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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-12T13:29:07Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Weapon_rack&amp;diff=87090</id>
		<title>40d:Weapon rack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Weapon_rack&amp;diff=87090"/>
		<updated>2010-04-08T17:56:12Z</updated>

		<summary type="html">&lt;p&gt;Lynd: No red links, designation removed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
A '''weapon rack''' is a device which is used to hold [[40d:weapons|weapons]]. Dwarves will store weapons that they have acquired on weapon racks inside their rooms but will not use them. It can be made of [[40d:stone|stone]], [[40d:glass|glass]], [[40d:wood|wood]] or [[40d:metal|metal]].&lt;br /&gt;
&lt;br /&gt;
As with the [[40d:armor stand|armor stand]], it may be used to lay down an official [[40d:barracks|barracks]]. It is used to decorate and keep the [[40d:noble|noble]]s happy.&lt;br /&gt;
&lt;br /&gt;
It requires 3 metal bars to make a weapon rack out of metal.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Crossbow&amp;diff=83678</id>
		<title>40d:Crossbow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Crossbow&amp;diff=83678"/>
		<updated>2010-04-05T12:29:03Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Red link fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
''(This article also covers '''bolts''', '''arrows''' and '''quivers''' for completeness' sake.)''&lt;br /&gt;
&lt;br /&gt;
'''Crossbows''' are the only ranged [[weapon]] that [[dwarves]] can carry.  A dwarf will open fire at a range of about 20 tiles, but the bolts may travel further and hit something by accident.  Crossbows can fire at targets on higher or lower [[z-level]]s; doing so hurts the range slightly, even when firing from higher to lower levels.  There seems to be a &amp;quot;line of sight&amp;quot; rule, of about a 1:1 ratio (height difference to distance from edge of level) but the exact formula is not known.&lt;br /&gt;
&lt;br /&gt;
A [[40d:#Bolts|bolt]] does a fine job at [[40d:piercing|piercing]] the internal organs of a [[40d:creature|creature]] while also doing some damage to outside parts. This is of limited use against creatures without organs, such as [[40d:Magma man|magma men]] or [[40d:undead|undead]], but excellent against creatures with more &amp;quot;normal&amp;quot; internal anatomy.  Occasionally a bolt will get stuck in a target; the only known use for this is that a [[40d:wrestling|wrestling]] dwarf may grab the bolt and twist it in the [[40d:wound|wound]].&lt;br /&gt;
&lt;br /&gt;
==Crossbow usage==&lt;br /&gt;
Once you tell a dwarf to use a crossbow (either from the {{k|m}}ilitary/{{k|w}}eapons sub-menu, or by {{k|v}}iewing the dwarf and accessing the {{k|s}}oldiering sub-menu), he will pick it up if he has either the [[40d:ambusher|hunting]] [[40d:skill|skill]] enabled or if he is in the [[40d:military|military]]. He will then pick up a [[40d:#Quiver|quiver]] and [[40d:#Bolt|bolts]], preferring [[40d:metal|metal]] bolts if available. A dwarf can carry one stack of bolts in his hands, and one in his quiver.&lt;br /&gt;
&lt;br /&gt;
When in range [[40d:dwarves|dwarves]] use crossbows to fire [[40d:#Bolt|bolts]]. If they are engaged in melee they will use the crossbow as a club, using their [[40d:hammerdwarf|hammerdwarf]] skill.&lt;br /&gt;
&lt;br /&gt;
Dwarves often do not return to base and pick up more bolts if they run out if there are enemies nearby; instead, they will enter melee.&lt;br /&gt;
&lt;br /&gt;
==Construction and quality==&lt;br /&gt;
Crossbows can be constructed from [[40d:wood|wood]], [[40d:bone|bone]] or [[40d:metal|metal]]. Wooden and bone crossbows are created at a [[40d:bowyer's workshop|bowyer's workshop]]; metal ones at a [[40d:metalsmith's forge|metalsmith's forge]] using the [[40d:crossbow-making|crossbow-making]] or [[40d:weaponsmith|weaponsmithing]] skills, respectively.&lt;br /&gt;
&lt;br /&gt;
The [[40d:quality|quality]] of a crossbow is added to the [[40d:marksdwarf|marksdwarf]]/[[40d:ambusher|ambusher]] and [[40d:hammerdwarf|hammerdwarf]] skills.  The [[40d:material|material]] used in construction of a crossbow does not affect the damage done when firing, but does affect the damage done when it is used as a melee weapon.&lt;br /&gt;
&lt;br /&gt;
Using [[masterpiece]] ammunition will not result in a bad [[thought]] for the maker, whether or not it breaks, nor will trading it away.  However, losing even one masterpiece bolt out of an original stack of 25 will, if at 1/25 of the usual penalty ''(which is still sizable; see [[40d:Item_quality#Masterpiece|Quality/Masterpiece]] for a full discussion)''. If a single masterwork bolt left outside is stolen, or if a wounded enemy escapes with a masterpiece bolt stuck in them, it's possible to cause a [[40d:tantrum|tantrum]]. For this reason it may be wise to, as policy, either forbid masterwork ammo until the maker has churned out several stacks of them, or just [[40d:trade|trade]] them away.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- If you are ever so &amp;quot;fortunate&amp;quot; to have a weaponsmith create {{subst:subl|masterpiece}} ammo, be sure '''not''' to use it - {{subst:subl|trade}} it away at the first opportunity.  Broken masterpieces create bad thoughts, but traded don't, and bolts do tend to get broken.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Related information==&lt;br /&gt;
===Off-Hand Items===&lt;br /&gt;
According to [http://www.bay12games.com/forum/index.php?topic=47004.msg940332#msg940332 this forum discussion], marksdwarves are able to wield their crossbows one-handed, and so can use another item in their second hand. If they use a [[40d:buckler|buckler]], they may carry it plus an extra set of bolts in the off hand; if they use a [[40d:shield|shield]], they still suffer no penalty to the crossbow usage but cannot carry the extra set of bolts. &lt;br /&gt;
&lt;br /&gt;
===Bolt===&lt;br /&gt;
'''Bolts''' are used by crossbows and [[40d:Weapon_trap#Weapon_Trap|crossbow traps]]. Making bolts from [[40d:wood|wood]] or [[40d:metal|metal]] gives a [[40d:stack|stack]] of 25 bolts, whilst making them from a stack of [[40d:bone|bones]] gives a stack of {5 x number of bones}.&lt;br /&gt;
&lt;br /&gt;
Metal bolts are created at the [[40d:metalsmith's forge|metalsmith's forge]] and require the [[40d:weaponsmith|weaponsmith]] labor enabled.  Wood and bone bolts are created at the [[40d:craftsdwarf's workshop|craftsdwarf's workshop]] and require [[40d:woodcrafting|woodcrafting]] and [[40d:bone carving|bone carving]] labors, respectively. Higher levels of [[40d:skill|skill]] will tend to produce higher [[40d:quality|quality]] bolts.  The [[40d:material|material]] and quality{{verify}} of the bolts (not the crossbow) affects the amount of [[40d:Weapon#Material damage modifiers|damage]] done.&lt;br /&gt;
&lt;br /&gt;
If you [[40d:decorate|decorate]] a stack of bolts, the same decoration will be applied to every bolt in the stack simultaneously.  In older versions this allowed to generate stacks of huge value - value of decoration was multiplied by amount of bolts in the stack. This has been fixed now and decorated bolts are no longer that valuable.&lt;br /&gt;
&lt;br /&gt;
In [[40d:adventure mode|adventure mode]], bolts can also be thrown for about the same results as firing them, except that it uses the [[40d:thrower|thrower]] skill and doesn't destroy the bolts if you happen to miss.&lt;br /&gt;
&lt;br /&gt;
===Quiver===&lt;br /&gt;
A '''Quiver''' is an item used to store [[40d:bolt|bolt]]s or [[40d:arrow|arrow]]s. It is worn on the body, like a [[40d:backpack|backpack]].&lt;br /&gt;
&lt;br /&gt;
Quivers are made of [[40d:leather|leather]] at a [[40d:leatherworks|leatherworks]]. Dwarves equipped with a crossbow will automatically wear quivers if they are available, and carry a stack of bolts in it. This allows a dwarf to carry one extra stack of bolts, typically [[40d:bone|bone]] or [[40d:wood|wood]] training bolts in the hand, and [[40d:metal|metal]] ones in the quiver. &lt;br /&gt;
&lt;br /&gt;
Invaders, merchants, and migrants often have [[40d:silk|silk]] and [[40d:cloth|cloth]] quivers, even though you can't make them yourself. &lt;br /&gt;
&lt;br /&gt;
In adventure mode, a quiver can hold any number of arrows and bolts.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[40d:Marksdwarf|Marksdwarf]]&lt;br /&gt;
*[[40d:Ambusher|Ambusher]]&lt;br /&gt;
*[[40d:Archery target|Archery target]]&lt;br /&gt;
*[[40d:Bowyer|Bowyer]]&lt;br /&gt;
*[[40d:Crossbow-making|Crossbow-making]]&lt;br /&gt;
*[[40d:Bow|Bow]]&lt;br /&gt;
*[[40d:Equipment and encumbrance|Equipment and encumbrance]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]][[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Buckler&amp;diff=83675</id>
		<title>40d:Buckler</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Buckler&amp;diff=83675"/>
		<updated>2010-04-05T12:23:41Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Redirected page to [[40d:Armor]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Armor]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bolts&amp;diff=83674</id>
		<title>40d:Bolts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bolts&amp;diff=83674"/>
		<updated>2010-04-05T12:21:23Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Redirected page to 40d:Crossbow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Crossbow]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothes&amp;diff=83672</id>
		<title>40d:Clothes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothes&amp;diff=83672"/>
		<updated>2010-04-05T12:20:30Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Redirected page to 40d:Clothing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Clothing]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sugar&amp;diff=83671</id>
		<title>40d:Sugar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sugar&amp;diff=83671"/>
		<updated>2010-04-05T12:17:16Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Redirected page to 40d:Dwarven sugar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Dwarven sugar]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Syrup&amp;diff=83669</id>
		<title>40d:Syrup</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Syrup&amp;diff=83669"/>
		<updated>2010-04-05T12:15:49Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Redirected page to 40d:Dwarven syrup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Dwarven syrup]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarven_sugar&amp;diff=83665</id>
		<title>40d:Dwarven sugar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarven_sugar&amp;diff=83665"/>
		<updated>2010-04-05T12:14:06Z</updated>

		<summary type="html">&lt;p&gt;Lynd: No red links, designation removed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Dwarven Sugar''' is a [[40d:cook|cookable]] item made by [[40d:milling|milling]] [[40d:sweet pod|sweet pod]]s. Only one unit of dwarven sugar is made from each unit of sweet pods. It is not eaten raw, but used as an ingredient in cooking.&lt;br /&gt;
&lt;br /&gt;
Value: 20&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarven_syrup&amp;diff=83659</id>
		<title>40d:Dwarven syrup</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarven_syrup&amp;diff=83659"/>
		<updated>2010-04-05T12:12:14Z</updated>

		<summary type="html">&lt;p&gt;Lynd: No red links, designation removed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Dwarven Syrup''' is made from [[40d:sweet pod|sweet pod]]s at a [[40d:farmer's workshop|farmer's workshop]] using the &amp;quot;process plants (barrel)&amp;quot; order and the [[40d:Plant Processing|plant processing]] labor.  Five units of dwarven syrup are made from each sweet pod, and one seed per sweet pod will be left over.  Dwarven syrup cannot be eaten in its raw state, but can be made into edible food using [[40d:cooking|cooking]]. As dwarven syrup is a moderately valuable good, a stack of dwarven syrup roasts can have a surprisingly high value, easily into the thousands even with a moderately-experienced cook.&lt;br /&gt;
&lt;br /&gt;
Value: 20&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]][[Category:Extracts]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Children&amp;diff=83532</id>
		<title>40d:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Children&amp;diff=83532"/>
		<updated>2010-04-05T08:27:32Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Red link fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[40d:Dwarves|Dwarves]] are considered '''children''' for their first twelve years. They learn how to become a [[40d:dwarf|dwarf]] through living in and participating in dwarven society with no formal schools, apprenticeships or other formal learning; even parenting seems quite minimal.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, some migrant dwarves are married and may bring children. Children who immigrate to your [[40d:fortress|fortress]] might be any age from 2 to 12, and there is no way to determine the age of a child.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Resident&amp;quot; dwarves may also give birth to children. This can be stopped or reduced by editing the init file. Dwarves even can have miscarriages, which causes an unhappy thought for the mother but not for the father.&lt;br /&gt;
&lt;br /&gt;
Children are listed last among dwarves on the {{k|u}}nits list, and appear as a dark red dwarf:&lt;br /&gt;
&lt;br /&gt;
:{{Skill Box|Children|#800|#800|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Babies==&lt;br /&gt;
&lt;br /&gt;
When children are born, they are looked after by their parents, who will continue working, leaving the baby in the [[workshop]] if they go to get [[material]]s. It is thought that babies sharing a tile with their parents always lie down, not the parent. Babies do not have to be born in [[bed]]s, but are born wherever the mother happens to be; the birth will interrupt the mother's current action.  If the mother is [[sleep]]ing, however, the birth may not wake her, and the baby will go about business as if it were a child. Often this means crawling to the dining hall or attempting to harvest plants/deconstruct walls. Still the game may report the message &amp;quot;...cancels sleep: seeking infant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the mother dies the baby will almost always head to the nearest ledge and throw itself off of it, they will continue to do this until they either die or they grow to be a child.  Orphans are never adopted by other dwarves.&lt;br /&gt;
&lt;br /&gt;
==Labor==&lt;br /&gt;
Children may not be assigned any labors, but perform some activities without any intervention:&lt;br /&gt;
&lt;br /&gt;
* socialising, through arranging [[40d:party|parties]] in [[40d:meeting hall|meeting hall]]s;&lt;br /&gt;
* [[40d:Farming|harvesting]] [[40d:crops|crops]], if the 'All dwarves harvest' order is on;&lt;br /&gt;
* removing [[40d:construction|construction]]s (such as [[40d:wall|wall]]s, [[40d:floor|floor]]s, [[40d:ramp|ramp]]s);&lt;br /&gt;
* pulling [[40d:lever|lever]]s;&lt;br /&gt;
* filling designated ponds;&lt;br /&gt;
* [[40d:hauling|hauling]] items to the [[40d:trade depot|trade depot]];&lt;br /&gt;
* eating, drinking, and sleeping as necessary.&lt;br /&gt;
&lt;br /&gt;
Children may not be assigned to the [[40d:noble|nobility]], although babies seem to be able to.&lt;br /&gt;
&lt;br /&gt;
==Diet==&lt;br /&gt;
Children seem to eat and drink with similar preferences to adult dwarves, including a preference for [[40d:alcohol|alcohol]] over plain [[40d:water|water]]. &lt;br /&gt;
&lt;br /&gt;
==Kidnapping==&lt;br /&gt;
Children are also the target of [[40d:goblin|goblin snatchers]], who will sneak into your fortress and try to kidnap young dwarves by stuffing one in a sack and hightailing it out of there. Like stolen objects, children who are removed from the map are lost forever, for now. [[Toady]] has hinted that slaves can be freed in a future version.&lt;br /&gt;
&lt;br /&gt;
==Moods==&lt;br /&gt;
[[Image:LegendaryChild.png|right|thumb|200px|The result of intensive child labor.]]&lt;br /&gt;
[[40d:Strange mood|Strange mood]]s affect children in the same way as adults, though a lack of any skill will always result in an artifact [[40d:craft|craft]] made of stone, wood, or bone; unless the child was possessed, the result is a [[40d:legendary|legendary]] [[40d:stone crafter|stone crafter]], [[40d:wood crafter|wood crafter]], or [[40d:bone carver|bone carver]] (depending on the artifact made) once the child grows up.&lt;br /&gt;
&lt;br /&gt;
If one of your dwarves gives birth while in a [[40d:Strange Mood|Strange Mood]], she will completely ignore her baby and focus completely on finishing her project. The baby will think that its mother is dead so it will attempt to end its life, but if the mother finishes creating the artifact before that happens, she will seek her child and they will behave normally (at least by dwarven standards, anyway).&lt;br /&gt;
&lt;br /&gt;
==Adulthood==&lt;br /&gt;
At the age of twelve, children become adult [[40d:dwarf|dwarves]]. While most then become unskilled [[40d:peasant|peasant]]s, those who have successfully completed a strange mood other than possession will become legendary [[40d:craftsdwarf|Craftsdwarves]]; those who help in harvesting [[40d:plants|plants]] throughout childhood may have built up sufficient experience points in the [[40d:grower|grower]] skill to become [[40d:Planter|Planter]]s, although it will list them as peasants until they skill up.&lt;br /&gt;
&lt;br /&gt;
==Dwarven parenthood==&lt;br /&gt;
&lt;br /&gt;
As an oversight in programming, children's parents can become so preoccupied with finding their children that they can die of thirst. This is aimed to be fixed at a later update.&lt;br /&gt;
&lt;br /&gt;
==Military Children==&lt;br /&gt;
&lt;br /&gt;
Although possibly not a bug, children with military mothers will be carried joyfully into battle and usually slaughtered wholesale.  Deactivating the mother's military commission may be the best idea to keep the children alive and the parents from throwing [[40d:tantrum|tantrum]]s when a stray [[40d:bolt|bolt]] hits the child. However, If the dwarven parent in question can be kept happy, Dwarven babies make ''excellent'' combat armor.&lt;br /&gt;
''&lt;br /&gt;
[[Category:Dwarves]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Planter&amp;diff=83531</id>
		<title>40d:Planter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Planter&amp;diff=83531"/>
		<updated>2010-04-05T08:26:50Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Redirected page to 40d:Grower&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Grower]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gnome&amp;diff=83525</id>
		<title>40d:Gnome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gnome&amp;diff=83525"/>
		<updated>2010-04-05T08:04:16Z</updated>

		<summary type="html">&lt;p&gt;Lynd: No red links, designation removed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
There are two races of gnomes in Dwarf Fortress: [[40d:mountain gnome|mountain gnome]]s and [[40d:dark gnome|dark gnome]]s. Dark gnomes are stronger than their lesser brethren, but they both love to steal items {{verify}} and drink your booze. They often appear in small groups.&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Giant_eagle&amp;diff=83523</id>
		<title>40d:Giant eagle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Giant_eagle&amp;diff=83523"/>
		<updated>2010-04-05T08:02:31Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Red links fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{CreatureInfo|name=Giant Eagle|symbol=E|color=rgb(128, 128, 0)|bones=10|chunks=10|meat=10|fat=3|skulls=1|skin=Yes|biome=[[40d:Mountain|Mountain]]|wiki=no}}&lt;br /&gt;
&lt;br /&gt;
'''Giant Eagles''' are dangerous birds, bigger than [[40d:grizzly bear|grizzly bear]]s but with one additional advantage - they can ''fly''. They appear in savage [[40d:mountain|mountain]] areas. Like most wildlife, they tend to stay away from your dwarves, but if they do come close or are harassed by hunters or soldiers, [[40d:fun|fun]] may ensue.&lt;br /&gt;
&lt;br /&gt;
Flight enables the giant eagle to fight beyond the reach of melee [[40d:weapons|weapons]], hovering to swoop in again and again to pick off [[40d:dwarves|dwarves]] that stray from the pack.  Furthermore, Giant Eagles show a tendency to avoid any dwarf armed with a [[40d:crossbow|crossbow]]{{verify}}, rendering your best chance of killing it that much harder. It's always possible for any dwarf to get a lucky hit, but it's not something you want to count on.&lt;br /&gt;
&lt;br /&gt;
Should your dwarves be unfortunate enough to encounter a [[40d:skeletal|skeletal]] giant eagle, which is immune to the worst effects of [[40d:piercing|piercing]] weapons (like crossbow bolts), you may want to consider abandoning your fortress and starting a new one far, far away. To witness its cruel devastation may scar you for life. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 30%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #aaa; padding-left: 1em; padding-right: 1em;&amp;quot; | The Horror&lt;br /&gt;
|-&lt;br /&gt;
|[[image:45770275lq3.jpg|The horror]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Taming==&lt;br /&gt;
Giant Eagles can be caught in [[40d:cage|cage]] [[40d:trap|trap]]s, however this is extremely rare. A much easier option, although not quite as profitable, is to buy them from the elves.  If they are caught, they can be [[40d:tame|tame]]d, and having a giant eagle hovering outside your base is an excellent [[40d:defense|defense]] mechanism.  Watch as it ignores your stay inside [[40d:orders|orders]], and utterly destroys your enemies.&lt;br /&gt;
&lt;br /&gt;
==Insta-kill==&lt;br /&gt;
One way to cheat your way out of a sticky situation is by [[40d:modding|modding]] the eagle entry. Wait for the bird to fly in the air and then save your game. Open the &amp;lt;tt&amp;gt;raw/objects/creature_large_mountain.txt&amp;lt;/tt&amp;gt; file and delete the &amp;lt;tt&amp;gt;[FLIER]&amp;lt;/tt&amp;gt; tag from the Giant Eagle. Reload your game and enjoy watching the bird plummet to its death. (Note that if it survives, or any new ones spawn, they can still attack your dwarves!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:BIRD_EAGLE_GIANT]&lt;br /&gt;
	[NAME:giant eagle:giant eagles:giant eagle]&lt;br /&gt;
	[TILE:'E'][COLOR:6:0:0]&lt;br /&gt;
	[MODVALUE:5]&lt;br /&gt;
	[LARGE_ROAMING][DIFFICULTY:2]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[GENPOWER:3][LARGE_PREDATOR][NATURAL][PET_EXOTIC][MOUNT_EXOTIC][SAVAGE]&lt;br /&gt;
	[PETVALUE:700]&lt;br /&gt;
	[PREFSTRING:coloration]&lt;br /&gt;
	[BODY:HUMANOID_ARMLESS:2WINGS:2EYES:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:4TOES:BEAK]&lt;br /&gt;
	[SIZE:10]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:BEAK:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:giant eagle hatchling:giant eagle hatchlings]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:MOUNTAIN]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Defense&amp;diff=83522</id>
		<title>40d:Defense</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Defense&amp;diff=83522"/>
		<updated>2010-04-05T08:00:52Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Redirected page to 40d:Defense guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Defense guide]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Skeletal&amp;diff=83521</id>
		<title>40d:Skeletal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Skeletal&amp;diff=83521"/>
		<updated>2010-04-05T07:58:46Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Redirected page to 40d:Undead&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Undead]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Guild&amp;diff=83520</id>
		<title>40d:Guild</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Guild&amp;diff=83520"/>
		<updated>2010-04-05T07:55:28Z</updated>

		<summary type="html">&lt;p&gt;Lynd: No red links, designation removed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
If your dwarves are not given enough work to do, particularly after the [[40d:economy|economy]] has activated, they may request a meeting with your [[40d:Manager|Manager]] to complain about the lack of work. Once enough complaints are received, the Manager will then meet with the [[40d:Mayor|Mayor]]. Sometimes, this results in the message &amp;quot;(Name), Mayor has taken a request from the (Profession) Guild.&amp;quot;, often followed by &amp;quot;(Name), Mayor has mandated that certain jobs be completed.&amp;quot;, resulting in a [[40d:mandate|mandate]] that simply requires a number of jobs involving the stated profession to be completed (such as mining out 1 tile for each Miners Guild job).&lt;br /&gt;
&lt;br /&gt;
Guilds currently exist for [[40d:miner|miner]]s, [[40d:carpenter|carpenter]]s, [[40d:mason|mason]]s, [[40d:metalsmith|metalsmith]]s, [[40d:jeweler|jeweler]]s, and [[40d:craftsdwarf|craftsmen]].&lt;br /&gt;
&lt;br /&gt;
Each guild has its own wage rate - if circumstances result in guild members being chronically unemployed, the Mayor may temporarily boost their wages to compensate, giving the message &amp;quot;(Name), Mayor has changed the guild wages.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hatch_cover&amp;diff=83518</id>
		<title>40d:Hatch cover</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hatch_cover&amp;diff=83518"/>
		<updated>2010-04-05T07:54:25Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Red link fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
A '''hatch cover''' (also called a '''floor hatch''' or just '''hatch''') is a circular covering for a hole in the ground, effectively a horizontal door based on the Z-axis.  It is classed as [[40d:furniture|furniture]] and can be built from either [[40d:rock|rock]], [[40d:wood|wood]], [[40d:metal|metal]] or [[40d:glass|glass]].  When closed, hatches have the symbol {{Raw Tile|¢|Gray|Silver}}, and when open they &amp;quot;disappear&amp;quot;, just like [[40d:door|door]]s or [[40d:floodgates|floodgates]].  You can verify the presence of an open hatch by using the {{k|k}} key and moving the cursor over/near the hatch opening. You can also use the {{k|t}} key to view the quality/value of an installed hatch.&lt;br /&gt;
&lt;br /&gt;
When you create any stairway down between two floors, a Floor Hatch, when put on the upper floor, acts exactly like a door. If you lock it, the dwarves will not use that staircase. A closed floor hatch will block the passage of fluids onto the lower floor, and will stop falling creatures. They can also be used on ramps.  Up-down stairways do not prevent the use of hatches in that tile to block the down-portion - the up-portion would need to be blocked from the level above that.  Floor hatches can also be placed or grouped on open space, provided they have support.&lt;br /&gt;
&lt;br /&gt;
== Hatch settings ==&lt;br /&gt;
&lt;br /&gt;
There are three options one can specify on any door or hatch from the {{K|q}} menu:&lt;br /&gt;
* {{K|l}} Forbid/Permit Passage&lt;br /&gt;
** A hatch set to Forbidden is impassable to any dwarves in the game. A hatch cannot be set Forbidden if it is open. Invading thieves may lock-pick and bypass a Forbidden hatch.&lt;br /&gt;
* {{K|o}} Keep Tightly Closed/Make Pet-Passable&lt;br /&gt;
** A hatch that is pet-passable allows through traffic of pets. A pet can still pass through a hatch that is tightly closed if it does so while it is being held open by an object or dwarf.&lt;br /&gt;
* {{K|s}} Set as Internal/External&lt;br /&gt;
** A hatch set to external functions as a floor when defining boundaries of a room such as a [[40d:bedroom|bedroom]]. A hatch set to internal allows the room boundaries to pour over.&lt;br /&gt;
&lt;br /&gt;
== Building Hatches ==&lt;br /&gt;
&lt;br /&gt;
After constructing a hatch at any of the above workshops, they must be &amp;quot;{{K|b}}uilt&amp;quot; (placed) like all other furniture.  Hatches can be built on any free floor tile, over empty space, or on top of down-staircases (or up/down staircases, or even up-staircases, although that last option won't do anything useful). Hatches cannot be placed on the same tile as most other constructions, including all [[40d:furniture|furniture]] and [[40d:trap|trap]]s.&lt;br /&gt;
&lt;br /&gt;
To be used effectively, a hatch should either be placed above a downstair (or in an up/down stair) where, like a door, it will impede liquid flow while still allowing access; or alternatively it can be linked up to a lever (and probably placed above a channel, or lava, or below a river etc), which when pulled will temporarily open the hatch, allowing whatever is above to fall down below.&lt;br /&gt;
&lt;br /&gt;
Like [[40d:grate|grate]]s, hatches placed on top of floor tiles are purely decorative. Placing a hatch cover does not automatically dig out anything under the hatch.&lt;br /&gt;
&lt;br /&gt;
Water which has a hatch on top of it can still be used as a water source and for fishing.&lt;br /&gt;
&lt;br /&gt;
Hatches over empty space can be safely walked on and even driven over by caravans (They do need to be next to a wall or floor for support, however, but they can't even be built if that condition isn't met - and supports on the level below don't do any good {{verify}}).&lt;br /&gt;
&lt;br /&gt;
== On using Hatches ==&lt;br /&gt;
*They work just like doors. Only on the Z-axis.&lt;br /&gt;
*The hatch will be flashing if placed over stairs or ramps.&lt;br /&gt;
*Trap doors when hooked to pressure plates &lt;br /&gt;
*For use over pits and ponds &lt;br /&gt;
*Cover for stockpile stashes hidden underground &lt;br /&gt;
*Preventing water and magma from flowing down stairs or ramps - useful for aquifer levels&lt;br /&gt;
*Last minute defense for an invasion (Mainly for fortress built right into the ground)&lt;br /&gt;
*A dwarf falling down a multiple floor stairway will be stopped by a closed floor hatch.&lt;br /&gt;
*Hatches can be linked to levers to function like a &amp;quot;vertical&amp;quot; floodgate without blocking liquid accumulating on the surface above - for example they can be used as emergency drains for pools of water - or magma, if made of magma-safe materials.  &lt;br /&gt;
*Hatches can be deconstructed by creatures with the [[40d:building destroyer|building destroyer]] tag, like [[40d:troll|troll]]s or [[40d:cave crocodile|cave crocodile]]s.&lt;br /&gt;
*Freezing water has been reported to deconstruct hatches, causing flooding when the water thaws (and leaving the hatch lying nearby the opening).&lt;br /&gt;
*Can be used to halt enemies coming from below the hatch, as enemies must be on the same level as their target (or higher) when making a melee attack. This might not work if an enemy's body temperature is high enough to damage the hatch.&lt;br /&gt;
&lt;br /&gt;
{{Colored Notice Box|#FF00FF|More testing is required.}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Floodgates&amp;diff=83517</id>
		<title>40d:Floodgates</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Floodgates&amp;diff=83517"/>
		<updated>2010-04-05T07:54:10Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Redirected page to 40d:Floodgate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Floodgate]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Agility&amp;diff=82554</id>
		<title>40d:Agility</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Agility&amp;diff=82554"/>
		<updated>2010-04-04T15:05:55Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Redirected page to 40d:Attribute&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Attribute]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Melancholy&amp;diff=82498</id>
		<title>40d:Melancholy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Melancholy&amp;diff=82498"/>
		<updated>2010-04-04T14:20:05Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Redirected page to 40d:Insanity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Insanity]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:War&amp;diff=82480</id>
		<title>40d:War</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:War&amp;diff=82480"/>
		<updated>2010-04-04T14:07:26Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Red links fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''War''' is a specific state the player is at with another [[civilization]] that may either be present at [[embark]] or be caused during [[fortress mode]] by certain incidents. A proper war will be signaled on the embark screen with &amp;quot;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;WAR&amp;lt;/span&amp;gt;&amp;quot; and will be denoted in-game on the {{k|c}}ivilization screen.&lt;br /&gt;
&lt;br /&gt;
The player can be at war with any other race, but not with any [[40d:dwarf|dwarven]] civilization.&lt;br /&gt;
&lt;br /&gt;
Starting out at war on embark can be achieved by checking the available dwarven civilizations and the tiles they occupy (blue) for symbols that normally signify settlements of other races.  Then move the cursor into a region relatively close by, and start a new fortress. If a fort is started too far away, perhaps into the territory of another civilization of that race, 'war' will disappear.&lt;br /&gt;
&lt;br /&gt;
The general state of hostility most [[40d:goblin|goblin]]s show towards the player, complete with ambushes and sieges, doesn't even count as war. It is signified instead by &amp;quot;--------&amp;quot; on the embark screen.&lt;br /&gt;
 &lt;br /&gt;
== Causing war ==&lt;br /&gt;
Allowing [[40d:diplomat|envoy]]s or [[40d:trader|trader]]s to die on your map, whether intentionally or not, is considered a hostile action (even if they die of natural causes). Too many of these actions can cause the civilization to attack the player.  It may only take a single diplomat's death to start a war.  Not keeping to agreements, clearcutting forests (in the case of elves), seizing whole caravans repeatedly and annoying elven traders by offering them wood till they leave are other aggressive actions that may lead to war.&lt;br /&gt;
&lt;br /&gt;
== Elves ==&lt;br /&gt;
===War on embark===&lt;br /&gt;
If you start out at war with [[40d:elves|elves]] they won't send caravans and trade with you. Their civilization may (will?) also be missing from the Civ Screen until they ambush you. As always, elves will not siege, but ambush, much like goblins. An elven ambush will not be announced as such but can be recognized from the map zooming to the (invisible) troops' entrypoint. Once one of your units detects them, they turn visible and the &amp;quot;An ambush! Curse them!&amp;quot; message is announced.&lt;br /&gt;
&lt;br /&gt;
Elven ambushes arrive about the same time the caravan would; middle of early spring.&lt;br /&gt;
&lt;br /&gt;
The first ambushes ''may'' arrive as late as when your fort qualifies as [[40d:barony|barony]].&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Barony&amp;diff=82477</id>
		<title>40d:Barony</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Barony&amp;diff=82477"/>
		<updated>2010-04-04T14:06:42Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Redirected page to 40d:Baron&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Baron]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trader&amp;diff=82475</id>
		<title>40d:Trader</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trader&amp;diff=82475"/>
		<updated>2010-04-04T14:05:17Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Redirected page to 40d:Trading&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Trading]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Climate&amp;diff=82471</id>
		<title>40d:Climate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Climate&amp;diff=82471"/>
		<updated>2010-04-04T14:02:38Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Red links fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
:''(For creatures or items &amp;quot;being wet&amp;quot; when covered with water, see [[40d:Water#&amp;quot;Water covering&amp;quot;|Water]].)''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Climate''' in Dwarf Fortress is a temperature rating only; actual ground cover is called a [[biome]].  In order from hottest to coldest, they are:&lt;br /&gt;
&lt;br /&gt;
=== Scorching ===&lt;br /&gt;
* Stagnant ponds dry up immediately.  [[40d:River|River]]s are unaffected.&lt;br /&gt;
&lt;br /&gt;
=== Hot ===&lt;br /&gt;
* In dry biomes, stagnant ponds may evaporate during dry [[40d:season|season]]s (usually [[40d:summer|summer]]); be sure to dig out a [[40d:cistern|cistern]] before then if you lack a [[40d:river|river]].  As of 39a, ponds can now refill with the [[40d:rain|rain]], allowing more diverse climates to be settled.&lt;br /&gt;
&lt;br /&gt;
=== Warm ===&lt;br /&gt;
* (no effect)&lt;br /&gt;
&lt;br /&gt;
=== Temperate ===&lt;br /&gt;
* Surface pools and rivers will freeze for part of the year.  The length of freeze varies:  They may start out frozen, thaw sometime during [[40d:spring|spring]], and remain liquid until [[40d:winter|winter]], or they may start out liquid and freeze for only a month or so in winter.  If temperature is turned off, water cannot freeze or thaw.&lt;br /&gt;
&lt;br /&gt;
=== Cold ===&lt;br /&gt;
* Surface pools and rivers are usually frozen but usually thaw for a few months in each year.&lt;br /&gt;
&lt;br /&gt;
=== Freezing ===&lt;br /&gt;
* Surface pools and rivers remain frozen throughout the year in a majority of maps; you must use a source of heat (such as [[40d:magma|magma]]) to obtain liquid [[40d:water|water]].&lt;br /&gt;
* If temperature is turned on, exposed [[40d:dwarves|dwarves]] and livestock may quickly freeze to death.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[40d:Weather|Weather]]&lt;br /&gt;
[[Category:world]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Rain&amp;diff=82468</id>
		<title>40d:Rain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Rain&amp;diff=82468"/>
		<updated>2010-04-04T14:02:00Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Redirected page to 40d:Weather&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Weather]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Summer&amp;diff=82466</id>
		<title>40d:Summer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Summer&amp;diff=82466"/>
		<updated>2010-04-04T14:01:18Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Redirected page to 40d:Calendar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Calendar]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Weather&amp;diff=82464</id>
		<title>40d:Weather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Weather&amp;diff=82464"/>
		<updated>2010-04-04T13:59:40Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Red links fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Weather''' changes with [[40d:season|season]]s, and brings [[40d:wet|wet]], [[40d:Climate#Cold|cold]], [[40d:Climate#Hot|hot]], and [[40d:dry|dry]] conditions. It can be turned off by editing init.txt. This takes some load off of the CPU and can result in noticeably faster game play.&lt;br /&gt;
&lt;br /&gt;
==Rain==&lt;br /&gt;
Rain is an event occurring at random intervals. The message &amp;quot;It has started raining&amp;quot; appears when it begins to rain. Rain has multiple effects: It cleans [[40d:blood|blood]] off of surfaces, fills murky pools, removes uncollected [[40d:silk|silk]] webs, and can give a [[40d:dwarf|dwarf]] an unhappy thought.  &lt;br /&gt;
&lt;br /&gt;
Dwarfs who are out in the rain will soon get wet and have all their body parts described as {{gametext|Water covering (body part)}} in their inventory menu.&lt;br /&gt;
&lt;br /&gt;
As stated above, when a rain hits a tile labeled as a [[40d:murky pool|murky pool]], it will begin to fill it up with 1/7 water, and if that does not evaporate the water will grow deeper, until the pool is full.  Murky pools do not overflow from rain, but this extra water can be drained off and stored/used. (See the [[40d:Well guide#Using ponds/pools in areas with heavy rain|Well Guide]].) While not much, it can really help maps without 'unlimited' [[40d:water|water]] supplies such as [[40d:river|river]]s and [[40d:brook|brook]]s.&lt;br /&gt;
&lt;br /&gt;
Rainfall occurs in [[40d:temperate|temperate]] to scorching maps.&lt;br /&gt;
&lt;br /&gt;
==Snow==&lt;br /&gt;
In [[40d:winter|winter]], instead of raining it will snow. Snowing has very similar effects to rain, but instead of leaving &amp;quot;wet&amp;quot; squares, it will cover outdoor tiles with snow, including frozen pond tiles.  No [[40d:water|water]] is created by falling snow.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A snowstorm has arrived&amp;quot;, is the message you receive when getting a snowstorm. In the event of a snowstorm, snow will slowly cover the surface the map with snow, and any [[40d:dwarf|dwarf]] caught in one may get an unhappy thought from it. &lt;br /&gt;
&lt;br /&gt;
Snowstorms will occur in winter on temperate to freezing maps.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[40d:Climate|Climate]]&lt;br /&gt;
*[[40d:Biome|Biome]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dry_season&amp;diff=82462</id>
		<title>40d:Dry season</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dry_season&amp;diff=82462"/>
		<updated>2010-04-04T13:59:03Z</updated>

		<summary type="html">&lt;p&gt;Lynd: No red links, designation removed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
During [[40d:Calendar|Autumn]], you sometimes get the message &amp;quot;The dry season has come.&amp;quot; During a dry season, your [[40d:pond|ponds]] dry up, even when they are larger than 1. There is also reduced rainfall. The grass tiles on the screen also changes into dry grass tiles, but that is purely cosmetic.&lt;br /&gt;
&lt;br /&gt;
You only get a dry season if you build a fort in a [[40d:region|region]] with a warm or hotter [[40d:climate|climate]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[40d:Climate|Climate]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Fortress mode]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dry&amp;diff=82461</id>
		<title>40d:Dry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dry&amp;diff=82461"/>
		<updated>2010-04-04T13:58:16Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Redirected page to 40d:Dry season&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Dry season]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wet&amp;diff=82459</id>
		<title>40d:Wet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wet&amp;diff=82459"/>
		<updated>2010-04-04T13:56:28Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Redirected page to 40d:Climate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Climate]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Metalsmithing&amp;diff=82458</id>
		<title>40d:Metalsmithing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Metalsmithing&amp;diff=82458"/>
		<updated>2010-04-04T13:52:08Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Redirected page to 40d:Metalsmith&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Metalsmith]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wagon_(embark)&amp;diff=82457</id>
		<title>40d:Wagon (embark)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wagon_(embark)&amp;diff=82457"/>
		<updated>2010-04-04T13:49:12Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Red links fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
''(For information on wagons as they pertain to [[40d:caravan|caravan]]s, see [[40d:Trading#Wagons|Trading]].)''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In [[40d:Fortress Mode|Fortress Mode]], you start with a single ''immobile'' '''wagon''' that represents the transportation vehicle for all your supplies.  A wagon is not a real vehicle, and never moves or serves any other purpose - it simply sits there at the start of the game, representing where your dwarves decided to stop.  Any and all supplies were selected at [[40d:embark|embark]] by you and bought with points; supplies cannot be bought later, but your dwarves can (try to) [[40d:trade|trade]] for whatever the seasonal [[40d:caravan|caravan]]s bring.&lt;br /&gt;
&lt;br /&gt;
To empty a wagon, your dwarves need the appropriate [[40d:hauling|hauling]] [[40d:labor|labor]] enabled (all are enabled by default at embark), no other jobs to distract them, an appropriate [[40d:stockpile|stockpile]] designated, and a valid [[40d:path|path]] between the stockpile and the items.  And, depending on how many items you brought, patience.&lt;br /&gt;
&lt;br /&gt;
You can can break down your wagon into three [[40d:tower cap|tower cap]] [[40d:log|log]]s by pressing {{K|q}}, highlighting the wagon, and pressing {{K|x}}.  A dwarf with the [[40d:Carpentry|Carpentry]] labor enabled will then deconstruct the wagon into its component logs.  The items will then be scattered in a slightly wider pattern in that same location.  A wagon cannot be used for ''any'' other purpose - might as well break it down for the lumber, now or later.&lt;br /&gt;
&lt;br /&gt;
If that dis-assembly is finished while a dwarf is returning to the wagon to [[40d:haul|haul]] an item to a stockpile, the dwarf will cancel that [[40d:job|job]].  An [[40d:announcement|announcement]] will be generated, to the effect of &amp;quot;Job Item lost or misplaced&amp;quot;. Don't panic - nothing has been lost, except that dwarf's train of thought, as the item they were retrieving is no longer in the wagon but instead on the ground.  They may adopt another hauling job, that same or a different one, and sooner or later that item will get hauled, but that particular job is cancelled for that moment.&lt;br /&gt;
&lt;br /&gt;
In rare cases you might start on a level or spot that doesn't have a 3x3 square (e.g. mountain peak). In this case your wagon will be missing/inaccessible via the {{K|k}} or {{K|q}} menu, but your goods will still be there (all?). In Addition if you require the logs from the wagon when dismantled, they will not be there (like the wagon never existed).&lt;br /&gt;
&lt;br /&gt;
Dismantling the wagon when its very near (1-2 tiles) the edge of the map, a [[40d:river|river]] or [[40d:magma|magma]] vent can cause you to lose part of your embark equipment if it lands where your dwarves can't go.  If it's within a couple tiles of such a location, it's recommended you wait until the wagon is 100% empty before dismantling it.&lt;br /&gt;
&lt;br /&gt;
Unless/until you formally designate a new one, the location where your Wagon is (or was) is a default [[40d:Activity zone#Meeting Area|Meeting Area]] or [[40d:Meeting hall|Meeting Hall]].  A meeting zone is where any [[40d:domestic animal|domestic animal]]s or [[40d:On break|idle]] dwarfs will congregate in their spare time, and also provide some measure of defense for your possessions from any [[40d:rhesus macaque|rhesus macaque]]s or [[40d:kobold|kobold]] [[40d:thieves|thieves]] before you finish securing your valuables.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Fortress mode]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Haul&amp;diff=82456</id>
		<title>40d:Haul</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Haul&amp;diff=82456"/>
		<updated>2010-04-04T13:48:17Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Redirected page to 40d:Hauling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Hauling]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Whip_vine&amp;diff=82453</id>
		<title>40d:Whip vine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Whip_vine&amp;diff=82453"/>
		<updated>2010-04-04T13:45:55Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Red links fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Crop|color={{color|3|1}}|seed_color={{color|0|1}}|character=§|name=Whip vine|cookable=If milled|alcohol=[[40d:Whip wine|Whip wine]]|spring=1|summer=1|autumn=1|winter=1|habitat=Not freezing (dry) (savage)|uses=&lt;br /&gt;
* [[40d:Flour|Flour]]&lt;br /&gt;
* [[40d:Alcohol|Alcohol]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Whip vines''' cannot be eaten raw, but can be [[40d:brew|brew]]ed or [[40d:mill|mill]]ed.  [[40d:Whip wine|Whip wine]], brewed from whip vines, is fairly valuable, and [[40d:whip vine flour|whip vine flour]] is the most valuable flour product available.&lt;br /&gt;
&lt;br /&gt;
Whip vines are grown [[40d:Tile attributes|above ground]] and may be planted any time of the year.  &lt;br /&gt;
&lt;br /&gt;
* Grow time: 500&lt;br /&gt;
* Plant value: 2&lt;br /&gt;
* Drink value: 3&lt;br /&gt;
* Mill value: 25&lt;br /&gt;
* Seasons: all&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[40d:List of crops|List of crops]]&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[MATGLOSS_PLANT:VINE_WHIP]&lt;br /&gt;
	[TILE:21][COLOR:3:0:1]&lt;br /&gt;
	[NAME:whip vine][NAME_PLURAL:whip vines]&lt;br /&gt;
	[DRY][SAVAGE][BIOME:NOT_FREEZING]&lt;br /&gt;
	[GENPOWER:1]&lt;br /&gt;
	[DRINK:whip wine:3:0:1]&lt;br /&gt;
	[DRINKVALUE:3]&lt;br /&gt;
	[MILL:whip vine flour:7:0:1]&lt;br /&gt;
	[MILL_VALUE:25]&lt;br /&gt;
	[COOKABLE_WHEN_MILLED]&lt;br /&gt;
	[SPRING][SUMMER][AUTUMN][WINTER]&lt;br /&gt;
	[FREQUENCY:100]&lt;br /&gt;
	[CLUSTERSIZE:5]&lt;br /&gt;
	[PREFSTRING:length]&lt;br /&gt;
	[SEED:0:0:1]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Surface crops]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Whip_wine&amp;diff=82449</id>
		<title>40d:Whip wine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Whip_wine&amp;diff=82449"/>
		<updated>2010-04-04T13:44:28Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Redirected page to 40d:Alcohol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Alcohol]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Whip_vine_flour&amp;diff=82446</id>
		<title>40d:Whip vine flour</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Whip_vine_flour&amp;diff=82446"/>
		<updated>2010-04-04T13:42:43Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Redirected page to 40d:Flour&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Flour]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mill&amp;diff=82442</id>
		<title>40d:Mill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mill&amp;diff=82442"/>
		<updated>2010-04-04T13:40:37Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Redirected page to 40d:Miller&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Miller]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wood_furnace&amp;diff=82436</id>
		<title>40d:Wood furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wood_furnace&amp;diff=82436"/>
		<updated>2010-04-04T13:39:21Z</updated>

		<summary type="html">&lt;p&gt;Lynd: No red links, designation removed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Furnace|name=Wood furnace|key=w|job=[[40d:Wood burner|Wood burner]]&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[40d:Stone|Stone]]&lt;br /&gt;
* [[40d:Metal|Metal]] [[40d:bar|bar]]&lt;br /&gt;
* [[40d:Block|Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[40d:Architecture|Architecture]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[40d:Wood|Wood]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[40d:Ash|Ash]]&lt;br /&gt;
* [[40d:Charcoal|Charcoal]]&lt;br /&gt;
}}&lt;br /&gt;
'''A wood furnace''' is used to convert [[40d:wood|wood]] into [[40d:ash|ash]] or [[40d:charcoal|charcoal]].&lt;br /&gt;
It must be built out of [[40d:Fire-safe materials|Fire-safe materials]].&lt;br /&gt;
&lt;br /&gt;
Operating a wood furnace requires the [[40d:Wood burner|wood burning]] [[40d:labor|labor]] enabled.&lt;br /&gt;
&lt;br /&gt;
Building a wood furnace requires the [[40d:architecture|architecture]] skill and a skill relevant to the material used to make the furnace ([[40d:masonry|masonry]] for [[40d:stone|stone]] or stone, [[40d:glass|glass]] or [[40d:soap|soap]] [[40d:block|block]]s, or any of the [[40d:Metalsmith#Metalsmith_profession|metalworking]] skills for metal bars or metal blocks{{verify}}).&lt;br /&gt;
&lt;br /&gt;
[[40d:Wood|Wood]], [[40d:charcoal|charcoal]] and [[40d:coke|coke]] are not an option as building materials for this workshop, as these are not [[40d:fire-safe|fire-safe]] materials.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Masonry&amp;diff=82433</id>
		<title>40d:Masonry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Masonry&amp;diff=82433"/>
		<updated>2010-04-04T13:37:58Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Redirected page to 40d:Mason&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Mason]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wear&amp;diff=82423</id>
		<title>40d:Wear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wear&amp;diff=82423"/>
		<updated>2010-04-04T13:34:51Z</updated>

		<summary type="html">&lt;p&gt;Lynd: No red links, designation removed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Many items are subject to '''wear/rotting/withering''' if left '''outside'''. &lt;br /&gt;
&lt;br /&gt;
There are three levels of wear, which are signified by, in order of increasing wear, x, X and XX bracketing the item. Viewing will give an account of how badly worn(with some wear...mangled) the item is. Item [[40d:value|value]] is significantly affected by the level of wear.&lt;br /&gt;
&lt;br /&gt;
Most items are ''not'' subject to wear when stored in [[40d:stockpile|stockpile]]s, or inside, notably prepared meals, [[40d:Alcohol|drinks]] and [[40d:plants|plants]]. Some items, in particular plants and cooked meals, will still rot when lying around inside, outside of stockpiles, in [[40d:workshop|workshop]]s, or, worse, in [[40d:water|water]].&lt;br /&gt;
&lt;br /&gt;
Certain types of [[40d:vermin|vermin]], if left unchecked, can cause wear on food even when stored in stockpiles. Storing food in [[40d:barrel|barrel]]s can reduce the amount of wear, and metal barrels are observed to provide better protection.&lt;br /&gt;
&lt;br /&gt;
Plants will not '''wither''' on inside stockpiles, but will wither on fields if not harvested in time.&lt;br /&gt;
&lt;br /&gt;
'''Mangled''' food can still be cooked, seemingly without quality loss, although the value of the prepared food will be calculated using the reduced value of the ingredients.&lt;br /&gt;
&lt;br /&gt;
The remains of [[40d:vermin|vermin]], as well as [[40d:corpse|corpse]]s and [[40d:chunks|chunks]], will rot both inside and outside, more importantly they will cause [[40d:miasma|miasma]] inside. It is therefore necessary to keep an eye on tidying up and either have refuse stockpiles outside or separated by doors from the rest of your fortress if inside.&lt;br /&gt;
&lt;br /&gt;
Clothing will show wear over a period of years when it is being worn by a creature. Currently{{v|0.28.181.40d}} no unhappy thoughts result from this wear.&lt;br /&gt;
&lt;br /&gt;
All items made from cloth will gradually wear out over a very long period of time, often decades to degrade a single level, even if left unused and stored in bins.&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Weaver&amp;diff=82420</id>
		<title>40d:Weaver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Weaver&amp;diff=82420"/>
		<updated>2010-04-04T13:34:19Z</updated>

		<summary type="html">&lt;p&gt;Lynd: No red links, designation removed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #0ff&lt;br /&gt;
| skill      = Weaver&lt;br /&gt;
| speciality = Weaver&lt;br /&gt;
| profession = [[40d:Craftsdwarf|Craftsdwarf]]&lt;br /&gt;
| job name   = Weaving&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Weave [[40d:Cloth|Cloth]]&lt;br /&gt;
| workshop = *[[40d:Loom|Loom]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Weaver'''  uses a [[40d:Loom|Loom]] to weave [[40d:cloth|cloth]] from [[40d:cave spider|cave spider]] [[40d:silk|silk]] [[40d:thread|thread]], [[40d:Giant cave spider|Giant cave spider]] silk thread, [[40d:phantom spider|phantom spider]] silk thread, [[40d:rope reed|rope reed]] thread and [[40d:pig tail|pig tail]] thread.  Unlike most intermediate goods, cloth has a quality value, so [[40d:dwarves|dwarves]] with high skill in weaving will weave higher quality cloth.  Collecting spider webs also requires the weaving skill, and trains the weaving skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[40d:The clothing industry|The clothing industry]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]][[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Skin&amp;diff=82415</id>
		<title>40d:Skin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Skin&amp;diff=82415"/>
		<updated>2010-04-04T13:32:26Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Red link fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Skin''' is created whenever a creature without the [NOSKIN] [[40d:Creature_Tokens|Creature Token]] is butchered.&lt;br /&gt;
&lt;br /&gt;
When a skin is created a &amp;quot;Tan a raw hide&amp;quot; task will be automatically generated at a [[40d:tanner's shop|tanner's shop]] if [[40d:orders|Auto Tan]] is enabled and there is a [[40d:Dwarf|Dwarf]] with the [[40d:tanner|tanner]] [[40d:labor|labor]] enabled. He will then take the raw hide to the [[40d:workshop|workshop]] and turn it into [[40d:leather|leather]] (or [[40d:chitin|chitin]], in some cases).&lt;br /&gt;
&lt;br /&gt;
If left too long, a raw hide will rot and emit [[40d:miasma|miasma]], becoming useless. It may be a good idea to have a [[40d:refuse|refuse]] [[40d:stockpile|stockpile]] near your [[40d:tanner's shop|tanner's shop]] which accepts only fresh raw hides if you plan to be butchering a large quantity of wild animals, so as to prevent your [[40d:butcher's shop|butcher's shop]] from becoming [[40d:clutter|clutter]]ed. If, however, you are planning to slaughter tame livestock, it may be even better to simply ensure that no stockpiles accept fresh raw hides so that they remain in the butcher's shop, since slaughtering always happens instantaneously and is not affected by clutter.&lt;br /&gt;
&lt;br /&gt;
Make sure the tanner's shop is near the [[40d:butcher's shop|butcher's shop]], since every second counts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
:* [[40d:Meat industry|Meat industry]]&lt;br /&gt;
:* [[40d:Leather|Leather]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Lynd&amp;diff=81469</id>
		<title>User talk:Lynd</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Lynd&amp;diff=81469"/>
		<updated>2010-04-03T19:30:27Z</updated>

		<summary type="html">&lt;p&gt;Lynd: /* Copying Pages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Copying Pages==&lt;br /&gt;
When relocating a page from the main namespace to the 40d namespace, please do not copy/paste the page's contents - instead, Move the page so that the revision history is preserved. Additionally, the old page should then be changed to redirect to the &amp;quot;cv&amp;quot; namespace. --[[User:Quietust|Quietust]] 14:23, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Oh. Duly noted. [[User:Lynd|Lynd]] 19:29, 3 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Lynd&amp;diff=81464</id>
		<title>User talk:Lynd</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Lynd&amp;diff=81464"/>
		<updated>2010-04-03T19:29:50Z</updated>

		<summary type="html">&lt;p&gt;Lynd: /* Copying Pages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Copying Pages==&lt;br /&gt;
When relocating a page from the main namespace to the 40d namespace, please do not copy/paste the page's contents - instead, Move the page so that the revision history is preserved. Additionally, the old page should then be changed to redirect to the &amp;quot;cv&amp;quot; namespace. --[[User:Quietust|Quietust]] 14:23, 3 April 2010 (UTC)&lt;br /&gt;
Oh. Duly noted. [[User:Lynd|Lynd]] 19:29, 3 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Lynd&amp;diff=80934</id>
		<title>User:Lynd</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Lynd&amp;diff=80934"/>
		<updated>2010-04-03T11:44:54Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Created page with 'Hi everyone :)  As a rather fresh player to DF, I decided to give back do the wiki by doing some simpler tasks. I am not '''that''' well versed in the workings of MediaWiki, so p…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi everyone :)&lt;br /&gt;
&lt;br /&gt;
As a rather fresh player to DF, I decided to give back do the wiki by doing some simpler tasks. I am not '''that''' well versed in the workings of MediaWiki, so please point out any mistakes I might have made if you spot them.&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Taiga&amp;diff=80932</id>
		<title>40d:Taiga</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Taiga&amp;diff=80932"/>
		<updated>2010-04-03T11:22:16Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Redirected page to 40d:Forest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Forest]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wolf&amp;diff=80931</id>
		<title>40d:Wolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wolf&amp;diff=80931"/>
		<updated>2010-04-03T11:19:14Z</updated>

		<summary type="html">&lt;p&gt;Lynd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{CreatureInfo|name=Wolf|symbol=w|color={{COLOR:7:0:0}}|bones=5|chunks=5|meat=5|fat=1|skulls=1|skin=Yes|biome=&lt;br /&gt;
* [[40d:Tundra|Tundra]]&lt;br /&gt;
* Taiga [[40d:forest|forest]]&lt;br /&gt;
* Any [[40d:temperate|temperate]] forest&lt;br /&gt;
* Temperate [[40d:shrubland|shrubland]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Wolves''' are predators and live in many [[40d:regions|regions]]. They have more chance to appear in [[40d:winter|winter]] than in other seasons. Wolves are social [[40d:animals|animals]] that live in groups. One on one, an armed [[40d:dwarf|dwarf]] will likely win with minor injuries, but if a pack gangs up, the hapless dwarf is in deadly trouble. A lone [[40d:hunter|hunter]] can have trouble with wolves; she might spend all of her [[40d:bolt|ammunition]] on a pack of wolves and then be killed by the survivors after trying to bludgeon them to death with her [[40d:crossbow|crossbow]]. If there are packs of wolves on the map, it may be advisable to team up hunters with trained [[40d:dog|dog]]s, or send out military patrols to deal with them instead. Strength in numbers, after all.&lt;br /&gt;
&lt;br /&gt;
In [[40d:Adventure mode|Adventure mode]], wolves are common [[40d:ambush|ambush]]ers in random encounters that will occur across the world map. Even a pack of them should be easily dispatched by an inexperienced adventurer, provided he is suitably equipped.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:WOLF]&lt;br /&gt;
	[NAME:wolf:wolves:wolf]&lt;br /&gt;
	[TILE:'w'][COLOR:7:0:0]&lt;br /&gt;
	[MODVALUE:2]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[LARGE_PREDATOR][MEANDERER]&lt;br /&gt;
	[PETVALUE:50]&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[PREFSTRING:cunning]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:5]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:wolf pup:wolf pups]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[BIOME:TUNDRA]&lt;br /&gt;
	[BIOME:FOREST_TAIGA]&lt;br /&gt;
	[BIOME:ANY_TEMPERATE_FOREST]&lt;br /&gt;
	[BIOME:SHRUBLAND_TEMPERATE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10070]&lt;br /&gt;
	[LAYERING:200]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Shrubland&amp;diff=80930</id>
		<title>40d:Shrubland</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Shrubland&amp;diff=80930"/>
		<updated>2010-04-03T11:18:36Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Redirected page to 40d:Flatland&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT[[40d:Flatland]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Winter&amp;diff=80927</id>
		<title>40d:Winter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Winter&amp;diff=80927"/>
		<updated>2010-04-03T11:11:50Z</updated>

		<summary type="html">&lt;p&gt;Lynd: Redirected page to 40d:Calendar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Calendar]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wild_strawberry&amp;diff=80921</id>
		<title>40d:Wild strawberry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wild_strawberry&amp;diff=80921"/>
		<updated>2010-04-03T09:37:47Z</updated>

		<summary type="html">&lt;p&gt;Lynd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Crop|color={{color|4|0}}|seed_color={{color|0|1}}|character=:|name=Wild strawberry|seed=Wild strawberry seed|edible=Yes|cookable=Yes|alcohol=[[40d:Strawberry wine|Strawberry wine]]|spring=1|summer=1|autumn=1|winter=1|habitat=Not freezing (dry)|uses=&lt;br /&gt;
* [[40d:Food|Food]]&lt;br /&gt;
* [[40d:Alcohol|Alcohol]]&lt;br /&gt;
}}&lt;br /&gt;
The '''wild strawberry''' is to the [[40d:prickle berry|prickle berry]] what the [[40d:bloated tuber|bloated tuber]] is to the [[40d:muck root|muck root]]. It has the same products and same growing seasons, but is just plain better. Brew this to make [[40d:strawberry wine|strawberry wine]]. These can be collected by [[40d:Gathering plants|Gathering plants]].&lt;br /&gt;
&lt;br /&gt;
* Grow time: 500&lt;br /&gt;
* Plant value: 4&lt;br /&gt;
* Drink value: 2&lt;br /&gt;
* Seasons: All&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[40d:List of crops|List of crops]]&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[MATGLOSS_PLANT:BERRIES_STRAW_WILD]&lt;br /&gt;
[TILE:58][COLOR:4:0:0]&lt;br /&gt;
[NAME:wild strawberry][NAME_PLURAL:wild strawberries]&lt;br /&gt;
[DRY][BIOME:NOT_FREEZING]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[GENPOWER:1]&lt;br /&gt;
[DRINK:strawberry wine:5:0:1]&lt;br /&gt;
[DRINKVALUE:2]&lt;br /&gt;
[SPRING][SUMMER][AUTUMN][WINTER]&lt;br /&gt;
[SEED:0:0:1]&lt;br /&gt;
[FREQUENCY:50]&lt;br /&gt;
[CLUSTERSIZE:5]&lt;br /&gt;
[EDIBLE_VERMIN]&lt;br /&gt;
[EDIBLE_RAW]&lt;br /&gt;
[PREFSTRING:vivid red color]&lt;br /&gt;
[SEED:0:0:1]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Surface crops]]&lt;/div&gt;</summary>
		<author><name>Lynd</name></author>
	</entry>
</feed>