Naturally, this is more complicated than it looks. APPOINTED_BY positions must be appointed by another position already in your fortress, or a civ-level position. Only LAND_HOLDER positions may be appointed by civ-level positions. LAND_HOLDER positions that are APPOINTED_BY civ-level positions are inherently tied to civ-level tokens with the ESTABLISH_COLONY_TRADE_AGREEMENTS responsibility. If a fortress meets the LAND_HOLDER_TRIGGER for a new LAND_HOLDER tier when a caravan leaves, then the next time the outpost liaison or equivalent arrives, they will offer to make you an official colony, which will allow you to select all positions for that LAND_HOLDER level. Each time they appear, the outpost liaison will only promote your fortress one tier up the LAND_HOLDER track. The biggest problem with this system is that you may set your LAND_HOLDER_TRIGGERS such that you are eligible for the first tier of LAND_HOLDER positions at embark. If you are eligible for the first tier of LAND_HOLDER positions at embark, then all first-tier positions will appear twice - once at embark, and again when the outpost liaison comes to appoint you to the first tier.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Nobles may have impossible [[demand]]s, like cardinal leather items or metal beds. {{Bug|944}}&lt;br /&gt;
(Feel free to arrange an [[unfortunate accident]] for the idiot in question) While no dwarves will get punished for not producing these items, it may enrage the noble.&lt;br /&gt;
&lt;br /&gt;
Since at least 0.34.01, if your fort is unable to find a replacement for a noble, that noble will never be reappointed. {{bug|5299}} As of 0.42, new mayors and expedition leaders will be elected / &amp;quot;appointed by the monarch&amp;quot; after some time... but it might take a while, and in the meantime, you won't be able to appoint certain nobles. (not really a bug?) {{bug|8129}}&lt;br /&gt;
&lt;br /&gt;
===Selecting Squads which contain Nobles===&lt;br /&gt;
&lt;br /&gt;
Here's a link to the DF forum, where some SCIENCE on Nobles in Squads has been conducted.&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=113639.msg3467517#msg3467517&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Although &amp;lt;s&amp;gt;many&amp;lt;/s&amp;gt; all players &amp;lt;s&amp;gt;often&amp;lt;/s&amp;gt; constantly get &amp;lt;s&amp;gt;angry&amp;lt;/s&amp;gt; murderously mad at nobles, wiser players simply thank their lucky stars that [[main:Armok|Armok]] never created congressdwarves.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rîthol&lt;br /&gt;
| elvish  = ramu&lt;br /&gt;
| goblin  = dösta&lt;br /&gt;
| human   = hal&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Nobles}}&lt;/div&gt;</summary>
		<author><name>Libertine Angel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Nobles_v50.png&amp;diff=282044</id>
		<title>File:Nobles v50.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Nobles_v50.png&amp;diff=282044"/>
		<updated>2023-01-02T22:10:56Z</updated>

		<summary type="html">&lt;p&gt;Libertine Angel: An example of the Nobles &amp;amp; Administrators screen.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
An example of the Nobles &amp;amp; Administrators screen.&lt;/div&gt;</summary>
		<author><name>Libertine Angel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Guildhall&amp;diff=280761</id>
		<title>Guildhall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Guildhall&amp;diff=280761"/>
		<updated>2022-12-31T19:04:46Z</updated>

		<summary type="html">&lt;p&gt;Libertine Angel: Changed menu/keypress instructions to reflect v50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''guildhall''' is a place where [[dwarves]] belonging to a [[guild]] socialize, share skills, and entertain with each other. Guildhalls are requested by your population after a profession has sufficient members (10 by default) within your fortress. A guildhall by default requires 2000☼ in zone [[wealth]], and a Grand Guildhall needing 10000☼ to be considered established. Both population and zone wealth requirements can be modified in [[d_init.txt]]. A guild with a guildhall was observed establishing connections with other guilds, but with an as-of-yet unknown effect. If a guildhall petition has been accepted but has not been built after one year, the agreement to establish a guildhall will be abandoned. &lt;br /&gt;
&lt;br /&gt;
== World ==&lt;br /&gt;
&lt;br /&gt;
Guilds will establish in the cities of civilizations that value [[Personality_trait#CRAFTSMANSHIP|craftmanship]], and, thus, will build guildhalls (primarily dwarven civilizations in an unmodded game, but human cities have been seen building guildhalls, too).&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
Guildhalls are designated [[Locations]] in fortress mode, designated from any [[meeting area]] {{k|z}}one.&lt;br /&gt;
&lt;br /&gt;
Upon creation ({{K|z}}-&amp;gt;Meeting Area-&amp;gt;Assign Location-&amp;gt;New Guildhall), the new guildhall will be given a random name, which may be based on the profession of the associated guild, for example {{dftext|&amp;quot;The Grove of Deer&amp;quot;|}} for Rangers - it can be renamed from the Location information screen after clicking on it in the Zone menu.  Once a guildhall is set up, you can see its [[room value]] on the locations screen, which also tells you if the guildhall is up to the desired standard - when it says '''{{dftext|Agreed to build guildhall|2:1}}''' the requirements are not yet met.&lt;br /&gt;
&lt;br /&gt;
===Uses===&lt;br /&gt;
Guildhalls provide socialization and communal skill learning via demonstrations. Skillful dwarves will demonstrate their skills to others, the same way as soldiers do when training in their barracks. &lt;br /&gt;
[[Visitors]] to your fortress can also hold demonstrations in the guildhall when the hall is set as '''{{dftext|All visitors welcome|2:1}}''' in the locations menu. This can be a nice boost to your dwarves, especially if the visitor holding the demonstration has a relevant legendary skill.&lt;br /&gt;
&lt;br /&gt;
As even halls without established guilds will have demonstrations given to idlers, it is recommended to build halls for the professions that you need  - for example, instead of waiting for weaponsmiths to migrate in, make a hall for weaponsmiths or metalworkers in general. Demonstrations will be given, unused idle hands will be trained in the professions you need, and soon enough, a guild will establish itself. [[Children]] can also participate in guildhall demonstrations, thus allowing them to get potentially more useful [[strange mood]]s than normal, and learn skills ahead of time for when they become adults.&lt;br /&gt;
&lt;br /&gt;
Similarly, as hospitals are always zones, it is recommended to also mark this zone as a meeting location, and in turn use it as a doctor's hall. This has the added benefit that you will always have medically trained personnel in your hospitals. Just don't forget to enable the labors.  Furthermore, a guildhall will satisfy the &amp;quot;learn something&amp;quot;, &amp;quot;practice a skill&amp;quot;, and &amp;quot;help somebody&amp;quot; [[need]]s for the one doing the demonstration. [[Emotion]]ally, the (dwarven) participants feel interest, wonder and satisfaction for participating in a demonstration. Should you deny or ignore the petition for a guildhall, the dwarves involved will get an unhappy thought about it.&lt;br /&gt;
&lt;br /&gt;
== Adventurer Mode ==&lt;br /&gt;
&lt;br /&gt;
You can visit the guildhalls of guilds in [[adventurer mode]]. E.g: In human towns, these buildings consist of three levels: The lowest, a storage level filled with bins, the second filled with chairs and tables, and the third with some chairs and tables, but mostly display furniture. Guilds will fill the display furniture with quality items of the type the guild specializes in.&lt;br /&gt;
&lt;br /&gt;
[[File:Df guildhall.png|800px|thumb|center|Image of a guild hall in a human town in adventure mode. The leftmost image is the lowest storage area, the middle, the socialization area, and, at the top, an area for the display of guild items. This being a clothier guild, they put quality clothes on display.]]&lt;br /&gt;
&lt;br /&gt;
{{world}}&lt;br /&gt;
{{Category|Locations}}&lt;/div&gt;</summary>
		<author><name>Libertine Angel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Naked_mole_dog_v50.png&amp;diff=279415</id>
		<title>File:Naked mole dog v50.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Naked_mole_dog_v50.png&amp;diff=279415"/>
		<updated>2022-12-24T00:37:07Z</updated>

		<summary type="html">&lt;p&gt;Libertine Angel: A naked mole dog, as shown in its character sheet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A naked mole dog, as shown in its character sheet&lt;/div&gt;</summary>
		<author><name>Libertine Angel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Gorlak_v50.png&amp;diff=279390</id>
		<title>File:Gorlak v50.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Gorlak_v50.png&amp;diff=279390"/>
		<updated>2022-12-23T22:04:58Z</updated>

		<summary type="html">&lt;p&gt;Libertine Angel: A Gorlak sprite from a character sheet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A Gorlak sprite from a character sheet&lt;/div&gt;</summary>
		<author><name>Libertine Angel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cavern&amp;diff=279381</id>
		<title>Cavern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cavern&amp;diff=279381"/>
		<updated>2022-12-23T21:18:19Z</updated>

		<summary type="html">&lt;p&gt;Libertine Angel: Replaced image with one from the current Steam release&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
[[File:Cavern v50.jpg|thumb|351px|A cavern found underground.]]&lt;br /&gt;
[[File:cavern2.jpg|thumb|351px|Art of an actual cavern.]]&lt;br /&gt;
''Not to be confused with [[Cave]].''&lt;br /&gt;
&lt;br /&gt;
'''Caverns''' are ''huge'' natural underground tunnel systems, inhabited by strange and dangerous creatures. They go up, down, left, right, and just about anywhere else. Vanilla worlds provide three cavern layers. Number, size and z-position can be altered in the [[world generation]] parameters.&lt;br /&gt;
&lt;br /&gt;
The caverns will usually have open map edges, allowing all sorts of [[creatures]] to migrate into and from them. By exploring the caverns in adventure mode it is possible to travel large distances below the surface - the caverns effectively connect all sites that access them.&lt;br /&gt;
&lt;br /&gt;
Upon reclaiming a fort, all mud in the caverns is removed.&lt;br /&gt;
&lt;br /&gt;
''In subterranean biomes, Chasm, water, and lava mean land, water (pool), and magma (pipes) respectively.''&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
The top of the first cavern usually resides about 10-11 z-levels below the surface.&lt;br /&gt;
Each cavern layer spans multiple z-levels, and is filled with [[water]] to a certain degree. This can range from a few pools at the bottom level to the whole layer being submerged, forming a gigantic underground sea, including [[fish]] and possibly camps of [[olm man|olm men]] and other [[fun]] aquatic creatures.&lt;br /&gt;
&lt;br /&gt;
The average amount of water cavern layers feature depends on your world generation settings, specifically&lt;br /&gt;
&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
&lt;br /&gt;
Beneath the third layer lies the [[magma sea]].&lt;br /&gt;
&lt;br /&gt;
If you hit caverns too often then you can create a custom world with a higher number for 'Z Levels Above Layer 1' - Levels of stone above the first cavern layer. Making this higher will guarantee at least this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is. Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more levels than this.&lt;br /&gt;
&lt;br /&gt;
Generating worlds using the ISLAND template tend to produce much deeper caverns (hundreds of z-levels down) than those with the REGION template, where only 50-60 z levels will separate the surface from the Underworld.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
Exploring the underground world, you may find a variety of special geographical features. When your dwarves discover a feature, an announcement window will let you know of it.&lt;br /&gt;
&lt;br /&gt;
'''[[Deep pit]]s:''' Deep pits are... deep pits that connect one cavern level to the next. They have a fixed shape. The top z-level, where the pit meets the next cavern level, is un-muddied rough rock floor where the normal space of the deep pit and the random rock spires of the cavern collide.&lt;br /&gt;
&lt;br /&gt;
If your map has an unseen [[cave-in]] at the beginning of embark, the caverns may have a deep pit somewhere. This occurs because some stone in the cavern above the deep pit is unsupported and falls down. This may be a bug.&lt;br /&gt;
&lt;br /&gt;
'''[[Magma pool]]s:''' Despite the name, magma pools are not actual pools, but tubes extending up from the [[magma sea]]. Their shape is fixed and their presence random. A magma tube might extend all the way to the top cavern, or merely a few z-levels. Magma pools can be distinguished from the magma sea even if they are only a single Z-level high due to two important features: they will always be walled by obsidian as opposed to the standard stone of the layer and, more importantly, will (very slowly) refill to their top if any magma is drained.&lt;br /&gt;
&lt;br /&gt;
'''[[Passage]]s:'''&lt;br /&gt;
Passages are natural tunnels connecting two layers by ramps and short, twisted tunnel sections. The announcement window will let you know you've found a downward passage even if you happen to discover it from the bottom.&lt;br /&gt;
&lt;br /&gt;
==Wildlife==&lt;br /&gt;
A number of [[vermin]] and [[creature]]s can only be found in subterranean biomes, at certain cavern levels. Cavern creatures seem to follow different rules from above-ground creatures - their population numbers are usually far more than their [[Raw file|raws]] imply, and alignment plays no role in whether they can be found in the map or not. Good creatures like the [[gorlak]], evil creatures like the [[troll]] and savage creatures like the [[giant cave spider]] can be found in any cavern, regardless of the actual [[surroundings]].&lt;br /&gt;
&lt;br /&gt;
[[Forgotten beast]]s are a special type of procedurally-generated [[megabeast]] found only in caverns, and may invade your map from any of the three cavern levels.&lt;br /&gt;
&lt;br /&gt;
===Creatures===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|5:1}} [[Amethyst man]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|a|6:0}} [[Amphibian man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|a|0:1}} [[Antman]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|0:1}} [[Bat man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|7:1}} [[Blind cave bear]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|7:1}} [[Blind cave ogre]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|4:0}} [[Blood man]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|5:0}} [[Bugbat]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|6:1}} [[Cave blob]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|7:0}} [[Cave crocodile]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|D|7:1}} [[Cave dragon]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|f|7:1}} [[Cave fish man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|f|6:1}} [[Cave floater]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|0:1}} [[Cave swallow man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|e|7:1}} [[Creeping eye]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|4:0}} [[Crundle]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|D|6:1}} [[Draltha]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|d|7:0}} [[Drunian]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|E|6:0}} [[Elk bird]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|i|6:1}} [[Fire imp]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|4:1}} [[Fire man]]&lt;br /&gt;
|   ||   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|6:0}} [[Flesh ball]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|%|7:0}} [[Floating guts]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|0:1}} [[Gabbro man]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|0:1}} [[Giant bat]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|7:0}} [[Giant cave spider]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|0:1}} [[Giant cave swallow]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|7:0}} [[Giant cave toad]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|W|6:0}} [[Giant earthworm]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|6:0}} [[Giant mole]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|7:1}} [[Giant olm]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|R|6:0}} [[Giant rat]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|g|6:1}} [[Gorlak]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|G|2:1}} [[Green devourer]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|g|2:1}} [[Gremlin]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|7:1}} [[Helmet snake]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|h|0:1}} [[Hungry head]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|0:1}} [[Iron man]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|J|5:1}} [[Jabberer]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|r|6:0}} [[Large rat]]&lt;br /&gt;
| {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|0:1}} [[Magma crab]]&lt;br /&gt;
|   ||   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|4:1}} [[Magma man]]&lt;br /&gt;
|   ||   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|6:0}} [[Manera]]&lt;br /&gt;
|   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|4:1}} [[Molemarian]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|6:0}} [[Mud man]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|n|4:1}} [[Naked mole dog]]&lt;br /&gt;
| {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|7:1}} [[Olm man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|5:0}} [[Plump helmet man]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|1:1}} [[Pond grabber]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|R|7:0}} [[Reacher]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|r|2:0}} [[Reptile man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|r|0:1}} [[Rodent man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|R|7:0}} [[Rutherer]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|7:1}} [[Serpent man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|t|6:0}} [[Troglodyte]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|0:1}} [[Troll]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|1:0}} [[Voracious cave crawler]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; [[Animal people#Subterranean animal people|Subterranean animal people]] live in pre-existing &amp;quot;camps&amp;quot; and do not move in/out of caverns like other creatures. If they weren't there from the start, they will never be encountered, and if every animal man present is killed, they will ''not'' reappear from the edge of the map.&lt;br /&gt;
&lt;br /&gt;
===Vermin===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|0:1}} [[Bat]]&lt;br /&gt;
| {{check}} || {{check}} ||  || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|2:0}} [[Cap hopper]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|7:1}} [[Cave fish]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|¥|7:1}} [[Cave lobster]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|7:0}} [[Cave spider]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|0:1}} [[Cave swallow]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|*|6:0}} [[Creepy crawler]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:1}} [[Fire snake]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|7:1}} [[Olm]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|{|7:1}} [[Purring maggot]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Vegetation==&lt;br /&gt;
[[File:Cavern krugg.jpg|thumb|Rendering of cavern Vegetation]]&lt;br /&gt;
&lt;br /&gt;
Any cavern layer without a pool of water will have only muddy dense floor fungus, and no plants or trees except [[blood thorn]]s.&lt;br /&gt;
&lt;br /&gt;
Removing a layer will cause the layer above to randomly pick from trees that the now-removed layer could have handled and that the layer above can handle.&lt;br /&gt;
&lt;br /&gt;
===Shrubs===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|:|7:1}} [[Cave wheat]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|:|1:1}} [[Dimple cup]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|:|7:0}} [[Pig tail]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|:|5:0}} [[Plump helmet]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|:|7:0}} [[Quarry bush]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|:|4:1}} [[Sweet pod]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Trees===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|7:1}} [[Tower-cap]]&lt;br /&gt;
| {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|6:1}} [[Fungiwood]]&lt;br /&gt;
| {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|4:1}} [[Goblin-cap]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|3:0}} [[Spore tree]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|0:1}} [[Black-cap]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|│|5:1}} [[Tunnel tube]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|1:0}} [[Nether-cap]]&lt;br /&gt;
|   ||   || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|╡|4:0}} [[Blood thorn]]&lt;br /&gt;
|   ||   || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Grasses===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|3:1}} [[Cave moss]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|7:1}} [[Floor fungus]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dangers==&lt;br /&gt;
Though digging down can be tempting, coupled with the fact that caverns can provide some helpful resources, there are many, many &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]] [[animal]]s in a cavern. This includes [[giant cave spider]]s, [[giant olm]]s, [[troll]]s and [[cave crocodile]]s, but even the seemingly [[gremlin|harmless ones]] can provide great [[Stupid_dwarf_trick#Self_Destruct_Lever|fun]].&lt;br /&gt;
&lt;br /&gt;
Cavern level one is as good as things get, and the following levels will [[Cave dragon|only]] [[Voracious cave crawler|be]] [[Magma crab|worse]]. If you can't stand level one, you won't be able to stand level two or three. [[Hungry head|Flying creatures]] can &amp;lt;s&amp;gt;ruin your day&amp;lt;/s&amp;gt; [[Fun|provide some fun]] if your main stairwell leads directly into the cavern (the bottom of up-down/down stairs can be passed by flying creatures). Also, any cavern of sufficient size will be inhabited by [[giant cave spider]]s, which can be both a [[Silk|benefit]] and a hazard.&lt;br /&gt;
&lt;br /&gt;
Opening the caverns will make it possible for your fortress to be attacked by [[forgotten beast]]s, which range in lethality from &amp;quot;not much&amp;quot; to &amp;quot;nigh unkillable&amp;quot;. One thing you really have to watch out for is having your main stairwell lead into a cavern. It doesn't have to be so walking creatures can get in, but just so there's an open hole. Any hostile creature sitting under your open stairway will spook any dwarves trying to use it, causing a flood of job cancellation messages as they keep trying to reach their destination. When this happens, it can lead to all your dwarves starving themselves to death. Only build stairs on the side, preferably with a hatch.&lt;br /&gt;
&lt;br /&gt;
And of course, digging too deep will lead the player to encounter certain [[Demon|overwhelmingly fun things]].&lt;br /&gt;
&lt;br /&gt;
==Benefits==&lt;br /&gt;
Caverns provide ever-regenerating resources in the form of underground [[wood|forests]], animals to hunt, and fish. On breaching a cavern layer, a variety of [[ore]]s and [[gem]]s lining its walls will be revealed. The cavern floors are always [[Farming#Underground Farming|muddied]], providing soil to a variety of underground [[plant]]s. Also, underground caverns and the [[water]] they provide can be used in constructions and traps. In places like [[glacier]]s, caverns will provide the only source of [[water]] and [[farming|farmable]] land. Throwing your prisoners into a damp hellhole filled with ravaging beasts is a nice addition, too. Additionally, creating a world without caverns will result in no subterranean plants, plant products (plump helmets/spawn/wine etc.) or fish available on embark. However this is a moot point, as without mods, dwarven civilizations only use indoor farming, and so will never form. Worldgen will stall without a usable dwarven civilization.&lt;br /&gt;
&lt;br /&gt;
Once an underground cavern has been discovered, shrubs and trees will spontaneously grow on any subterranean [[soil]] or [[mud]]died [[rock]] on every embark site that accesses the cavern. This means that if you find a cavern in one embark site and embark in another site accessing the same cavern, plants will start growing there even before you discover the branch of the cavern that lies under the site. This allows you to construct underground tree farms and avoid sending dwarves to the surface to harvest wood, or just to get wood in environments without above-ground forests.&lt;br /&gt;
&lt;br /&gt;
As walls can be built right up to the map edge below ground, it is possible to prevent land creatures from spawning by turning all the spawn points into walls. A single level of wall is sufficient to halt most non-fliers, who will appear on the wall and be unable to get down into the cavern itself. Creatures with the ability to climb or jump, however, tend to eventually figure out a way down, so prepare for these accordingly. Fliers can be stopped only by building walls up to the ceiling, and swimmers can't be prevented from spawning without obsidianising the water tiles on the map edge. The next best thing is to block off access, which can be achieved by dropping a layer of natural stone wall into the water.&lt;br /&gt;
&lt;br /&gt;
NOTE: walls come with floors above them, which means that creatures may still spawn on top of the wall and interrupt jobs, or not spawn where you want them to (if you are trying to wall off most entrances and leave a few designated entrances with cage traps). So fortifications without floors on top of them should be built instead to seal an entrance from ground creatures. Also avoid completely walling off all ground creatures with only 1 floor of walls; the game will spawn flying creatures if ground creatures cannot be spawned.&lt;br /&gt;
&lt;br /&gt;
===Creatures===&lt;br /&gt;
[[Cage trap]]s placed in the caverns can capture wild animals to potentially [[animal trainer|tame]]. As with above-ground creatures, subterranean groups of creatures are limited to one group at a time. Many of the more interesting creatures appear in groups of one and have small populations, so you'll have to clear out a lot of bugbats and crundles before being able to grab every giant cave spider or jabberer your site can produce.&lt;br /&gt;
&lt;br /&gt;
These small populations may result in all spawned individuals being of the same sex, making breeding programs impossible even for creatures that have the necessary tags. Adding the [CHILD:1] to a creature is a relatively easy mod, but sex changes require the application of a transformational syndrome, and possibly changing the creature from an egg-layer to a live-birther.&lt;br /&gt;
&lt;br /&gt;
==When should I start exploring?==&lt;br /&gt;
One standard approach is to wait until you have a working military. The first cavern usually has few hazardous monsters, apart from the occasional [[giant olm]] or [[giant toad|toad]] and [[giant cave spider]]s, but just one giant bat can destroy an early fort, and [[Forgotten beast|uninvited guests]] will wander in sooner or later. The subsequent caverns will become increasingly [[fun]], so don't dig too deep without making adequate preparation. A decent military should be able to handle the cavern fauna, assuming they're not busy dealing with surface [[invader]]s.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you might want to breach the caverns as early as possible, then wall off the entrance. Doing so has several benefits: it will allow you to plan your fortress layout around the underground features, release the spores necessary for an underground [[tree farm]], prevent a calamitous discovery later when [[forgotten beast|powerful enemies]] lie in wait, and minimize the amount of time invested if the caverns prove unsuitable. You can of course continue to explore a cavern without a military, but you will likely get a bunch of dwarves killed.&lt;br /&gt;
&lt;br /&gt;
Another alternative approach is to breach the caverns on a separate tunnel from your main fortress, so that beasts found inside have to path through the surface to reach your citizens, much in the way regular wild animals and invaders have to. Watch out for automatically created 'collect silk' jobs though, since dwarves assigned to them will be all the more in danger.&lt;br /&gt;
&lt;br /&gt;
Not all parts of a cavern are immediately visible; a good portion of a cavern is revealed once you breach it, but other parts remain hidden until your dwarves explore them. Since you often don't know what you'll find in a cavern, they can be exciting places, but also &lt;br /&gt;
very &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; fun.&lt;br /&gt;
&lt;br /&gt;
==Methods of exploration==&lt;br /&gt;
:''This section covers methods to explore already-discovered caverns; if you're having trouble finding the caverns, check [[Exploratory mining]] for tips.''&lt;br /&gt;
&lt;br /&gt;
There are many different methods of exploring, some less [[fun]] than others.&lt;br /&gt;
&lt;br /&gt;
'''Military squads''': You can order your [[squads]] into the cavern with move orders. This way you can have dwarves manually explore the cavern by foot. The caverns are dangerous and unpredictable; well equipped dwarves will live longer. The {{k|s}}quad:{{k|a}}ttack:{{k|l}}ist command will help you find and kill enemy creatures which may be located on many different z-levels inside the cavern.&lt;br /&gt;
&lt;br /&gt;
Note that creatures may wander into the cavern from the edges, so, if you want to start collecting silk, gems, ore and the other valuable loot in a cavern, and you want to do so safely, you should first kill or capture the creatures in the cavern, then wall off the edges to keep new creatures from wandering in. Note that, if you want to keep flying creatures out, your walls will need to cover the edge of the cavern from the floor to the ceiling. If you'd still like to fight or capture wandering creatures, but don't want them killing your workers, you can leave some room for creatures to get in, and build doors or cages as necessary.&lt;br /&gt;
&lt;br /&gt;
'''Monster slayers''': Once you've discovered a cavern, if your  [[world]]'s population and history is large enough, a steady stream of wandering [[monster slayer]]s will come to your fort, [[petition]]ing you for the right to live there and kill the awful horrors that live beneath your feet. While it's best not to rely on them to actually keep your fort safe from deep trouble, they actually do a pretty solid job of mapping out your caverns for you. Just be sure to keep [[cage trap]]s and sane armed guards at whatever access route you choose to leave open so your slayers can reach their tasty slayables.&lt;br /&gt;
&lt;br /&gt;
'''Lone woodcutter''': Most cavern creatures are not faster than a normal dwarf, so it may be safer to send out a civilian woodcutter to cut 1 tree at where you want to explore. Unlike exploring with an early unarmed military team that will suicide against [[jabberer]]s, a woodcutter will actually run away when confronted by hostile creatures. Cavern creatures also tend to give up the chase after a while, provided you can dodge the few hits they rarely get in if they catch up (not a problem if your explorer has moderate dodging skill).&lt;br /&gt;
&lt;br /&gt;
'''Fortifications''': as dwarves can see through [[fortification]]s, you can carve out a fortification near the edge of the explored area to safely discover more of the cavern. This prevents wildlife and [[megabeast]]s from entering your fort, as an added benefit. This method does not work for exploring the magma layers - or rather, it ''does'' work, but for a very, very brief time during which there is much [[fun]].&lt;br /&gt;
&lt;br /&gt;
'''Digging and walling''': Instead of [[smoothing]] a wall and then carving a fortification, it can be quicker to just dig out the wall and then blocking off the opening with a [[construction|constructed]] wall. The disadvantage over the fortification method is that if any dangerous creatures are lurking unseen near edge of the explored area they might get to your dwarf before the wall can be put up.&lt;br /&gt;
&lt;br /&gt;
'''Digging from above''': The only method that works in the magma layers, this method requires you to dig a hole from above the caverns into the cavern. It is advisable to seal the hole afterwards if you wish to prevent flying or magma creatures from entering your fort.&lt;br /&gt;
&lt;br /&gt;
'''Autonomous Dwarven Cavern Rover''': [[Activity_zone#Pit.2FPond|Pit]] an animal into the cavern through an access tunnel above the cavern floor, walling it up afterward if you wish. The animal will wander the cavern, revealing more of it, and possibly stumble across things you would prefer your dwarves not encounter unaware. If the animal is tame, its movement can be somewhat controlled by creating a [[Activity zone#Meeting Area|meeting zone]] in the place you would like it to move to.&lt;br /&gt;
&lt;br /&gt;
'''Suicide mission''': Ideal for exploring the bottom of a deep pit or magma pool. Knock a dwarf or animal into the pit, and they will rapidly plummet. Despite being unconscious, they will report everything they see for as long as they are alive. [[Noble]]s, [[cat]]s and [[vampire]]s make excellent geonauts.&lt;br /&gt;
&lt;br /&gt;
'''Separate tunnels''': Digging exploration tunnels from within your fortress will result in a direct path from the caverns to your fortress- this can result in enormous volumes of fun. Players seeking to avoid fun may instead choose to start their exploration tunnels from elsewhere on the surface, outside the fortress. This guarantees that any threats released through exploration must pass through the same entrance utilized by surface threats, such as goblins or elephants, before they can access the fortress.&lt;br /&gt;
&lt;br /&gt;
This method works in conjunction with the &amp;quot;Digging from above&amp;quot; method. Placing the tunnels as close as possible to the edges of the map will reduce obstruction to the fortress. The Dwarf Fortress Wiki assumes no liability for any potential damage to lesser surface races resulting from the release of subterranean monsters directly into the surface world.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
You can enter a cavern with an [[Adventurer_mode|adventurer]] and explore it. Ways to enter them include [[cave]]s, dwarven [[fortress]]es that connect to [[tunnel]]s, starting in [[Mountain halls]], and goblin [[dark pits]] that have pits that can be [[climb]]ed down. You can also encounter downward [[passage]]s or [[Cavern#Features|deep pits]] that connect the different cavern levels.&lt;br /&gt;
&lt;br /&gt;
The dangers are obvious; Nasty creatures, pitfalls, etc. You also have to watch out because you can't fast-travel underground, unless you are in a generated [[tunnel]], and you can only start fast travel on those if you are not in a mountain tile or hostile site. That means no easy healing, so you have to be very careful. Make sure you stock up on food, water and (if you use it) ammunition before you head in, though, as caverns are quite massive and it can be difficult to find your way back. Worse, there are tribes of animal men underground, and unlike in the good old days they'll attack on sight. If you're lucky, you'll find a [[gremlin]] or other non-hostile intelligent wildlife, and those can potentially be recruited. Since you can't fast-travel, you have to rely on sleeping to heal, which can be dangerous due to the [[Giant cave spider|nature]] of caverns. You're on your own against [[Forgotten beast|whatever]] [[Troll|shows]] [[Blind cave ogre|up]], unless you brought or find allies. Escaping from the caverns by the same route used as an entrance can be very difficult, though if you manage to reach a cavern area immediately underneath a town you will be able to fast-travel to the surface.&lt;br /&gt;
&lt;br /&gt;
If you discover the underground caves in Adventure mode, then retire and start a fortress, the fortress will grow subterranean plants as if a passage to the underground had already been opened on that map.&lt;br /&gt;
&lt;br /&gt;
==Caravan and embark item availability==&lt;br /&gt;
[[Embark]]ation and dwarven [[caravan]]s will only provide resources available in the first cavern level. Since [[purring maggot]]s don't appear in the first cavern level, unlike in 40d, you can't buy dwarven [[cheese]] or dwarven [[milk]] {{Bug|1449}}. A workaround is to edit the global [[raw file]]s to make purring maggots appear on level one, [[world generation|generate a new world]], then edit the raws of the new world to change the maggots back to normal before embark.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = kor | elvish = nunòre | goblin = aspâd | human = rushan}}&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;/div&gt;</summary>
		<author><name>Libertine Angel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Cavern_v50.jpg&amp;diff=279380</id>
		<title>File:Cavern v50.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Cavern_v50.jpg&amp;diff=279380"/>
		<updated>2022-12-23T21:16:31Z</updated>

		<summary type="html">&lt;p&gt;Libertine Angel: An example of a cavern in the Premium release&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
An example of a cavern in the Premium release&lt;/div&gt;</summary>
		<author><name>Libertine Angel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Sedimentary_layer&amp;diff=279346</id>
		<title>Sedimentary layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Sedimentary_layer&amp;diff=279346"/>
		<updated>2022-12-23T20:15:09Z</updated>

		<summary type="html">&lt;p&gt;Libertine Angel: Added stone &amp;amp; gems found in the layer based on my current fort&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}{{Quality|Unrated}}&lt;br /&gt;
[[File:Layers of sedimentary rock in Makhtesh Ramon (50749).jpg|thumb|310px|right|Layers of sedimentary rock in Makhtesh Ramon.]]'''Sedimentary stone layers''' contain [[hematite]], [[limonite]], [[magnetite]], [[tetrahedrite]], [[bituminous coal]], [[lignite]], and [[gypsum]]. [[Chalk]]*, [[chert]]**, [[claystone]], [[conglomerate]], [[dolomite]]**, [[limestone]]*, [[mudstone]], [[rock salt]], [[sandstone]]**, [[siltstone]] and [[shale]] layers are sedimentary.&lt;br /&gt;
:&amp;lt;sup&amp;gt;(* These also function as [[flux]].  **These are also [[magma-safe]].)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sedimentary layers are, on average, the most economically valuable of the four [[stone layers]].  They are your only source of [[bituminous coal]] and [[lignite]], vital for fueling non-[[magma]] forges and for the [[coke]] that [[steel]]-making requires (especially if you lack [[tree]]s).  They are much richer in [[iron]] [[ore]]s than other rock formations.  Several sedimentary rocks - [[dolomite]], [[chalk]], and [[limestone]] - are [[flux]]es, required for [[steel]]-making and also being twice as valuable as normal stone, making them useful for [[crafts|trade goods]] or [[furniture]].&lt;br /&gt;
&lt;br /&gt;
Sedimentary layers can be tricky to locate. If you are starting off, and you want access to an embark area with sedimentary layers, use the &amp;quot;Find Desirable Location&amp;quot; function before embark and set your parameters to include sites with [[flux]] stone. Since most flux stones are found in sedimentary layers, this will increase your chances that a suitable site will have sedimentary rock near the surface. Be careful when using the &amp;quot;Find Desirable Location&amp;quot; function, as it will sometimes list green sites that have flux stone but not indicate that it does, actually, have flux stone. To find iron ores, search for a location that has shallow metals, flux stone, medium elevation, and either high or low drainage. On large maps, the ore is sometimes located near mountains and major rivers in large (min ~10x10) chunks.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a [[mountain]] biome that has an [[aquifer]] is guaranteed to be sedimentary as well, due to mountains lacking soil, which means the aquifer must be in sedimentary layers.&lt;br /&gt;
&lt;br /&gt;
If your [[Embark#Changing_Views|embark civilization]] has access to sedimentary layer stones [[Embark#Prepare_Carefully|when preparing]], it is likely one or more of the biomes in their sites overlap a biome containing it.&lt;br /&gt;
&lt;br /&gt;
(In real-world geology, sedimentary [[stone]] is formed by sediment. The sediment gets carried away by rivers and deposited in constantly growing heaps, where the pressure at the bottom eventually forms the sediment into stone.)&lt;br /&gt;
&lt;br /&gt;
==Sedimentary layers==&lt;br /&gt;
{{Layerlookup/layers|SEDIMENTARY}}&lt;br /&gt;
*[[Chalk]]&lt;br /&gt;
*[[Siltstone]]&lt;br /&gt;
==Stone found in sedimentary layers==&lt;br /&gt;
{{Layerlookup/stones|SEDIMENTARY}}&lt;br /&gt;
*[[Bauxite]]&lt;br /&gt;
*[[Bituminous coal]]&lt;br /&gt;
*[[Cassiterite]]&lt;br /&gt;
*[[Saltpeter]]&lt;br /&gt;
&lt;br /&gt;
==Gems  found in sedimentary layers==&lt;br /&gt;
{{Layerlookup/gems|SEDIMENTARY}}&lt;br /&gt;
*[[Chrysoprase]]&lt;br /&gt;
*[[Pink tourmaline]]&lt;br /&gt;
*[[Sapphire]]&lt;br /&gt;
*[[Tigereye]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* See also: [[stone found everywhere]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Stone Layers}}&lt;br /&gt;
[[ru:Sedimentary layer]]&lt;/div&gt;</summary>
		<author><name>Libertine Angel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Animal_trainer&amp;diff=279343</id>
		<title>Animal trainer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Animal_trainer&amp;diff=279343"/>
		<updated>2022-12-23T19:50:02Z</updated>

		<summary type="html">&lt;p&gt;Libertine Angel: Removed key prompts from the old control scheme, replaced with directions to the new menus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| skill      = Animal Trainer&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Animal training]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Train [[dog|war animal]]&lt;br /&gt;
* Train [[dog|hunting animal]]&lt;br /&gt;
* Train large animal&lt;br /&gt;
* Train small animal&lt;br /&gt;
| workshop = [[Kennel]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Toughness&lt;br /&gt;
* Endurance&lt;br /&gt;
* Intuition&lt;br /&gt;
* Patience&lt;br /&gt;
* Empathy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Animal trainer''' is the skill associated with the '''animal training''' [[labor]]. An animal trainer works with [[animal]]s, either training wild ones or training certain species for war or hunting. They also train certain kinds of captured live [[vermin]].&lt;br /&gt;
&lt;br /&gt;
The Pets/Livestock tab of the citizen information menu ({{k|u}}) has a list of all animals that belong to your civilization, and are tame, trained, or trainable. Each animal on the list can be assigned a trainer, who will then train (if needed) the animal, increase its training (if not already tame) or train it for war or hunting (if selected for hunting or training). Which animals are known and how well can be checked in the second sub-tab in &amp;quot;Animals&amp;quot; tab. There is no way to tame a specific type of vermin.&lt;br /&gt;
&lt;br /&gt;
An [[Activity_zone#Animal_training|animal training zone]] or [[Activity_zone#Pen/Pasture|pasture]] is required for all training activities for animals. It's a bit counterintuitive, but only taming vermin requires a [[kennel]].&lt;br /&gt;
&lt;br /&gt;
== Domesticating wild animals ==&lt;br /&gt;
=== Capture ===&lt;br /&gt;
[[File:animal_train_comic.png|thumb|200px|right|The butchers have it worse, they gotta 'obtain' the dogs' leather.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Art by p3ach_tea&amp;lt;/small&amp;gt;]]In order to train an animal, you must first have an animal to train, so before you can do any training, you must capture some wild animals. Which animals appear at your fortress (and thus which animals you can train, besides the [[Caverns|subterranean]] creatures that are randomly present) is dependent upon your [[surroundings]], which is in turn dependent upon the local [[biome]] or biomes, if your fortress overlaps multiple [[region]]s.&lt;br /&gt;
&lt;br /&gt;
Wild [[creature]]s can only be captured by [[cage trap]]s; as above-ground traffic is, as a rule, unrestricted, and as creatures can enter and exit the map from any direction, the only reliable way to force wildlife into your cages is to build a lot of them. The same is true of the [[caverns]], although since they are usually not nearly so expansive, capturing passing creatures is a little easier; on the other hand, you have to be much more worried about exposing your dwarves to the various subterranean nasties. Note that [[animal trap]]s are ''not'' used in this role, but are instead used by [[trapper]]s to capture live [[vermin]], and thus, surprisingly enough, trappers are not involved in the trapping of actual creatures.&lt;br /&gt;
&lt;br /&gt;
Just because you have a creature stowed away in your cages [[stockpile]], does not mean that it can be trained, as only creatures with the {{token|PET|c}} or {{token|PET_EXOTIC|c}} [[creature token]] can be trained. Most creatures have one of the two flags, but there are exceptions, notably some underground creatures. Sentient creatures (such as [[goblin]]s or [[animal people]]), [[forgotten beast]]s and [[titan]]s are among the creatures that can never be trained or tamed. Additionally, {{token|TRAPAVOID|c}} creatures ignore cage traps entirely. Captured [[siege|war]] [[mount]]s and any other [[name]]d enemies of your civilization can also be trained, but they will, regardless of training level, remain hostile to your civilization and will, if released from bondage, attack your units without mercy; even worse, these creatures [http://www.bay12forums.com/smf/index.php?topic=111357.0 may cause] a [[loyalty cascade]] if you order your [[military]] to deal with the situation.{{bug|6051}} To make use of captured creatures that you cannot or do not want to train, see [[live training]] and [[mass pitting]].&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
{| style=&amp;quot;text-align:center; float:right; margin:8px;&amp;quot; class=wikitable&lt;br /&gt;
! '''Designation'''&lt;br /&gt;
! '''Description''' &lt;br /&gt;
|-&lt;br /&gt;
| Wild || Not Tame&lt;br /&gt;
|-&lt;br /&gt;
| Semi-wild || Semi-wild&lt;br /&gt;
|-&lt;br /&gt;
| Trained || Trained&lt;br /&gt;
|-&lt;br /&gt;
| -Trained- || Well-trained &lt;br /&gt;
|-&lt;br /&gt;
| +Trained+ || Skillfully trained &lt;br /&gt;
|-&lt;br /&gt;
| *Trained* ||Expertly trained&lt;br /&gt;
|-&lt;br /&gt;
| ≡Trained≡ || Exceptionally trained &lt;br /&gt;
|-&lt;br /&gt;
| ☼Trained☼ || Masterfully trained &lt;br /&gt;
|-&lt;br /&gt;
| Domesticated || Tame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once you have a captured, trainable creature trapped in a cage, you can start training it. You will need an [[Activity zone#Animal training|animal training zone]] and some [[plants]] or [[meat]] depending on whether the animal is herbivorous or carnivorous. To have your animal trainer begin training a wild animal, use {{k|u}} to open the citizen information screen and select the animal menu. Scroll through the list until your captured wild animal is selected and use the whistle icon to set a trainer to train it. Note that if a caged animal is fed a plant, [[seed]]s will stay in the cage. This has no effect on training, but if you later release the animal, you will need to [[Activity zone#Garbage Dump|dump]] the seeds from the cage before it can be reused.&lt;br /&gt;
&lt;br /&gt;
The trainer will bring food to the cage and perform the initial training, setting the animal to one of the trained levels (see table at right). A fully wild animal must be trained from its cage, but once an animal has been initially trained and it is no longer wild, it may be safely released from its cage (and preferably assigned to an enclosed [[pasture]] or [[restraint]], to keep it hemmed in case problems arise later).&lt;br /&gt;
&lt;br /&gt;
A notable exception from &amp;quot;training levels&amp;quot; are animals which are a member of a species your civilization already has domesticated. Only a few of them can occur in the wild to be captured - e.g. [[water buffalo]] and [[turkey]]. Such creatures become fully tame upon the completion of training, and after that they will never require or receive training again, even if assigned to a trainer.&lt;br /&gt;
&lt;br /&gt;
Only wild animals can be trained in a cage. If you want your animal trainer to provide further training you must release the trained animal. Alternatively, with a difficult-to-train animal or a poor trainer, you may want to leave the animal in its cage. A caged animal will eventually revert to its wild state, at which point your trainer will perform the initial training again, safely giving your trainer experience and your civilization more knowledge about the animal. Note that {{token|GRAZER|c}}animals need a pasture to survive, and will die if left to linger in a cage for too long.&lt;br /&gt;
&lt;br /&gt;
The overall difficulty and time required to train an animal is roughly proportional to its [[List of creatures by pet value|pet value]]. As a general guideline, animals with pet values of less than 100 are easy to train, those with values of 100+ take some effort and a few years to train well, and creatures with pet values of 1000+ such as [[dragon]]s are very slow to train.&lt;br /&gt;
&lt;br /&gt;
Adult trained animals will slowly revert to their wild origins over time, and must be permanently scheduled for training (through the animal [[status]] menu) to ensure they remain friendly, through regular re-training. Trained animals have a quality associated to their training that affects how long they will retain composure before reverting to the wild, but which may have other effects as well. The last state an animal reaches before it becomes fully wild is semi-wild, which prompts an [[announcement]].&lt;br /&gt;
&lt;br /&gt;
Dwarves will instinctively know when their animal training partners need retraining, and will prioritize doing so, but will obviously not be able to if they are [[wound|injured]], experiencing a [[strange mood]], or are otherwise unable to reach their trainees. If you assign a single dwarf to an animal (Any available trainer is also an option) only that dwarf will ever attempt to train or retrain the creature, so care must be taken to keep your trainers healthy and available.&lt;br /&gt;
&lt;br /&gt;
Trading animals brought by [[merchants]] will immediately make them belong to the receiving party. This means that if another civilization brought them as tame animals, and you buy them, they will retain their tame status and will never revert to a wild state. This is also true when you seize the animals, or kill all the merchants. Note that killing all the merchants will '''not''' make the pack animals a part of your civilization, and will become &amp;quot;friendly&amp;quot; and wander around the map. Also, animals that become yours in this way will be in cages at first, so you will have to release them in some way. Due to a bug, the only way to do this is pasturing them and then removing them from the pasture. This is very important if they are grazers as they will starve due to the lack of grass in the cage.&lt;br /&gt;
&lt;br /&gt;
=== Animal knowledge ===&lt;br /&gt;
&lt;br /&gt;
When training animals that your [[civilization]] has never domesticated before, successful training will result in some knowledge being transferred to your civilization every time the dwarven [[caravan]] returns to the mountainhomes. Although a number of farm animals are domesticated by your civilization from the beginning of the game, your fortress cannot individually &amp;quot;civilization-level&amp;quot; domesticate a species.&amp;lt;sup&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every tame animal job increases overall fort training points for that animal by 10, and the fort training knowledge levels are attained at 30, 100, 250 and 500 (it zeroes points when it increases level).  War and hunting jobs are also worth 10 points, but a maintenance job is only worth 3. If your fort level is higher than the civ level for a given animal, 10 points of knowledge are transferred with each caravan that gets off the map (so it'd take 88 years worth of caravans to bring the civ all the way up to &amp;quot;expert&amp;quot;, but just 3 years to get every subsequent fort to start at &amp;quot;few facts&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The fort level of knowledge has a strong effect on in-fort training. When attempting to train an animal, a skill roll will be matched against a threshold that depends on animal knowledge.&lt;br /&gt;
For instance, if you know nothing about the animal, the animal training roll must be 30 to get past semi-wild and 100 to be masterfully trained (with 40/50/65/80 for the others). As you gain knowledge, the thresholds become lower and easier to attain:&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Few facts&amp;quot;: 20/30/40/60/70/90&lt;br /&gt;
*&amp;quot;Familiar&amp;quot;: 15/20/30/50/60/80&lt;br /&gt;
*&amp;quot;Knowledgeable&amp;quot;: 10/15/25/40/50/70&lt;br /&gt;
*&amp;quot;Expert&amp;quot;: 5/10/20/30/40/60&lt;br /&gt;
&lt;br /&gt;
The calculations for skill rolls are complicated, but by these numbers, your trainers are almost twice as good at expert-level fort knowledge, if they weren't already great trainers in their own right (in which case they'll probably crack 100 most times without help).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%; align:center&amp;quot;&lt;br /&gt;
! Announcement&lt;br /&gt;
! Training level in {{k|z}} screen&lt;br /&gt;
|-&lt;br /&gt;
| {{Gametext|The dwarves of (civ) now know a few facts about (animal) training.|cyan}}&lt;br /&gt;
| {{DFtext|A few facts|red}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Gametext|The dwarves of (civ) have attained a general familiarity with (animal) training methods.|cyan}}&lt;br /&gt;
| {{DFtext|General familiarity|yellow}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Gametext|The dwarves of (civ) are now quite knowledgeable (animal) trainers.|cyan}}&lt;br /&gt;
| {{DFtext|Knowledgeable|white}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Gametext|The dwarves of (civ) are now expert (animal) trainers.|cyan}}&lt;br /&gt;
| {{DFtext|Expert|cyan}}&lt;br /&gt;
|-&lt;br /&gt;
| {{center|-}}&lt;br /&gt;
|{{DFtext|Domesticated|lime}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Taming children ===&lt;br /&gt;
Animals who can be trained and possess a child state (allowed by the {{token|CHILD}} token) can produce a fully domesticated population. Note that animals cannot get pregnant in cages (in fact, this is one of the ''few'' times they can't), so you'll have to move past the initial training stage to have them.&lt;br /&gt;
&lt;br /&gt;
Animals born from a partially-trained mother will not revert to a wild state while they are still children: for example, if a wild female [[wolf]] is captured and trained up to the +T+ level, and gives birth, the pups may forget this &amp;quot;inherited&amp;quot; training, but will never go lower than Semi-Wild while they're still pups. They can, and will, revert to a wild state when they become adult wolves, though going back to a fully wild state will still take some time after they've reached adulthood. The training level of the father does not count for anything when it comes to the child.&lt;br /&gt;
&lt;br /&gt;
Animal children always become fully tame upon receiving training ''once''. This not only allows making children of trained mothers fully tame, it also allows instant taming of caught animal children or of children born in captivity to fully wild mothers. Only children can be domesticated, and once the young animal grows up the opportunity for domestication will no longer be available.&amp;lt;sup&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; Once an animal child becomes fully tame, it will never require training again, nor will it receive any even if assigned to a trainer - this means taming children gives you a domesticated population at the cost of removing a source of experience from your trainers.&lt;br /&gt;
&lt;br /&gt;
Animals in ''Dwarf Fortress'' give birth in one of two ways, either with live birth, or by laying and incubating [[egg]]s. Child-rearing animals that give birth to their young is easy: with an adjacent male of the species, children may be conceived, inheriting their mother's pasture status in the process. Egg-layers are more complicated: The female must be adjacent to a male for fertilization, there must be an open constructed [[nest box]] for the female to occupy and lay a clutch of eggs in, and they and the mother must remain undisturbed during the process as the mother must incubate her eggs; even training is inadmissible. Thus the eggs must be [[forbid]]den and the mother should have her trainer de-assigned during the duration of her stay; they also will ''not'' inherit their mother's pasture status.&amp;lt;sup&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; The resultant children will have the taming status of their mother when they were ''laid'', not hatched.&lt;br /&gt;
&lt;br /&gt;
Creatures missing the {{token|CHILD}} token are considered adults at birth. Because of it, they can never be rendered fully tame and will require re-training for the rest of their lives {{bug|7983}}. Examples of such creatures include [[crundle]]s, [[giant cave spider]]s, [[dragon]]s and [[hydra]]s.&lt;br /&gt;
&lt;br /&gt;
==Animal AI==&lt;br /&gt;
If a trained animal is &amp;quot;stray&amp;quot;, that is, it's not a pet, it will (usually) wander around your fortress randomly, spending most of its time in meeting areas, and attacking any hostiles that it comes across or wild animals that are attacking citizens. Animals with the {{token|LARGE_PREDATOR}} token are somewhat more aggressive than animals lacking this token, and are more likely to attack hostiles, while animals with a {{token|BENIGN}} token will simply run away from any hostiles, which makes them useless for [[Attack|dwarven]] defense, but they can be used as arrow fodder to keep the enemy entertained while you're bunkering in. Grazing animals should be assigned to a [[pasture]] because they will otherwise starve to death.&lt;br /&gt;
&lt;br /&gt;
A pet or work animal, if not assigned to a pasture, will alternate between following its owner and visiting [[meeting area]]s. Should their owner die, the animal may instead be seen alternating between meeting areas and visiting the site of their death (even if their body is no longer there).&lt;br /&gt;
&lt;br /&gt;
==Hunting/War training==&lt;br /&gt;
Some trained animals can receive additional training for hunting or for war, for which you need a [[Zone#Animal_Training|training zone]] and a dwarf with the animal training labor enabled. Then you can go to your Pets/Livestock list and find your trainable animal. Trainable animals are those where you see either war training or hunting training icons in the middle column. If you wish you can also select a particular trainer to perform this task with the first icon in the column.&lt;br /&gt;
&lt;br /&gt;
Some domesticated animal juveniles, such as puppies, are unable to be trained until they reach adulthood, at which point they only need hunting/war training once in their training zone.&lt;br /&gt;
&lt;br /&gt;
===Train a hunting animal===&lt;br /&gt;
This requires an [[Cage|uncaged]] trainable animal with {{token|TRAINABLE|c}} or {{token|TRAINABLE_HUNTING|c}}, an animal training activity zone, and an animal trainer. Note that an animal that is in a pasture can only be trained if the zone is also in the same [[pasture]]. Hunting animals can be assigned to follow a hunter and assist in the hunting process; once assigned they cannot be unassigned. They are intrinsically faster and more agile than a regular animal, and can [[ambusher|sneak]] alongside their partner, but are not as strong as a war animal.&lt;br /&gt;
&lt;br /&gt;
=== Train a war animal ===&lt;br /&gt;
This requires an [[Cage|uncaged]] trainable animal with {{token|TRAINABLE|c}} or {{token|TRAINABLE_WAR|c}}, an animal training activity zone, and an animal trainer. [[Pasture|Pastured]] animals can only be trained if the zone is located within their pasture. War animals are significantly stronger than their untrained counterparts; war dogs make excellent companions when starting a fortress, when you can't spare many dwarves for fighting.&lt;br /&gt;
&lt;br /&gt;
Like hunting animals, they can be assigned to individual dwarves the same way, and cannot be unassigned; combined with their strength, this makes them effective expendable bodyguards for any dwarf likely to see danger or who you feel is valuable enough to be worth protecting. Even if they fail to defeat an attacker, they can often buy their charge time to escape or for additional reinforcements to arrive.&lt;br /&gt;
&lt;br /&gt;
== Bonding ==&lt;br /&gt;
As animal trainers work with an animal, they may become [[Relationships|bonded]] to it (&amp;quot;formed a bond with an animal training partner&amp;quot;), and this relationship is visible in the dwarf's relationships screen. This happens even if the dwarf is not specifically assigned to the animal and appears to disregard training quality. The death of a bonded animal results in a bad thought for the trainer (&amp;quot;has lost an animal training partner to tragedy&amp;quot;), whose exact severity is unknown but fairly significant. It is unknown whether working with a bonded animal gives a happy thought similar to the one gained from talking to a friend.&lt;br /&gt;
&lt;br /&gt;
An animal trainer with a preference for the animal may adopt and name the animal at the time of training, even if the animal is not designated for adoption. This leaves the trainer highly susceptible to the bad &amp;quot;pet death&amp;quot; thought, renders the animal inedible, and eventually requires an extra coffin. It may be advisable to disable animal training on any trainer with such a preference, especially for war training.&lt;br /&gt;
&lt;br /&gt;
== Trainable war/hunting animals ==&lt;br /&gt;
The following creatures can be trained into war or hunting animals once they are tamed. Bigger animals ''tend'' to be stronger in combat. For comparison, an average adult dwarf is size 60,000.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Animal&lt;br /&gt;
! Size (cm³)&lt;br /&gt;
! Pet value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Bobcat]]&lt;br /&gt;
|8,000&lt;br /&gt;
|75&lt;br /&gt;
|Too small ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Mandrill]]&lt;br /&gt;
|20,000&lt;br /&gt;
|50&lt;br /&gt;
|^&lt;br /&gt;
|-&lt;br /&gt;
|[[Lynx]]&lt;br /&gt;
|25,000&lt;br /&gt;
|75&lt;br /&gt;
|^ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Ocelot]]&lt;br /&gt;
|25,000&lt;br /&gt;
|100&lt;br /&gt;
|^ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Dog]]&lt;br /&gt;
|30,000&lt;br /&gt;
|30&lt;br /&gt;
|^ ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Cheetah]]&lt;br /&gt;
|50,000&lt;br /&gt;
|200&lt;br /&gt;
|^ ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Leopard]]&lt;br /&gt;
|50,000 &lt;br /&gt;
|100&lt;br /&gt;
|^ ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Jaguar]]&lt;br /&gt;
|75,000&lt;br /&gt;
|100&lt;br /&gt;
|† ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Gorilla]]&lt;br /&gt;
|150,000&lt;br /&gt;
|500&lt;br /&gt;
|† ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant bat]]&lt;br /&gt;
|200,000&lt;br /&gt;
|750&lt;br /&gt;
|♪ Hunting only&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant cave swallow]]&lt;br /&gt;
|200,000&lt;br /&gt;
|700&lt;br /&gt;
|♪ Hunting only&lt;br /&gt;
|-&lt;br /&gt;
|[[Grizzly bear]]&lt;br /&gt;
|200,000&lt;br /&gt;
|500&lt;br /&gt;
|† ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Lion]]&lt;br /&gt;
|200,000 &lt;br /&gt;
|200&lt;br /&gt;
|† ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Tiger]]&lt;br /&gt;
|225,000&lt;br /&gt;
|200&lt;br /&gt;
|† ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant bobcat]]&lt;br /&gt;
|256,320&lt;br /&gt;
|500&lt;br /&gt;
|☼ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant mandrill]]&lt;br /&gt;
|341,800&lt;br /&gt;
|500&lt;br /&gt;
|☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant lynx]]&lt;br /&gt;
|377,750&lt;br /&gt;
|500&lt;br /&gt;
|☼ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant ocelot]]&lt;br /&gt;
|377,750&lt;br /&gt;
|500&lt;br /&gt;
|☼ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Polar bear]]&lt;br /&gt;
|400,000&lt;br /&gt;
|500&lt;br /&gt;
|☼ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant cheetah]]&lt;br /&gt;
|560,000&lt;br /&gt;
|200&lt;br /&gt;
|☼ ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant leopard]]&lt;br /&gt;
|560,000 &lt;br /&gt;
|100&lt;br /&gt;
|☼ ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant jaguar]]&lt;br /&gt;
|750,000&lt;br /&gt;
|100&lt;br /&gt;
|☼ ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Gigantic panda]]&lt;br /&gt;
|1,160,900&lt;br /&gt;
|1,000&lt;br /&gt;
|☼ ‼ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant grizzly bear]]&lt;br /&gt;
|1,700,000&lt;br /&gt;
|500&lt;br /&gt;
|☼ ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant lion]]&lt;br /&gt;
|1,700,000 &lt;br /&gt;
|200&lt;br /&gt;
|☼ ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant tiger]]&lt;br /&gt;
|1,900,000 &lt;br /&gt;
|200&lt;br /&gt;
|☼ ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Rhinoceros]]&lt;br /&gt;
|3,000,000&lt;br /&gt;
|500&lt;br /&gt;
|☼ ♪ ‼ ≈ War only&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant polar bear]]&lt;br /&gt;
|3,268,000&lt;br /&gt;
|500&lt;br /&gt;
|☼ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Jabberer]]&lt;br /&gt;
|4,500,000&lt;br /&gt;
|1,500&lt;br /&gt;
|☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Elephant]]&lt;br /&gt;
|5,000,000&lt;br /&gt;
|500&lt;br /&gt;
|☼ ‼ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave dragon]]&lt;br /&gt;
|15,000,000&lt;br /&gt;
|10,000&lt;br /&gt;
|☼ ○&lt;br /&gt;
|-&lt;br /&gt;
|[[Roc]]&lt;br /&gt;
|20,000,000&lt;br /&gt;
|10,000&lt;br /&gt;
|☼ ♪ [[Megabeast]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant rhinoceros]]&lt;br /&gt;
|24,000,000&lt;br /&gt;
|500&lt;br /&gt;
|☼ ♪ ‼ ≈ War only&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon]]&lt;br /&gt;
|25,000,000&lt;br /&gt;
|10,000&lt;br /&gt;
|☼ ○ [[Megabeast]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant elephant]]&lt;br /&gt;
|40,000,000&lt;br /&gt;
|500&lt;br /&gt;
|☼ ‼ ≈&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: ☼ — ''Recommended choice for armies due to their great size.''&amp;lt;!-- size ≥ trolls (250k) --&amp;gt;&lt;br /&gt;
: † — ''Recommended choice for bodyguards, stalls most creatures enough to give dwarves time to escape safely.''&lt;br /&gt;
: ^ — ''Recommended choice for fort patrols and supporting dwarves in small skirmishes. Effective in very large numbers.''&lt;br /&gt;
: ♪ — ''Recommended hunting companions for their speed and mobility. Smaller animals also sneak more successfully.''&amp;lt;!-- spd ≥ 50 kph or flight --&amp;gt;&lt;br /&gt;
: ‼ — ''Poor choice for training due to their voracious appetites for [[grass]].''&lt;br /&gt;
: ≈ — ''Possesses the {{token|MEANDERER}} token, which severely slows their movement speed. Will likely fall behind any moving squad and miss offensive combat situations due to it.''&lt;br /&gt;
: ○ — ''Offspring are born adults and cannot be fully tamed. They also grow extremely slowly.''&lt;br /&gt;
: [[Megabeast]]s  — ''While extremely powerful, megabeasts are currently hostile to all military dwarves, regardless of training level.''{{bug|10731}}&lt;br /&gt;
&lt;br /&gt;
Remember to keep a breeding pair out of harm's way if you want more of a particular animal, in case the ones in service die.&lt;br /&gt;
&lt;br /&gt;
==Training water creatures==&lt;br /&gt;
With a great deal of effort and some clever engineering, it is possible to capture, train, and butcher water creatures.&amp;lt;sup&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=75780.0 2]&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; Water creatures can survive indefinitely in [[cage]]s, but will drown at water levels below 4/7 while dwarves will cancel tasks at water levels at or above 4/7, making training extremely tricky. This basic problem can be solved with one of the more interesting bugs in the game: [[ghost]] trainers.&amp;lt;sup&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=127659 3]&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; It is currently unknown what bug causes this, but some animal trainers that are killed and never [[burial|buried]] or [[memorial]]ized will continue to perform their job from the grave. This removes the fundamental problem of water depth incompatibility and makes the task much easier. An easier solution, however, would be [[vampire]] animal trainers: they are unbreathing and will path through such water normally, so long as there is no flow. Taming water creatures in vanilla is fairly useless, however, as without [[modding]] they never have children, nor can they receive war (or hunting, however that would work) training.&lt;br /&gt;
&lt;br /&gt;
==Training hostile creatures==&lt;br /&gt;
&lt;br /&gt;
Training hostile creatures like enemy [[mount]]s does not cancel their hostility. While the job is completed and the animal trainer gains experience, the trained creature remains hostile to your civilization and will attack your dwarves. A creature will also be hostile if it becomes an enemy of your civilization, for instance if it killed one of your dwarves before. The rule of thumb is: if it has a [[name]], it's hostile, don't release it from its cage.&lt;br /&gt;
&lt;br /&gt;
However, it does seem that the offspring of hostile creatures belong to your civilization, because trained mounts &amp;lt;s&amp;gt;amusingly&amp;lt;/s&amp;gt; disturbingly attack and subsequently kill their offspring at birth. If you are careful and [[stupid dwarf trick|ingenious]] enough, you can separate the parents and children at birth.&lt;br /&gt;
&lt;br /&gt;
Note that hostile egg-layers, such as [[cave crocodile]]s, might not use [[nest box]]es and therefore generate no offspring.&lt;br /&gt;
&lt;br /&gt;
==Handling dangerous creatures==&lt;br /&gt;
&lt;br /&gt;
Only dwarves with the animal trainer labor active will move non-trained (wild or hostile) captive creatures to a chain or to another cage. This restriction only applies to non-trained creatures and only to the &amp;quot;chain large creature&amp;quot; and &amp;quot;cage large creature&amp;quot; jobs. Throwing such a creature into a pit or pond can be done by anybody, and the chaining and caging of trained creatures is similarly unrestricted.&lt;br /&gt;
&lt;br /&gt;
==Taming vermin==&lt;br /&gt;
&lt;br /&gt;
First, a [[trapper]] needs to catch vermin in an animal trap. A few types of vermin can escape from wooden traps, such as the [[hamster]], so it might be a good idea to use only metal traps. An animal trainer will train a vermin at a kennel. Unlike animals, vermin do not have training levels - they are either tame or not tame. Taming vermin does not pass civilization-wide experience with that vermin to the parent civilization, like taming animals does. Taming requires a food item. Vermin cannot be trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
There isn't much purpose to taming vermin. It allows vermin to be adopted as pets, but few dwarves have a preference for vermin, so they will rarely be adopted. Vermin don't breed like animals do, so there is no need to have a tame pair to produce offspring. [[Animal dissector]]s can't make [[extract]]s from tame vermin, though there isn't much reason to make extracts either. Tame cave spiders don't spin webs. Tame vermin have little value so they aren't of much use for export either. Taming vermin does give experience to animal trainers, so they can improve their skill in a fort with few animals, especially since vermin are inexhaustible.&lt;br /&gt;
&lt;br /&gt;
==Taming intelligent creatures==&lt;br /&gt;
&lt;br /&gt;
If you mod the game to have trainable intelligent creatures (or if you find a [[gremlin]]) they may be captured in cage traps and trained. However, several things differ from when training other creatures, as training sapients display a number of strange behaviors.&lt;br /&gt;
&lt;br /&gt;
First off, the game will consider any trained (or semi-wild) sentient an inhabitant of your fortress (or at least partially so). This will increase your population count, which likely has the same effects as when the count is increased by [[immigration|immigrants]] arriving or [[children|babies]] being born. The trained creature will be considered a peasant in the z-screen. Despite this, the trained creature cannot work, as it is impossible to set any labor preferences. Neither can they be enlisted to the militia or have any pets. Once trained, they will be subject to hunger, thirst and drowsiness, and as such will require food, drink and sleep to survive. The creature will pick up and wear [[clothes]], but only if they are the right [[size]].&lt;br /&gt;
&lt;br /&gt;
It is impossible to view their general stats screen, trying to do so will only bring you to a simple description of the creature as with any other non-inhabitant of your fort. It might not be possible to view the creature's thoughts, but they still exist, proven by the fact that the trained creature can become [[insane]]. Having the creatures socialize with your dwarves, and each other, as well as [[Keeping_your_dwarves_unstressed|all the other countermeasures to prevent insanity]] seems to prevent this though. As caged creatures cannot do any of these actions, keeping trained creatures in [[cage]]s for elongated periods of time is advised against.&lt;br /&gt;
&lt;br /&gt;
It is normally impossible to give the trained creature a nickname, causing individuals of the same species to be difficult to tell apart, but if you train them for hunting or war, and then assign them to one of your dwarves, they will obtain a name. The further implications of doing so are not known as of yet. Trained sapients may be assigned for butchering (which is otherwise impossible), but their returns are completely unusable and will just be taken to the nearest [[refuse]] [[stockpile]] to rot away.&lt;br /&gt;
&lt;br /&gt;
Because they tend to go wherever they please, a trained intelligent creature will rarely be at a training zone out of their own volition, making re-training them difficult. Depending on how well they're trained, it brings the risk of them going wild again, potentially leading to their escape or for them to attack your dwarves due to becoming hostile. The animal trainer assigned to train these creatures may also be stuck at the training zone waiting for the creature's arrival, potentially leading to hunger and thirst. Making use of [[burrow]]s to force the creature into the training zone is an option, as the training itself will be done as long as the creature and the trainer are within the zone for a few moments.&lt;br /&gt;
&lt;br /&gt;
A trained intelligent creature will only become fully controllable if it applies for [[citizenship]] in your fortress, in which case they'll be able to perform labors and their stats screen will give you full descriptions of their person and personalities. Whether trained sapients apply for citizenship in the same manner as [[visitor]]s do (2 years after becoming part of the fortress) and if they still require training after applying for citizenship requires verification.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Capturing and training [[siege|war]] [[mount]]s [http://www.bay12forums.com/smf/index.php?topic=111357.0 may cause] a [[loyalty cascade]] if your [[military]] has to put them down.{{bug|6051}}&lt;br /&gt;
* Trained [[flying|fliers]] may swap positions with dwarves, leaving the dwarves stranded in an inaccessible area.{{bug|3371}}&lt;br /&gt;
* Training herbivores leaves [[seed]]s in [[cage]]s, which must be manually removed.{{bug|201}}&lt;br /&gt;
* Creatures lacking the {{token|CHILD}} tag are impossible to tame. {{bug|7983}} You can work around this by adding {{token|CHILD|c|X}} to the raws for that animal. Replace X with years creature is a child.&lt;br /&gt;
* [[Megabeast]]s and active [[squad]]s attack each other on sight, regardless of the former's training level, making [[dragon]]s, [[hydra]]s and [[roc]]s unusable without excessive micromanaging.{{bug|10731}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Libertine Angel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Justice&amp;diff=256432</id>
		<title>Justice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Justice&amp;diff=256432"/>
		<updated>2021-01-26T19:53:04Z</updated>

		<summary type="html">&lt;p&gt;Libertine Angel: Mentioned report generation and lack of repercussions for wrongful interrogation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|02:20, 28 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_justice.png|thumb|300px|right|When you forget the Baron's demands for 3 flutes.&amp;lt;br /&amp;gt;''Art by gustav_black'']]'''Justice''' is available in the game once a [[Sheriff]] or [[captain of the guard]] has been appointed through the [[Noble|{{k|n}}obles]] screen, and is used to deal with dwarves violating mandates, breaking furniture, starting fights, etc. The dwarven justice screen shows details of crimes and punishments, and is available through the {{k|z}}-status screen (even if no nobles are appointed yet).&lt;br /&gt;
&lt;br /&gt;
==Crimes==&lt;br /&gt;
* '''Violation of Production Order''' - failing to produce items [[mandate]]d by a [[noble]].&lt;br /&gt;
* '''Violation of Export Prohibition''' - selling items to a caravan which a [[noble]] forbade exporting.&lt;br /&gt;
* '''Violation of Job Order''' - failing to complete [[guild]] jobs [[mandate]]d by the [[mayor]] (currently does not happen).&lt;br /&gt;
* '''Conspiracy to Slow Labor''' - deliberately slowing down the workflow of the fortress by delaying jobs (currently does not happen)&lt;br /&gt;
* '''Murder''' - killing a fellow dwarf or tame [[animal]]; alternatively, being caught [[vampire|sucking blood]] out of another dwarf.&lt;br /&gt;
* '''Disorderly Conduct''' - attacking another dwarf while throwing a [[tantrum]].&lt;br /&gt;
* '''Building destruction''' - destroying a [[building]] during a tantrum.&lt;br /&gt;
* '''Vandalism''' - toppling [[furniture]] or [[door]]s during a tantrum.&lt;br /&gt;
* '''Theft''' - a dwarf stole an [[artifact]]&lt;br /&gt;
&lt;br /&gt;
If a [[vampire]] is caught feeding on another dwarf, even if the victim survives, it is still considered a murder.  The vampire will typically make a false report, to try to frame another dwarf. Witnesses will also sometimes make false reports to try and frame dwarves they have [[grudge]]s against. &lt;br /&gt;
&lt;br /&gt;
In some cases, the player has to convict a criminal or suspect, in others, criminals are convicted without player input. In case of mandate infractions, the player is generally not asked for input, while murderers must be convicted by the player. Practically anybody can be blamed for a murder, including tame animals and long-dead persons. The fort population will feel [[Thought#Justice|affronted]] at particularly nonsensical convictions.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Violating an export ban&amp;quot; happens when a banned item is sold to a merchant and a merchant leaves the map with it.  In this case, the criminal is NOT the trader who authorized the sale, but the hapless hauler who brought the good to the trade depot.  It can happens when a noble decides to ban an export '''after''' you've already traded away a relevant item.  Yeah, that's lame, but one way to mitigate it is to not perform trades unless there is an active mandate, and then obey it.  You'll have a lower risk of the noble making a NEW mandate between the time merchants arrive and depart if one is already in place.  If you've sold an item that subsequently becomes banned, but the merchants haven't left yet, you can also eat your pride and pay to buy it back.&lt;br /&gt;
&lt;br /&gt;
If your dwarves start throwing [[tantrum]]s, then you'll see the harsher crimes, as they let off steam by throwing items around, breaking furniture, toppling doors, and punching fellow dwarves who are just trying to clean up the mess - instead of punches, sometimes, they may use the weapons they're carrying.  Suddenly, keeping those axe lords happy seems a bit more high priority, eh?&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Dwarves who misbehave can receive punishments if a sheriff has been assigned. In increasing order of severity (at least that's what your dwarves think):&lt;br /&gt;
# Beating by a [[fortress guard]] (more dangerous than it sounds, see below)&lt;br /&gt;
# Imprisonment for a period of time.&lt;br /&gt;
# Hammering by the [[Hammerer]].&lt;br /&gt;
The punishment for a crime, or series of crimes, will be issued by the Sheriff or by a member of the Fortress Guard. If the crime calls for imprisonment, then the guard will try to put the prisoner in [[jail]]; if no jails are available, the guard will &amp;quot;downgrade&amp;quot; the punishment to a beating, giving the criminal a happy thought and the injured party (i.e. the dwarf injured by the criminal, if one exists) an unhappy thought. If the crime calls for hammer strikes, then the Hammerer will attach the prisoner to a restraint before carrying out the sentence; if no justice restraints are available, the punishment will be downgraded to a beating. All punishments will give the criminal an unhappy thought (and the guard/Hammerer a happy thought).&lt;br /&gt;
&lt;br /&gt;
Note that it is usually not a good idea to train your guards to physical perfection if you want your dwarves to survive beatings:&lt;br /&gt;
Punches to the head have a very high fatality rate, possibly due to a bug {{bug|2907}}. Therefore it is wise to ensure that any criminals scheduled for beating are fitted with a metal helm as quickly as possible (if you want them to live). Even without headstrikes, beatings can easily result in broken bones or organ damage, making prison sentences a less risky option.&lt;br /&gt;
&lt;br /&gt;
Punishments are performed sequentially; a criminal who has been sentenced to jail time ''and'' a hammering will not be hammered until the entire jail term has been served.&lt;br /&gt;
&lt;br /&gt;
==Interrogation==&lt;br /&gt;
Dwarves can also be interrogated over crimes, in which case they are escorted by the Captain of the Guard to their office and questioned. If the interrogation is successful (as determined by the Captain's various social skills, along with the target's) the target will confess what they know, whether that is a crime they themselves have committed or their membership of a particular plotting organisation, and possibly the names of other members of said organisations; the results are detailed in a [[report]].&lt;br /&gt;
Interrogating an innocent dwarf does not have any negative effects, so if you're unsure of a culprit you could interrogate the entire fort without any repercussions other than lost work time.&lt;br /&gt;
&lt;br /&gt;
==Cages and Chains==&lt;br /&gt;
Metal cages, metal chains, and ropes can be built and designated as [[jail]]s ({{k|q}}uery -&amp;gt; make a {{k|r}}oom -&amp;gt; use for {{k|j}}ustice), where dwarves can be imprisoned for a time as part of their punishment. If the dwarf is particularly unhappy and decides to throw a [[tantrum]], he may end up destroying the restraint (even if it is made of metal) and escaping, leading to further punishment (for building destruction).&lt;br /&gt;
&lt;br /&gt;
It is also strongly recommended to use chains, not cages for imprisonment: dwarves on chains are still free to move one step in any direction, allowing them to keep themselves fed and hydrated when food and booze stockpiles or wells are placed adjacent to the chain. Dwarves in cages are entirely dependent on the assistance of others.&lt;br /&gt;
&lt;br /&gt;
==Happiness management==&lt;br /&gt;
A dwarf that is carelessly tied up in a dank dungeon is subject to several unhappy thoughts. Most can be avoided or offset with some care:&lt;br /&gt;
&lt;br /&gt;
Putting food and booze stockpiles right next to the chain allows for happy thoughts from both instead of having to drink water when (if) someone finally brings some. Decorating your jail with numerous valuable engravings and furniture is helpful too. This includes the chain itself -- prisoners will be happier being shackled with a shiny [[diamond]]-[[decoration|encrusted]] [[gold]] chain than tied up with a boring old [[pig tail]] rope. Finally, with a bed and a table next to a chair all within a square of the chain itself, negative thoughts approach zero.&lt;br /&gt;
&lt;br /&gt;
==Backlog==&lt;br /&gt;
Crimes do not seem to lapse, so if you've delayed appointing the &amp;quot;executive&amp;quot; nobles for some time, there might be a long list of delinquents and open sentences pending. The law will swiftly proceed to chaining up all delinquents and, once all chains are occupied, beating up any remaining free &amp;quot;criminals&amp;quot;. Therefore, beatings are avoided only by constructing restraints first, and possibly way more than recommended in the z-screen.&lt;br /&gt;
&lt;br /&gt;
==Exemption==&lt;br /&gt;
&lt;br /&gt;
Creatures are exempt from the justice system if they are any of the following:&lt;br /&gt;
&lt;br /&gt;
* Dead&lt;br /&gt;
* [[Insane]]&lt;br /&gt;
* In a [[strange mood]]&lt;br /&gt;
* A [[child]] or a [[baby]]&lt;br /&gt;
* Not a dwarf (to exclude animals)&lt;br /&gt;
* A local position holder with {{token|PUNISHMENT_EXEMPTION}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
In the Dwarven justice system, the Dwarves are oppressed by two separate yet equally obstinate nobles: the sheriff, who investigates crimes, and the hammerer, who beats the living %#(* out of the offenders.  These are their stories.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thank god i only got assigned a long-term jail time followed by a hammering. My partner in crime was assigned to a guard beating, poor bastard's head got pulped after one punch.&amp;quot; -Urist Mc. Murderhobo.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = imketh | elvish = leÿa | goblin = aka | human = takru}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
[[ru:Justice]]&lt;/div&gt;</summary>
		<author><name>Libertine Angel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Name&amp;diff=256388</id>
		<title>Name</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Name&amp;diff=256388"/>
		<updated>2021-01-17T19:12:31Z</updated>

		<summary type="html">&lt;p&gt;Libertine Angel: Added a line saying interrogation can reveal false names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:13, 23 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Names''' are what individual creatures are known by. Creatures in [[civilization]]s that can speak are given names upon birth; most other creatures must be given names by such a civilization. Any creature that receives a name becomes a [[historical figure]], which means the game will keep track of it as it loads (and offloads) the world.&lt;br /&gt;
&lt;br /&gt;
== Name basics ==&lt;br /&gt;
&lt;br /&gt;
Every member of a civilization has at least two names: a first name and a last name. Creatures are given these names at birth and they are quite random. Unlike most real names, neither name is inherited from the parents.&lt;br /&gt;
&lt;br /&gt;
The first name typically is a single word of the civilization's [[language]]. It appears that first names are limited solely to nouns. A creature's first name is never translated in-game, unlike all other names. The second name is a compound of two words in the creature's language. It appears that the words can be any two, though Noun-Noun, Adjective-Noun, and Verb-Noun appear to be the most common pairings. The second name is translated to English in several places, such as looking at the creature's profile screen. Words relating to the creature's civilization's selected symbols are more likely to appear in the creature's second name.&lt;br /&gt;
&lt;br /&gt;
Pets and working animals are given names when they are adopted. These names are identical to the standard names of the civilization their owner belongs to. Unlike real life, pets are never renamed if they become the property of someone else. Only pets belonging to the player's fortress are named. The working animals of traders are never named.  &lt;br /&gt;
&lt;br /&gt;
Creatures from civilizations who cannot speak will not have names at all, unless they have been given one by other civilizations, and those who can only speak in [[DF2014:Creature_token#UTTERANCES|utterances]] will likewise have untranslatable names that appear to be gibberish.&lt;br /&gt;
&lt;br /&gt;
== Dwarven first names ==&lt;br /&gt;
&lt;br /&gt;
Dwarven first names come from a combination of symbol sets as defined in the [[raw file]] language_SYM.txt.&lt;br /&gt;
:175 Dwarf names = (ARTIFICE ∪ EARTH) \ (DOMESTIC ∪ FLOWERY ∪ NEGATOR ∪ NEGATIVE ∪ UGLY ∪ EVIL)&lt;br /&gt;
First names also need to have [THE_NOUN_SING] in their language_words.txt entry. This filters out an additional 10, leaving a total of 165 valid names.{{cite forum|172960.0}}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ Dwarven First Names&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Literal English Translation&lt;br /&gt;
|-&lt;br /&gt;
| Aban || Construct&lt;br /&gt;
|-&lt;br /&gt;
| Adil || Wall&lt;br /&gt;
|-&lt;br /&gt;
| Alåth || Bolt&lt;br /&gt;
|-&lt;br /&gt;
| Amost || Town&lt;br /&gt;
|-&lt;br /&gt;
| Asmel || Merchant&lt;br /&gt;
|-&lt;br /&gt;
| Asob || Board&lt;br /&gt;
|-&lt;br /&gt;
| Ast || Sabre&lt;br /&gt;
|-&lt;br /&gt;
| Astesh || Cudgel&lt;br /&gt;
|-&lt;br /&gt;
| Asën || Gravel&lt;br /&gt;
|-&lt;br /&gt;
| Athel || Ring&lt;br /&gt;
|-&lt;br /&gt;
| Atír || Dye&lt;br /&gt;
|-&lt;br /&gt;
| Atîs || Stake&lt;br /&gt;
|-&lt;br /&gt;
| Avuz || Mine&lt;br /&gt;
|-&lt;br /&gt;
| Ber || Earth&lt;br /&gt;
|-&lt;br /&gt;
| Besmar || Pulley&lt;br /&gt;
|-&lt;br /&gt;
| Bim || Sling&lt;br /&gt;
|-&lt;br /&gt;
| Bomrek || Whip&lt;br /&gt;
|-&lt;br /&gt;
| Bëmbul || Mechanism&lt;br /&gt;
|-&lt;br /&gt;
| Catten || Channel&lt;br /&gt;
|-&lt;br /&gt;
| Cerol || Lens&lt;br /&gt;
|-&lt;br /&gt;
| Cilob || Roof&lt;br /&gt;
|-&lt;br /&gt;
| Cog || Boot&lt;br /&gt;
|-&lt;br /&gt;
| Dakost || Floor&lt;br /&gt;
|-&lt;br /&gt;
| Dastot || Sword&lt;br /&gt;
|-&lt;br /&gt;
| Datan || Iron&lt;br /&gt;
|-&lt;br /&gt;
| Deduk || Manor&lt;br /&gt;
|-&lt;br /&gt;
| Degël || Galley&lt;br /&gt;
|-&lt;br /&gt;
| Deler || Steel&lt;br /&gt;
|-&lt;br /&gt;
| Dodók || Clasp&lt;br /&gt;
|-&lt;br /&gt;
| Domas || Guild&lt;br /&gt;
|-&lt;br /&gt;
| Doren || Diamond&lt;br /&gt;
|-&lt;br /&gt;
| Ducim || Work&lt;br /&gt;
|-&lt;br /&gt;
| Dumat || Roughness&lt;br /&gt;
|-&lt;br /&gt;
| Dumed || Fortification&lt;br /&gt;
|-&lt;br /&gt;
| Dîshmab || Rampart&lt;br /&gt;
|-&lt;br /&gt;
| Dôbar || Creation&lt;br /&gt;
|-&lt;br /&gt;
| Edzul || Vestibule&lt;br /&gt;
|-&lt;br /&gt;
| Edëm || Key&lt;br /&gt;
|-&lt;br /&gt;
| Endok || Attic&lt;br /&gt;
|-&lt;br /&gt;
| Eral || Vessel&lt;br /&gt;
|-&lt;br /&gt;
| Erib || Gorge&lt;br /&gt;
|-&lt;br /&gt;
| Erush || Handle&lt;br /&gt;
|-&lt;br /&gt;
| Eshtân || Smith&lt;br /&gt;
|-&lt;br /&gt;
| Etur || Boulder&lt;br /&gt;
|-&lt;br /&gt;
| Fath || Sack&lt;br /&gt;
|-&lt;br /&gt;
| Feb || Arrow&lt;br /&gt;
|-&lt;br /&gt;
| Fikod || Glaze&lt;br /&gt;
|-&lt;br /&gt;
| Geshud || Fortress&lt;br /&gt;
|-&lt;br /&gt;
| Goden || Rope&lt;br /&gt;
|-&lt;br /&gt;
| Id || Rock&lt;br /&gt;
|-&lt;br /&gt;
| Iden || Paddle&lt;br /&gt;
|-&lt;br /&gt;
| Ilral || Treaty&lt;br /&gt;
|-&lt;br /&gt;
| Imush || Dike&lt;br /&gt;
|-&lt;br /&gt;
| Ineth || City&lt;br /&gt;
|-&lt;br /&gt;
| Ingish || Bodice&lt;br /&gt;
|-&lt;br /&gt;
| Inod || Gate&lt;br /&gt;
|-&lt;br /&gt;
| Kadol || Hatchet&lt;br /&gt;
|-&lt;br /&gt;
| Kadôl || Gem&lt;br /&gt;
|-&lt;br /&gt;
| Kel || Metal&lt;br /&gt;
|-&lt;br /&gt;
| Kib || Net&lt;br /&gt;
|-&lt;br /&gt;
| Kikrost || Stockade&lt;br /&gt;
|-&lt;br /&gt;
| Kivish || Lancer&lt;br /&gt;
|-&lt;br /&gt;
| Kogan || Boat&lt;br /&gt;
|-&lt;br /&gt;
| Kogsak || Palisade&lt;br /&gt;
|-&lt;br /&gt;
| Kol || Wheel&lt;br /&gt;
|-&lt;br /&gt;
| Kosoth || Palace&lt;br /&gt;
|-&lt;br /&gt;
| Kulet || Abbey&lt;br /&gt;
|-&lt;br /&gt;
| Kumil || Armory&lt;br /&gt;
|-&lt;br /&gt;
| Kûbuk || Lance&lt;br /&gt;
|-&lt;br /&gt;
| Led || Rack&lt;br /&gt;
|-&lt;br /&gt;
| Libash || Axe&lt;br /&gt;
|-&lt;br /&gt;
| Likot || Ink&lt;br /&gt;
|-&lt;br /&gt;
| Limul || Gold&lt;br /&gt;
|-&lt;br /&gt;
| Litast || Torch&lt;br /&gt;
|-&lt;br /&gt;
| Logem || Paint&lt;br /&gt;
|-&lt;br /&gt;
| Lokum || Spear&lt;br /&gt;
|-&lt;br /&gt;
| Lolor || Letter&lt;br /&gt;
|-&lt;br /&gt;
| Lorbam || Standard&lt;br /&gt;
|-&lt;br /&gt;
| Lòr || Tool&lt;br /&gt;
|-&lt;br /&gt;
| Mafol || Chamber&lt;br /&gt;
|-&lt;br /&gt;
| Mebzuth || Oar&lt;br /&gt;
|-&lt;br /&gt;
| Medtob || Blockade&lt;br /&gt;
|-&lt;br /&gt;
| Melbil || Tome&lt;br /&gt;
|-&lt;br /&gt;
| Meng || Lash&lt;br /&gt;
|-&lt;br /&gt;
| Mestthos || Citadel&lt;br /&gt;
|-&lt;br /&gt;
| Minkot || Corridor&lt;br /&gt;
|-&lt;br /&gt;
| Mistêm || Portal&lt;br /&gt;
|-&lt;br /&gt;
| Moldath || Avalanche&lt;br /&gt;
|-&lt;br /&gt;
| Momuz || Crypt&lt;br /&gt;
|-&lt;br /&gt;
| Monom || Paper&lt;br /&gt;
|-&lt;br /&gt;
| Mosus || Room&lt;br /&gt;
|-&lt;br /&gt;
| Mörul || Page&lt;br /&gt;
|-&lt;br /&gt;
| Mûthkat || Mansion&lt;br /&gt;
|-&lt;br /&gt;
| Nil || Hammer&lt;br /&gt;
|-&lt;br /&gt;
| Nish || Trade&lt;br /&gt;
|-&lt;br /&gt;
| Nomal || Staff&lt;br /&gt;
|-&lt;br /&gt;
| Obok || Pillar&lt;br /&gt;
|-&lt;br /&gt;
| Oddom || Cloister&lt;br /&gt;
|-&lt;br /&gt;
| Olin || Tongs&lt;br /&gt;
|-&lt;br /&gt;
| Olon || Gear&lt;br /&gt;
|-&lt;br /&gt;
| Onget || Turquoise&lt;br /&gt;
|-&lt;br /&gt;
| Onol || Mountain&lt;br /&gt;
|-&lt;br /&gt;
| Rakust || Tomb&lt;br /&gt;
|-&lt;br /&gt;
| Ral || Silver&lt;br /&gt;
|-&lt;br /&gt;
| Reg || Glove&lt;br /&gt;
|-&lt;br /&gt;
| Rigòth || Craft&lt;br /&gt;
|-&lt;br /&gt;
| Rimtar || Castle&lt;br /&gt;
|-&lt;br /&gt;
| Rith || Bell&lt;br /&gt;
|-&lt;br /&gt;
| Rovod || Arch&lt;br /&gt;
|-&lt;br /&gt;
| Rîsen || Coal&lt;br /&gt;
|-&lt;br /&gt;
| Sarvesh || Furnace&lt;br /&gt;
|-&lt;br /&gt;
| Sazir || Bridge&lt;br /&gt;
|-&lt;br /&gt;
| Shem || Plank&lt;br /&gt;
|-&lt;br /&gt;
| Shorast || Wire&lt;br /&gt;
|-&lt;br /&gt;
| Sibrek || Salve&lt;br /&gt;
|-&lt;br /&gt;
| Sigun || Tour&lt;br /&gt;
|-&lt;br /&gt;
| Sodel || Shield&lt;br /&gt;
|-&lt;br /&gt;
| Solon || Flag&lt;br /&gt;
|-&lt;br /&gt;
| Stinthäd || Theater&lt;br /&gt;
|-&lt;br /&gt;
| Stodir || Volcano&lt;br /&gt;
|-&lt;br /&gt;
| Stukos || Razor&lt;br /&gt;
|-&lt;br /&gt;
| Stâkud || Machine&lt;br /&gt;
|-&lt;br /&gt;
| Såkzul || Trumpet&lt;br /&gt;
|-&lt;br /&gt;
| Tekkud || Pick&lt;br /&gt;
|-&lt;br /&gt;
| Thob || Girder&lt;br /&gt;
|-&lt;br /&gt;
| Tholtig || Barricade&lt;br /&gt;
|-&lt;br /&gt;
| Thîkut || Book&lt;br /&gt;
|-&lt;br /&gt;
| Tirist || Rim&lt;br /&gt;
|-&lt;br /&gt;
| Tobul || Canyon&lt;br /&gt;
|-&lt;br /&gt;
| Tosid || Armor&lt;br /&gt;
|-&lt;br /&gt;
| Tulon || Road&lt;br /&gt;
|-&lt;br /&gt;
| Tun || Door&lt;br /&gt;
|-&lt;br /&gt;
| Ubbul || Vault&lt;br /&gt;
|-&lt;br /&gt;
| Udib || Syrup&lt;br /&gt;
|-&lt;br /&gt;
| Udil || Lantern&lt;br /&gt;
|-&lt;br /&gt;
| Unib || Rag&lt;br /&gt;
|-&lt;br /&gt;
| Urdim || Tower&lt;br /&gt;
|-&lt;br /&gt;
| [[Urist]] || Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Urvad || Seal (art)&lt;br /&gt;
|-&lt;br /&gt;
| Ushat || Basement&lt;br /&gt;
|-&lt;br /&gt;
| Ustuth || Fence&lt;br /&gt;
|-&lt;br /&gt;
| Uvash || Arena&lt;br /&gt;
|-&lt;br /&gt;
| Uzol || Oil&lt;br /&gt;
|-&lt;br /&gt;
| Vabôk || Orb&lt;br /&gt;
|-&lt;br /&gt;
| Vucar || Urn&lt;br /&gt;
|-&lt;br /&gt;
| Vutok || Figure&lt;br /&gt;
|-&lt;br /&gt;
| Zan || Artifact&lt;br /&gt;
|-&lt;br /&gt;
| Zaneg || Relic&lt;br /&gt;
|-&lt;br /&gt;
| Zas || Crystal&lt;br /&gt;
|-&lt;br /&gt;
| Zasit || Knife&lt;br /&gt;
|-&lt;br /&gt;
| Zefon || Fountain&lt;br /&gt;
|-&lt;br /&gt;
| Zon || Helm&lt;br /&gt;
|-&lt;br /&gt;
| Zuglar || Ship&lt;br /&gt;
|-&lt;br /&gt;
| Zulban || Banner&lt;br /&gt;
|-&lt;br /&gt;
| Zuntîr || Anvil&lt;br /&gt;
|-&lt;br /&gt;
| Zutthan || Treasury&lt;br /&gt;
|-&lt;br /&gt;
| Äs || Cave&lt;br /&gt;
|-&lt;br /&gt;
| Åblel || Bust&lt;br /&gt;
|-&lt;br /&gt;
| Èrith || Labor&lt;br /&gt;
|-&lt;br /&gt;
| Èzum || Hame&lt;br /&gt;
|-&lt;br /&gt;
| Îton || Hall&lt;br /&gt;
|-&lt;br /&gt;
| Ïngiz || Ceiling&lt;br /&gt;
|-&lt;br /&gt;
| Ïteb || Post&lt;br /&gt;
|-&lt;br /&gt;
| Ònul || Mirror&lt;br /&gt;
|-&lt;br /&gt;
| Ùshrir || Quake&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Epithets ==&lt;br /&gt;
&lt;br /&gt;
When a creature scores five notable kills (typically creatures belonging to a civilization, but also any creature that has scored a notable kill itself), it is given an epithet by its civilization. The epithet is most often two names, but can also occasionally be one, though each of these names can be a compound word. The words appear to be selected somewhat randomly, leading to epithets that translate as gibberish such as &amp;quot;the Hardy Ring-Cobra of Dashing&amp;quot;. On occasion, the epithet can be [[Main:Cacame Awemedinade|surprisingly apt]]. The epithet is translated in the same places the creature's second name is translated.&lt;br /&gt;
&lt;br /&gt;
== Animal and megabeast names ==&lt;br /&gt;
&lt;br /&gt;
Animals who are not pets can gain a name by acquiring notable kills or becoming an enemy of a civilization. The language of the animal's name is determined by the civilization that named it, though the relationship is not always straightforward--a wild [[crundle]] that kills an elven-named forgotten beast at a dwarven site may receive an elven name, for instance. Most animals who acquire a name in [[world generation]] do not ever acquire additional ones, though it is possible. Animals can acquire multiple names more frequently either in [[fortress mode]] by killing your dwarves, invaders, or uninvited guests, or in [[adventurer mode]] by killing your adventurers or members of their parties.&lt;br /&gt;
&lt;br /&gt;
[[Megabeast]]s acquire names in an unusual fashion. Unlike other creatures, they do not have a parent civilization. However, all megabeasts have at least one name and typically have more, up to four. Megabeasts appear to gain their original names from the first civilization they have contact with, and in most cases gain epithets from conflict with others. Megabeasts with only one or two names have likely led uneventful lives.&lt;br /&gt;
&lt;br /&gt;
== Other names ==&lt;br /&gt;
&lt;br /&gt;
On occasion, your dwarves will decide to give names to the creatures inhabiting the area around a fortress. It appears that only creatures who can talk will get names; additionally, the creature must remain on the map for an extended period of time, usually limiting the namings to creatures that inhabit [[chasm|chasms]], bottomless pits, [[40d:underground river|underground rivers]], and [[40d:underground pool|underground pools]]. However, any creature that can speak, such as a [[snailman]] who has become stuck in a ditch, can be given a name. Other than that, the impetus for naming creatures is murky. Some creatures are named after only a few seasons, while others may go unnamed for decades. It may be that a creature must be in the preferences of a dwarf to receive a name, or the naming may occur randomly.&lt;br /&gt;
&lt;br /&gt;
[[Tree]]s near [[elf|elven]] settlements may also be named, though this currently has no known effect.&lt;br /&gt;
&lt;br /&gt;
== False identities ==&lt;br /&gt;
Some creatures assume false identities, usually for nefarious purposes. Currently, these are [[agent]]s and [[vampire]]s. They usually can't be confronted in Fortress mode, but when they die, their actual name will be displayed in the unit list. In Adventure mode, if you correctly call out a vampire, they will reveal their identity. You may also assume multiple false identities yourself if you wish to game the rumor system. In Legends mode, all historical figures are displayed under their real names.&lt;br /&gt;
Interrogation can also reveal any false names the target knows, either their own or those of other members of organisations they're a part of.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = kab&lt;br /&gt;
| elvish  = sofi&lt;br /&gt;
| goblin  = osnuk&lt;br /&gt;
| human   = ucim&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2014:Game mechanics]]&lt;br /&gt;
{{Category|Lore}}&lt;br /&gt;
[[ru:Name]]&lt;/div&gt;</summary>
		<author><name>Libertine Angel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Libertine_Angel&amp;diff=256210</id>
		<title>User:Libertine Angel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Libertine_Angel&amp;diff=256210"/>
		<updated>2021-01-02T05:08:53Z</updated>

		<summary type="html">&lt;p&gt;Libertine Angel: Created user page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A medium-sized creature prone to opening up their forts' taverns far too early and hitting FPS death from visitors long before they get far into digging.&lt;br /&gt;
&lt;br /&gt;
Autistic queer socialist, tries to be helpful around here.&lt;/div&gt;</summary>
		<author><name>Libertine Angel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Reports&amp;diff=256209</id>
		<title>Reports</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Reports&amp;diff=256209"/>
		<updated>2021-01-01T22:13:02Z</updated>

		<summary type="html">&lt;p&gt;Libertine Angel: Added spoils and interrogation reports&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|11:56, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
'''Reports''' are messages detailing either combat (both practiced and real) between creatures, or events that took place during a [[mission]]. The list goes on for quite a while (up to 11 pages, in fact), but only relatively recent combat or missions will have detailed reports (accessible with {{k|Enter}}) attached, out to a year.&lt;br /&gt;
&lt;br /&gt;
Combat reports are the best renderings of battles, giving detailed information not otherwise revealed by simple characters standing next to or near one another. Since combat involves two (or more) parties, every battle will give at least two reports, one from either side of the fight. Each combat report is a record of the cumulative actions of the creature in question; [[goblin]]s that get [[wound]]ed, run away, then get struck down will not generate more than one report, for instance. Do not confuse reports with [[announcement]]s, which pertain to non-combat events.&lt;br /&gt;
&lt;br /&gt;
== Types of reports ==&lt;br /&gt;
New reports generate flags on the side of the screen while unread. All flags/indicators disappear from the main view after you visit the Reports menu by hitting {{k|r}}. The tiles depicted below are those that appear for the report type.&lt;br /&gt;
&lt;br /&gt;
{{Tile|C|4:0:1}}: A [[combat]] report is red, and will be reported on the main menu as &amp;quot;&amp;lt;creature&amp;gt; is fighting!&amp;quot; Note  that a hunted animal will be considered fighting.&lt;br /&gt;
&lt;br /&gt;
{{Tile|H|2:0:1}}: A [[Ambusher#Hunting|hunting]] report is green, and describes that &amp;quot;the &amp;lt;profession&amp;gt; &amp;lt;name&amp;gt; is hunting.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Tile|S|3:0:1}}: A [[sparring]] report is in cyan, and will be indicated as &amp;quot;&amp;lt;dwarf&amp;gt; is sparring.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Tile|M|6:0:1}}: A [[mission]] report is in yellow, and will be indicated as &amp;quot;Mission Report: &amp;lt;mission name&amp;gt; (Set out &amp;lt;season&amp;gt; &amp;lt;year&amp;gt;)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Tile|S|6:0:1}}: A [[mission|mission spoils]] report is in yellow, and will be shown as &amp;quot;Spoils Report: &amp;lt;squad&amp;gt;, &amp;lt;season&amp;gt; &amp;lt;year&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Tile|T|6:0:1}}: A new tribute report is available, and will appear as &amp;quot;Tribute Report: &amp;lt;site government&amp;gt;, &amp;lt;season&amp;gt; &amp;lt;year&amp;gt;&amp;quot; in yellow&lt;br /&gt;
&lt;br /&gt;
{{Tile|I|6:0:1}}: A new Interrogation report is available.  It will appear in the Alerts in cyan.&lt;br /&gt;
&lt;br /&gt;
== Contents ==&lt;br /&gt;
===Combat===&lt;br /&gt;
The contents of combat reports are basically textual battle records, and detailed ones at that &amp;amp;mdash; every battle event is recorded in the report. Sparring and Hunting reports are identical, save for using different font colours.&lt;br /&gt;
[[File:Combat report.png|center|600px]]&lt;br /&gt;
&lt;br /&gt;
===Mission===&lt;br /&gt;
Mission reports have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
===Spoils===&lt;br /&gt;
Spoils reports are simple listings of all the objects acquired from a mission.&lt;br /&gt;
[[File:Spoils report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
===Interrogation===&lt;br /&gt;
Interrogation reports first state the name and position of the interrogator, followed by the social skill used in interrogating. They will then describe the outcome of the interrogation, including what crimes the subject confessed to, the organisations they are a part of and what plots they are involved in.&lt;br /&gt;
[[File: Interrogation report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Reports]]&lt;/div&gt;</summary>
		<author><name>Libertine Angel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Interrogation_report_example.png&amp;diff=256208</id>
		<title>File:Interrogation report example.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Interrogation_report_example.png&amp;diff=256208"/>
		<updated>2021-01-01T22:09:06Z</updated>

		<summary type="html">&lt;p&gt;Libertine Angel: An example of a typical interrogation report&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
An example of a typical interrogation report&lt;/div&gt;</summary>
		<author><name>Libertine Angel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Spoils_report_example.png&amp;diff=256207</id>
		<title>File:Spoils report example.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Spoils_report_example.png&amp;diff=256207"/>
		<updated>2021-01-01T22:07:41Z</updated>

		<summary type="html">&lt;p&gt;Libertine Angel: An example of a typical spoils report&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
An example of a typical spoils report&lt;/div&gt;</summary>
		<author><name>Libertine Angel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Intrigue&amp;diff=256206</id>
		<title>Intrigue</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Intrigue&amp;diff=256206"/>
		<updated>2021-01-01T21:51:56Z</updated>

		<summary type="html">&lt;p&gt;Libertine Angel: Expanded Fortress Mode section, including listing some known plot types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{New_in|0.47.01}}&lt;br /&gt;
&lt;br /&gt;
The central feature of the 'villains release', '''intrigue''' is a collection of mechanics and tools that enable historical figures to enact villainous plots, ensuring a constant stream of [[Fun]] for players. As of .47 interaction with this feature is still somewhat unfinished with the January 2020 devlog indicating missing elements.&lt;br /&gt;
&lt;br /&gt;
== World gen and world activation ==&lt;br /&gt;
The main mechanic works through agreements: [[historical figure]]s reach out to one another and use a variety of tactics (persuasion, blackmail, bribes) to reach an agreement for a variety of things like funding, assassination, stealing. Historical figures keep a list of plots that they want to enact, and keep track of a variety of figures and how to deal with them.&lt;br /&gt;
&lt;br /&gt;
You can export a villainous network from the historical figures list in legends mode, as shown in the image below:&lt;br /&gt;
&lt;br /&gt;
[[File:Df_legends_villainous_network.png|center|Image showing a villainous network as exported from legends mode. Purple is the location of the leader, red the location of members, and yellow, the location of corrupt officials.|thumb|800px]]&lt;br /&gt;
&lt;br /&gt;
== Fortress mode ==&lt;br /&gt;
Members of these villainous networks, known as organisations, will occasionally visit your fortress with the intent of corrupting your residents to take part in plots. Unless you successfully interrogate them through the [[Justice]] screen, there will be no indication that the visitor has nefarious intentions; they may also use one or more pseudonyms, so any names of members acquired from previous interrogations may not be enough to identify them.&lt;br /&gt;
&lt;br /&gt;
Corruption of residents is based on the initiator and recipient's social skills, much like interrogation, and if the corruption is successful the recipient will become a part of the organisation. They will then take part in whatever plot the organisation intends to enact within your fort.&lt;br /&gt;
&lt;br /&gt;
==== Potential plots ====&lt;br /&gt;
The following is an incomplete list of potential plots an organisation may enact:&lt;br /&gt;
* Infiltrate a [[site]]&lt;br /&gt;
* Corrupt a [[noble]] in a site&lt;br /&gt;
* Steal an object&lt;br /&gt;
&lt;br /&gt;
=== Bugs ===&lt;br /&gt;
(0.47.03) Necromancers and their assorted villains (lieutenants and experiments) will casually visit your fortress. Interrogating these visitors will always yield plots of espionage and theft, thus it is recommended to jail and kill them on sight to prevent suddenly missing artifacts.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
[[File:Adventurer_intrigue_tab.png|thumb|800px|Image showing a villainous network in adventure mode. This network consists of the master, a member (who is the master's childhood friend, incidentally), and two assets, which are position-holders corrupted into providing funds to the network.]]&lt;br /&gt;
&lt;br /&gt;
Intrigue in [[adventurer mode]] is mostly interacted with through the investigation and interrogation menus. There are two major tactics of investigation: Persuasion and Intimidation. Adventurers who wish to investigate benefit from the judge of intent skill as well. Currently, only asking for schemes will result in proper information appearing in the quest log.&lt;br /&gt;
&lt;br /&gt;
=== Persuasion ===&lt;br /&gt;
Persuasion mainly uses the persuade [[skill]]. Complementary to that are the flatterer (for flattering), comedian (for making jokes) and pacifier (for calming down) skills. You will want to make jokes and flatter an NPC to get them into a positive mood. Use pacifier skill to reduce impatience down to patient. After this, investigate using the persuasion tactic.&lt;br /&gt;
&lt;br /&gt;
=== Intimidation ===&lt;br /&gt;
Intimidation mainly uses the intimidate skill. To make intimidation more effective, you can fight with nearby NPCs, or the particular NPC in question. To avoid killing the NPC, make sure that you stay within the [[Level of conflict#Brawl|brawl]] escalation level. The NPC will rapidly become afraid of you. After this, investigate using the intimidation tactic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{category|Adventurer mode}}&lt;br /&gt;
{{category|Fortress mode}}&lt;br /&gt;
{{category|Game mechanics}}&lt;br /&gt;
[[ru:Intrigue]]&lt;/div&gt;</summary>
		<author><name>Libertine Angel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Justice&amp;diff=256200</id>
		<title>Justice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Justice&amp;diff=256200"/>
		<updated>2020-12-31T18:48:07Z</updated>

		<summary type="html">&lt;p&gt;Libertine Angel: Added section for Interrogation, with a few sentences&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|02:20, 28 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_justice.png|thumb|300px|right|When you forget the Baron's demands for 3 flutes.&amp;lt;br /&amp;gt;''Art by gustav_black'']]'''Justice''' is available in the game once a [[Sheriff]] or [[captain of the guard]] has been appointed through the [[Noble|{{k|n}}obles]] screen, and is used to deal with dwarves violating mandates, breaking furniture, starting fights, etc. The dwarven justice screen shows details of crimes and punishments, and is available through the {{k|z}}-status screen (even if no nobles are appointed yet).&lt;br /&gt;
&lt;br /&gt;
==Crimes==&lt;br /&gt;
* '''Violation of Production Order''' - failing to produce items [[mandate]]d by a [[noble]].&lt;br /&gt;
* '''Violation of Export Prohibition''' - selling items to a caravan which a [[noble]] forbade exporting.&lt;br /&gt;
* '''Violation of Job Order''' - failing to complete [[guild]] jobs [[mandate]]d by the [[mayor]] (currently does not happen).&lt;br /&gt;
* '''Conspiracy to Slow Labor''' - deliberately slowing down the workflow of the fortress by delaying jobs (currently does not happen)&lt;br /&gt;
* '''Murder''' - killing a fellow dwarf or tame [[animal]]; alternatively, being caught [[vampire|sucking blood]] out of another dwarf.&lt;br /&gt;
* '''Disorderly Conduct''' - attacking another dwarf while throwing a [[tantrum]].&lt;br /&gt;
* '''Building destruction''' - destroying a [[building]] during a tantrum.&lt;br /&gt;
* '''Vandalism''' - toppling [[furniture]] or [[door]]s during a tantrum.&lt;br /&gt;
* '''Theft''' - a dwarf stole an [[artifact]]&lt;br /&gt;
&lt;br /&gt;
If a [[vampire]] is caught feeding on another dwarf, even if the victim survives, it is still considered a murder.  The vampire will typically make a false report, to try to frame another dwarf. Witnesses will also sometimes make false reports to try and frame dwarves they have [[grudge]]s against. &lt;br /&gt;
&lt;br /&gt;
In some cases, the player has to convict a criminal or suspect, in others, criminals are convicted without player input. In case of mandate infractions, the player is generally not asked for input, while murderers must be convicted by the player. Practically anybody can be blamed for a murder, including tame animals and long-dead persons. The fort population will feel [[Thought#Justice|affronted]] at particularly nonsensical convictions.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Violating an export ban&amp;quot; happens when a banned item is sold to a merchant and a merchant leaves the map with it.  In this case, the criminal is NOT the trader who authorized the sale, but the hapless hauler who brought the good to the trade depot.  It can happens when a noble decides to ban an export '''after''' you've already traded away a relevant item.  Yeah, that's lame, but one way to mitigate it is to not perform trades unless there is an active mandate, and then obey it.  You'll have a lower risk of the noble making a NEW mandate between the time merchants arrive and depart if one is already in place.  If you've sold an item that subsequently becomes banned, but the merchants haven't left yet, you can also eat your pride and pay to buy it back.&lt;br /&gt;
&lt;br /&gt;
If your dwarves start throwing [[tantrum]]s, then you'll see the harsher crimes, as they let off steam by throwing items around, breaking furniture, toppling doors, and punching fellow dwarves who are just trying to clean up the mess - instead of punches, sometimes, they may use the weapons they're carrying.  Suddenly, keeping those axe lords happy seems a bit more high priority, eh?&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Dwarves who misbehave can receive punishments if a sheriff has been assigned. In increasing order of severity (at least that's what your dwarves think):&lt;br /&gt;
# Beating by a [[fortress guard]] (more dangerous than it sounds, see below)&lt;br /&gt;
# Imprisonment for a period of time.&lt;br /&gt;
# Hammering by the [[Hammerer]].&lt;br /&gt;
The punishment for a crime, or series of crimes, will be issued by the Sheriff or by a member of the Fortress Guard. If the crime calls for imprisonment, then the guard will try to put the prisoner in [[jail]]; if no jails are available, the guard will &amp;quot;downgrade&amp;quot; the punishment to a beating, giving the criminal a happy thought and the injured party (i.e. the dwarf injured by the criminal, if one exists) an unhappy thought. If the crime calls for hammer strikes, then the Hammerer will attach the prisoner to a restraint before carrying out the sentence; if no justice restraints are available, the punishment will be downgraded to a beating. All punishments will give the criminal an unhappy thought (and the guard/Hammerer a happy thought).&lt;br /&gt;
&lt;br /&gt;
Note that it is usually not a good idea to train your guards to physical perfection if you want your dwarves to survive beatings:&lt;br /&gt;
Punches to the head have a very high fatality rate, possibly due to a bug {{bug|2907}}. Therefore it is wise to ensure that any criminals scheduled for beating are fitted with a metal helm as quickly as possible (if you want them to live). Even without headstrikes, beatings can easily result in broken bones or organ damage, making prison sentences a less risky option.&lt;br /&gt;
&lt;br /&gt;
Punishments are performed sequentially; a criminal who has been sentenced to jail time ''and'' a hammering will not be hammered until the entire jail term has been served.&lt;br /&gt;
&lt;br /&gt;
==Interrogation==&lt;br /&gt;
Dwarves can also be interrogated over crimes, in which case they are escorted by the Captain of the Guard to their office and questioned. If the interrogation is successful (as determined by the Captain's various social skills, along with the target's) the target will confess what they know, whether that is a crime they themselves have committed or their membership of a particular plotting organisation, and possibly the names of other members of said organisations.&lt;br /&gt;
&lt;br /&gt;
==Cages and Chains==&lt;br /&gt;
Metal cages, metal chains, and ropes can be built and designated as [[jail]]s ({{k|q}}uery -&amp;gt; make a {{k|r}}oom -&amp;gt; use for {{k|j}}ustice), where dwarves can be imprisoned for a time as part of their punishment. If the dwarf is particularly unhappy and decides to throw a [[tantrum]], he may end up destroying the restraint (even if it is made of metal) and escaping, leading to further punishment (for building destruction).&lt;br /&gt;
&lt;br /&gt;
It is also strongly recommended to use chains, not cages for imprisonment: dwarves on chains are still free to move one step in any direction, allowing them to keep themselves fed and hydrated when food and booze stockpiles or wells are placed adjacent to the chain. Dwarves in cages are entirely dependent on the assistance of others.&lt;br /&gt;
&lt;br /&gt;
==Happiness management==&lt;br /&gt;
A dwarf that is carelessly tied up in a dank dungeon is subject to several unhappy thoughts. Most can be avoided or offset with some care:&lt;br /&gt;
&lt;br /&gt;
Putting food and booze stockpiles right next to the chain allows for happy thoughts from both instead of having to drink water when (if) someone finally brings some. Decorating your jail with numerous valuable engravings and furniture is helpful too. This includes the chain itself -- prisoners will be happier being shackled with a shiny [[diamond]]-[[decoration|encrusted]] [[gold]] chain than tied up with a boring old [[pig tail]] rope. Finally, with a bed and a table next to a chair all within a square of the chain itself, negative thoughts approach zero.&lt;br /&gt;
&lt;br /&gt;
==Backlog==&lt;br /&gt;
Crimes do not seem to lapse, so if you've delayed appointing the &amp;quot;executive&amp;quot; nobles for some time, there might be a long list of delinquents and open sentences pending. The law will swiftly proceed to chaining up all delinquents and, once all chains are occupied, beating up any remaining free &amp;quot;criminals&amp;quot;. Therefore, beatings are avoided only by constructing restraints first, and possibly way more than recommended in the z-screen.&lt;br /&gt;
&lt;br /&gt;
==Exemption==&lt;br /&gt;
&lt;br /&gt;
Creatures are exempt from the justice system if they are any of the following:&lt;br /&gt;
&lt;br /&gt;
* Dead&lt;br /&gt;
* [[Insane]]&lt;br /&gt;
* In a [[strange mood]]&lt;br /&gt;
* A [[child]] or a [[baby]]&lt;br /&gt;
* Not a dwarf (to exclude animals)&lt;br /&gt;
* A local position holder with {{token|PUNISHMENT_EXEMPTION}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
In the Dwarven justice system, the Dwarves are oppressed by two separate yet equally obstinate nobles: the sheriff, who investigates crimes, and the hammerer, who beats the living %#(* out of the offenders.  These are their stories.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thank god i only got assigned a long-term jail time followed by a hammering. My partner in crime was assigned to a guard beating, poor bastard's head got pulped after one punch.&amp;quot; -Urist Mc. Murderhobo.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = imketh | elvish = leÿa | goblin = aka | human = takru}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
[[ru:Justice]]&lt;/div&gt;</summary>
		<author><name>Libertine Angel</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Monarch&amp;diff=238408</id>
		<title>Monarch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Monarch&amp;diff=238408"/>
		<updated>2018-11-08T21:52:25Z</updated>

		<summary type="html">&lt;p&gt;Libertine Angel: Updated offering &amp;amp; architecture value requirements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|17:29, 19 August 2014 (UTC)}}&lt;br /&gt;
{{old}}{{Minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Monarch&lt;br /&gt;
| office= Royal Throne Room&lt;br /&gt;
| quarters= Royal Bedroom&lt;br /&gt;
| dining= Royal Dining Room&lt;br /&gt;
| tomb= Royal Mausoleum &lt;br /&gt;
| chests=10&lt;br /&gt;
| cabinets=5&lt;br /&gt;
| racks=5&lt;br /&gt;
| stands=5&lt;br /&gt;
| mandates=5&lt;br /&gt;
| demands=10&lt;br /&gt;
| arrival=&lt;br /&gt;
* 15,000☼ wealth in Architecture&lt;br /&gt;
* 5,000☼ in offerings to Dwarven [[caravan]]&lt;br /&gt;
* [[Fortress|Metropolis]] rank&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''monarch''' is the highest level [[noble]], and also the noble of the highest precedence.  Rather than being promoted from within, like the [[baron]], [[count]], and [[duke]], the existing monarch arrives as an immigrant from the previous capital. However, one of your fortress residents may become monarch if the previous monarch was killed or the position was vacant. A male monarch is known as a &amp;quot;king&amp;quot; and a female as a &amp;quot;queen&amp;quot;. Either may arrive with a &amp;quot;[[king consort]]&amp;quot; or &amp;quot;queen consort&amp;quot;, as well as an entourage that can include the [[outpost liaison]], [[general]], elite military dwarves, and ordinary workers.&lt;br /&gt;
&lt;br /&gt;
Requirements for a monarch's arrival can be checked by pressing {{k|n}} {{k|c}} after a [[fortress]] has reached a certain [[wealth]]. It is unclear exactly what these requirements are, but a fortress must be a [[Fortress|metropolis]]. These requirement notably do not apply when one of your fortress residents is elevated to monarch.&lt;br /&gt;
&lt;br /&gt;
With the presence of the monarch, a fortress becomes the capital of its [[civilization]]. As a result, it can no longer receive visits from a dwarven [[liaison]] (and so can no longer negotiate trade agreements with the dwarven caravans), nor can it give goods to dwarven caravans as offerings.&lt;br /&gt;
&lt;br /&gt;
The monarch arrives at the same time as an [[immigration]] wave, but has an entirely separate entourage that can spawn from a different part of the map.  The monarch's entourage includes a &amp;quot;royal guard&amp;quot; consisting of dwarves with Legendary +5 skill in a random weapon (but no skill in Fighter), Accomplished skill in Dodger, Shield User, and Armor User, and the &amp;quot;doesn't really care about anything anymore&amp;quot; trait. The monarch will arrive even if you have exceeded your [[Immigration|population cap]]s, though the entourage may be limited by the caps.&lt;br /&gt;
&lt;br /&gt;
It may be that your monarch is an ancient [[vampire]] with thousands of kills to his name before arriving at your fortress. Some monarchs have been known to drop dead as soon as they enter the map, especially in older worlds. Monarchs may also be of a different race, such as [[Main:Cacame Awemedinade|an elven king]].&lt;br /&gt;
&lt;br /&gt;
Random dwarves in [[dwarf fortress mode]] can become monarchs if the current monarch dies or if the position was vacant (common in dying civilizations). If the position no longer exists (i.e. the civilization is truly [[extinct]]) then no monarch will be appointed until the civilization is &amp;quot;resurrected&amp;quot; (by retiring a fortress, for example).&lt;br /&gt;
&lt;br /&gt;
== In other civilizations ==&lt;br /&gt;
&lt;br /&gt;
Elves also have a monarch position of sorts, but in terms of function and importance they're royalty in name only. The actual position at the top is the [[druid]], capable of appointing the monarch position. Elves are notable only in that they have a defined princess (both their monarchs and the position under them are always female) position that can succeed a queen. However this doesn't actually replicate a hereditary monarchy, as princesses have to be replaced by the druid appointing a new one. Both serve various noble functions, with princesses having many of the same responsibilities as the dwarven [[general]].&lt;br /&gt;
&lt;br /&gt;
Humans and goblins, meanwhile, generate equivalent positions during worldgen. These tend to have names like 'law-giver' or 'master', and presumably have most of the functions and behavior dwarven monarchs do - without extracting the information from the world data, however, it can be difficult to tell. In the case of goblins, the position of master often starts off taken by [[demon|something else entirely.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Ezum-sarasti.jpg|thumb|center|300px|Artist rendering of a dwarf king by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata|	[POSITION:MONARCH]&lt;br /&gt;
		[NAME_MALE:king:kings]&lt;br /&gt;
		[NAME_FEMALE:queen:queens]&lt;br /&gt;
		[NUMBER:1]&lt;br /&gt;
		[SPOUSE_MALE:king consort:kings consort]&lt;br /&gt;
		[SPOUSE_FEMALE:queen consort:queens consort]&lt;br /&gt;
		[SUCCESSION:BY_HEIR]&lt;br /&gt;
		[RESPONSIBILITY:LAW_MAKING]&lt;br /&gt;
		[RESPONSIBILITY:RECEIVE_DIPLOMATS]&lt;br /&gt;
		[RESPONSIBILITY:MILITARY_GOALS]&lt;br /&gt;
		[PRECEDENCE:1]&lt;br /&gt;
		[SPECIAL_BURIAL]&lt;br /&gt;
		[RULES_FROM_LOCATION]&lt;br /&gt;
		[MENIAL_WORK_EXEMPTION]&lt;br /&gt;
		[MENIAL_WORK_EXEMPTION_SPOUSE]&lt;br /&gt;
		[SLEEP_PRETENSION]&lt;br /&gt;
		[PUNISHMENT_EXEMPTION]&lt;br /&gt;
		[FLASHES]&lt;br /&gt;
		[BRAG_ON_KILL]&lt;br /&gt;
		[CHAT_WORTHY]&lt;br /&gt;
		[DO_NOT_CULL]&lt;br /&gt;
		[KILL_QUEST]&lt;br /&gt;
		[EXPORTED_IN_LEGENDS]&lt;br /&gt;
		[DETERMINES_COIN_DESIGN]&lt;br /&gt;
		[COLOR:5:0:1]&lt;br /&gt;
		[ACCOUNT_EXEMPT]&lt;br /&gt;
		[DUTY_BOUND]&lt;br /&gt;
		[DEMAND_MAX:10]&lt;br /&gt;
		[MANDATE_MAX:5]&lt;br /&gt;
		[REQUIRED_BOXES:10]&lt;br /&gt;
		[REQUIRED_CABINETS:5]&lt;br /&gt;
		[REQUIRED_RACKS:5]&lt;br /&gt;
		[REQUIRED_STANDS:5]&lt;br /&gt;
		[REQUIRED_OFFICE:10000]&lt;br /&gt;
		[REQUIRED_BEDROOM:10000]&lt;br /&gt;
		[REQUIRED_DINING:10000]&lt;br /&gt;
		[REQUIRED_TOMB:10000]}}&lt;br /&gt;
{{nobles}}&lt;br /&gt;
{{Category|Aristocrats}}&lt;/div&gt;</summary>
		<author><name>Libertine Angel</name></author>
	</entry>
</feed>