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	<updated>2026-04-05T22:46:04Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:DFHack/createitem&amp;diff=225774</id>
		<title>Utility:DFHack/createitem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:DFHack/createitem&amp;diff=225774"/>
		<updated>2016-07-27T15:58:41Z</updated>

		<summary type="html">&lt;p&gt;Naros: /* Armor */ missed a space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of &amp;lt;code&amp;gt;createitem&amp;lt;/code&amp;gt; commands for [[Utility:DFHack|DFHack]].&lt;br /&gt;
&lt;br /&gt;
Not to be confused with &amp;lt;code&amp;gt;create-items&amp;lt;/code&amp;gt;, a Ruby script with different syntax and support for fewer types of items.&lt;br /&gt;
&lt;br /&gt;
= Usage =&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
 createitem {{tc|green|'''[Item token]'''}} {{tc|blue|'''[Material]'''}} {{tc|red|'''[Quantity (optional)]'''}}&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;createitem&amp;quot; must be run with a creature/unit selected and will place items at their feet.&lt;br /&gt;
* A list of valid item tokens can be found [[item token|here]]. Note that CORPSE, CORPSEPIECE, and FOOD are not supported by DFHack.&lt;br /&gt;
* You can create multiple items at once by appending a number to the createitem command (e.g. &amp;lt;code&amp;gt;createitem BOULDER INORGANIC:HEMATITE 20&amp;lt;/code&amp;gt;). Note that certain item types will be created in stacks, while others will be created as individual items - see the [[DF2012:Reactions#quantity_2|Reactions]] page for more information.&lt;br /&gt;
* Text in ''italics'' should be replaced with the ID from the relevant raw page on this wiki. For example, to make goblin-cap logs, visit the [[goblin-cap]] page and view the raws. The ID is found in the first token, separated from the item type with a colon - for example, the ID for goblin-caps is &amp;lt;code&amp;gt;GOBLIN_CAP&amp;lt;/code&amp;gt;, retrieved from &amp;lt;code&amp;gt;[PLANT:GOBLIN_CAP]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Items =&lt;br /&gt;
== Inorganic items ==&lt;br /&gt;
Most of these can be obtained from the [[item token|list of item tokens]].&lt;br /&gt;
=== Stone ===&lt;br /&gt;
* Boulders (i.e. mined stones):&lt;br /&gt;
 BOULDER INORGANIC:''stone''&lt;br /&gt;
* Blocks&lt;br /&gt;
 BLOCKS INORGANIC:''stone''&lt;br /&gt;
&lt;br /&gt;
=== Wood ===&lt;br /&gt;
* Logs&lt;br /&gt;
 WOOD PLANT_MAT:''tree'':WOOD&lt;br /&gt;
* Blocks&lt;br /&gt;
 BLOCKS PLANT_MAT:''tree'':WOOD&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
* [[Bar]]s (or [[wafer]]s)&lt;br /&gt;
 BAR INORGANIC:''metal''&lt;br /&gt;
&lt;br /&gt;
=== Gems ===&lt;br /&gt;
* Rough gems&lt;br /&gt;
 ROUGH INORGANIC:''gem''&lt;br /&gt;
* Small cut gems&lt;br /&gt;
 SMALLGEM INORGANIC:''gem''&lt;br /&gt;
* Large cut gems&lt;br /&gt;
 GEM INORGANIC:''gem''&lt;br /&gt;
&lt;br /&gt;
=== Glass ===&lt;br /&gt;
Raw glass:&lt;br /&gt;
 ROUGH ''glass'':NONE&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Glass !! Material token (&amp;quot;''&amp;lt;code&amp;gt;glass&amp;lt;/code&amp;gt;''&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| Green glass || GLASS_GREEN&lt;br /&gt;
|-&lt;br /&gt;
| Clear glass || GLASS_CLEAR&lt;br /&gt;
|-&lt;br /&gt;
| Crystal glass || GLASS_CRYSTAL&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(Items made of glass, e.g. furniture, use these names as well)&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
* Gauntlets (will automatically be created in pairs)&lt;br /&gt;
 GLOVES:ITEM_GLOVES_GAUNTLETS ''material''&lt;br /&gt;
* Helm&lt;br /&gt;
 HELM:ITEM_HELM_HELM ''material''&lt;br /&gt;
* Cap&lt;br /&gt;
 HELM:ITEM_HELM_CAP ''material''&lt;br /&gt;
* Breastplate&lt;br /&gt;
 ARMOR:ITEM_ARMOR_BREASTPLATE ''material''&lt;br /&gt;
* Mail shirt&lt;br /&gt;
 ARMOR:ITEM_ARMOR_MAIL_SHIRT ''material''&lt;br /&gt;
* Greaves&lt;br /&gt;
 PANTS:ITEM_PANTS_GREAVES ''material''&lt;br /&gt;
* High boots&lt;br /&gt;
 SHOES:ITEM_SHOES_BOOTS ''material''&lt;br /&gt;
* Cloak&lt;br /&gt;
 ARMOR:ITEM_ARMOR_CLOAK ''material''&lt;br /&gt;
* Shield&lt;br /&gt;
 SHIELD:ITEM_SHIELD_SHIELD ''material''&lt;br /&gt;
* Buckler&lt;br /&gt;
 SHIELD:ITEM_SHIELD_BUCKLER ''material''&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
*Whip:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_WHIP ''material''&lt;br /&gt;
*Battle axe:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_AXE_BATTLE ''material''&lt;br /&gt;
*War hammer:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_HAMMER_WAR ''material''&lt;br /&gt;
*Short sword:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SWORD_SHORT ''material''&lt;br /&gt;
*Spear:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SPEAR ''material''&lt;br /&gt;
*Mace:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_MACE ''material''&lt;br /&gt;
*Crossbow:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_CROSSBOW ''material''&lt;br /&gt;
*Pick:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_PICK ''material''&lt;br /&gt;
*Bow:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_BOW ''material''&lt;br /&gt;
*Blowgun:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_BLOWGUN ''material''&lt;br /&gt;
*Pike:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_PIKE ''material''&lt;br /&gt;
*Halberd:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_HALBERD ''material''&lt;br /&gt;
*Two-handed sword:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SWORD_2H ''material''&lt;br /&gt;
*Long sword:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SWORD_LONG ''material''&lt;br /&gt;
*Maul:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_MAUL ''material''&lt;br /&gt;
*Great axe:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_AXE_GREAT ''material''&lt;br /&gt;
*Dagger:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_DAGGER_LARGE ''material''&lt;br /&gt;
*Scourge:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SCOURGE ''material''&lt;br /&gt;
*Flail:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_FLAIL ''material''&lt;br /&gt;
*Morningstar:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_MORNINGSTAR ''material''&lt;br /&gt;
*Scimitar:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SCIMITAR ''material''&lt;br /&gt;
*Training axe:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_AXE_TRAINING ''material''&lt;br /&gt;
*Training sword:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING ''material''&lt;br /&gt;
*Training spear:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SPEAR_TRAINING ''material''&lt;br /&gt;
== Ammo ==&lt;br /&gt;
*Bolts:&lt;br /&gt;
 AMMO:ITEM_AMMO_BOLTS ''material''&lt;br /&gt;
 AMMO:ITEM_AMMO_BOLTS PLANT:GOBLIN_CAP:WOOD&lt;br /&gt;
&lt;br /&gt;
== Trap components ==&lt;br /&gt;
* Menacing spike&lt;br /&gt;
 TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE ''material''&lt;br /&gt;
* Large, serrated disc&lt;br /&gt;
 TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC ''material''&lt;br /&gt;
* Spiked ball&lt;br /&gt;
 TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL ''material''&lt;br /&gt;
* Enormous corkscrew&lt;br /&gt;
 TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW ''material''&lt;br /&gt;
* Giant axe blade&lt;br /&gt;
 TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE ''material''&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
* Nest box&lt;br /&gt;
 TOOL:ITEM_TOOL_NEST_BOX ''material''&lt;br /&gt;
&lt;br /&gt;
== Furniture ==&lt;br /&gt;
Format:&lt;br /&gt;
 createitem {{tc|green|'''Item token (from list below)'''}} {{tc|blue|'''Material'''}}&lt;br /&gt;
&amp;quot;Material&amp;quot; is the same as the material used to create basic items (e.g. logs, boulders, bars, etc.)&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;min-width:50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Item token&lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || ARMORSTAND&lt;br /&gt;
|-&lt;br /&gt;
| Bag || BOX&lt;br /&gt;
|-&lt;br /&gt;
| Bed || BED&lt;br /&gt;
|-&lt;br /&gt;
| Box || BOX&lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || CABINET&lt;br /&gt;
|-&lt;br /&gt;
| Cage || CAGE&lt;br /&gt;
|-&lt;br /&gt;
| Chair || CHAIR&lt;br /&gt;
|-&lt;br /&gt;
| Chest ||rowspan=2| BOX&lt;br /&gt;
|-&lt;br /&gt;
| Coffer &amp;lt;!-- box (from above) --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Coffin || COFFIN&lt;br /&gt;
|-&lt;br /&gt;
| Door || DOOR&lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || FLOODGATE&lt;br /&gt;
|-&lt;br /&gt;
| Grate || GRATE&lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || HATCH_COVER&lt;br /&gt;
|-&lt;br /&gt;
| Mechanisms || TRAPPARTS&lt;br /&gt;
|-&lt;br /&gt;
| Slab || SLAB&lt;br /&gt;
|-&lt;br /&gt;
| Statue || STATUE&lt;br /&gt;
|-&lt;br /&gt;
| Table || TABLE&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || TRACTION_BENCH&lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || WEAPONRACK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animal products ==&lt;br /&gt;
=== Cloth/leather ===&lt;br /&gt;
* Yarn (creature must be able to produce wool):&lt;br /&gt;
 CLOTH CREATURE_MAT:''creature'':HAIR&lt;br /&gt;
* Silk (creature must be able to produce silk):&lt;br /&gt;
 CLOTH CREATURE_MAT:''creature'':SILK&lt;br /&gt;
* Plant fiber (only works with appropriate plants):&lt;br /&gt;
 CLOTH PLANT_MAT:''plant'':THREAD&lt;br /&gt;
(Example: createitem CLOTH PLANT_MAT:GRASS_TAIL_PIG:THREAD 1)&lt;br /&gt;
* Leather (tanned):&lt;br /&gt;
 SKIN_TANNED CREATURE_MAT:''creature'':LEATHER&lt;br /&gt;
&lt;br /&gt;
=== Shells ===&lt;br /&gt;
* Shells (when demanded for moods, for example) are body parts and cannot be created directly. But it is possible to create a raw fish, then process it in a fishery:&lt;br /&gt;
 FISH_RAW ''creature'':''caste''&lt;br /&gt;
&lt;br /&gt;
== Plant products ==&lt;br /&gt;
=== Seeds ===&lt;br /&gt;
* Create seeds for farming:&lt;br /&gt;
 SEEDS PLANT_MAT:''plant'':SEED&lt;br /&gt;
&lt;br /&gt;
= Materials =&lt;br /&gt;
Unusual materials that work for most items above&lt;br /&gt;
== Body parts ==&lt;br /&gt;
Format:&lt;br /&gt;
 ''item'' CREATURE_MAT:''creature'':{{tc|green|''material''}}&lt;br /&gt;
Valid materials:&lt;br /&gt;
* Edible&lt;br /&gt;
** MUSCLE&lt;br /&gt;
** EYE&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** BRAIN&lt;br /&gt;
** LUNG&lt;br /&gt;
** HEART&lt;br /&gt;
** LIVER&lt;br /&gt;
** GUT&lt;br /&gt;
** STOMACH&lt;br /&gt;
** GIZZARD&lt;br /&gt;
** PANCREAS&lt;br /&gt;
** SPLEEN&lt;br /&gt;
** KIDNEY&lt;br /&gt;
* Craftable&lt;br /&gt;
** BONE&amp;lt;sup&amp;gt;1,4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** SHELL&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** HOOF&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** HORN&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** IVORY&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** TOOTH&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
** SILK&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** HAIR&amp;lt;sup&amp;gt;1,4&amp;lt;/sup&amp;gt; (sometimes)&lt;br /&gt;
* Processable&lt;br /&gt;
** SKIN&amp;lt;sup&amp;gt;1,4&amp;lt;/sup&amp;gt;&lt;br /&gt;
*** LEATHER&lt;br /&gt;
** FAT&lt;br /&gt;
*** TALLOW&lt;br /&gt;
**** SOAP&lt;br /&gt;
** MILK&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
*** CHEESE&lt;br /&gt;
* Useless&lt;br /&gt;
** CHITIN&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
** CARTILAGE&amp;lt;sup&amp;gt;1,4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** SPINE&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** NERVE&lt;br /&gt;
** SINEW&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** BLOOD&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** PUS&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** ICHOR&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** GOO&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** FEATHER&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** SCALE&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** CLAW&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** NAIL&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** TALON&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - only present on standard creatures&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - only present on chitinous creatures&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; - only present on some creatures&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; - missing from some creatures&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:DFHack/createitem&amp;diff=225773</id>
		<title>Utility:DFHack/createitem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:DFHack/createitem&amp;diff=225773"/>
		<updated>2016-07-27T15:29:07Z</updated>

		<summary type="html">&lt;p&gt;Naros: /* Armor */ Added missing shields - added to armor category because striking with a shield raises misc. item user and armor user&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of &amp;lt;code&amp;gt;createitem&amp;lt;/code&amp;gt; commands for [[Utility:DFHack|DFHack]].&lt;br /&gt;
&lt;br /&gt;
Not to be confused with &amp;lt;code&amp;gt;create-items&amp;lt;/code&amp;gt;, a Ruby script with different syntax and support for fewer types of items.&lt;br /&gt;
&lt;br /&gt;
= Usage =&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
 createitem {{tc|green|'''[Item token]'''}} {{tc|blue|'''[Material]'''}} {{tc|red|'''[Quantity (optional)]'''}}&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;createitem&amp;quot; must be run with a creature/unit selected and will place items at their feet.&lt;br /&gt;
* A list of valid item tokens can be found [[item token|here]]. Note that CORPSE, CORPSEPIECE, and FOOD are not supported by DFHack.&lt;br /&gt;
* You can create multiple items at once by appending a number to the createitem command (e.g. &amp;lt;code&amp;gt;createitem BOULDER INORGANIC:HEMATITE 20&amp;lt;/code&amp;gt;). Note that certain item types will be created in stacks, while others will be created as individual items - see the [[DF2012:Reactions#quantity_2|Reactions]] page for more information.&lt;br /&gt;
* Text in ''italics'' should be replaced with the ID from the relevant raw page on this wiki. For example, to make goblin-cap logs, visit the [[goblin-cap]] page and view the raws. The ID is found in the first token, separated from the item type with a colon - for example, the ID for goblin-caps is &amp;lt;code&amp;gt;GOBLIN_CAP&amp;lt;/code&amp;gt;, retrieved from &amp;lt;code&amp;gt;[PLANT:GOBLIN_CAP]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Items =&lt;br /&gt;
== Inorganic items ==&lt;br /&gt;
Most of these can be obtained from the [[item token|list of item tokens]].&lt;br /&gt;
=== Stone ===&lt;br /&gt;
* Boulders (i.e. mined stones):&lt;br /&gt;
 BOULDER INORGANIC:''stone''&lt;br /&gt;
* Blocks&lt;br /&gt;
 BLOCKS INORGANIC:''stone''&lt;br /&gt;
&lt;br /&gt;
=== Wood ===&lt;br /&gt;
* Logs&lt;br /&gt;
 WOOD PLANT_MAT:''tree'':WOOD&lt;br /&gt;
* Blocks&lt;br /&gt;
 BLOCKS PLANT_MAT:''tree'':WOOD&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
* [[Bar]]s (or [[wafer]]s)&lt;br /&gt;
 BAR INORGANIC:''metal''&lt;br /&gt;
&lt;br /&gt;
=== Gems ===&lt;br /&gt;
* Rough gems&lt;br /&gt;
 ROUGH INORGANIC:''gem''&lt;br /&gt;
* Small cut gems&lt;br /&gt;
 SMALLGEM INORGANIC:''gem''&lt;br /&gt;
* Large cut gems&lt;br /&gt;
 GEM INORGANIC:''gem''&lt;br /&gt;
&lt;br /&gt;
=== Glass ===&lt;br /&gt;
Raw glass:&lt;br /&gt;
 ROUGH ''glass'':NONE&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Glass !! Material token (&amp;quot;''&amp;lt;code&amp;gt;glass&amp;lt;/code&amp;gt;''&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| Green glass || GLASS_GREEN&lt;br /&gt;
|-&lt;br /&gt;
| Clear glass || GLASS_CLEAR&lt;br /&gt;
|-&lt;br /&gt;
| Crystal glass || GLASS_CRYSTAL&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(Items made of glass, e.g. furniture, use these names as well)&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
* Gauntlets (will automatically be created in pairs)&lt;br /&gt;
 GLOVES:ITEM_GLOVES_GAUNTLETS ''material''&lt;br /&gt;
* Helm&lt;br /&gt;
 HELM:ITEM_HELM_HELM ''material''&lt;br /&gt;
* Cap&lt;br /&gt;
 HELM:ITEM_HELM_CAP ''material''&lt;br /&gt;
* Breastplate&lt;br /&gt;
 ARMOR:ITEM_ARMOR_BREASTPLATE ''material''&lt;br /&gt;
* Mail shirt&lt;br /&gt;
 ARMOR:ITEM_ARMOR_MAIL_SHIRT ''material''&lt;br /&gt;
* Greaves&lt;br /&gt;
 PANTS:ITEM_PANTS_GREAVES ''material''&lt;br /&gt;
* High boots&lt;br /&gt;
 SHOES:ITEM_SHOES_BOOTS ''material''&lt;br /&gt;
* Cloak&lt;br /&gt;
 ARMOR:ITEM_ARMOR_CLOAK ''material''&lt;br /&gt;
* Shield&lt;br /&gt;
 SHIELD:ITEM_SHIELD_SHIELD ''material''&lt;br /&gt;
* Buckler&lt;br /&gt;
 SHIELD:ITEM_SHIELD_BUCKLER''material''&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
*Whip:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_WHIP ''material''&lt;br /&gt;
*Battle axe:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_AXE_BATTLE ''material''&lt;br /&gt;
*War hammer:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_HAMMER_WAR ''material''&lt;br /&gt;
*Short sword:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SWORD_SHORT ''material''&lt;br /&gt;
*Spear:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SPEAR ''material''&lt;br /&gt;
*Mace:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_MACE ''material''&lt;br /&gt;
*Crossbow:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_CROSSBOW ''material''&lt;br /&gt;
*Pick:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_PICK ''material''&lt;br /&gt;
*Bow:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_BOW ''material''&lt;br /&gt;
*Blowgun:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_BLOWGUN ''material''&lt;br /&gt;
*Pike:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_PIKE ''material''&lt;br /&gt;
*Halberd:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_HALBERD ''material''&lt;br /&gt;
*Two-handed sword:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SWORD_2H ''material''&lt;br /&gt;
*Long sword:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SWORD_LONG ''material''&lt;br /&gt;
*Maul:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_MAUL ''material''&lt;br /&gt;
*Great axe:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_AXE_GREAT ''material''&lt;br /&gt;
*Dagger:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_DAGGER_LARGE ''material''&lt;br /&gt;
*Scourge:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SCOURGE ''material''&lt;br /&gt;
*Flail:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_FLAIL ''material''&lt;br /&gt;
*Morningstar:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_MORNINGSTAR ''material''&lt;br /&gt;
*Scimitar:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SCIMITAR ''material''&lt;br /&gt;
*Training axe:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_AXE_TRAINING ''material''&lt;br /&gt;
*Training sword:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING ''material''&lt;br /&gt;
*Training spear:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SPEAR_TRAINING ''material''&lt;br /&gt;
== Ammo ==&lt;br /&gt;
*Bolts:&lt;br /&gt;
 AMMO:ITEM_AMMO_BOLTS ''material''&lt;br /&gt;
 AMMO:ITEM_AMMO_BOLTS PLANT:GOBLIN_CAP:WOOD&lt;br /&gt;
&lt;br /&gt;
== Trap components ==&lt;br /&gt;
* Menacing spike&lt;br /&gt;
 TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE ''material''&lt;br /&gt;
* Large, serrated disc&lt;br /&gt;
 TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC ''material''&lt;br /&gt;
* Spiked ball&lt;br /&gt;
 TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL ''material''&lt;br /&gt;
* Enormous corkscrew&lt;br /&gt;
 TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW ''material''&lt;br /&gt;
* Giant axe blade&lt;br /&gt;
 TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE ''material''&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
* Nest box&lt;br /&gt;
 TOOL:ITEM_TOOL_NEST_BOX ''material''&lt;br /&gt;
&lt;br /&gt;
== Furniture ==&lt;br /&gt;
Format:&lt;br /&gt;
 createitem {{tc|green|'''Item token (from list below)'''}} {{tc|blue|'''Material'''}}&lt;br /&gt;
&amp;quot;Material&amp;quot; is the same as the material used to create basic items (e.g. logs, boulders, bars, etc.)&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;min-width:50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Item token&lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || ARMORSTAND&lt;br /&gt;
|-&lt;br /&gt;
| Bag || BOX&lt;br /&gt;
|-&lt;br /&gt;
| Bed || BED&lt;br /&gt;
|-&lt;br /&gt;
| Box || BOX&lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || CABINET&lt;br /&gt;
|-&lt;br /&gt;
| Cage || CAGE&lt;br /&gt;
|-&lt;br /&gt;
| Chair || CHAIR&lt;br /&gt;
|-&lt;br /&gt;
| Chest ||rowspan=2| BOX&lt;br /&gt;
|-&lt;br /&gt;
| Coffer &amp;lt;!-- box (from above) --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Coffin || COFFIN&lt;br /&gt;
|-&lt;br /&gt;
| Door || DOOR&lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || FLOODGATE&lt;br /&gt;
|-&lt;br /&gt;
| Grate || GRATE&lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || HATCH_COVER&lt;br /&gt;
|-&lt;br /&gt;
| Mechanisms || TRAPPARTS&lt;br /&gt;
|-&lt;br /&gt;
| Slab || SLAB&lt;br /&gt;
|-&lt;br /&gt;
| Statue || STATUE&lt;br /&gt;
|-&lt;br /&gt;
| Table || TABLE&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || TRACTION_BENCH&lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || WEAPONRACK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animal products ==&lt;br /&gt;
=== Cloth/leather ===&lt;br /&gt;
* Yarn (creature must be able to produce wool):&lt;br /&gt;
 CLOTH CREATURE_MAT:''creature'':HAIR&lt;br /&gt;
* Silk (creature must be able to produce silk):&lt;br /&gt;
 CLOTH CREATURE_MAT:''creature'':SILK&lt;br /&gt;
* Plant fiber (only works with appropriate plants):&lt;br /&gt;
 CLOTH PLANT_MAT:''plant'':THREAD&lt;br /&gt;
(Example: createitem CLOTH PLANT_MAT:GRASS_TAIL_PIG:THREAD 1)&lt;br /&gt;
* Leather (tanned):&lt;br /&gt;
 SKIN_TANNED CREATURE_MAT:''creature'':LEATHER&lt;br /&gt;
&lt;br /&gt;
=== Shells ===&lt;br /&gt;
* Shells (when demanded for moods, for example) are body parts and cannot be created directly. But it is possible to create a raw fish, then process it in a fishery:&lt;br /&gt;
 FISH_RAW ''creature'':''caste''&lt;br /&gt;
&lt;br /&gt;
== Plant products ==&lt;br /&gt;
=== Seeds ===&lt;br /&gt;
* Create seeds for farming:&lt;br /&gt;
 SEEDS PLANT_MAT:''plant'':SEED&lt;br /&gt;
&lt;br /&gt;
= Materials =&lt;br /&gt;
Unusual materials that work for most items above&lt;br /&gt;
== Body parts ==&lt;br /&gt;
Format:&lt;br /&gt;
 ''item'' CREATURE_MAT:''creature'':{{tc|green|''material''}}&lt;br /&gt;
Valid materials:&lt;br /&gt;
* Edible&lt;br /&gt;
** MUSCLE&lt;br /&gt;
** EYE&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** BRAIN&lt;br /&gt;
** LUNG&lt;br /&gt;
** HEART&lt;br /&gt;
** LIVER&lt;br /&gt;
** GUT&lt;br /&gt;
** STOMACH&lt;br /&gt;
** GIZZARD&lt;br /&gt;
** PANCREAS&lt;br /&gt;
** SPLEEN&lt;br /&gt;
** KIDNEY&lt;br /&gt;
* Craftable&lt;br /&gt;
** BONE&amp;lt;sup&amp;gt;1,4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** SHELL&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** HOOF&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** HORN&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** IVORY&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** TOOTH&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
** SILK&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** HAIR&amp;lt;sup&amp;gt;1,4&amp;lt;/sup&amp;gt; (sometimes)&lt;br /&gt;
* Processable&lt;br /&gt;
** SKIN&amp;lt;sup&amp;gt;1,4&amp;lt;/sup&amp;gt;&lt;br /&gt;
*** LEATHER&lt;br /&gt;
** FAT&lt;br /&gt;
*** TALLOW&lt;br /&gt;
**** SOAP&lt;br /&gt;
** MILK&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
*** CHEESE&lt;br /&gt;
* Useless&lt;br /&gt;
** CHITIN&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
** CARTILAGE&amp;lt;sup&amp;gt;1,4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** SPINE&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** NERVE&lt;br /&gt;
** SINEW&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** BLOOD&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** PUS&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** ICHOR&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** GOO&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** FEATHER&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** SCALE&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** CLAW&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** NAIL&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** TALON&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - only present on standard creatures&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - only present on chitinous creatures&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; - only present on some creatures&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; - missing from some creatures&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Thrower&amp;diff=225761</id>
		<title>Thrower</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Thrower&amp;diff=225761"/>
		<updated>2016-07-26T13:38:21Z</updated>

		<summary type="html">&lt;p&gt;Naros: Fixed link (was pointing at page 2 of the thread FNAR)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|11:35, 4 May 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Throwing is a skill used primarily in Adventure Mode.  The thrower skill determines the accuracy and damage of thrown objects.  Note that any object can and will cause serious damage when thrown, including [[clothing|socks]], [[large roach|roaches]], and even [[water]].&lt;br /&gt;
&lt;br /&gt;
== Throwing in Fortress Mode ==&lt;br /&gt;
In Fortress Mode a dwarf who is [[tantrum]]ing may pick up and throw an object.  Doing so gives the dwarf experience towards throwing.  Otherwise, dwarves will never use throwing in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
== Throwing in Adventure Mode ==&lt;br /&gt;
[[Image:Overpowered_throwing.png|thumb|256px|A funny example of overpowered throwing.]]&lt;br /&gt;
In Adventure mode throwing is an excellent way to roll the dice before close-combat, essentially giving the chance for the opponent's vital organs or extremities to be damaged (plus any bonus that may come with the damage - for example, sightless monsters or weaponless guards). Furthermore, '''anything''' can be used as a weapon. [[Soil|Silt]], [[pebbles]], and [[vomit]] have been witnessed colliding with opponents with devastating results (two or three handfuls of dirt can take down a wolf, for example).&lt;br /&gt;
&lt;br /&gt;
At the moment, an excellent way to level up your throwing skill is to collect many items or a huge stack of coins and throw them directly under you. This, combined with an endless supply of vomit, soil, or small rocks, can increase your warrior's attributes and your throwing skill to Legendary in about ten minutes. It is unknown whether this will be tweaked in coming releases.&lt;br /&gt;
&lt;br /&gt;
Another amusing throwing bug is that throwing is not proportionate to adventurer strength. A human throwing a dragon corpse a few tiles is perfectly possible, although it may or may not be as efficient as just throwing a weapon.&lt;br /&gt;
&lt;br /&gt;
Most things you throw will do bludgeoning damage, however there are some items that you can throw that do different kinds of damage.  Although it's not as effective as using a [[bow]]/[[crossbow]], you can throw [[arrow]]s and [[bolt]]s and it will do piercing damage (and, as an added bonus, you will be able to pick up the ammunition afterwards).  You can also throw things like swords and axes and they'll do slashing damage.&lt;br /&gt;
&lt;br /&gt;
There is even a report that throwing a fluffy wambler can do significant damage as seen here: &lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=56935.0]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = arros&lt;br /&gt;
| elvish  = ireci&lt;br /&gt;
| goblin  = slobu&lt;br /&gt;
| human   = kom&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;br /&gt;
{{Category|Skills}}&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Danger_room&amp;diff=221351</id>
		<title>DF2014 Talk:Danger room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Danger_room&amp;diff=221351"/>
		<updated>2015-11-23T03:17:43Z</updated>

		<summary type="html">&lt;p&gt;Naros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have had some dwarves die when using this now. After searching the forums, seems that Toady One made them ... dangerous. This should be updated.&lt;br /&gt;
[[Special:Contributions/67.177.65.208|67.177.65.208]] 06:43, 9 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Perhaps we could even change the name to something that suggests... danger? I had a number of dwarves die in previous versions (usually the ones who wouldn't trade their cloth cap for a metal helm), and though I've heard reports that they are now more lethal, I've yet to see anyone accurately describe their setup. Which danger room design are you using? How are your dwarves equipped? Are they wearing all their armor? What sorts of injuries are occurring?--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:02, 9 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
i can confirm this is more dangerous now: i had a 3x2 room with 10wooden trainingspears on each tile behind a closed door. my dwarfs trained in there colpletly geared with steel(mailshirt,breastplate,helmet,gauntles,greaves,highboots,shield,shortsword). most of them have mangled noses and ears after a while especially ears. one broke an arm. two dwarfs of the full squad went into the hospital (after 6month of training) where the doctor operated on them they died on the way into their own rooms. also maybe its just my imagination but do dwarfs train slower now? [[Special:Contributions/213.142.180.79|213.142.180.79]] 22:43, 13 September 2015 (UTC)ME&lt;br /&gt;
:It is not your imagination. Danger rooms are now actually dangerous, and gains are nerfed. &amp;lt;3 -[[User:Naros|Naros]] ([[User talk:Naros|talk]]) 03:17, 23 November 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Magma_smelter&amp;diff=179537</id>
		<title>v0.34 Talk:Magma smelter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Magma_smelter&amp;diff=179537"/>
		<updated>2012-12-18T16:57:50Z</updated>

		<summary type="html">&lt;p&gt;Naros: Created page with &amp;quot;Not sure why there was a ''verify'' next to the text explaining that magma powered buildings do not consume magma, as they've never consumed the magma AFAIK, but consider it veri...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not sure why there was a ''verify'' next to the text explaining that magma powered buildings do not consume magma, as they've never consumed the magma AFAIK, but consider it verified. --[[User:Naros|Naros]] 16:57, 18 December 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Magma_smelter&amp;diff=179536</id>
		<title>v0.34:Magma smelter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Magma_smelter&amp;diff=179536"/>
		<updated>2012-12-18T16:56:29Z</updated>

		<summary type="html">&lt;p&gt;Naros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|21:16, 3 June 2010 (UTC)}}&lt;br /&gt;
{{Furnace|name=Magma smelter|key=l|job=[[Furnace operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Magma-safe]] [[building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Masonry]] or [[Metalsmithing]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Metal]] [[ore]]&lt;br /&gt;
* Meltable metal item&lt;br /&gt;
* [[Flux]]&lt;br /&gt;
* [[Coke]] or [[Charcoal]]&lt;br /&gt;
* [[Bituminous coal]] or [[Lignite]]&lt;br /&gt;
|production=&lt;br /&gt;
* Metal [[bar|bars]]&lt;br /&gt;
* [[Coke]] bars&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''Magma smelter''' is a special variation of the basic [[smelter]] that uses [[magma]] as a source of heat, instead of [[fuel]].  Like all magma-powered buildings, it is not visible under the Build menu until your dwarves discover a source of magma to power it.&lt;br /&gt;
&lt;br /&gt;
To function, magma smelters must be built with at least one of the eight edge tiles positioned over an open space, with at least 4/7 magma on the next floor down.&lt;br /&gt;
&lt;br /&gt;
Note that both [[pig iron]] and [[steel]] production still require fuel, as a source of carbon for the reaction.&lt;br /&gt;
&lt;br /&gt;
If the only opening to the magma is under the impassable tile of the smelter then magma creatures won't be able to enter the workshop area though the opening.{{verify}} Otherwise they can.&lt;br /&gt;
&lt;br /&gt;
Magma powered buildings do not consume the magma.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=178672</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=178672"/>
		<updated>2012-11-12T21:05:27Z</updated>

		<summary type="html">&lt;p&gt;Naros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embarks ==&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Many Dwarf Embark ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Title&lt;br /&gt;
! Skills&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Foreman&lt;br /&gt;
| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
| Doctor&lt;br /&gt;
| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
| Weaponchef&lt;br /&gt;
| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker.&amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
| Armourbrewer&lt;br /&gt;
| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
| Assign Metalsmith, Furnace Operator, Wood Burner, Potash Maker, Lye maker.&amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
| Farmer 1&lt;br /&gt;
| Grower 5, '''Mechanic''' 5&lt;br /&gt;
| Assign Butchering, Fish Cleaner, Fish Dissector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector.&amp;lt;br /&amp;gt; For building quality [[Mechanisms]], not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
| Farmer 2&lt;br /&gt;
| Grower 5&lt;br /&gt;
| Assign Butchering, Fish Cleaner, Fish Dissector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
| Ranger&lt;br /&gt;
| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 1 / Crafter&lt;br /&gt;
| Marksdwarf 5, Shield User 5&lt;br /&gt;
| Assign '''Miner''', Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; (Gem Setter, Gem Cutter, Glassmaker), (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 2 / Carpenter&lt;br /&gt;
| Armour User 5, Hammerdwarf 5&lt;br /&gt;
| Assign '''Miner''', Stone Detailer &amp;amp; Carpenter, Tanning, Leatherworker.&lt;br /&gt;
|-&lt;br /&gt;
| Mason&lt;br /&gt;
| Mason 5, Dodger 5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Trainer 1&lt;br /&gt;
| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
| Trainer 2&lt;br /&gt;
| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|-&lt;br /&gt;
| Watchman&lt;br /&gt;
| Observer 5, Wrestler 4, '''Weaponsmith''' 1&lt;br /&gt;
| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Standard 7 dwarf embark ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Title&lt;br /&gt;
! Skills&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Foreman&lt;br /&gt;
| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
| Assign as Bookkeeper, Expedition Leader, Manager &amp;amp; Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger&lt;br /&gt;
| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 1&lt;br /&gt;
| '''Miner''' 5, Shield User 5&lt;br /&gt;
| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 2&lt;br /&gt;
| '''Miner''' 5, Marksdwarf 5&lt;br /&gt;
| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 3&lt;br /&gt;
| '''Miner''' 5, Armour User 5&lt;br /&gt;
| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
| Weaponchef&lt;br /&gt;
| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
| Assign Furnace Operator, Woodburner as well as Butchering &amp;amp; Tanning to turn the wagon-pullers into useful resources. :P &amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
| Armourbrewer&lt;br /&gt;
| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
| Assign Furnace Operator, Wood Burner &amp;amp; Carpenter. &amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
Moods start at 20 dwarves, so I realised I was shooting myself in the foot with the additional number of dwarves embark.&lt;br /&gt;
Don't really need a Mason or Carpenter at first, and everyone can help put up the initial walled area, and the first tables, chairs and beds needed are allowed to be poor quality.&lt;br /&gt;
I like making my own picks and axe on the scene, but for a 'hit the ground running' start, get crappy copper picks and axe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Low-pop 7 dwarf embark ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Title&lt;br /&gt;
! Skills&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Foreman&lt;br /&gt;
| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
| Assign as Bookkeeper, Expedition Leader, Manager &amp;amp; Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger&lt;br /&gt;
| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 1&lt;br /&gt;
| '''Miner''' 5, Shield User 5&lt;br /&gt;
| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 2&lt;br /&gt;
| '''Miner''' 5, Mechanic 5&lt;br /&gt;
| Assign Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; Gem Setter, Gem Cutter, Glassmaker, Clothier, Dyer, Weaver.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Weaponchef&lt;br /&gt;
| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
| Assign Furnace Operator, Woodburner, Metalsmith as well as Butchering &amp;amp; Tanning to turn the wagon-pullers into useful resources. :P &amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
| Armourbrewer&lt;br /&gt;
| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
| Assign Furnace Operator, Wood Burner &amp;amp; Carpenter. &amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|}&lt;br /&gt;
Notes: For games where I want the starting 7 to be the only drarves in a fort for a long time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== New fort, new experiments ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Title&lt;br /&gt;
! Skills&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Foreman&lt;br /&gt;
| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, Leader 1&lt;br /&gt;
| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
| Doctor&lt;br /&gt;
| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1&lt;br /&gt;
| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 1&lt;br /&gt;
| Marksdwarf 5, Shield User 5&lt;br /&gt;
| Assign '''Miner'''&lt;br /&gt;
|-&lt;br /&gt;
| Miner 2&lt;br /&gt;
| Armour User 5, Hammerdwarf 5&lt;br /&gt;
| Assign '''Miner'''&lt;br /&gt;
|-&lt;br /&gt;
| Miner 3&lt;br /&gt;
| Dodger 5, Axedwarf 5&lt;br /&gt;
| Assign '''Miner'''&lt;br /&gt;
|-&lt;br /&gt;
| Trainer&lt;br /&gt;
| Teacher 5, Leadership 5&lt;br /&gt;
| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
| Watchman&lt;br /&gt;
| Observer 5, Wrestler 5&lt;br /&gt;
| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills in '''bold''' are the moodable skill.&lt;br /&gt;
&lt;br /&gt;
== DFusion scrips ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Combat Ready&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
This script removes below-average stats from your dwarves.&lt;br /&gt;
&lt;br /&gt;
It is intended for use on the starter 7, if you wish to do a low population fort.&lt;br /&gt;
Mainly to make sure that they're not terrible at resisting disease or recuperating, as there's no way to gain those stats in-game at the moment.&lt;br /&gt;
&lt;br /&gt;
It is intentionally simple, and has an easy to read and edit list of if-then statements so it is easy to edit even for those who are not scripters.&lt;br /&gt;
&lt;br /&gt;
To get it to work, copy this to your &amp;lt;code&amp;gt;\dfusion\tools\init.lua&amp;lt;/code&amp;gt; file&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
-- This script will elevate all the physical attributes of a unit&amp;lt;br /&amp;gt;&lt;br /&gt;
-- to the average value of that attribute&amp;lt;br /&amp;gt;&lt;br /&gt;
-- usage is:  target a unit in DF, and execute this script in dfhack&amp;lt;br /&amp;gt;&lt;br /&gt;
-- You will have to change the numbers below, as my dwarves are slightly dwarfier&amp;lt;br /&amp;gt;&lt;br /&gt;
-- by Naros, based on a script by vjek&amp;lt;br /&amp;gt;&lt;br /&gt;
-- Praise Armok!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
function tools.combat_ready()&amp;lt;br /&amp;gt;&lt;br /&gt;
unit=dfhack.gui.getSelectedUnit()&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit==nil then&amp;lt;br /&amp;gt;&lt;br /&gt;
		print (&amp;quot;No unit under cursor!  Abort! Abort! Abort!&amp;quot;)&amp;lt;br /&amp;gt;&lt;br /&gt;
		return&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.body.physical_attrs.STRENGTH.value &amp;lt;= 1500 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.body.physical_attrs.STRENGTH.value=1500&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.body.physical_attrs.AGILITY.value &amp;lt;= 900 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.body.physical_attrs.AGILITY.value=900&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.body.physical_attrs.TOUGHNESS.value &amp;lt;= 1500 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.body.physical_attrs.TOUGHNESS.value=1500&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.body.physical_attrs.ENDURANCE.value &amp;lt;= 1500 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.body.physical_attrs.ENDURANCE.value=1500&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.body.physical_attrs.RECUPERATION.value &amp;lt;= 1250 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.body.physical_attrs.RECUPERATION.value=1250&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.body.physical_attrs.DISEASE_RESISTANCE.value &amp;lt;= 1250 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.body.physical_attrs.DISEASE_RESISTANCE.value=1250&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.mental_attrs.ANALYTICAL_ABILITY.value &amp;lt;= 1250 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.mental_attrs.ANALYTICAL_ABILITY.value=1250&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.mental_attrs.FOCUS.value &amp;lt;= 1500 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.mental_attrs.FOCUS.value=1500&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.mental_attrs.WILLPOWER.value &amp;lt;= 1250 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.mental_attrs.WILLPOWER.value=1250&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.mental_attrs.CREATIVITY.value &amp;lt;= 1250 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.mental_attrs.CREATIVITY.value=1250&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.mental_attrs.INTUITION.value &amp;lt;= 1250 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.mental_attrs.INTUITION.value=1250&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.mental_attrs.PATIENCE.value &amp;lt;= 1250 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.mental_attrs.PATIENCE.value=1250&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.mental_attrs.MEMORY.value &amp;lt;= 1500 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.mental_attrs.MEMORY.value=1500&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.mental_attrs.LINGUISTIC_ABILITY.value &amp;lt;= 1250 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.mental_attrs.LINGUISTIC_ABILITY.value=1250&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.mental_attrs.SPATIAL_SENSE.value &amp;lt;= 1400 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.mental_attrs.SPATIAL_SENSE.value=1400&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.mental_attrs.MUSICALITY.value &amp;lt;= 1250 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.mental_attrs.MUSICALITY.value=1250&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.mental_attrs.KINESTHETIC_SENSE.value &amp;lt;= 1250 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.mental_attrs.KINESTHETIC_SENSE.value=1250&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.mental_attrs.EMPATHY.value &amp;lt;= 1250 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.mental_attrs.EMPATHY.value=1250&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.mental_attrs.SOCIAL_AWARENESS.value &amp;lt;= 1250 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.mental_attrs.SOCIAL_AWARENESS.value=1250&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.ANXIETY &amp;gt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.ANXIETY = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.ANGER &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.ANGER = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.DEPRESSION &amp;gt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.DEPRESSION = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.SELF_CONSCIOUSNESS &amp;gt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.SELF_CONSCIOUSNESS = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.IMMODERATION &amp;gt;= 55 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.IMMODERATION = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.VULNERABILITY &amp;gt;= 45 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.VULNERABILITY = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.FRIENDLINESS &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.FRIENDLINESS = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.GREGARIOUSNESS &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.GREGARIOUSNESS = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.ASSERTIVENESS &amp;lt;= 70 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.ASSERTIVENESS = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.ACTIVITY_LEVEL &amp;lt;= 60 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.ACTIVITY_LEVEL = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.EXCITEMENT_SEEKING &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.EXCITEMENT_SEEKING = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.CHEERFULNESS &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.CHEERFULNESS = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.IMAGINATION &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.IMAGINATION = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.ARTISTIC_INTEREST &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.ARTISTIC_INTEREST = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.EMOTIONALITY &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.EMOTIONALITY = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.ADVENTUROUSNESS &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.ADVENTUROUSNESS = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.INTELLECTUAL_CURIOSITY &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.INTELLECTUAL_CURIOSITY = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.LIBERALISM &amp;gt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.LIBERALISM = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.TRUST &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.TRUST = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.STRAIGHTFORWARDNESS ~= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.STRAIGHTFORWARDNESS = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.ALTRUISM &amp;lt;= 65 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.ALTRUISM = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.COOPERATION ~= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.COOPERATION = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.MODESTY ~= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.MODESTY = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.SYMPATHY &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.SYMPATHY = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.SELF_EFFICACY &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.SELF_EFFICACY = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.ORDERLINESS &amp;lt;= 60 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.ORDERLINESS = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.DUTIFULNESS &amp;lt;= 60 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.DUTIFULNESS = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.ACHIEVEMENT_STRIVING &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.ACHIEVEMENT_STRIVING = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.SELF_DISCIPLINE &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.SELF_DISCIPLINE = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.CAUTIOUSNESS &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.CAUTIOUSNESS = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
end&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
tools.menu:add(&amp;quot;Combat Ready&amp;quot;,tools.combat_ready)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== How do I stop myself from just cheating my way to legendary skills and the like? ==&lt;br /&gt;
I thought perhaps someone out there might find this of use.&lt;br /&gt;
&lt;br /&gt;
I'm pretty much a perfectionist when it comes to DF, and as the above script shows, I'm not above making it so I have at least average dwarves. Likewise I enjoy transforming the layers I build my fort in to Obsidian.&lt;br /&gt;
&lt;br /&gt;
I keep myself from going overboard by only removing things, or replacing them with equal value. Preferably the former. For example, making all immigrants have 0 skills when they arrive is okay, but I'll not add a single XP worth of skill to any dwarf.&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=178671</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=178671"/>
		<updated>2012-11-12T20:57:30Z</updated>

		<summary type="html">&lt;p&gt;Naros: /* &amp;quot;Combat Ready&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embarks ==&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Many Dwarf Embark ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Title&lt;br /&gt;
! Skills&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Foreman&lt;br /&gt;
| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
| Doctor&lt;br /&gt;
| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
| Weaponchef&lt;br /&gt;
| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker.&amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
| Armourbrewer&lt;br /&gt;
| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
| Assign Metalsmith, Furnace Operator, Wood Burner, Potash Maker, Lye maker.&amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
| Farmer 1&lt;br /&gt;
| Grower 5, '''Mechanic''' 5&lt;br /&gt;
| Assign Butchering, Fish Cleaner, Fish Dissector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector.&amp;lt;br /&amp;gt; For building quality [[Mechanisms]], not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
| Farmer 2&lt;br /&gt;
| Grower 5&lt;br /&gt;
| Assign Butchering, Fish Cleaner, Fish Dissector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
| Ranger&lt;br /&gt;
| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 1 / Crafter&lt;br /&gt;
| Marksdwarf 5, Shield User 5&lt;br /&gt;
| Assign '''Miner''', Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; (Gem Setter, Gem Cutter, Glassmaker), (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 2 / Carpenter&lt;br /&gt;
| Armour User 5, Hammerdwarf 5&lt;br /&gt;
| Assign '''Miner''', Stone Detailer &amp;amp; Carpenter, Tanning, Leatherworker.&lt;br /&gt;
|-&lt;br /&gt;
| Mason&lt;br /&gt;
| Mason 5, Dodger 5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Trainer 1&lt;br /&gt;
| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
| Trainer 2&lt;br /&gt;
| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|-&lt;br /&gt;
| Watchman&lt;br /&gt;
| Observer 5, Wrestler 4, '''Weaponsmith''' 1&lt;br /&gt;
| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Standard 7 dwarf embark ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Title&lt;br /&gt;
! Skills&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Foreman&lt;br /&gt;
| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
| Assign as Bookkeeper, Expedition Leader, Manager &amp;amp; Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger&lt;br /&gt;
| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 1&lt;br /&gt;
| '''Miner''' 5, Shield User 5&lt;br /&gt;
| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 2&lt;br /&gt;
| '''Miner''' 5, Marksdwarf 5&lt;br /&gt;
| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 3&lt;br /&gt;
| '''Miner''' 5, Armour User 5&lt;br /&gt;
| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
| Weaponchef&lt;br /&gt;
| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
| Assign Furnace Operator, Woodburner as well as Butchering &amp;amp; Tanning to turn the wagon-pullers into useful resources. :P &amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
| Armourbrewer&lt;br /&gt;
| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
| Assign Furnace Operator, Wood Burner &amp;amp; Carpenter. &amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
Moods start at 20 dwarves, so I realised I was shooting myself in the foot with the additional number of dwarves embark.&lt;br /&gt;
Don't really need a Mason or Carpenter at first, and everyone can help put up the initial walled area, and the first tables, chairs and beds needed are allowed to be poor quality.&lt;br /&gt;
I like making my own picks and axe on the scene, but for a 'hit the ground running' start, get crappy copper picks and axe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Low-pop 7 dwarf embark ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Title&lt;br /&gt;
! Skills&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Foreman&lt;br /&gt;
| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
| Assign as Bookkeeper, Expedition Leader, Manager &amp;amp; Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger&lt;br /&gt;
| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 1&lt;br /&gt;
| '''Miner''' 5, Shield User 5&lt;br /&gt;
| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 2&lt;br /&gt;
| '''Miner''' 5, Mechanic 5&lt;br /&gt;
| Assign Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; Gem Setter, Gem Cutter, Glassmaker, Clothier, Dyer, Weaver.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Weaponchef&lt;br /&gt;
| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
| Assign Furnace Operator, Woodburner, Metalsmith as well as Butchering &amp;amp; Tanning to turn the wagon-pullers into useful resources. :P &amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
| Armourbrewer&lt;br /&gt;
| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
| Assign Furnace Operator, Wood Burner &amp;amp; Carpenter. &amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|}&lt;br /&gt;
Notes: For games where I want the starting 7 to be the only drarves in a fort for a long time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== New fort, new experiments ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Title&lt;br /&gt;
! Skills&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Foreman&lt;br /&gt;
| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, Leader 1&lt;br /&gt;
| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
| Doctor&lt;br /&gt;
| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1&lt;br /&gt;
| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 1&lt;br /&gt;
| Marksdwarf 5, Shield User 5&lt;br /&gt;
| Assign '''Miner'''&lt;br /&gt;
|-&lt;br /&gt;
| Miner 2&lt;br /&gt;
| Armour User 5, Hammerdwarf 5&lt;br /&gt;
| Assign '''Miner'''&lt;br /&gt;
|-&lt;br /&gt;
| Miner 3&lt;br /&gt;
| Dodger 5, Axedwarf 5&lt;br /&gt;
| Assign '''Miner'''&lt;br /&gt;
|-&lt;br /&gt;
| Trainer&lt;br /&gt;
| Teacher 5, Leadership 5&lt;br /&gt;
| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
| Watchman&lt;br /&gt;
| Observer 5, Wrestler 5&lt;br /&gt;
| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills in '''bold''' are the moodable skill.&lt;br /&gt;
&lt;br /&gt;
== DFusion scrips ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Combat Ready&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
This script removes below-average stats from your dwarves.&lt;br /&gt;
&lt;br /&gt;
It is intended for use on the starter 7, if you wish to do a low population fort.&lt;br /&gt;
Mainly to make sure that they're not terrible at resisting disease or recuperating, as there's no way to gain those stats in-game at the moment.&lt;br /&gt;
&lt;br /&gt;
It is intentionally simple, and has an easy to read and edit list of if-then statements so it is easy to edit even for those who are not scripters.&lt;br /&gt;
&lt;br /&gt;
To get it to work, copy this to your &amp;lt;code&amp;gt;\dfusion\tools\init.lua&amp;lt;/code&amp;gt; file&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
-- This script will elevate all the physical attributes of a unit&amp;lt;br /&amp;gt;&lt;br /&gt;
-- to the average value of that attribute&amp;lt;br /&amp;gt;&lt;br /&gt;
-- usage is:  target a unit in DF, and execute this script in dfhack&amp;lt;br /&amp;gt;&lt;br /&gt;
-- You will have to change the numbers below, as my dwarves are slightly dwarfier&amp;lt;br /&amp;gt;&lt;br /&gt;
-- by Naros, based on a script by vjek&amp;lt;br /&amp;gt;&lt;br /&gt;
-- Praise Armok!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
function tools.combat_ready()&amp;lt;br /&amp;gt;&lt;br /&gt;
unit=dfhack.gui.getSelectedUnit()&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit==nil then&amp;lt;br /&amp;gt;&lt;br /&gt;
		print (&amp;quot;No unit under cursor!  Abort! Abort! Abort!&amp;quot;)&amp;lt;br /&amp;gt;&lt;br /&gt;
		return&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.body.physical_attrs.STRENGTH.value &amp;lt;= 1500 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.body.physical_attrs.STRENGTH.value=1500&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.body.physical_attrs.AGILITY.value &amp;lt;= 900 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.body.physical_attrs.AGILITY.value=900&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.body.physical_attrs.TOUGHNESS.value &amp;lt;= 1500 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.body.physical_attrs.TOUGHNESS.value=1500&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.body.physical_attrs.ENDURANCE.value &amp;lt;= 1500 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.body.physical_attrs.ENDURANCE.value=1500&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.body.physical_attrs.RECUPERATION.value &amp;lt;= 1250 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.body.physical_attrs.RECUPERATION.value=1250&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.body.physical_attrs.DISEASE_RESISTANCE.value &amp;lt;= 1250 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.body.physical_attrs.DISEASE_RESISTANCE.value=1250&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.mental_attrs.ANALYTICAL_ABILITY.value &amp;lt;= 1250 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.mental_attrs.ANALYTICAL_ABILITY.value=1250&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.mental_attrs.FOCUS.value &amp;lt;= 1500 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.mental_attrs.FOCUS.value=1500&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.mental_attrs.WILLPOWER.value &amp;lt;= 1250 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.mental_attrs.WILLPOWER.value=1250&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.mental_attrs.CREATIVITY.value &amp;lt;= 1250 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.mental_attrs.CREATIVITY.value=1250&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.mental_attrs.INTUITION.value &amp;lt;= 1250 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.mental_attrs.INTUITION.value=1250&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.mental_attrs.PATIENCE.value &amp;lt;= 1250 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.mental_attrs.PATIENCE.value=1250&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.mental_attrs.MEMORY.value &amp;lt;= 1500 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.mental_attrs.MEMORY.value=1500&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.mental_attrs.LINGUISTIC_ABILITY.value &amp;lt;= 1250 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.mental_attrs.LINGUISTIC_ABILITY.value=1250&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.mental_attrs.SPATIAL_SENSE.value &amp;lt;= 1400 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.mental_attrs.SPATIAL_SENSE.value=1400&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.mental_attrs.MUSICALITY.value &amp;lt;= 1250 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.mental_attrs.MUSICALITY.value=1250&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.mental_attrs.KINESTHETIC_SENSE.value &amp;lt;= 1250 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.mental_attrs.KINESTHETIC_SENSE.value=1250&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.mental_attrs.EMPATHY.value &amp;lt;= 1250 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.mental_attrs.EMPATHY.value=1250&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.mental_attrs.SOCIAL_AWARENESS.value &amp;lt;= 1250 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.mental_attrs.SOCIAL_AWARENESS.value=1250&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.ANXIETY &amp;gt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.ANXIETY = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.ANGER &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.ANGER = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.DEPRESSION &amp;gt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.DEPRESSION = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.SELF_CONSCIOUSNESS &amp;gt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.SELF_CONSCIOUSNESS = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.IMMODERATION &amp;gt;= 55 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.IMMODERATION = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.VULNERABILITY &amp;gt;= 45 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.VULNERABILITY = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.FRIENDLINESS &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.FRIENDLINESS = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.GREGARIOUSNESS &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.GREGARIOUSNESS = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.ASSERTIVENESS &amp;lt;= 70 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.ASSERTIVENESS = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.ACTIVITY_LEVEL &amp;lt;= 60 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.ACTIVITY_LEVEL = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.EXCITEMENT_SEEKING &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.EXCITEMENT_SEEKING = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.CHEERFULNESS &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.CHEERFULNESS = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.IMAGINATION &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.IMAGINATION = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.ARTISTIC_INTEREST &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.ARTISTIC_INTEREST = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.EMOTIONALITY &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.EMOTIONALITY = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.ADVENTUROUSNESS &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.ADVENTUROUSNESS = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.INTELLECTUAL_CURIOSITY &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.INTELLECTUAL_CURIOSITY = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.LIBERALISM &amp;gt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.LIBERALISM = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.TRUST &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.TRUST = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.STRAIGHTFORWARDNESS ~= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.STRAIGHTFORWARDNESS = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.ALTRUISM &amp;lt;= 65 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.ALTRUISM = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.COOPERATION ~= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.COOPERATION = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.MODESTY ~= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.MODESTY = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.SYMPATHY &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.SYMPATHY = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.SELF_EFFICACY &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.SELF_EFFICACY = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.ORDERLINESS &amp;lt;= 60 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.ORDERLINESS = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.DUTIFULNESS &amp;lt;= 60 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.DUTIFULNESS = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.ACHIEVEMENT_STRIVING &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.ACHIEVEMENT_STRIVING = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.SELF_DISCIPLINE &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.SELF_DISCIPLINE = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.status.current_soul.traits.CAUTIOUSNESS &amp;lt;= 50 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.status.current_soul.traits.CAUTIOUSNESS = 50&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
end&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
tools.menu:add(&amp;quot;Combat Ready&amp;quot;,tools.combat_ready)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=178384</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=178384"/>
		<updated>2012-10-25T20:13:03Z</updated>

		<summary type="html">&lt;p&gt;Naros: /* &amp;quot;Combat Ready&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embarks ==&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Many Dwarf Embark ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Title&lt;br /&gt;
! Skills&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Foreman&lt;br /&gt;
| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
| Doctor&lt;br /&gt;
| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
| Weaponchef&lt;br /&gt;
| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker.&amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
| Armourbrewer&lt;br /&gt;
| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
| Assign Metalsmith, Furnace Operator, Wood Burner, Potash Maker, Lye maker.&amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
| Farmer 1&lt;br /&gt;
| Grower 5, '''Mechanic''' 5&lt;br /&gt;
| Assign Butchering, Fish Cleaner, Fish Dissector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector.&amp;lt;br /&amp;gt; For building quality [[Mechanisms]], not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
| Farmer 2&lt;br /&gt;
| Grower 5&lt;br /&gt;
| Assign Butchering, Fish Cleaner, Fish Dissector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
| Ranger&lt;br /&gt;
| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 1 / Crafter&lt;br /&gt;
| Marksdwarf 5, Shield User 5&lt;br /&gt;
| Assign '''Miner''', Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; (Gem Setter, Gem Cutter, Glassmaker), (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 2 / Carpenter&lt;br /&gt;
| Armour User 5, Hammerdwarf 5&lt;br /&gt;
| Assign '''Miner''', Stone Detailer &amp;amp; Carpenter, Tanning, Leatherworker.&lt;br /&gt;
|-&lt;br /&gt;
| Mason&lt;br /&gt;
| Mason 5, Dodger 5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Trainer 1&lt;br /&gt;
| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
| Trainer 2&lt;br /&gt;
| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|-&lt;br /&gt;
| Watchman&lt;br /&gt;
| Observer 5, Wrestler 4, '''Weaponsmith''' 1&lt;br /&gt;
| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Standard 7 dwarf embark ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Title&lt;br /&gt;
! Skills&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Foreman&lt;br /&gt;
| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
| Assign as Bookkeeper, Expedition Leader, Manager &amp;amp; Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger&lt;br /&gt;
| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 1&lt;br /&gt;
| '''Miner''' 5, Shield User 5&lt;br /&gt;
| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 2&lt;br /&gt;
| '''Miner''' 5, Marksdwarf 5&lt;br /&gt;
| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 3&lt;br /&gt;
| '''Miner''' 5, Armour User 5&lt;br /&gt;
| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
| Weaponchef&lt;br /&gt;
| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
| Assign Furnace Operator, Woodburner as well as Butchering &amp;amp; Tanning to turn the wagon-pullers into useful resources. :P &amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
| Armourbrewer&lt;br /&gt;
| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
| Assign Furnace Operator, Wood Burner &amp;amp; Carpenter. &amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
Moods start at 20 dwarves, so I realised I was shooting myself in the foot with the additional number of dwarves embark.&lt;br /&gt;
Don't really need a Mason or Carpenter at first, and everyone can help put up the initial walled area, and the first tables, chairs and beds needed are allowed to be poor quality.&lt;br /&gt;
I like making my own picks and axe on the scene, but for a 'hit the ground running' start, get crappy copper picks and axe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Low-pop 7 dwarf embark ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Title&lt;br /&gt;
! Skills&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Foreman&lt;br /&gt;
| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
| Assign as Bookkeeper, Expedition Leader, Manager &amp;amp; Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger&lt;br /&gt;
| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 1&lt;br /&gt;
| '''Miner''' 5, Shield User 5&lt;br /&gt;
| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 2&lt;br /&gt;
| '''Miner''' 5, Mechanic 5&lt;br /&gt;
| Assign Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; Gem Setter, Gem Cutter, Glassmaker, Clothier, Dyer, Weaver.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Weaponchef&lt;br /&gt;
| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
| Assign Furnace Operator, Woodburner, Metalsmith as well as Butchering &amp;amp; Tanning to turn the wagon-pullers into useful resources. :P &amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
| Armourbrewer&lt;br /&gt;
| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
| Assign Furnace Operator, Wood Burner &amp;amp; Carpenter. &amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|}&lt;br /&gt;
Notes: For games where I want the starting 7 to be the only drarves in a fort for a long time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== New fort, new experiments ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Title&lt;br /&gt;
! Skills&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Foreman&lt;br /&gt;
| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, Leader 1&lt;br /&gt;
| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
| Doctor&lt;br /&gt;
| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1&lt;br /&gt;
| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 1&lt;br /&gt;
| Marksdwarf 5, Shield User 5&lt;br /&gt;
| Assign '''Miner'''&lt;br /&gt;
|-&lt;br /&gt;
| Miner 2&lt;br /&gt;
| Armour User 5, Hammerdwarf 5&lt;br /&gt;
| Assign '''Miner'''&lt;br /&gt;
|-&lt;br /&gt;
| Miner 3&lt;br /&gt;
| Dodger 5, Axedwarf 5&lt;br /&gt;
| Assign '''Miner'''&lt;br /&gt;
|-&lt;br /&gt;
| Trainer&lt;br /&gt;
| Teacher 5, Leadership 5&lt;br /&gt;
| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
| Watchman&lt;br /&gt;
| Observer 5, Wrestler 5&lt;br /&gt;
| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills in '''bold''' are the moodable skill.&lt;br /&gt;
&lt;br /&gt;
== DFusion scrips ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Combat Ready&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
This script removes below-average stats from your dwarves.&lt;br /&gt;
&lt;br /&gt;
It is intended for use on the starter 7, if you wish to do a low population fort.&lt;br /&gt;
Mainly to make sure that they're not terrible at resisting disease or recuperating, as there's no way to gain those stats in-game at the moment.&lt;br /&gt;
&lt;br /&gt;
To get it to work, copy this to your &amp;lt;code&amp;gt;\dfusion\tools\init.lua&amp;lt;/code&amp;gt; file&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
-- This script will elevate all the physical attributes of a unit&amp;lt;br /&amp;gt;&lt;br /&gt;
-- to the average value of that attribute&amp;lt;br /&amp;gt;&lt;br /&gt;
-- usage is:  target a unit in DF, and execute this script in dfhack&amp;lt;br /&amp;gt;&lt;br /&gt;
-- You will have to change the numbers below, as my dwarves are slightly dwarfier&amp;lt;br /&amp;gt;&lt;br /&gt;
-- by Naros, based on a script by vjek&amp;lt;br /&amp;gt;&lt;br /&gt;
-- Praise Armok!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
function tools.combat_ready()&amp;lt;br /&amp;gt;&lt;br /&gt;
unit=dfhack.gui.getSelectedUnit()&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit==nil then&amp;lt;br /&amp;gt;&lt;br /&gt;
		print (&amp;quot;No unit under cursor!  Abort! Abort! Abort!&amp;quot;)&amp;lt;br /&amp;gt;&lt;br /&gt;
		return&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.body.physical_attrs.STRENGTH.value &amp;lt;= 1500 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.body.physical_attrs.STRENGTH.value=1500&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.body.physical_attrs.AGILITY.value &amp;lt;= 900 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.body.physical_attrs.AGILITY.value=900&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.body.physical_attrs.TOUGHNESS.value &amp;lt;= 1500 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.body.physical_attrs.TOUGHNESS.value=1500&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.body.physical_attrs.ENDURANCE.value &amp;lt;= 1500 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.body.physical_attrs.ENDURANCE.value=1500&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.body.physical_attrs.RECUPERATION.value &amp;lt;= 1250 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.body.physical_attrs.RECUPERATION.value=1250&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.body.physical_attrs.DISEASE_RESISTANCE.value &amp;lt;= 1250 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.body.physical_attrs.DISEASE_RESISTANCE.value=1250&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
end&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
tools.menu:add(&amp;quot;Combat Ready&amp;quot;,tools.combat_ready)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=178383</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=178383"/>
		<updated>2012-10-25T20:12:16Z</updated>

		<summary type="html">&lt;p&gt;Naros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embarks ==&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Many Dwarf Embark ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Title&lt;br /&gt;
! Skills&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Foreman&lt;br /&gt;
| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
| Doctor&lt;br /&gt;
| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
| Weaponchef&lt;br /&gt;
| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker.&amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
| Armourbrewer&lt;br /&gt;
| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
| Assign Metalsmith, Furnace Operator, Wood Burner, Potash Maker, Lye maker.&amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
| Farmer 1&lt;br /&gt;
| Grower 5, '''Mechanic''' 5&lt;br /&gt;
| Assign Butchering, Fish Cleaner, Fish Dissector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector.&amp;lt;br /&amp;gt; For building quality [[Mechanisms]], not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
| Farmer 2&lt;br /&gt;
| Grower 5&lt;br /&gt;
| Assign Butchering, Fish Cleaner, Fish Dissector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
| Ranger&lt;br /&gt;
| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 1 / Crafter&lt;br /&gt;
| Marksdwarf 5, Shield User 5&lt;br /&gt;
| Assign '''Miner''', Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; (Gem Setter, Gem Cutter, Glassmaker), (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 2 / Carpenter&lt;br /&gt;
| Armour User 5, Hammerdwarf 5&lt;br /&gt;
| Assign '''Miner''', Stone Detailer &amp;amp; Carpenter, Tanning, Leatherworker.&lt;br /&gt;
|-&lt;br /&gt;
| Mason&lt;br /&gt;
| Mason 5, Dodger 5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Trainer 1&lt;br /&gt;
| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
| Trainer 2&lt;br /&gt;
| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|-&lt;br /&gt;
| Watchman&lt;br /&gt;
| Observer 5, Wrestler 4, '''Weaponsmith''' 1&lt;br /&gt;
| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Standard 7 dwarf embark ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Title&lt;br /&gt;
! Skills&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Foreman&lt;br /&gt;
| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
| Assign as Bookkeeper, Expedition Leader, Manager &amp;amp; Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger&lt;br /&gt;
| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 1&lt;br /&gt;
| '''Miner''' 5, Shield User 5&lt;br /&gt;
| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 2&lt;br /&gt;
| '''Miner''' 5, Marksdwarf 5&lt;br /&gt;
| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 3&lt;br /&gt;
| '''Miner''' 5, Armour User 5&lt;br /&gt;
| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
| Weaponchef&lt;br /&gt;
| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
| Assign Furnace Operator, Woodburner as well as Butchering &amp;amp; Tanning to turn the wagon-pullers into useful resources. :P &amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
| Armourbrewer&lt;br /&gt;
| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
| Assign Furnace Operator, Wood Burner &amp;amp; Carpenter. &amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
Moods start at 20 dwarves, so I realised I was shooting myself in the foot with the additional number of dwarves embark.&lt;br /&gt;
Don't really need a Mason or Carpenter at first, and everyone can help put up the initial walled area, and the first tables, chairs and beds needed are allowed to be poor quality.&lt;br /&gt;
I like making my own picks and axe on the scene, but for a 'hit the ground running' start, get crappy copper picks and axe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Low-pop 7 dwarf embark ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Title&lt;br /&gt;
! Skills&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Foreman&lt;br /&gt;
| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
| Assign as Bookkeeper, Expedition Leader, Manager &amp;amp; Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger&lt;br /&gt;
| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 1&lt;br /&gt;
| '''Miner''' 5, Shield User 5&lt;br /&gt;
| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 2&lt;br /&gt;
| '''Miner''' 5, Mechanic 5&lt;br /&gt;
| Assign Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; Gem Setter, Gem Cutter, Glassmaker, Clothier, Dyer, Weaver.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Weaponchef&lt;br /&gt;
| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
| Assign Furnace Operator, Woodburner, Metalsmith as well as Butchering &amp;amp; Tanning to turn the wagon-pullers into useful resources. :P &amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
| Armourbrewer&lt;br /&gt;
| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
| Assign Furnace Operator, Wood Burner &amp;amp; Carpenter. &amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|}&lt;br /&gt;
Notes: For games where I want the starting 7 to be the only drarves in a fort for a long time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== New fort, new experiments ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Title&lt;br /&gt;
! Skills&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Foreman&lt;br /&gt;
| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, Leader 1&lt;br /&gt;
| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
| Doctor&lt;br /&gt;
| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1&lt;br /&gt;
| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 1&lt;br /&gt;
| Marksdwarf 5, Shield User 5&lt;br /&gt;
| Assign '''Miner'''&lt;br /&gt;
|-&lt;br /&gt;
| Miner 2&lt;br /&gt;
| Armour User 5, Hammerdwarf 5&lt;br /&gt;
| Assign '''Miner'''&lt;br /&gt;
|-&lt;br /&gt;
| Miner 3&lt;br /&gt;
| Dodger 5, Axedwarf 5&lt;br /&gt;
| Assign '''Miner'''&lt;br /&gt;
|-&lt;br /&gt;
| Trainer&lt;br /&gt;
| Teacher 5, Leadership 5&lt;br /&gt;
| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
| Watchman&lt;br /&gt;
| Observer 5, Wrestler 5&lt;br /&gt;
| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills in '''bold''' are the moodable skill.&lt;br /&gt;
&lt;br /&gt;
== DFusion scrips ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Combat Ready&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
This script removes below-average stats from your dwarves.&lt;br /&gt;
&lt;br /&gt;
It is intended for use on the starter 7, if you wish to do a low population fort.&lt;br /&gt;
Mainly to make sure that they're not terrible at resisting disease or recuperating, as there's no way to gain those stats in-game at the moment.&lt;br /&gt;
&lt;br /&gt;
To get it to work, copy this to your &amp;lt;code&amp;gt;\dfusion\tools\init.lua&amp;lt;/code&amp;gt; file&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
-- This script will elevate all the physical attributes of a unit&amp;lt;br /&amp;gt;&lt;br /&gt;
-- to the average value of that attribute&amp;lt;br /&amp;gt;&lt;br /&gt;
-- usage is:  target a unit in DF, and execute this script in dfhack&amp;lt;br /&amp;gt;&lt;br /&gt;
-- You will have to change the numbers below, as my dwarves are slightly dwarfier&amp;lt;br /&amp;gt;&lt;br /&gt;
-- by Naros, based on a script by vjek&amp;lt;br /&amp;gt;&lt;br /&gt;
-- Praise Armok!&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
function tools.combat_ready()&amp;lt;br /&amp;gt;&lt;br /&gt;
unit=dfhack.gui.getSelectedUnit()&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit==nil then&amp;lt;br /&amp;gt;&lt;br /&gt;
		print (&amp;quot;No unit under cursor!  Abort! Abort! Abort!&amp;quot;)&amp;lt;br /&amp;gt;&lt;br /&gt;
		return&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.body.physical_attrs.STRENGTH.value &amp;lt;= 1500 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.body.physical_attrs.STRENGTH.value=1500&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.body.physical_attrs.AGILITY.value &amp;lt;= 900 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.body.physical_attrs.AGILITY.value=900&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.body.physical_attrs.TOUGHNESS.value &amp;lt;= 1500 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.body.physical_attrs.TOUGHNESS.value=1500&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.body.physical_attrs.ENDURANCE.value &amp;lt;= 1500 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.body.physical_attrs.ENDURANCE.value=1500&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.body.physical_attrs.RECUPERATION.value &amp;lt;= 1250 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.body.physical_attrs.RECUPERATION.value=1250&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
	if unit.body.physical_attrs.DISEASE_RESISTANCE.value &amp;lt;= 1250 then&amp;lt;br /&amp;gt;&lt;br /&gt;
		unit.body.physical_attrs.DISEASE_RESISTANCE.value=1250&amp;lt;br /&amp;gt;&lt;br /&gt;
	end&amp;lt;br /&amp;gt;&lt;br /&gt;
end&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
tools.menu:add(&amp;quot;Combat Ready&amp;quot;,tools.combat_ready)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=178197</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=178197"/>
		<updated>2012-10-14T00:17:28Z</updated>

		<summary type="html">&lt;p&gt;Naros: /* My Embarks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embarks ==&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Many Dwarf Embark ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Title&lt;br /&gt;
! Skills&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Foreman&lt;br /&gt;
| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
| Doctor&lt;br /&gt;
| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
| Weaponchef&lt;br /&gt;
| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker.&amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
| Armourbrewer&lt;br /&gt;
| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
| Assign Metalsmith, Furnace Operator, Wood Burner, Potash Maker, Lye maker.&amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
| Farmer 1&lt;br /&gt;
| Grower 5, '''Mechanic''' 5&lt;br /&gt;
| Assign Butchering, Fish Cleaner, Fish Dissector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector.&amp;lt;br /&amp;gt; For building quality [[Mechanisms]], not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
| Farmer 2&lt;br /&gt;
| Grower 5&lt;br /&gt;
| Assign Butchering, Fish Cleaner, Fish Dissector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
| Ranger&lt;br /&gt;
| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 1 / Crafter&lt;br /&gt;
| Marksdwarf 5, Shield User 5&lt;br /&gt;
| Assign '''Miner''', Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; (Gem Setter, Gem Cutter, Glassmaker), (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 2 / Carpenter&lt;br /&gt;
| Armour User 5, Hammerdwarf 5&lt;br /&gt;
| Assign '''Miner''', Stone Detailer &amp;amp; Carpenter, Tanning, Leatherworker.&lt;br /&gt;
|-&lt;br /&gt;
| Mason&lt;br /&gt;
| Mason 5, Dodger 5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Trainer 1&lt;br /&gt;
| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
| Trainer 2&lt;br /&gt;
| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|-&lt;br /&gt;
| Watchman&lt;br /&gt;
| Observer 5, Wrestler 4, '''Weaponsmith''' 1&lt;br /&gt;
| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Standard 7 dwarf embark ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Title&lt;br /&gt;
! Skills&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Foreman&lt;br /&gt;
| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
| Assign as Bookkeeper, Expedition Leader, Manager &amp;amp; Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger&lt;br /&gt;
| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 1&lt;br /&gt;
| '''Miner''' 5, Shield User 5&lt;br /&gt;
| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 2&lt;br /&gt;
| '''Miner''' 5, Marksdwarf 5&lt;br /&gt;
| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 3&lt;br /&gt;
| '''Miner''' 5, Armour User 5&lt;br /&gt;
| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
| Weaponchef&lt;br /&gt;
| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
| Assign Furnace Operator, Woodburner as well as Butchering &amp;amp; Tanning to turn the wagon-pullers into useful resources. :P &amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
| Armourbrewer&lt;br /&gt;
| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
| Assign Furnace Operator, Wood Burner &amp;amp; Carpenter. &amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
Moods start at 20 dwarves, so I realised I was shooting myself in the foot with the additional number of dwarves embark.&lt;br /&gt;
Don't really need a Mason or Carpenter at first, and everyone can help put up the initial walled area, and the first tables, chairs and beds needed are allowed to be poor quality.&lt;br /&gt;
I like making my own picks and axe on the scene, but for a 'hit the ground running' start, get crappy copper picks and axe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Low-pop 7 dwarf embark ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Title&lt;br /&gt;
! Skills&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Foreman&lt;br /&gt;
| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
| Assign as Bookkeeper, Expedition Leader, Manager &amp;amp; Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger&lt;br /&gt;
| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 1&lt;br /&gt;
| '''Miner''' 5, Shield User 5&lt;br /&gt;
| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 2&lt;br /&gt;
| '''Miner''' 5, Mechanic 5&lt;br /&gt;
| Assign Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; Gem Setter, Gem Cutter, Glassmaker, Clothier, Dyer, Weaver.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Weaponchef&lt;br /&gt;
| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
| Assign Furnace Operator, Woodburner, Metalsmith as well as Butchering &amp;amp; Tanning to turn the wagon-pullers into useful resources. :P &amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
| Armourbrewer&lt;br /&gt;
| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
| Assign Furnace Operator, Wood Burner &amp;amp; Carpenter. &amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|}&lt;br /&gt;
Notes: For games where I want the starting 7 to be the only drarves in a fort for a long time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== New fort, new experiments ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Title&lt;br /&gt;
! Skills&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Foreman&lt;br /&gt;
| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, Leader 1&lt;br /&gt;
| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
| Doctor&lt;br /&gt;
| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1&lt;br /&gt;
| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 1&lt;br /&gt;
| Marksdwarf 5, Shield User 5&lt;br /&gt;
| Assign '''Miner'''&lt;br /&gt;
|-&lt;br /&gt;
| Miner 2&lt;br /&gt;
| Armour User 5, Hammerdwarf 5&lt;br /&gt;
| Assign '''Miner'''&lt;br /&gt;
|-&lt;br /&gt;
| Miner 3&lt;br /&gt;
| Dodger 5, Axedwarf 5&lt;br /&gt;
| Assign '''Miner'''&lt;br /&gt;
|-&lt;br /&gt;
| Trainer&lt;br /&gt;
| Teacher 5, Leadership 5&lt;br /&gt;
| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
| Watchman&lt;br /&gt;
| Observer 5, Wrestler 5&lt;br /&gt;
| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills in '''bold''' are the moodable skill.&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=177561</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=177561"/>
		<updated>2012-09-13T02:30:21Z</updated>

		<summary type="html">&lt;p&gt;Naros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege operator • Archer • Biter • Fighter • Kicker • Striker&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Many Dwarf Embark ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Title&lt;br /&gt;
! Skills&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Foreman&lt;br /&gt;
| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
| Doctor&lt;br /&gt;
| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
| Weaponchef&lt;br /&gt;
| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker.&amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
| Armourbrewer&lt;br /&gt;
| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
| Assign Metalsmith, Furnace Operator, Wood Burner, Potash Maker, Lye maker.&amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
| Farmer 1&lt;br /&gt;
| Grower 5, '''Mechanic''' 5&lt;br /&gt;
| Assign Butchering, Fish Cleaner, Fish Dissector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector.&amp;lt;br /&amp;gt; For building quality [[Mechanisms]], not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
| Farmer 2&lt;br /&gt;
| Grower 5&lt;br /&gt;
| Assign Butchering, Fish Cleaner, Fish Dissector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
| Ranger&lt;br /&gt;
| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 1 / Crafter&lt;br /&gt;
| Marksdwarf 5, Shield User 5&lt;br /&gt;
| Assign '''Miner''', Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; (Gem Setter, Gem Cutter, Glassmaker), (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 2 / Carpenter&lt;br /&gt;
| Armour User 5, Hammerdwarf 5&lt;br /&gt;
| Assign '''Miner''', Stone Detailer &amp;amp; Carpenter, Tanning, Leatherworker.&lt;br /&gt;
|-&lt;br /&gt;
| Mason&lt;br /&gt;
| Mason 5, Dodger 5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Trainer 1&lt;br /&gt;
| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
| Trainer 2&lt;br /&gt;
| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|-&lt;br /&gt;
| Watchman&lt;br /&gt;
| Observer 5, Wrestler 4, '''Weaponsmith''' 1&lt;br /&gt;
| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Standard 7 dwarf embark ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Title&lt;br /&gt;
! Skills&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Foreman&lt;br /&gt;
| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
| Assign as Bookkeeper, Expedition Leader, Manager &amp;amp; Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger&lt;br /&gt;
| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 1&lt;br /&gt;
| '''Miner''' 5, Shield User 5&lt;br /&gt;
| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 2&lt;br /&gt;
| '''Miner''' 5, Marksdwarf 5&lt;br /&gt;
| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 3&lt;br /&gt;
| '''Miner''' 5, Armour User 5&lt;br /&gt;
| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
| Weaponchef&lt;br /&gt;
| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
| Assign Furnace Operator, Woodburner as well as Butchering &amp;amp; Tanning to turn the wagon-pullers into useful resources. :P &amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
| Armourbrewer&lt;br /&gt;
| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
| Assign Furnace Operator, Wood Burner &amp;amp; Carpenter. &amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
Moods start at 20 dwarves, so I realised I was shooting myself in the foot with the additional number of dwarves embark.&lt;br /&gt;
Don't really need a Mason or Carpenter at first, and everyone can help put up the initial walled area, and the first tables, chairs and beds needed are allowed to be poor quality.&lt;br /&gt;
I like making my own picks and axe on the scene, but for a 'hit the ground running' start, get crappy copper picks and axe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Low-pop 7 dwarf embark ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Title&lt;br /&gt;
! Skills&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Foreman&lt;br /&gt;
| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
| Assign as Bookkeeper, Expedition Leader, Manager &amp;amp; Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
| Ranger&lt;br /&gt;
| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 1&lt;br /&gt;
| '''Miner''' 5, Shield User 5&lt;br /&gt;
| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 2&lt;br /&gt;
| '''Miner''' 5, Mechanic 5&lt;br /&gt;
| Assign Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; Gem Setter, Gem Cutter, Glassmaker, Clothier, Dyer, Weaver.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Weaponchef&lt;br /&gt;
| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
| Assign Furnace Operator, Woodburner, Metalsmith as well as Butchering &amp;amp; Tanning to turn the wagon-pullers into useful resources. :P &amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
| Armourbrewer&lt;br /&gt;
| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
| Assign Furnace Operator, Wood Burner &amp;amp; Carpenter. &amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|}&lt;br /&gt;
Notes: For games where I want the starting 7 to be the only drarves in a fort for a long time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== New fort, new experiments ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Title&lt;br /&gt;
! Skills&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Foreman&lt;br /&gt;
| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, Leader 1&lt;br /&gt;
| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
| Doctor&lt;br /&gt;
| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1&lt;br /&gt;
| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 1&lt;br /&gt;
| Marksdwarf 5, Shield User 5&lt;br /&gt;
| Assign '''Miner'''&lt;br /&gt;
|-&lt;br /&gt;
| Miner 2&lt;br /&gt;
| Armour User 5, Hammerdwarf 5&lt;br /&gt;
| Assign '''Miner'''&lt;br /&gt;
|-&lt;br /&gt;
| Miner 3&lt;br /&gt;
| Dodger 5, Axedwarf 5&lt;br /&gt;
| Assign '''Miner'''&lt;br /&gt;
|-&lt;br /&gt;
| Trainer&lt;br /&gt;
| Teacher 5, Leadership 5&lt;br /&gt;
| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
| Watchman&lt;br /&gt;
| Observer 5, Wrestler 5&lt;br /&gt;
| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills in '''bold''' are the moodable skill.&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=177560</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=177560"/>
		<updated>2012-09-13T02:26:00Z</updated>

		<summary type="html">&lt;p&gt;Naros: /* New fort, new experiments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege operator • Archer • Biter • Fighter • Kicker • Striker&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Many Dwarf Embark ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Doctor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker.&amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Metalsmith, Furnace Operator, Wood Burner, Potash Maker, Lye maker.&amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Mechanic''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Butchering, Fish Cleaner, Fish Dissector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector.&amp;lt;br /&amp;gt; For building quality [[Mechanisms]], not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Butchering, Fish Cleaner, Fish Dissector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1 / Crafter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Marksdwarf 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; (Gem Setter, Gem Cutter, Glassmaker), (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2 / Carpenter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armour User 5, Hammerdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer &amp;amp; Carpenter, Tanning, Leatherworker.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason 5, Dodger 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Watchman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Observer 5, Wrestler 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Standard 7 dwarf embark ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper, Expedition Leader, Manager &amp;amp; Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Marksdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Armour User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Woodburner as well as Butchering &amp;amp; Tanning to turn the wagon-pullers into useful resources. :P &amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner &amp;amp; Carpenter. &amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
Moods start at 20 dwarves, so I realised I was shooting myself in the foot with the additional number of dwarves embark.&lt;br /&gt;
Don't really need a Mason or Carpenter at first, and everyone can help put up the initial walled area, and the first tables, chairs and beds needed are allowed to be poor quality.&lt;br /&gt;
I like making my own picks and axe on the scene, but for a 'hit the ground running' start, get crappy copper picks and axe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Low-pop 7 dwarf embark ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper, Expedition Leader, Manager &amp;amp; Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Mechanic 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; Gem Setter, Gem Cutter, Glassmaker, Clothier, Dyer, Weaver.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Woodburner, Metalsmith as well as Butchering &amp;amp; Tanning to turn the wagon-pullers into useful resources. :P &amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner &amp;amp; Carpenter. &amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|}&lt;br /&gt;
Notes: For games where I want the starting 7 to be the only drarves in a fort for a long time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== New fort, new experiments ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Job Title&lt;br /&gt;
! Skills&lt;br /&gt;
! Comments&lt;br /&gt;
|-&lt;br /&gt;
| Foreman&lt;br /&gt;
| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, Leader 1&lt;br /&gt;
| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
| Doctor&lt;br /&gt;
| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1&lt;br /&gt;
| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
| Miner 1&lt;br /&gt;
| Marksdwarf 5, Shield User 5&lt;br /&gt;
| Assign '''Miner'''&lt;br /&gt;
|-&lt;br /&gt;
| Miner 2&lt;br /&gt;
| Armour User 5, Hammerdwarf 5&lt;br /&gt;
| Assign '''Miner'''&lt;br /&gt;
|-&lt;br /&gt;
| Miner 3&lt;br /&gt;
| Dodger 5, Axedwarf 5&lt;br /&gt;
| Assign '''Miner'''&lt;br /&gt;
|-&lt;br /&gt;
| Trainer&lt;br /&gt;
| Teacher 5, Leadership 5&lt;br /&gt;
| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
| Watchman&lt;br /&gt;
| Observer 5, Wrestler 5&lt;br /&gt;
| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills in '''bold''' are the moodable skill.&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Naros&amp;diff=177559</id>
		<title>User talk:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Naros&amp;diff=177559"/>
		<updated>2012-09-13T02:25:07Z</updated>

		<summary type="html">&lt;p&gt;Naros: /* Userpage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Userpage==&lt;br /&gt;
I just wanted to mention, you have a ''ton'' of redundant formatting on the tables on your userpage. I think the only thing making any difference is &amp;lt;code&amp;gt;class=&amp;quot;wikitable sortable&amp;quot;&amp;lt;/code&amp;gt;, and the rest is doing nothing. So all you need is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Title 1&lt;br /&gt;
! Title 2&lt;br /&gt;
|-&lt;br /&gt;
| E(1,1)&lt;br /&gt;
| E(1,2)&lt;br /&gt;
|-&lt;br /&gt;
| E(2,1)&lt;br /&gt;
| E(2,2)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Happy editing! --[[User:Timrem|timrem]] 23:43, 10 September 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: So I do. I copied the tables over from an other wiki, where the extra formatting was needed. And I've just stupidly been copying ever since. :3&lt;br /&gt;
: Thanks for pointing it out! --[[User:Naros|Naros]] 02:24, 13 September 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Naros&amp;diff=177558</id>
		<title>User talk:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Naros&amp;diff=177558"/>
		<updated>2012-09-13T02:24:50Z</updated>

		<summary type="html">&lt;p&gt;Naros: /* Userpage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Userpage==&lt;br /&gt;
I just wanted to mention, you have a ''ton'' of redundant formatting on the tables on your userpage. I think the only thing making any difference is &amp;lt;code&amp;gt;class=&amp;quot;wikitable sortable&amp;quot;&amp;lt;/code&amp;gt;, and the rest is doing nothing. So all you need is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Title 1&lt;br /&gt;
! Title 2&lt;br /&gt;
|-&lt;br /&gt;
| E(1,1)&lt;br /&gt;
| E(1,2)&lt;br /&gt;
|-&lt;br /&gt;
| E(2,1)&lt;br /&gt;
| E(2,2)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Happy editing! --[[User:Timrem|timrem]] 23:43, 10 September 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: So I do. I copied the tables over from an other wiki, where the extra formatting was needed. And I've just stupidly been copying ever since. :3&lt;br /&gt;
Thanks for pointing it out!&lt;br /&gt;
--[[User:Naros|Naros]] 02:24, 13 September 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Naros&amp;diff=177557</id>
		<title>User talk:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Naros&amp;diff=177557"/>
		<updated>2012-09-13T02:24:32Z</updated>

		<summary type="html">&lt;p&gt;Naros: /* Userpage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Userpage==&lt;br /&gt;
I just wanted to mention, you have a ''ton'' of redundant formatting on the tables on your userpage. I think the only thing making any difference is &amp;lt;code&amp;gt;class=&amp;quot;wikitable sortable&amp;quot;&amp;lt;/code&amp;gt;, and the rest is doing nothing. So all you need is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Title 1&lt;br /&gt;
! Title 2&lt;br /&gt;
|-&lt;br /&gt;
| E(1,1)&lt;br /&gt;
| E(1,2)&lt;br /&gt;
|-&lt;br /&gt;
| E(2,1)&lt;br /&gt;
| E(2,2)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
Happy editing! --[[User:Timrem|timrem]] 23:43, 10 September 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
So I do. I copied the tables over from an other wiki, where the extra formatting was needed. And I've just stupidly been copying ever since. :3&lt;br /&gt;
Thanks for pointing it out!&lt;br /&gt;
--[[User:Naros|Naros]] 02:24, 13 September 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=177501</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=177501"/>
		<updated>2012-09-10T23:23:45Z</updated>

		<summary type="html">&lt;p&gt;Naros: /* New fort, new experiments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege operator • Archer • Biter • Fighter • Kicker • Striker&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Many Dwarf Embark ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Doctor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker.&amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Metalsmith, Furnace Operator, Wood Burner, Potash Maker, Lye maker.&amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Mechanic''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Butchering, Fish Cleaner, Fish Dissector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector.&amp;lt;br /&amp;gt; For building quality [[Mechanisms]], not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Butchering, Fish Cleaner, Fish Dissector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1 / Crafter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Marksdwarf 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; (Gem Setter, Gem Cutter, Glassmaker), (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2 / Carpenter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armour User 5, Hammerdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer &amp;amp; Carpenter, Tanning, Leatherworker.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason 5, Dodger 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Watchman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Observer 5, Wrestler 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Standard 7 dwarf embark ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper, Expedition Leader, Manager &amp;amp; Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Marksdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Armour User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Woodburner as well as Butchering &amp;amp; Tanning to turn the wagon-pullers into useful resources. :P &amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner &amp;amp; Carpenter. &amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
Moods start at 20 dwarves, so I realised I was shooting myself in the foot with the additional number of dwarves embark.&lt;br /&gt;
Don't really need a Mason or Carpenter at first, and everyone can help put up the initial walled area, and the first tables, chairs and beds needed are allowed to be poor quality.&lt;br /&gt;
I like making my own picks and axe on the scene, but for a 'hit the ground running' start, get crappy copper picks and axe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Low-pop 7 dwarf embark ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper, Expedition Leader, Manager &amp;amp; Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Mechanic 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; Gem Setter, Gem Cutter, Glassmaker, Clothier, Dyer, Weaver.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Woodburner, Metalsmith as well as Butchering &amp;amp; Tanning to turn the wagon-pullers into useful resources. :P &amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner &amp;amp; Carpenter. &amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|}&lt;br /&gt;
Notes: For games where I want the starting 7 to be the only drarves in a fort for a long time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== New fort, new experiments ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, Leader 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Doctor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Marksdwarf 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armour User 5, Hammerdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 5, Axedwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 5, Leadership 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Watchman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Observer 5, Wrestler 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills in '''bold''' are the moodable skill.&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=177500</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=177500"/>
		<updated>2012-09-10T23:15:00Z</updated>

		<summary type="html">&lt;p&gt;Naros: /* New fort, new experiments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege operator • Archer • Biter • Fighter • Kicker • Striker&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Many Dwarf Embark ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Doctor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker.&amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Metalsmith, Furnace Operator, Wood Burner, Potash Maker, Lye maker.&amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Mechanic''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Butchering, Fish Cleaner, Fish Dissector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector.&amp;lt;br /&amp;gt; For building quality [[Mechanisms]], not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Butchering, Fish Cleaner, Fish Dissector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1 / Crafter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Marksdwarf 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; (Gem Setter, Gem Cutter, Glassmaker), (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2 / Carpenter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armour User 5, Hammerdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer &amp;amp; Carpenter, Tanning, Leatherworker.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason 5, Dodger 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Watchman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Observer 5, Wrestler 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Standard 7 dwarf embark ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper, Expedition Leader, Manager &amp;amp; Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Marksdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Armour User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Woodburner as well as Butchering &amp;amp; Tanning to turn the wagon-pullers into useful resources. :P &amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner &amp;amp; Carpenter. &amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
Moods start at 20 dwarves, so I realised I was shooting myself in the foot with the additional number of dwarves embark.&lt;br /&gt;
Don't really need a Mason or Carpenter at first, and everyone can help put up the initial walled area, and the first tables, chairs and beds needed are allowed to be poor quality.&lt;br /&gt;
I like making my own picks and axe on the scene, but for a 'hit the ground running' start, get crappy copper picks and axe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Low-pop 7 dwarf embark ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper, Expedition Leader, Manager &amp;amp; Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Mechanic 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; Gem Setter, Gem Cutter, Glassmaker, Clothier, Dyer, Weaver.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Woodburner, Metalsmith as well as Butchering &amp;amp; Tanning to turn the wagon-pullers into useful resources. :P &amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner &amp;amp; Carpenter. &amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|}&lt;br /&gt;
Notes: For games where I want the starting 7 to be the only drarves in a fort for a long time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== New fort, new experiments ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Doctor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Marksdwarf 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armour User 5, Hammerdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 5, Axedwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 5, Leadership 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Watchman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Observer 5, Wrestler 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills in '''bold''' are the moodable skill.&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=177499</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=177499"/>
		<updated>2012-09-10T23:14:08Z</updated>

		<summary type="html">&lt;p&gt;Naros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege operator • Archer • Biter • Fighter • Kicker • Striker&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Many Dwarf Embark ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Doctor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker.&amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Metalsmith, Furnace Operator, Wood Burner, Potash Maker, Lye maker.&amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Mechanic''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Butchering, Fish Cleaner, Fish Dissector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector.&amp;lt;br /&amp;gt; For building quality [[Mechanisms]], not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Butchering, Fish Cleaner, Fish Dissector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1 / Crafter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Marksdwarf 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; (Gem Setter, Gem Cutter, Glassmaker), (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2 / Carpenter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armour User 5, Hammerdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer &amp;amp; Carpenter, Tanning, Leatherworker.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason 5, Dodger 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Watchman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Observer 5, Wrestler 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Standard 7 dwarf embark ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper, Expedition Leader, Manager &amp;amp; Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Marksdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Armour User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Woodburner as well as Butchering &amp;amp; Tanning to turn the wagon-pullers into useful resources. :P &amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner &amp;amp; Carpenter. &amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
Moods start at 20 dwarves, so I realised I was shooting myself in the foot with the additional number of dwarves embark.&lt;br /&gt;
Don't really need a Mason or Carpenter at first, and everyone can help put up the initial walled area, and the first tables, chairs and beds needed are allowed to be poor quality.&lt;br /&gt;
I like making my own picks and axe on the scene, but for a 'hit the ground running' start, get crappy copper picks and axe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Low-pop 7 dwarf embark ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper, Expedition Leader, Manager &amp;amp; Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Mechanic 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; Gem Setter, Gem Cutter, Glassmaker, Clothier, Dyer, Weaver.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Woodburner, Metalsmith as well as Butchering &amp;amp; Tanning to turn the wagon-pullers into useful resources. :P &amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner &amp;amp; Carpenter. &amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|}&lt;br /&gt;
Notes: For games where I want the starting 7 to be the only drarves in a fort for a long time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== New fort, new experiments ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Doctor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Marksdwarf 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armour User 5, Hammerdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 5, Axedwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 5, Leadership 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Watchman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Observer 5, Wrestler 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills in '''bold''' are the moodable skill.&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=154791</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=154791"/>
		<updated>2011-11-15T18:41:23Z</updated>

		<summary type="html">&lt;p&gt;Naros: /* Low-pop 7 dwarf embark */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege operator • Archer • Biter • Fighter • Kicker • Striker&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Many Dwarf Embark ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Doctor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker.&amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Metalsmith, Furnace Operator, Wood Burner, Potash Maker, Lye maker.&amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Mechanic''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Butchering, Fish Cleaner, Fish Dissector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector.&amp;lt;br /&amp;gt; For building quality {{L|Mechanisms}}, not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Butchering, Fish Cleaner, Fish Dissector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1 / Crafter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Marksdwarf 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; (Gem Setter, Gem Cutter, Glassmaker), (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2 / Carpenter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armour User 5, Hammerdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer &amp;amp; Carpenter, Tanning, Leatherworker.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason 5, Dodger 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Watchman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Observer 5, Wrestler 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Standard 7 dwarf embark ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper, Expedition Leader, Manager &amp;amp; Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Marksdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Armour User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Woodburner as well as Butchering &amp;amp; Tanning to turn the wagon-pullers into useful resources. :P &amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner &amp;amp; Carpenter. &amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
Moods start at 20 dwarves, so I realised I was shooting myself in the foot with the additional number of dwarves embark.&lt;br /&gt;
Don't really need a Mason or Carpenter at first, and everyone can help put up the initial walled area, and the first tables, chairs and beds needed are allowed to be poor quality.&lt;br /&gt;
I like making my own picks and axe on the scene, but for a 'hit the ground running' start, get crappy copper picks and axe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Low-pop 7 dwarf embark ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper, Expedition Leader, Manager &amp;amp; Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Mechanic 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; Gem Setter, Gem Cutter, Glassmaker, Clothier, Dyer, Weaver.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Woodburner, Metalsmith as well as Butchering &amp;amp; Tanning to turn the wagon-pullers into useful resources. :P &amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner &amp;amp; Carpenter. &amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|}&lt;br /&gt;
Notes: For games where I want the starting 7 to be the only drarves in a fort for a long time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills in '''bold''' are the moodable skill.&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=154790</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=154790"/>
		<updated>2011-11-15T18:36:36Z</updated>

		<summary type="html">&lt;p&gt;Naros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege operator • Archer • Biter • Fighter • Kicker • Striker&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Many Dwarf Embark ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Doctor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker.&amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Metalsmith, Furnace Operator, Wood Burner, Potash Maker, Lye maker.&amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Mechanic''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Butchering, Fish Cleaner, Fish Dissector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector.&amp;lt;br /&amp;gt; For building quality {{L|Mechanisms}}, not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Butchering, Fish Cleaner, Fish Dissector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1 / Crafter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Marksdwarf 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; (Gem Setter, Gem Cutter, Glassmaker), (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2 / Carpenter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armour User 5, Hammerdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer &amp;amp; Carpenter, Tanning, Leatherworker.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason 5, Dodger 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Watchman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Observer 5, Wrestler 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Standard 7 dwarf embark ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper, Expedition Leader, Manager &amp;amp; Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Marksdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Armour User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Woodburner as well as Butchering &amp;amp; Tanning to turn the wagon-pullers into useful resources. :P &amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner &amp;amp; Carpenter. &amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
Moods start at 20 dwarves, so I realised I was shooting myself in the foot with the additional number of dwarves embark.&lt;br /&gt;
Don't really need a Mason or Carpenter at first, and everyone can help put up the initial walled area, and the first tables, chairs and beds needed are allowed to be poor quality.&lt;br /&gt;
I like making my own picks and axe on the scene, but for a 'hit the ground running' start, get crappy copper picks and axe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Low-pop 7 dwarf embark ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper, Expedition Leader, Manager &amp;amp; Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Mechanic 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; Gem Setter, Gem Cutter, Glassmaker, Clothier, Dyer, Weaver.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Woodburner as well as Butchering &amp;amp; Tanning to turn the wagon-pullers into useful resources. :P &amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner &amp;amp; Carpenter. &amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|}&lt;br /&gt;
Notes: For games where I want the starting 7 to be the only drarves in a fort for a long time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills in '''bold''' are the moodable skill.&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=154666</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=154666"/>
		<updated>2011-11-10T16:13:24Z</updated>

		<summary type="html">&lt;p&gt;Naros: /* Many Dwarf Embark */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege operator • Archer • Biter • Fighter • Kicker • Striker&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Many Dwarf Embark ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Doctor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker.&amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Metalsmith, Furnace Operator, Wood Burner, Potash Maker, Lye maker.&amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Mechanic''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Butchering, Fish Cleaner, Fish Dissector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector.&amp;lt;br /&amp;gt; For building quality {{L|Mechanisms}}, not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Butchering, Fish Cleaner, Fish Dissector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1 / Crafter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Marksdwarf 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; (Gem Setter, Gem Cutter, Glassmaker), (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2 / Carpenter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armour User 5, Hammerdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer &amp;amp; Carpenter, Tanning, Leatherworker.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason 5, Dodger 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Watchman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Observer 5, Wrestler 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Standard 7 dwarf embark ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper, Expedition Leader, Manager &amp;amp; Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Marksdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Armour User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Woodburner as well as Butchering &amp;amp; Tanning to turn the wagon-pullers into useful resources. :P &amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner &amp;amp; Carpenter. &amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
Moods start at 20 dwarves, so I realised I was shooting myself in the foot with the additional number of dwarves embark.&lt;br /&gt;
Don't really need a Mason or Carpenter at first, and everyone can help put up the initial walled area, and the first tables, chairs and beds needed are allowed to be poor quality.&lt;br /&gt;
I like making my own picks and axe on the scene, but for a 'hit the ground running' start, get crappy copper picks and axe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills in '''bold''' are the moodable skill.&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Andux&amp;diff=150245</id>
		<title>User talk:Andux</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Andux&amp;diff=150245"/>
		<updated>2011-06-11T00:49:59Z</updated>

		<summary type="html">&lt;p&gt;Naros: Created page with 'Hi! Maybe you could add a list of features of dfmarmot to your user page? As it is I can't figure out what all it does, unless I try it of course. --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi! Maybe you could add a list of features of dfmarmot to your user page?&lt;br /&gt;
As it is I can't figure out what all it does, unless I try it of course. --[[User:Naros|Naros]] 00:49, 11 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Starting_build&amp;diff=146956</id>
		<title>v0.31:Starting build</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Starting_build&amp;diff=146956"/>
		<updated>2011-04-24T09:55:41Z</updated>

		<summary type="html">&lt;p&gt;Naros: /* Free Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|01:37, 16 October 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt; This is not a tutorial, a FAQ, or a new players guide.  This is a mildly advanced theoretical treatment for someone ready to take the plunge and make all the decisions about their own fortress.  The following other articles may satisfy what you need:&lt;br /&gt;
::*{{l|Quickstart guide}}&lt;br /&gt;
::*[[From Caravan to Happy Dwarves|Beginner Flowchart]]&lt;br /&gt;
::*[[User:Calite#Jumping_into_Dwarf_Fortress_Mode|Beginner Checklist]]&lt;br /&gt;
::For an explanation of the interface for starting out, see {{l|Embark}} &amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''starting build''' is a personal strategy for choosing the initial supplies, equipment, and {{l|skill}}s of your initial seven dwarves when starting a new game in {{l|fortress mode}}. These skills and items which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year.&lt;br /&gt;
&lt;br /&gt;
This page attempts to provide a discussion about how and why you make the choices on what you bring with you.  This page is not an explanation of the mechanics of doing so, see the {{l|embark}} page for an explanation of the interface itself.  This page assumes you have already made certain decisions, such as where you plan on settling, and that you are looking at the [[DF2010:Embark#Prepare_Carefully|Prepare Carefully]] screen.&lt;br /&gt;
&lt;br /&gt;
One thing should be made clear - there is no &amp;quot;best&amp;quot; build, no &amp;quot;perfect&amp;quot; or &amp;quot;clearly superior&amp;quot; final mix of skills and items, if only because there isn't any one goal of play.  The goals you have for a fortress will dictate which sets of items and skills are best suited to achieving that goal - in your opinion.  And then there is the environment, where your dwarves will arrive, the creatures, the resources available, and so forth.  Finally, some people do things solely because it is hard, and that makes it more fun for them.&lt;br /&gt;
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== Components of a Starting Build ==&lt;br /&gt;
There are two main components of a starting build: skills and items.  &lt;br /&gt;
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Skills for your initial dwarves determine how quickly they will work early on, what industries you are guaranteed to be able to start with skilled workers later, how well you can defend your dwarves early on, and what the quality of various goods they produce will be, and possibly many other considerations.  This page considers in detail how you might go about choosing skills for your starting dwarves, and examines the multiple competing perspectives from which you can make that decision.&lt;br /&gt;
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The items that your dwarves bring with you can be tailored a number of ways.  There are trade-offs to cheaper and more expensive alternatives, and reasons why you might choose either.  This section explores the nature of these trade-offs and the reasons for making a decision.  It also looks at optimizing goods brought in more general contexts.&lt;br /&gt;
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Starting builds can and should vary based upon a number of other variables.  {{l|location|Where you choose to settle}} will give you a fortress that supplies different raw materials and thus require different skill sets to utilize, not to mention different threats from native wildlife based on {{l|biome}}, {{l|surroundings|savagery}}, and {{l|surroundings|alignment}}.  Which dwarven civilization you come from will restrict the materials with which you can start.  Making choices about these variables is not part of a starting build.  What you choose for skills and items because of these choices is part of your starting build, and so some general guidelines about different environments is given last.&lt;br /&gt;
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This page does not cover the interface for accomplishing these tasks.  Please see the {{l|embark}} page.&lt;br /&gt;
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== Skill Optimization ==&lt;br /&gt;
With only 7 dwarves, you can't take every {{l|skill}}, so you have to balance what you do take.  At this starting phase, each dwarf can only be assigned a maximum total of 10 skill levels, with no single skill starting higher than &amp;quot;5&amp;quot;.  Actual skill distribution is thus constrained to be something between 1 level in each of 10 skills, or 5 levels in each of two skills, or something in between.  Because dwarves can {{l|experience|learn}} any and all skills once your fortress starts, these initial choices do not dictate what the dwarves can do, opening up incredible latitude to choose skills for reasons other than survival.&lt;br /&gt;
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:''(* Note that an unskilled dwarf starts with all Skills at Level '''0'''.  Adding +5 Levels is then Level '''5'''.  This is true regardless of how many &amp;quot;points&amp;quot; a level costs when first buying skills at embark.)''&lt;br /&gt;
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A brief list of considerations governing skill choice:&lt;br /&gt;
:* Maximizing starting skill ranks vs. generalizing and having more skills covered at lower levels.&lt;br /&gt;
:* Balancing multiple skills for a single dwarf, so they aren't constantly needed for two different tasks at critical periods&lt;br /&gt;
:* Military vs economic needs&lt;br /&gt;
:* Your goals vs &amp;quot;basic survival needs&amp;quot; to keep your fortress healthy and happy.&lt;br /&gt;
:* Speed that a skill can be trained in game&lt;br /&gt;
:* Demand for a skill during a game&lt;br /&gt;
:* Whether quality or speed are significant considerations for tasks/final product&lt;br /&gt;
:* Balancing the desire to create {{l|wealth}} ''(with high-value products)'' with the need to maintain {{l|thought|morale}} ''(with low-value but commonly used products, like {{l|bed}}s, which normally are made from {{l|wood}})''.&lt;br /&gt;
:* most importantly - ''your playstyle'' - what '''you''' think is &amp;quot;fun&amp;quot;!&lt;br /&gt;
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==== Breadth vs. Depth ====&lt;br /&gt;
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A dwarf with only 2 starting skills at 5 ranks each is pretty good at 2 tasks, but untrained at anything else.  A dwarf with nothing higher than level 1 is passable at many tasks, but not good at anything.  Each dwarf in your party is going to be somewhere along this continuum, and you'll need to choose where.  &lt;br /&gt;
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Level in a skill dictates how fast a dwarf completes a task (most of the time), and how well he completes it (if applicable).  On one extreme, {{l|butchery}} has no time variance for slaughtering a tame animal, and has no quality associated with the outcome.  On the other extreme, {{l|metalworking}} tasks can take a long time for an untrained worker to complete and their high material value means the quality multiplier has a large impact on the end value.&lt;br /&gt;
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Dwarves who complete tasks faster can do more total {{l|job}}s within a given timeframe.  The rate at which speed increases with level varies with skill, so some skills will benefit more than others.  &lt;br /&gt;
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Dwarves who make items of higher quality will contribute more to fortress wealth and may have a large impact on fortress happiness if their work is readily available to be seen by other dwarves.  Items which typically contribute to happiness are low value but common public items, like beds and tables.  Items which contribute the most to fortress wealth often cannot be displayed, but make useful trade goods or equipment for your military.&lt;br /&gt;
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A dwarf highly skilled in few areas will work faster at those tasks and produce higher quality work than his more generalized counterpart.  However, he will do worse at any other task he is set to. &lt;br /&gt;
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Aside from the obvious trade off, there is another reason to prefer depth - dwarves can obviously only complete so many total jobs within a given timespan.  If a dwarf is busy doing one thing, he can't simultaneously be doing something else.  So a dwarf who is highly skilled in a few skills may not actually experience any disadvantage thereby if he is kept doing those things in which he specializes.  The generalist dwarf, on the other hand, may be able to do many more different tasks adequately, but he can still only do one type of task at a time.  A dwarf with one highly used skill (such as Mechanics or Mining) can feasibly spend all his time using only his primary skill and thus has no need to generalize.  In effect, the generalist is wasting more skill points whenever he does jobs than the specialist, so long as the specialist tends to do jobs he has levels in.  Specializing your initial skill investment is therefore superior if you specialize the division of labor in your fortress.&lt;br /&gt;
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Of course, you can still only bring 7 dwarves with 10 total levels of skills each, so covering everything you want to do in 14 skills may be hard, if not impossible.  A generalist or two can cover more bases that have little quality need or are otherwise fast even without a high level.  The generalists real problem arises from the fact that any dwarf can do any task, and having 1 level isn't much better than having no levels.  Which isn't to say there isn't a situation where a 1/1/1/1/1/5 dwarf is the right solution (indeed, the typical recommended leader/broker takes 1/1/1/1/1 in appraiser/judge of intent/negotiator/+2 social skills because none of these skills have a time or quality component), but most less-specialized dwarves are more likely to fall in the 5/3/2 or 4/3/3 end of the spectrum solely because there is a minimum investment necessary to be noticeably better than not having any levels at all.&lt;br /&gt;
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==== Design Constraints: Which skills do I need, really? ====&lt;br /&gt;
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The only thing that you absolutely must do in the first year is get your food supplies into a food stockpile, preferably inside, otherwise your food will rot on the ground and your dwarves will starve.  Anything else you want to do can be accommodated by sufficient investment in initial food supplies and/or skills.  This means the options for possible starting builds are vast because virtually any set of starting skills for your dwarves is viable (and that's before you even think about equipment, which adds more variables).  So the short answer is: none.&lt;br /&gt;
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That said, there are some skills which will be '''used''', to one extent or another, by virtually every fortress - but that doesn't mean you '''need''' or even want to invest points in them to start.  You could even manipulate the fortress (see {{l|challenge}}) to completely avoid one or more of the following, but these are the skills you will find it exceptionally hard to avoid creating jobs for:&lt;br /&gt;
:{{l|Mining}} - to dig your fortress, and gain stone for projects.  Only possible to avoid using if you're secretly an elf.&lt;br /&gt;
:* Inexperienced {{l|miner}}s work very slowly and are less likely to recover mined gems or valuable ores. Mining can be leveled up quite quickly by mining {{l|soil#soil|soil}}, but taking two dwarves with at least some points in mining is recommended in many cases.&lt;br /&gt;
:{{l|Carpentry}} - {{l|bed}}s can only be produced from {{l|wood}} (rare {{l|mood}}s aside).  This skill can also be used to make {{L|bin}}s without having to have an {{L|anvil}}, use any metal {{L|bar}}s, or use any {{L|fuel}}.&lt;br /&gt;
:*Carpentry is used, but opinions differ - on one hand, wood items are just not worth that much {{l|value}}-wise ''(10's of dwarfbucks vs 100's for stone furniture or 1000's for armor or prepared foods, for instance)'', so the difference in monetary value between high-quality and no-quality is minor for wood products. However, high-quality {{l|bed}}s are one of the easiest ways to help make and keep your dwarves {{l|thought|happy}} (since every dwarf will encounter a bed regularly), so some players swear by it.&lt;br /&gt;
:{{l|Masonry}} - to build walls and stairs, and fashion dwarven furniture from stone.  Possible to work around, but incredibly hard and annoying to do. &lt;br /&gt;
:{{l|Grower|Growing}} - your farmers' work echoes throughout so many other tasks, it's stunning&lt;br /&gt;
:* While its possible to feed your fortress on nothing but caravan goods, you'll never come by enough alcohol that way, so you'll eventually need to grow crops for brewing, and dwarves will literally go crazy if forced to drink nothing but water for long periods.  Thus you'll want to plan for farming eventually - not that you need to bring a highly skilled {{l|Grower}}, but it'll certainly be ''very'' helpful.  Likewise, a skilled {{l|brewer}} produces higher quality {{l|alcohol}} (''though the quality is hidden!)'', which improves your dwarves' mood, as does a skilled {{l|cook}} with the foods they prepare.  However, most food can be eaten raw, and so long as they are not starving there is life.&lt;br /&gt;
:{{l|Brewing}} - all dwarves &amp;quot;need alcohol to get through the working day&amp;quot;&lt;br /&gt;
:{{l|Mechanics}} - if you want traps, and most people will.  Also needed for most machinery.&lt;br /&gt;
:{{l|Architecture|Building Designer}} - mandatory for some buildings and constructions, but skill only improves speed a tad and increases structure {{l|value}}&lt;br /&gt;
:{{l|Broker skills}} - most importantly {{l|appraiser}} - a minimum of Broker skills are highly recommended to start with at the Novice (1 pt) level - it'll make your life much easier (especially Novice level of {{l|Appraiser}}, at least, as it greatly facilitates trading).&lt;br /&gt;
:{{L|Record keeper}} - Lets you be able to see the exact amount of things you have much faster than training one, and is necessary to view the stocks screen.&lt;br /&gt;
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The very fact that you will use these skills often makes many of them desirable to choose as starting skills for your dwarves.  Of the above, Mining, Masonry, Growing, Brewing, Cooking, and Mechanics are generally worth considering as &amp;quot;highly desirable&amp;quot;.  However, '''any skill can be used untrained, and/or get trained on the job''' - it just means a slower process and/or average lower quality product than if done by a dwarf with a higher {{l|experience|skill level}}.&lt;br /&gt;
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The difference between these skills and other skills is that other skills are optional as to whether they'll get used or not.  You need to deliberately want to use them.  These skills are essential to basic aspects of the game, and avoiding one requires a deliberate choice not to use it (and likely a lot of effort spent to avoid doing so).  Ie, a fortress could make its wealth by smithing fine weapons, weaving quality cloth, encrusting precious stones onto furniture, or crafting quality trinkets.  Or all of those.  But it doesn't have a compelling reason to do any one in particular.  A fortress that never designates a tile for mining, however, requires exceptional effort to achieve.&lt;br /&gt;
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But that you can avoid even something as basic as mining *for the lifetime of your fortress* means there is no universal design constraint on which skills to start with.  Ultimately the answer to &amp;quot;What skills do I need?&amp;quot; is &amp;quot;Whichever ''you'' want&amp;quot;.  Choosing a mixture of these commonly used skills and your desired specialized skills will make starting up your fortress easier and more efficient, but you don't need to start with any of them.  Choosing to avoid some skills may force you to use some others, but nothing compels you to invest in any skill in particular.&lt;br /&gt;
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==== Balancing military and economic needs ====&lt;br /&gt;
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Not all embarks will require a military presence in the first year, but anyone planning an expedition to a sinister, haunted, or terrifying biome would be foolish not to be prepared for nasty dwarf-killing creatures.  The solution doesn't strictly need to be military skills; quick delving and a skilled mechanic may be sufficient; but starting with a military dwarf will give you the earliest possible protection and a lot more versatility in where that protection can be applied.  Whatever you choose to do, understand the risk and be prepared for it.&lt;br /&gt;
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==== Training considerations ====&lt;br /&gt;
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Some skills are harder to gain experience in than others - requiring valuable resources or taking an extended period of time, and thus inconvenient to train from the ground up.  Investing in some of these extensively in your initial dwarves can make those industries much less painful to start.  For example, metal-related skills generally eat metal bars, and thus the less time you spend training metal workers up to a decent level, the faster they'll be churning out high-quality items for you, and the fewer bars they'll waste becoming skilled.  On the other hand, despite its importance, skills like mining train relatively quickly and barring extenuating circumstances (expected need to accomplish particular digging projects in the first month or you'll get mauled by a Giant for example) there's little need to actually invest your starting skills in it - they can learn on the job.  &lt;br /&gt;
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==== Quality, value, and happiness ====&lt;br /&gt;
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{{l|Quality}} is an important part of Dwarf Fortress.  Higher quality items produce better and more frequent happy thoughts and are worth more money.  Valuable commodities will trade for more goods from caravans that visit.  When choosing skills that produce objects of quality, the desire to produce valuable goods for trade will often conflict with the desire to produce objects that will make your dwarves happy.  Built items that are frequently encountered tend to be things like furniture, especially beds, which tend to have low material values and thus low total value no matter how high the quality of the work.  Further, these things tend to be inconvenient to trade.  It is often best to strike a balance between dwarves who produce valuable trade goods and dwarves who produce quality items that will make your population happy - and thus be able to achieve both goals simultaneously.&lt;br /&gt;
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Its worth noting that built furniture and worn clothing counts its value twice, once under the appropriate category and once for displayed value.  If you're trying to maximize your created wealth total, a good metalsmith producing furniture from high-value metals is optimal.&lt;br /&gt;
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==== Moodable skills ====&lt;br /&gt;
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{{l|Strange mood}}s will create a Legendary skill of the &amp;quot;moodable&amp;quot; skill with the highest level, and moods take hold of dwarves with different professions at different rates.  Some skills are &amp;quot;moodable&amp;quot; where others are not.  You might choose to take certain skills solely because it opens up moods for that skill with that dwarf.  Some moodable skills are more valuable than others - a legendary weaponsmith is both valuable and useful.  A legendary tanner is generally a waste of a mood since tanned hides have no quality.&lt;br /&gt;
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Because a dwarf can only have a strange mood in one skill, pairing a moodable skill with a non-moodable skill can protect the moodable skill and ensure that if the dwarf has a mood it will be in the skill you desire.  See the section on combining skills below for more details on ways to pair skills.&lt;br /&gt;
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Dwarves with no moodable skill can be allowed to do one task using a moodable skill to give them a moodable skill with no starting build investment, so moodable skill considerations should not be considered a primary reason to choose particular skills - you should also want to make use of them for other reasons.&lt;br /&gt;
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==== Combining Skills ====&lt;br /&gt;
Every dwarf is going to have 2 or more {{l|skills}}.  This means that even once you know which skills you want, you're going to need to pair them up before assigning them.  Not all skill combinations are equally functional.  &lt;br /&gt;
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Some skills are highly time-consuming, either because the skill is in frequent demand (eg, {{l|mining}}) or because it takes a long time to do an individual job (eg, {{l|strand extraction}}).  If a dwarf is spending most of their time using that skill, they aren't making much use of their other skill.  Pairing two time-consuming skills together therefore tends to be a bad idea, as one or both jobs are not going to get the attention they need or deserve.  Similarly, pairing a skill with time-critical jobs with a time-consuming skill also tends to be a bad idea.  If your {{l|grower}} is also mining, he may not stop to plant crops one season.  Or he might neglect to harvest your crops in a timely fashion and they could rot on the ground (if you only let your growers harvest).  Arranging your skill combinations to avoid these situations is generally beneficial.  For example, Masons, miners, growers, and any craft that your fortress will base their economy off of (glass, stonecrafts, armour, etc) will take a lot of time, so plan accordingly.&lt;br /&gt;
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Instead, pairing relatively time-intensive tasks with less time-intensive tasks will let your dwarf accomplish all such tasks adequately.  Once you get a metal industry rolling, an armorer/weaponsmith will need to make a lot fewer weapons to outfit your soldiers than he will armor components.  Thus he can usefully do both jobs without hurting your productivity overly much.  Similarly, a mason might also be your architect, since building designer is a very infrequently used skill.&lt;br /&gt;
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Working at different jobs levels up specific {{l|attribute}}s. One could level up a miner until he becomes mighty and ultra-tough - and then turn him into a soldier, or retire him to haul stone.  If you plan on doing so, it may not be a good idea to give this guy a second critical job that will demand a lot of time away from their focus.  &lt;br /&gt;
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Since tasks will take place in specific areas, another approach is to combine tasks into dwarves who will take care of a specific industry, or spend all their time in one generally narrow part of the fortress - the forges, or the kitchens, or outdoors, for instance.  So combining Farming with cooking, rather than mining, for example, and turn on only Haul Food, not Haul Stone.  Metalworkers spending their time in the forge can easily handle more than one type of metalworking skill, and are also well-situated to be furnace operators.  &lt;br /&gt;
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Similarly, you can also make the craftsmen of your finished products also responsible for the production of intermediate products from raw ingredients.  This way when they run out of materials to make into finished goods they can immediately switch over to working raw products into intermediate products so they'll have more to work with later.  This works better in some industries than in others.  A single butcher/tanner/cook trying to process multiple animals simultaneously will likely result in rotten food, carcases, or skins.  But a weaponsmith who doubles as a furnace operator can usefully ensure he has material to work with when you want him to.  Later on, however, a highly skilled craftsdwarf is often better suited at sitting in their {{l|workshop}} and having others deliver raw materials to them than going out and obtaining their own raw materials themselves, but in the early game dwarf-time is limited, and a single dwarf who can work an entire production chain can do so relatively efficiently and let your other dwarves be used elsewhere.&lt;br /&gt;
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There is no requirement that a dwarves job combination needs to look 'right' or logical.  A weaponsmith will most probably not spend nearly 100% of their time creating weapons - what they do with the other part of their time may have nothing at all to do with forges or smithing.  Jobs which require little time in general, or little time early even if time-intensive later, may well be paired with any time-intensive task solely to provide the dwarf with something to usefully and skillfully do with most of their time, and freed from that duty as needed for the other tasks.&lt;br /&gt;
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Another constraint you can impose on your skill combinations is to try to limit dwarves to {{l|moodable}} skill and one non-moodable skill (or a moodable and a less desired moodable skill at lower level), so any mood will improve the desired one.  For example, pairing craft skills with farming skills gives you dwarves that will perform useful food production or raw good processing services while also getting their mood in a valuable finished goods skill.  Example: Clothier/Grower.&lt;br /&gt;
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==== Which dwarf should have which skill? ====&lt;br /&gt;
Dwarves who craft goods they prefer, or work materials they prefer, gain a bonus to the quality of the finished work.  This can inform your choice of which skills you choose, for example by choosing a weaver because you notice a preference for sheap wool yarn, or you might choose the skills you want and then try to find a suitable dwarf to use that skill.  In the latter case, since all dwarves have one metal preference you might assign an armorsmithing skill to a dwarf with a preference for iron, steel, or adamantine.&lt;br /&gt;
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The dwarf with the most social skills will end up being the {{l|Expedition leader}}, who will then become the {{l|mayor}} and start making {{l|mandate}}s.  Thus you should avoid giving the most social skills to dwarfs who have {{l|preferences}} for things like {{l|adamantine}}.&lt;br /&gt;
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Dwarves have physical and mental attributes that affect the performance of certain skills.  You may wish to give a socially adept and patient dwarf the leadership/broker skills, or a dwarf who doesn't tire easily a skill which will be in frequent use like mining.  You can also try to match skills to {{l|personality}}, some of which have obvious implications for their willingness to work long hours or how frequently they might take breaks.&lt;br /&gt;
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Of course, all combined these represent a lot of possible constraints on where you assign particular skills, and it would be impossible to apply them in total to your entire desired skill load.  Use these as a guide, but don't be upset if all your dwarves are anti-social psychopaths - someone still needs to be the leader, after all.&lt;br /&gt;
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==== Other considerations ====&lt;br /&gt;
Migrants can and will arrive with a wide selection of decently trained skills. While it is a gamble, chances are pretty decent that migrants will arrive with a highly trained skill that is also highly desirable and would usurp the job of one of the seven starting ones. The first few migration waves are likely to give you a much better talent pool than what you can assign at embark.  On the other hand, you may never get the skill you really want if you don't start with it.&lt;br /&gt;
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Skills rust if not used and they can eventually de-level. Consider that skills which you will use years after embark are going to be rusty or even deleveled.  Embark to the first caravan is long enough for a skill to start rusting, so you might want to make sure you'll use every skill you embark with before the first year ends to avoid catastrophic rusting.&lt;br /&gt;
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Remember that you need to survive in order to accomplish any goals.  Have a plan for lasting to at least the first caravan, if not one for longterm sustainability.&lt;br /&gt;
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== Items ==&lt;br /&gt;
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The items you choose to bring with you will need to satisfy a number of needs.  Most importantly, you need to keep yourself alive - at least until the caravan arrives in the fall to resupply yourself.  You probably also want to plan on some way of making a shelter, whether that be the traditional delved hall, a majestic castle, a log cabin, or something even more exotic.  You may want to plan for mishaps by bringing essential medical supplies, especially those which may be hard to acquire on site.  And you might bring items which will assist in creating items for trade to that first caravan, should you need anything for the skills you're planning on.&lt;br /&gt;
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For the purposes of this article, livestock are considered items.&lt;br /&gt;
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All embarks get the following items without paying for them: 2 animals (who pulled the wagon), and the 3 wood that make up the wagon.&lt;br /&gt;
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=== Motivations ===&lt;br /&gt;
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==== Survival ====&lt;br /&gt;
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A single dwarf eats about 2x/season, and drinks about 4x/season.  With 7 dwarves that's ~approximately~ 14 meals per season and 28 alcohol per season, or ~42 meals and ~84 alcohol until the end of Fall.  The dwarf caravan tends to arrive in the third month of fall, so you will probably need to plan on a full 3 seasons.  You are also likely to get at least one if not two small waves of migrants before the caravan arrives.&lt;br /&gt;
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It is possible to bring enough food and drink to make it to the caravan - indeed, bringing enough food isn't especially hard (especially once you factor in slaughtering the animals who hauled your wagon.  Bringing sufficient alcohol is harder, although bringing plump helmets to brew can significantly cut the cost.  &lt;br /&gt;
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The likely best way to keep your dwarves in drink is also the most labor intensive - setting up farming in the first season or two is perfectly plausible, allowing to grow your own {{l|plants}} from seeds and brew the products.  (Keep in mind not all plants can be brewed - don't plant dimple cups and expect to make alcohol).  In addition to the necessary seeds, starting your own farming operation is going to require some way to get the ground muddy.  While sometimes simple digging can accomplish this, many times you're going to need a screw pump.  Basic construction requirements are discussed under shelter.&lt;br /&gt;
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It is possible to make all your alcohol by harvesting aboveground plants, if highly inefficient.  It also only works in biomes with collectable plant life.  Notably evil biomes and glaciers are unlikely to provide.&lt;br /&gt;
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==== Shelter ====&lt;br /&gt;
Bar a convenient cave, you're going to have to do something for shelter.  Shelter is your first defense against roving creatures, keeping them away from where your dwarves are working so they don't spam job cancellations and strew items all over the place.  (As you might guess, most 'convenient caves' aren't actually that convenient, as they tend to have residents).  Basic walls that allow you egress won't stop a dedicated invader, but you don't expect to see those until year 3, so you have time to develop more elaborate defenses.&lt;br /&gt;
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Food outside will also spoil a lot faster than food inside, so making a cellar of some sort to store your food in will increase the longevity of your food supplies.  The rate at which food spoils depends on ambient temperature, so the urgency of making a cellar will depend on where you settled.  It might be possible to go without a cellar in a freezing biome.{{verify}}  The only way you can avoid thinking about food storage in the first year is if you collect food and make alcohol as needed - ie, by using an herbalist to collect local plants - which can avoid needing to mine at all.&lt;br /&gt;
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Delving a shelter requires mining, which means having picks to dig with.  One can always bring one or more picks at embark, but its also possible to bring the supplies necessary to make them.  See {{l|Starting build#Finished product or do it yourself|finished product or do it yourself}}.&lt;br /&gt;
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An aboveground shelter can be made with stone or wood or possibly more exotic materials.  Stone of course requires mining, and thus picks.  Wood can be had with an axe assuming trees are present, and axes, like picks, can similarly be brought at embark or made on site.  It is of course possible to bring sufficient raw materials to build walls with, but this is far less efficient than just bringing a pick or an axe, although it could make a fun challenge.  Building your initial fort out of soap, while possible, is not recommended, although possibly hilariously entertaining.&lt;br /&gt;
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==== Industry ====&lt;br /&gt;
Most industries require little more than materials you can collect at the site and a workshop.  So long as you can get stone, you won't need to bring anything for these.  However, if you want to get an industry going immediately, it does help to bring a few building materials along (or be willing to use the wood from the wagon, if only temporarily).&lt;br /&gt;
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Some industries require fire-safe materials to build with.  All stone qualifies, as does metal.  Wood can be converted to a fire safe material by burning it to ashes in a wood burners workshop, but of course that workshop requires a fire-safe material.  If you're mining, this condition is easy to satisfy, but if you intend to run any of these industries right away you will need to plan on bringing appropriate materials.&lt;br /&gt;
&lt;br /&gt;
Some industries require plant or animal matter to work with.  Clothiers ultimately need cloth, which comes from certain plants or animals.  Leatherworkers need tanned skins.  (And while you can get 2 off your pack animals, this isn't sufficient to run an industry).  If you plan on running these types of industries you will need to have a plan for providing suitable raw materials.  Hunting can cover leatherworking needs (although this requires a hunter and hunting implements), and foraging can find rope reed plants, but its usually better to bring enough appropriate animals or plant seeds to have a good shot at getting started in a predictable and sustainable way.  Similarly, milking and cheese making require milkable animals, and bonecarving requires a dependable source of bones.&lt;br /&gt;
&lt;br /&gt;
Metal industries require metal and an anvil.  You cannot make an anvil on site without already having an anvil, so if you plan on doing any forging before the first caravan you will need to bring one with you.  Metal can be brought as bars or as ores to be smelted in a smelter into bars, or can be mined yourself.  You will need to provide fuel or magma to run these workshops, so bringing some coal can make the operation run smoother.&lt;br /&gt;
&lt;br /&gt;
Soap requires a lot of wood consumption and a source of tallow to be done in a sustainable way.  Lye can be bought at embark to skip the first steps and make soap more directly.  You will still need to bring or make buckets and have an empty barrel to actually produce soap though, but fortunately this is just a matter of having sufficient wood.&lt;br /&gt;
&lt;br /&gt;
Jewelers require gems.  Cut gems can be brought at embark, but are too expensive to bring in quantity.  Generally a jeweler requires mining to find sufficient gems or a glassworker to produce raw glass to work with.&lt;br /&gt;
&lt;br /&gt;
Glassmaking and Pottery requires sand or clay and fuel - pay attention to your site report before embarking.  Its hard to run a viable industry solely off imports in these cases.  Like metal workshops, coal can be brought to substitute for fuel fairly efficiently.&lt;br /&gt;
&lt;br /&gt;
As is probably obvious, certain industries depend on similar inputs.  Planning on a set of industries which require similar complementary inputs can let you more efficiently spend your starting points at embark or more efficiently plan your digging during the first year.  If you plan on a lot of fuel-dependent industries, it may be worthwhile to prioritize finding a source of magma.&lt;br /&gt;
&lt;br /&gt;
=== Optimization ===&lt;br /&gt;
&lt;br /&gt;
==== Container mechanics and free items ====&lt;br /&gt;
&lt;br /&gt;
Many items come in containers such as barrels and bags, including food, liquids, seeds, and powders.  The cost to embark with these items can be cheaper than the cost of the container itself.  Each different type of item for each category will come in its own container.  Furthermore, you'll get a new container after every 10th instance for food, most liquids, and seeds, and after every item of powders.{{verify}}  Alcohol gets a new barrel after every 5th unit.  (Food actually groups by animal type, so if you get horse tripe and horse meat they'll combine them, but they won't combine horse meat and donkey meat).  Thus diversifying your initial food supply with 1 of each low-cost food item will net you a large number of barrels.  Similarly its worth taking 1 of each seed you weren't planning on taking more of solely for the bags.  Taking some sand or gypsum powder is also a cheap way to get bags.  Lye (for soap) and milks can be brought for more barrels - and milk can be made into cheese for a low-cost embark option that becomes food.&lt;br /&gt;
&lt;br /&gt;
As stockpiling and some jobs are container limited, getting as many free containers as you can will free up labor (and possibly valuable materials) that would otherwise be used making containers.&lt;br /&gt;
&lt;br /&gt;
==== Finished product or do it yourself ====&lt;br /&gt;
Bringing raw materials and making the finished product yourself is often easier on your embark points than bringing the finished product.  On the other hand, making it yourself takes time during which you aren't making use of the finished product.  &lt;br /&gt;
&lt;br /&gt;
The most common scenario involves {{l|Make your own weapons|forging your own metal tools and weapons}}.  While not usually too much of a hardship, it can be dangerous to make your own weapons or picks if you expect possible hostile creatures.  Further, you will lose time - possibly 1/4 to 1/2 the first month - if you forge your own picks.  &lt;br /&gt;
&lt;br /&gt;
Of special note regarding weapons is that a training battle axe is perfectly capable of chopping trees, and is made with nothing more than a carpentry workshop and a log.  While the delay in acquiring one is minimal, a wood battle axe is not a good weapon, and so it loses utility for doing anything other than acquiring more wood.&lt;br /&gt;
&lt;br /&gt;
You can also easily plan on making all or most of one's own booze, as plump helmets can be bought at embark and brewed at a still.&lt;br /&gt;
&lt;br /&gt;
Any finished good can of course be made from raw materials that you bring, but most of them are not essential like the above, and thus you can generally wait until you find suitable resources on site or buy them from caravans.&lt;br /&gt;
&lt;br /&gt;
==== Biome considerations: dude, where's my wood? ====&lt;br /&gt;
Some environments have a shortage of trees.  While you can direct production of a lot of item types to other materials, beds need to be made out of wood.  In addition, it is difficult to make barrels and bins out of non-wood materials early in the game, especially without ready magma (since otherwise you'll probably need to burn wood to make metal equivalents).  If you have an aquifer it can be even worse - stone may be difficult or impossible to access easily.  While you can ultimately ask for wood from your liaison and buy whatever the humans and elves happen to bring, and eventually you can create a tree farm underground, tight wood will limit storage and sleeping arrangements for at least the first year if not longer.  You may wish to plan accordingly if embarking in a site with sparse or no trees.&lt;br /&gt;
&lt;br /&gt;
==== Items for moods ====&lt;br /&gt;
When a dwarf is taken by a {{l|strange mood}}, he often needs obscure material or he will go insane and die, possibly with severe consequences to an entire fortress.  Bringing along some of the harder-to-find ores ({{l|cassiterite}}, {{l|sphalerite}}, {{l|bismuthinite}}, {{l|garnierite}}), and putting those aside, forbidding their use &amp;quot;just in case&amp;quot;, is spending a few points on an insurance policy. Many players also choose to bring a few items like pig tail cloth and cave spider silk just in case.  &lt;br /&gt;
&lt;br /&gt;
Alternately, if you're otherwise being minimalistic on gear you're bringing you can choose to bring a few valuable components to try to maximize the value of mood items.  That artifact animal trap will be worth a lot more if your woodcarver grabs a blue diamond instead of moss agate.&lt;br /&gt;
&lt;br /&gt;
==== Free Equipment ====&lt;br /&gt;
&lt;br /&gt;
Dwarves who start with the ambusher skill as their highest non-military non-social skill will get some leather {{l|armor}}, a crossbow, a quiver and a stack of 30 to 40 metal bolts for free.&lt;br /&gt;
&lt;br /&gt;
Embarking in a biome where there's snow at the moment of embarkation seems to get the same clothing items dwarves which Ambusher get, though they will not necessarily be made of leather.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Site considerations==&lt;br /&gt;
Each fortress {{l|location}} offers particular challenges and opportunities, and can make different demands on your starting build. Your starting build may need to be adjusted depending on the {{l|region}} your fort occupies, the specific vision you have of your fortress, and what it will take to {{l|losing|stay alive}} where you're going!&lt;br /&gt;
&lt;br /&gt;
The differences include what {{l|biome}}s, {{l|region}}s and likely {{l|metal}}s are present in your chosen embark site.&lt;br /&gt;
&lt;br /&gt;
=== General Surroundings ===&lt;br /&gt;
Simply put, if your {{l|surroundings}} are {{l|evil}} or {{l|savage}}, your dwarves have a higher risk of suddenly facing personal combat before they are safely behind their defenses.  Consider bringing extra weaponry, in the form of axes, picks or crossbows (see {{l|Starting_builds#Free_Equipment|free equipment}}).  Hand in hand with those, consider skill mixes that include {{l|axedwarf}}, {{l|mining}} (the skill used to wield a pick), {{l|marksdwarf}}, or {{l|wrestling}} (a solid unarmed-combat skill).&lt;br /&gt;
&lt;br /&gt;
The same is true if you are embarking near an exposed magma vent or an open chasm - these features can be seen on the embark map, but it's impossible to tell if they are &amp;quot;open&amp;quot; to the surface or not, until you are there in person.&lt;br /&gt;
&lt;br /&gt;
Be sure to include some source of {{l|water}} on the map, preferably running {{l|water}}.  Water is (almost) essential for any fortress.  In Cold and Freezing climates  streams and {{l|lake}}s will often be frozen year-round and your dwarves may quickly die of exposure, in Hot climates {{l|murky pool}}s will dry up, and in Dry ones rain will only rarely re-fill them, if ever.  Choose Temperate or tropical zones for an easier game.&lt;br /&gt;
&lt;br /&gt;
===Aquifers===&lt;br /&gt;
If an {{l|aquifer}} is present in the first soil or stone layers (visible on the pre-embark menu), it may bar all access to {{l|stone}} and {{l|ore}} until you find a way through the water barrier.  Consider bringing some stone for building, and ore for your first basic needs. This may be critical to getting your fortress running smoothly.&lt;br /&gt;
&lt;br /&gt;
=== Mountains ===&lt;br /&gt;
Mountains often have abundant {{l|ore}}s, but at the loss of trees and plants. In previous versions lacking {{L|cavern}}s, this was a serious drawback. In DF2010, brave pioneers can dig down into the caverns to find essentials like water, mud, and plants. However, players should be aware that above-ground crops will not grow in mountain biomes, no matter how muddy you may make the surface.&lt;br /&gt;
&lt;br /&gt;
Depending on the exact layers, it's common to find exposed {{l|vein}}s of useful {{l|ore}}s that can be immediately mined for {{l|Make your own weapons|DIY}} weapons and tools.&lt;br /&gt;
&lt;br /&gt;
=== Wooded/Plains ===&lt;br /&gt;
Flatlands with at least some trees and gatherable plants can also make for highly successful fortresses.  Advantages over mountain zones include abundant trees and plants and (unless frozen) more abundant water.  There are even (rare) magma vents. More water also means a high likelihood of an {{l|aquifer}} being present. Make sure to check on embark.&lt;br /&gt;
&lt;br /&gt;
The greatest disadvantage is the potential lack of exposed {{l|stone}} to mine. The first level(s) below the surface is often {{l|soil}} of some type, which offers no building materials.  However, soil is mined much more quickly than stone (x3-x4 faster), and expansive accommodations (rooms) can be achieved quickly even by untrained miners.  You will find stone, you just have to go down a bit for it - but that's what dwarves do, isn't it?&lt;br /&gt;
&lt;br /&gt;
{{l|Experience|Training}} a {{l|Miner}} from No Skill to Proficient takes less than a month (~20 days with hauling disabled) in soil, and to Legendary in just under a season after. {{version|0.31.12}} From embark, this means you should have legendary miners in early summer if you dig only in soil.  Times increase slightly for each additional miner used.&lt;br /&gt;
&lt;br /&gt;
=== Oceanside ===&lt;br /&gt;
With many features in common with some of the above locations, {{l|beach}}es are often a mix of ease intermingled with bouts of extreme difficulty. Minerals and trees are often abundant, as well as farmland and sand, but there is often no drinking water unless the biome has a flowing {{l|water}} of some sort. &lt;br /&gt;
&lt;br /&gt;
By definition, the settlement will fall between (at least) two {{l|biome}}s (one land, one water), potentially hazardous if the player expects a peaceful oceanside meadow, without realizing the {{l|terrifying}} ocean is full of amphibious zombie {{l|whale}}s.&lt;br /&gt;
&lt;br /&gt;
=== Desert, Glaciers, and Barren ===&lt;br /&gt;
Treeless (or near-treeless) {{l|biome}}s are challenging sites for a fortress: you get most of the disadvantages of a flatland site without having access to nearly as many trees and plants.  However, near-lifeless zones such as {{l|glacier}}s are wonderful for players with slower computers, as there's little to burden the CPU but your dwarves and livestock.  {{l|Desert}}s and barren areas often have sand; with a sufficient source of energy (preferably magma), you can build almost anything out of unlimited glass.&lt;br /&gt;
&lt;br /&gt;
Hunters should be replaced with fisherdwarves and a fish cleaner (although the latter can be easily trained).  Depending how much water vs. land, more starting wood and ores might be helpful.  Swimming is rarely useful in Fortress mode, even at the beach, and can be trained.&lt;br /&gt;
&lt;br /&gt;
==Sample starting builds==&lt;br /&gt;
See {{l|Sample Starting Builds}}&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Starting_build&amp;diff=146955</id>
		<title>v0.31:Starting build</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Starting_build&amp;diff=146955"/>
		<updated>2011-04-24T09:55:03Z</updated>

		<summary type="html">&lt;p&gt;Naros: /* Free Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|01:37, 16 October 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt; This is not a tutorial, a FAQ, or a new players guide.  This is a mildly advanced theoretical treatment for someone ready to take the plunge and make all the decisions about their own fortress.  The following other articles may satisfy what you need:&lt;br /&gt;
::*{{l|Quickstart guide}}&lt;br /&gt;
::*[[From Caravan to Happy Dwarves|Beginner Flowchart]]&lt;br /&gt;
::*[[User:Calite#Jumping_into_Dwarf_Fortress_Mode|Beginner Checklist]]&lt;br /&gt;
::For an explanation of the interface for starting out, see {{l|Embark}} &amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''starting build''' is a personal strategy for choosing the initial supplies, equipment, and {{l|skill}}s of your initial seven dwarves when starting a new game in {{l|fortress mode}}. These skills and items which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year.&lt;br /&gt;
&lt;br /&gt;
This page attempts to provide a discussion about how and why you make the choices on what you bring with you.  This page is not an explanation of the mechanics of doing so, see the {{l|embark}} page for an explanation of the interface itself.  This page assumes you have already made certain decisions, such as where you plan on settling, and that you are looking at the [[DF2010:Embark#Prepare_Carefully|Prepare Carefully]] screen.&lt;br /&gt;
&lt;br /&gt;
One thing should be made clear - there is no &amp;quot;best&amp;quot; build, no &amp;quot;perfect&amp;quot; or &amp;quot;clearly superior&amp;quot; final mix of skills and items, if only because there isn't any one goal of play.  The goals you have for a fortress will dictate which sets of items and skills are best suited to achieving that goal - in your opinion.  And then there is the environment, where your dwarves will arrive, the creatures, the resources available, and so forth.  Finally, some people do things solely because it is hard, and that makes it more fun for them.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Components of a Starting Build ==&lt;br /&gt;
There are two main components of a starting build: skills and items.  &lt;br /&gt;
&lt;br /&gt;
Skills for your initial dwarves determine how quickly they will work early on, what industries you are guaranteed to be able to start with skilled workers later, how well you can defend your dwarves early on, and what the quality of various goods they produce will be, and possibly many other considerations.  This page considers in detail how you might go about choosing skills for your starting dwarves, and examines the multiple competing perspectives from which you can make that decision.&lt;br /&gt;
&lt;br /&gt;
The items that your dwarves bring with you can be tailored a number of ways.  There are trade-offs to cheaper and more expensive alternatives, and reasons why you might choose either.  This section explores the nature of these trade-offs and the reasons for making a decision.  It also looks at optimizing goods brought in more general contexts.&lt;br /&gt;
&lt;br /&gt;
Starting builds can and should vary based upon a number of other variables.  {{l|location|Where you choose to settle}} will give you a fortress that supplies different raw materials and thus require different skill sets to utilize, not to mention different threats from native wildlife based on {{l|biome}}, {{l|surroundings|savagery}}, and {{l|surroundings|alignment}}.  Which dwarven civilization you come from will restrict the materials with which you can start.  Making choices about these variables is not part of a starting build.  What you choose for skills and items because of these choices is part of your starting build, and so some general guidelines about different environments is given last.&lt;br /&gt;
&lt;br /&gt;
This page does not cover the interface for accomplishing these tasks.  Please see the {{l|embark}} page.&lt;br /&gt;
&lt;br /&gt;
== Skill Optimization ==&lt;br /&gt;
With only 7 dwarves, you can't take every {{l|skill}}, so you have to balance what you do take.  At this starting phase, each dwarf can only be assigned a maximum total of 10 skill levels, with no single skill starting higher than &amp;quot;5&amp;quot;.  Actual skill distribution is thus constrained to be something between 1 level in each of 10 skills, or 5 levels in each of two skills, or something in between.  Because dwarves can {{l|experience|learn}} any and all skills once your fortress starts, these initial choices do not dictate what the dwarves can do, opening up incredible latitude to choose skills for reasons other than survival.&lt;br /&gt;
&lt;br /&gt;
:''(* Note that an unskilled dwarf starts with all Skills at Level '''0'''.  Adding +5 Levels is then Level '''5'''.  This is true regardless of how many &amp;quot;points&amp;quot; a level costs when first buying skills at embark.)''&lt;br /&gt;
&lt;br /&gt;
A brief list of considerations governing skill choice:&lt;br /&gt;
:* Maximizing starting skill ranks vs. generalizing and having more skills covered at lower levels.&lt;br /&gt;
:* Balancing multiple skills for a single dwarf, so they aren't constantly needed for two different tasks at critical periods&lt;br /&gt;
:* Military vs economic needs&lt;br /&gt;
:* Your goals vs &amp;quot;basic survival needs&amp;quot; to keep your fortress healthy and happy.&lt;br /&gt;
:* Speed that a skill can be trained in game&lt;br /&gt;
:* Demand for a skill during a game&lt;br /&gt;
:* Whether quality or speed are significant considerations for tasks/final product&lt;br /&gt;
:* Balancing the desire to create {{l|wealth}} ''(with high-value products)'' with the need to maintain {{l|thought|morale}} ''(with low-value but commonly used products, like {{l|bed}}s, which normally are made from {{l|wood}})''.&lt;br /&gt;
:* most importantly - ''your playstyle'' - what '''you''' think is &amp;quot;fun&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
==== Breadth vs. Depth ====&lt;br /&gt;
&lt;br /&gt;
A dwarf with only 2 starting skills at 5 ranks each is pretty good at 2 tasks, but untrained at anything else.  A dwarf with nothing higher than level 1 is passable at many tasks, but not good at anything.  Each dwarf in your party is going to be somewhere along this continuum, and you'll need to choose where.  &lt;br /&gt;
&lt;br /&gt;
Level in a skill dictates how fast a dwarf completes a task (most of the time), and how well he completes it (if applicable).  On one extreme, {{l|butchery}} has no time variance for slaughtering a tame animal, and has no quality associated with the outcome.  On the other extreme, {{l|metalworking}} tasks can take a long time for an untrained worker to complete and their high material value means the quality multiplier has a large impact on the end value.&lt;br /&gt;
&lt;br /&gt;
Dwarves who complete tasks faster can do more total {{l|job}}s within a given timeframe.  The rate at which speed increases with level varies with skill, so some skills will benefit more than others.  &lt;br /&gt;
&lt;br /&gt;
Dwarves who make items of higher quality will contribute more to fortress wealth and may have a large impact on fortress happiness if their work is readily available to be seen by other dwarves.  Items which typically contribute to happiness are low value but common public items, like beds and tables.  Items which contribute the most to fortress wealth often cannot be displayed, but make useful trade goods or equipment for your military.&lt;br /&gt;
&lt;br /&gt;
A dwarf highly skilled in few areas will work faster at those tasks and produce higher quality work than his more generalized counterpart.  However, he will do worse at any other task he is set to. &lt;br /&gt;
&lt;br /&gt;
Aside from the obvious trade off, there is another reason to prefer depth - dwarves can obviously only complete so many total jobs within a given timespan.  If a dwarf is busy doing one thing, he can't simultaneously be doing something else.  So a dwarf who is highly skilled in a few skills may not actually experience any disadvantage thereby if he is kept doing those things in which he specializes.  The generalist dwarf, on the other hand, may be able to do many more different tasks adequately, but he can still only do one type of task at a time.  A dwarf with one highly used skill (such as Mechanics or Mining) can feasibly spend all his time using only his primary skill and thus has no need to generalize.  In effect, the generalist is wasting more skill points whenever he does jobs than the specialist, so long as the specialist tends to do jobs he has levels in.  Specializing your initial skill investment is therefore superior if you specialize the division of labor in your fortress.&lt;br /&gt;
&lt;br /&gt;
Of course, you can still only bring 7 dwarves with 10 total levels of skills each, so covering everything you want to do in 14 skills may be hard, if not impossible.  A generalist or two can cover more bases that have little quality need or are otherwise fast even without a high level.  The generalists real problem arises from the fact that any dwarf can do any task, and having 1 level isn't much better than having no levels.  Which isn't to say there isn't a situation where a 1/1/1/1/1/5 dwarf is the right solution (indeed, the typical recommended leader/broker takes 1/1/1/1/1 in appraiser/judge of intent/negotiator/+2 social skills because none of these skills have a time or quality component), but most less-specialized dwarves are more likely to fall in the 5/3/2 or 4/3/3 end of the spectrum solely because there is a minimum investment necessary to be noticeably better than not having any levels at all.&lt;br /&gt;
&lt;br /&gt;
==== Design Constraints: Which skills do I need, really? ====&lt;br /&gt;
&lt;br /&gt;
The only thing that you absolutely must do in the first year is get your food supplies into a food stockpile, preferably inside, otherwise your food will rot on the ground and your dwarves will starve.  Anything else you want to do can be accommodated by sufficient investment in initial food supplies and/or skills.  This means the options for possible starting builds are vast because virtually any set of starting skills for your dwarves is viable (and that's before you even think about equipment, which adds more variables).  So the short answer is: none.&lt;br /&gt;
&lt;br /&gt;
That said, there are some skills which will be '''used''', to one extent or another, by virtually every fortress - but that doesn't mean you '''need''' or even want to invest points in them to start.  You could even manipulate the fortress (see {{l|challenge}}) to completely avoid one or more of the following, but these are the skills you will find it exceptionally hard to avoid creating jobs for:&lt;br /&gt;
:{{l|Mining}} - to dig your fortress, and gain stone for projects.  Only possible to avoid using if you're secretly an elf.&lt;br /&gt;
:* Inexperienced {{l|miner}}s work very slowly and are less likely to recover mined gems or valuable ores. Mining can be leveled up quite quickly by mining {{l|soil#soil|soil}}, but taking two dwarves with at least some points in mining is recommended in many cases.&lt;br /&gt;
:{{l|Carpentry}} - {{l|bed}}s can only be produced from {{l|wood}} (rare {{l|mood}}s aside).  This skill can also be used to make {{L|bin}}s without having to have an {{L|anvil}}, use any metal {{L|bar}}s, or use any {{L|fuel}}.&lt;br /&gt;
:*Carpentry is used, but opinions differ - on one hand, wood items are just not worth that much {{l|value}}-wise ''(10's of dwarfbucks vs 100's for stone furniture or 1000's for armor or prepared foods, for instance)'', so the difference in monetary value between high-quality and no-quality is minor for wood products. However, high-quality {{l|bed}}s are one of the easiest ways to help make and keep your dwarves {{l|thought|happy}} (since every dwarf will encounter a bed regularly), so some players swear by it.&lt;br /&gt;
:{{l|Masonry}} - to build walls and stairs, and fashion dwarven furniture from stone.  Possible to work around, but incredibly hard and annoying to do. &lt;br /&gt;
:{{l|Grower|Growing}} - your farmers' work echoes throughout so many other tasks, it's stunning&lt;br /&gt;
:* While its possible to feed your fortress on nothing but caravan goods, you'll never come by enough alcohol that way, so you'll eventually need to grow crops for brewing, and dwarves will literally go crazy if forced to drink nothing but water for long periods.  Thus you'll want to plan for farming eventually - not that you need to bring a highly skilled {{l|Grower}}, but it'll certainly be ''very'' helpful.  Likewise, a skilled {{l|brewer}} produces higher quality {{l|alcohol}} (''though the quality is hidden!)'', which improves your dwarves' mood, as does a skilled {{l|cook}} with the foods they prepare.  However, most food can be eaten raw, and so long as they are not starving there is life.&lt;br /&gt;
:{{l|Brewing}} - all dwarves &amp;quot;need alcohol to get through the working day&amp;quot;&lt;br /&gt;
:{{l|Mechanics}} - if you want traps, and most people will.  Also needed for most machinery.&lt;br /&gt;
:{{l|Architecture|Building Designer}} - mandatory for some buildings and constructions, but skill only improves speed a tad and increases structure {{l|value}}&lt;br /&gt;
:{{l|Broker skills}} - most importantly {{l|appraiser}} - a minimum of Broker skills are highly recommended to start with at the Novice (1 pt) level - it'll make your life much easier (especially Novice level of {{l|Appraiser}}, at least, as it greatly facilitates trading).&lt;br /&gt;
:{{L|Record keeper}} - Lets you be able to see the exact amount of things you have much faster than training one, and is necessary to view the stocks screen.&lt;br /&gt;
&lt;br /&gt;
The very fact that you will use these skills often makes many of them desirable to choose as starting skills for your dwarves.  Of the above, Mining, Masonry, Growing, Brewing, Cooking, and Mechanics are generally worth considering as &amp;quot;highly desirable&amp;quot;.  However, '''any skill can be used untrained, and/or get trained on the job''' - it just means a slower process and/or average lower quality product than if done by a dwarf with a higher {{l|experience|skill level}}.&lt;br /&gt;
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The difference between these skills and other skills is that other skills are optional as to whether they'll get used or not.  You need to deliberately want to use them.  These skills are essential to basic aspects of the game, and avoiding one requires a deliberate choice not to use it (and likely a lot of effort spent to avoid doing so).  Ie, a fortress could make its wealth by smithing fine weapons, weaving quality cloth, encrusting precious stones onto furniture, or crafting quality trinkets.  Or all of those.  But it doesn't have a compelling reason to do any one in particular.  A fortress that never designates a tile for mining, however, requires exceptional effort to achieve.&lt;br /&gt;
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But that you can avoid even something as basic as mining *for the lifetime of your fortress* means there is no universal design constraint on which skills to start with.  Ultimately the answer to &amp;quot;What skills do I need?&amp;quot; is &amp;quot;Whichever ''you'' want&amp;quot;.  Choosing a mixture of these commonly used skills and your desired specialized skills will make starting up your fortress easier and more efficient, but you don't need to start with any of them.  Choosing to avoid some skills may force you to use some others, but nothing compels you to invest in any skill in particular.&lt;br /&gt;
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==== Balancing military and economic needs ====&lt;br /&gt;
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Not all embarks will require a military presence in the first year, but anyone planning an expedition to a sinister, haunted, or terrifying biome would be foolish not to be prepared for nasty dwarf-killing creatures.  The solution doesn't strictly need to be military skills; quick delving and a skilled mechanic may be sufficient; but starting with a military dwarf will give you the earliest possible protection and a lot more versatility in where that protection can be applied.  Whatever you choose to do, understand the risk and be prepared for it.&lt;br /&gt;
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==== Training considerations ====&lt;br /&gt;
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Some skills are harder to gain experience in than others - requiring valuable resources or taking an extended period of time, and thus inconvenient to train from the ground up.  Investing in some of these extensively in your initial dwarves can make those industries much less painful to start.  For example, metal-related skills generally eat metal bars, and thus the less time you spend training metal workers up to a decent level, the faster they'll be churning out high-quality items for you, and the fewer bars they'll waste becoming skilled.  On the other hand, despite its importance, skills like mining train relatively quickly and barring extenuating circumstances (expected need to accomplish particular digging projects in the first month or you'll get mauled by a Giant for example) there's little need to actually invest your starting skills in it - they can learn on the job.  &lt;br /&gt;
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==== Quality, value, and happiness ====&lt;br /&gt;
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{{l|Quality}} is an important part of Dwarf Fortress.  Higher quality items produce better and more frequent happy thoughts and are worth more money.  Valuable commodities will trade for more goods from caravans that visit.  When choosing skills that produce objects of quality, the desire to produce valuable goods for trade will often conflict with the desire to produce objects that will make your dwarves happy.  Built items that are frequently encountered tend to be things like furniture, especially beds, which tend to have low material values and thus low total value no matter how high the quality of the work.  Further, these things tend to be inconvenient to trade.  It is often best to strike a balance between dwarves who produce valuable trade goods and dwarves who produce quality items that will make your population happy - and thus be able to achieve both goals simultaneously.&lt;br /&gt;
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Its worth noting that built furniture and worn clothing counts its value twice, once under the appropriate category and once for displayed value.  If you're trying to maximize your created wealth total, a good metalsmith producing furniture from high-value metals is optimal.&lt;br /&gt;
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==== Moodable skills ====&lt;br /&gt;
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{{l|Strange mood}}s will create a Legendary skill of the &amp;quot;moodable&amp;quot; skill with the highest level, and moods take hold of dwarves with different professions at different rates.  Some skills are &amp;quot;moodable&amp;quot; where others are not.  You might choose to take certain skills solely because it opens up moods for that skill with that dwarf.  Some moodable skills are more valuable than others - a legendary weaponsmith is both valuable and useful.  A legendary tanner is generally a waste of a mood since tanned hides have no quality.&lt;br /&gt;
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Because a dwarf can only have a strange mood in one skill, pairing a moodable skill with a non-moodable skill can protect the moodable skill and ensure that if the dwarf has a mood it will be in the skill you desire.  See the section on combining skills below for more details on ways to pair skills.&lt;br /&gt;
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Dwarves with no moodable skill can be allowed to do one task using a moodable skill to give them a moodable skill with no starting build investment, so moodable skill considerations should not be considered a primary reason to choose particular skills - you should also want to make use of them for other reasons.&lt;br /&gt;
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==== Combining Skills ====&lt;br /&gt;
Every dwarf is going to have 2 or more {{l|skills}}.  This means that even once you know which skills you want, you're going to need to pair them up before assigning them.  Not all skill combinations are equally functional.  &lt;br /&gt;
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Some skills are highly time-consuming, either because the skill is in frequent demand (eg, {{l|mining}}) or because it takes a long time to do an individual job (eg, {{l|strand extraction}}).  If a dwarf is spending most of their time using that skill, they aren't making much use of their other skill.  Pairing two time-consuming skills together therefore tends to be a bad idea, as one or both jobs are not going to get the attention they need or deserve.  Similarly, pairing a skill with time-critical jobs with a time-consuming skill also tends to be a bad idea.  If your {{l|grower}} is also mining, he may not stop to plant crops one season.  Or he might neglect to harvest your crops in a timely fashion and they could rot on the ground (if you only let your growers harvest).  Arranging your skill combinations to avoid these situations is generally beneficial.  For example, Masons, miners, growers, and any craft that your fortress will base their economy off of (glass, stonecrafts, armour, etc) will take a lot of time, so plan accordingly.&lt;br /&gt;
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Instead, pairing relatively time-intensive tasks with less time-intensive tasks will let your dwarf accomplish all such tasks adequately.  Once you get a metal industry rolling, an armorer/weaponsmith will need to make a lot fewer weapons to outfit your soldiers than he will armor components.  Thus he can usefully do both jobs without hurting your productivity overly much.  Similarly, a mason might also be your architect, since building designer is a very infrequently used skill.&lt;br /&gt;
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Working at different jobs levels up specific {{l|attribute}}s. One could level up a miner until he becomes mighty and ultra-tough - and then turn him into a soldier, or retire him to haul stone.  If you plan on doing so, it may not be a good idea to give this guy a second critical job that will demand a lot of time away from their focus.  &lt;br /&gt;
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Since tasks will take place in specific areas, another approach is to combine tasks into dwarves who will take care of a specific industry, or spend all their time in one generally narrow part of the fortress - the forges, or the kitchens, or outdoors, for instance.  So combining Farming with cooking, rather than mining, for example, and turn on only Haul Food, not Haul Stone.  Metalworkers spending their time in the forge can easily handle more than one type of metalworking skill, and are also well-situated to be furnace operators.  &lt;br /&gt;
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Similarly, you can also make the craftsmen of your finished products also responsible for the production of intermediate products from raw ingredients.  This way when they run out of materials to make into finished goods they can immediately switch over to working raw products into intermediate products so they'll have more to work with later.  This works better in some industries than in others.  A single butcher/tanner/cook trying to process multiple animals simultaneously will likely result in rotten food, carcases, or skins.  But a weaponsmith who doubles as a furnace operator can usefully ensure he has material to work with when you want him to.  Later on, however, a highly skilled craftsdwarf is often better suited at sitting in their {{l|workshop}} and having others deliver raw materials to them than going out and obtaining their own raw materials themselves, but in the early game dwarf-time is limited, and a single dwarf who can work an entire production chain can do so relatively efficiently and let your other dwarves be used elsewhere.&lt;br /&gt;
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There is no requirement that a dwarves job combination needs to look 'right' or logical.  A weaponsmith will most probably not spend nearly 100% of their time creating weapons - what they do with the other part of their time may have nothing at all to do with forges or smithing.  Jobs which require little time in general, or little time early even if time-intensive later, may well be paired with any time-intensive task solely to provide the dwarf with something to usefully and skillfully do with most of their time, and freed from that duty as needed for the other tasks.&lt;br /&gt;
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Another constraint you can impose on your skill combinations is to try to limit dwarves to {{l|moodable}} skill and one non-moodable skill (or a moodable and a less desired moodable skill at lower level), so any mood will improve the desired one.  For example, pairing craft skills with farming skills gives you dwarves that will perform useful food production or raw good processing services while also getting their mood in a valuable finished goods skill.  Example: Clothier/Grower.&lt;br /&gt;
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==== Which dwarf should have which skill? ====&lt;br /&gt;
Dwarves who craft goods they prefer, or work materials they prefer, gain a bonus to the quality of the finished work.  This can inform your choice of which skills you choose, for example by choosing a weaver because you notice a preference for sheap wool yarn, or you might choose the skills you want and then try to find a suitable dwarf to use that skill.  In the latter case, since all dwarves have one metal preference you might assign an armorsmithing skill to a dwarf with a preference for iron, steel, or adamantine.&lt;br /&gt;
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The dwarf with the most social skills will end up being the {{l|Expedition leader}}, who will then become the {{l|mayor}} and start making {{l|mandate}}s.  Thus you should avoid giving the most social skills to dwarfs who have {{l|preferences}} for things like {{l|adamantine}}.&lt;br /&gt;
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Dwarves have physical and mental attributes that affect the performance of certain skills.  You may wish to give a socially adept and patient dwarf the leadership/broker skills, or a dwarf who doesn't tire easily a skill which will be in frequent use like mining.  You can also try to match skills to {{l|personality}}, some of which have obvious implications for their willingness to work long hours or how frequently they might take breaks.&lt;br /&gt;
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Of course, all combined these represent a lot of possible constraints on where you assign particular skills, and it would be impossible to apply them in total to your entire desired skill load.  Use these as a guide, but don't be upset if all your dwarves are anti-social psychopaths - someone still needs to be the leader, after all.&lt;br /&gt;
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==== Other considerations ====&lt;br /&gt;
Migrants can and will arrive with a wide selection of decently trained skills. While it is a gamble, chances are pretty decent that migrants will arrive with a highly trained skill that is also highly desirable and would usurp the job of one of the seven starting ones. The first few migration waves are likely to give you a much better talent pool than what you can assign at embark.  On the other hand, you may never get the skill you really want if you don't start with it.&lt;br /&gt;
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Skills rust if not used and they can eventually de-level. Consider that skills which you will use years after embark are going to be rusty or even deleveled.  Embark to the first caravan is long enough for a skill to start rusting, so you might want to make sure you'll use every skill you embark with before the first year ends to avoid catastrophic rusting.&lt;br /&gt;
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Remember that you need to survive in order to accomplish any goals.  Have a plan for lasting to at least the first caravan, if not one for longterm sustainability.&lt;br /&gt;
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== Items ==&lt;br /&gt;
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The items you choose to bring with you will need to satisfy a number of needs.  Most importantly, you need to keep yourself alive - at least until the caravan arrives in the fall to resupply yourself.  You probably also want to plan on some way of making a shelter, whether that be the traditional delved hall, a majestic castle, a log cabin, or something even more exotic.  You may want to plan for mishaps by bringing essential medical supplies, especially those which may be hard to acquire on site.  And you might bring items which will assist in creating items for trade to that first caravan, should you need anything for the skills you're planning on.&lt;br /&gt;
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For the purposes of this article, livestock are considered items.&lt;br /&gt;
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All embarks get the following items without paying for them: 2 animals (who pulled the wagon), and the 3 wood that make up the wagon.&lt;br /&gt;
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=== Motivations ===&lt;br /&gt;
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==== Survival ====&lt;br /&gt;
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A single dwarf eats about 2x/season, and drinks about 4x/season.  With 7 dwarves that's ~approximately~ 14 meals per season and 28 alcohol per season, or ~42 meals and ~84 alcohol until the end of Fall.  The dwarf caravan tends to arrive in the third month of fall, so you will probably need to plan on a full 3 seasons.  You are also likely to get at least one if not two small waves of migrants before the caravan arrives.&lt;br /&gt;
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It is possible to bring enough food and drink to make it to the caravan - indeed, bringing enough food isn't especially hard (especially once you factor in slaughtering the animals who hauled your wagon.  Bringing sufficient alcohol is harder, although bringing plump helmets to brew can significantly cut the cost.  &lt;br /&gt;
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The likely best way to keep your dwarves in drink is also the most labor intensive - setting up farming in the first season or two is perfectly plausible, allowing to grow your own {{l|plants}} from seeds and brew the products.  (Keep in mind not all plants can be brewed - don't plant dimple cups and expect to make alcohol).  In addition to the necessary seeds, starting your own farming operation is going to require some way to get the ground muddy.  While sometimes simple digging can accomplish this, many times you're going to need a screw pump.  Basic construction requirements are discussed under shelter.&lt;br /&gt;
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It is possible to make all your alcohol by harvesting aboveground plants, if highly inefficient.  It also only works in biomes with collectable plant life.  Notably evil biomes and glaciers are unlikely to provide.&lt;br /&gt;
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==== Shelter ====&lt;br /&gt;
Bar a convenient cave, you're going to have to do something for shelter.  Shelter is your first defense against roving creatures, keeping them away from where your dwarves are working so they don't spam job cancellations and strew items all over the place.  (As you might guess, most 'convenient caves' aren't actually that convenient, as they tend to have residents).  Basic walls that allow you egress won't stop a dedicated invader, but you don't expect to see those until year 3, so you have time to develop more elaborate defenses.&lt;br /&gt;
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Food outside will also spoil a lot faster than food inside, so making a cellar of some sort to store your food in will increase the longevity of your food supplies.  The rate at which food spoils depends on ambient temperature, so the urgency of making a cellar will depend on where you settled.  It might be possible to go without a cellar in a freezing biome.{{verify}}  The only way you can avoid thinking about food storage in the first year is if you collect food and make alcohol as needed - ie, by using an herbalist to collect local plants - which can avoid needing to mine at all.&lt;br /&gt;
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Delving a shelter requires mining, which means having picks to dig with.  One can always bring one or more picks at embark, but its also possible to bring the supplies necessary to make them.  See {{l|Starting build#Finished product or do it yourself|finished product or do it yourself}}.&lt;br /&gt;
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An aboveground shelter can be made with stone or wood or possibly more exotic materials.  Stone of course requires mining, and thus picks.  Wood can be had with an axe assuming trees are present, and axes, like picks, can similarly be brought at embark or made on site.  It is of course possible to bring sufficient raw materials to build walls with, but this is far less efficient than just bringing a pick or an axe, although it could make a fun challenge.  Building your initial fort out of soap, while possible, is not recommended, although possibly hilariously entertaining.&lt;br /&gt;
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==== Industry ====&lt;br /&gt;
Most industries require little more than materials you can collect at the site and a workshop.  So long as you can get stone, you won't need to bring anything for these.  However, if you want to get an industry going immediately, it does help to bring a few building materials along (or be willing to use the wood from the wagon, if only temporarily).&lt;br /&gt;
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Some industries require fire-safe materials to build with.  All stone qualifies, as does metal.  Wood can be converted to a fire safe material by burning it to ashes in a wood burners workshop, but of course that workshop requires a fire-safe material.  If you're mining, this condition is easy to satisfy, but if you intend to run any of these industries right away you will need to plan on bringing appropriate materials.&lt;br /&gt;
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Some industries require plant or animal matter to work with.  Clothiers ultimately need cloth, which comes from certain plants or animals.  Leatherworkers need tanned skins.  (And while you can get 2 off your pack animals, this isn't sufficient to run an industry).  If you plan on running these types of industries you will need to have a plan for providing suitable raw materials.  Hunting can cover leatherworking needs (although this requires a hunter and hunting implements), and foraging can find rope reed plants, but its usually better to bring enough appropriate animals or plant seeds to have a good shot at getting started in a predictable and sustainable way.  Similarly, milking and cheese making require milkable animals, and bonecarving requires a dependable source of bones.&lt;br /&gt;
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Metal industries require metal and an anvil.  You cannot make an anvil on site without already having an anvil, so if you plan on doing any forging before the first caravan you will need to bring one with you.  Metal can be brought as bars or as ores to be smelted in a smelter into bars, or can be mined yourself.  You will need to provide fuel or magma to run these workshops, so bringing some coal can make the operation run smoother.&lt;br /&gt;
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Soap requires a lot of wood consumption and a source of tallow to be done in a sustainable way.  Lye can be bought at embark to skip the first steps and make soap more directly.  You will still need to bring or make buckets and have an empty barrel to actually produce soap though, but fortunately this is just a matter of having sufficient wood.&lt;br /&gt;
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Jewelers require gems.  Cut gems can be brought at embark, but are too expensive to bring in quantity.  Generally a jeweler requires mining to find sufficient gems or a glassworker to produce raw glass to work with.&lt;br /&gt;
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Glassmaking and Pottery requires sand or clay and fuel - pay attention to your site report before embarking.  Its hard to run a viable industry solely off imports in these cases.  Like metal workshops, coal can be brought to substitute for fuel fairly efficiently.&lt;br /&gt;
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As is probably obvious, certain industries depend on similar inputs.  Planning on a set of industries which require similar complementary inputs can let you more efficiently spend your starting points at embark or more efficiently plan your digging during the first year.  If you plan on a lot of fuel-dependent industries, it may be worthwhile to prioritize finding a source of magma.&lt;br /&gt;
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=== Optimization ===&lt;br /&gt;
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==== Container mechanics and free items ====&lt;br /&gt;
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Many items come in containers such as barrels and bags, including food, liquids, seeds, and powders.  The cost to embark with these items can be cheaper than the cost of the container itself.  Each different type of item for each category will come in its own container.  Furthermore, you'll get a new container after every 10th instance for food, most liquids, and seeds, and after every item of powders.{{verify}}  Alcohol gets a new barrel after every 5th unit.  (Food actually groups by animal type, so if you get horse tripe and horse meat they'll combine them, but they won't combine horse meat and donkey meat).  Thus diversifying your initial food supply with 1 of each low-cost food item will net you a large number of barrels.  Similarly its worth taking 1 of each seed you weren't planning on taking more of solely for the bags.  Taking some sand or gypsum powder is also a cheap way to get bags.  Lye (for soap) and milks can be brought for more barrels - and milk can be made into cheese for a low-cost embark option that becomes food.&lt;br /&gt;
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As stockpiling and some jobs are container limited, getting as many free containers as you can will free up labor (and possibly valuable materials) that would otherwise be used making containers.&lt;br /&gt;
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==== Finished product or do it yourself ====&lt;br /&gt;
Bringing raw materials and making the finished product yourself is often easier on your embark points than bringing the finished product.  On the other hand, making it yourself takes time during which you aren't making use of the finished product.  &lt;br /&gt;
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The most common scenario involves {{l|Make your own weapons|forging your own metal tools and weapons}}.  While not usually too much of a hardship, it can be dangerous to make your own weapons or picks if you expect possible hostile creatures.  Further, you will lose time - possibly 1/4 to 1/2 the first month - if you forge your own picks.  &lt;br /&gt;
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Of special note regarding weapons is that a training battle axe is perfectly capable of chopping trees, and is made with nothing more than a carpentry workshop and a log.  While the delay in acquiring one is minimal, a wood battle axe is not a good weapon, and so it loses utility for doing anything other than acquiring more wood.&lt;br /&gt;
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You can also easily plan on making all or most of one's own booze, as plump helmets can be bought at embark and brewed at a still.&lt;br /&gt;
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Any finished good can of course be made from raw materials that you bring, but most of them are not essential like the above, and thus you can generally wait until you find suitable resources on site or buy them from caravans.&lt;br /&gt;
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==== Biome considerations: dude, where's my wood? ====&lt;br /&gt;
Some environments have a shortage of trees.  While you can direct production of a lot of item types to other materials, beds need to be made out of wood.  In addition, it is difficult to make barrels and bins out of non-wood materials early in the game, especially without ready magma (since otherwise you'll probably need to burn wood to make metal equivalents).  If you have an aquifer it can be even worse - stone may be difficult or impossible to access easily.  While you can ultimately ask for wood from your liaison and buy whatever the humans and elves happen to bring, and eventually you can create a tree farm underground, tight wood will limit storage and sleeping arrangements for at least the first year if not longer.  You may wish to plan accordingly if embarking in a site with sparse or no trees.&lt;br /&gt;
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==== Items for moods ====&lt;br /&gt;
When a dwarf is taken by a {{l|strange mood}}, he often needs obscure material or he will go insane and die, possibly with severe consequences to an entire fortress.  Bringing along some of the harder-to-find ores ({{l|cassiterite}}, {{l|sphalerite}}, {{l|bismuthinite}}, {{l|garnierite}}), and putting those aside, forbidding their use &amp;quot;just in case&amp;quot;, is spending a few points on an insurance policy. Many players also choose to bring a few items like pig tail cloth and cave spider silk just in case.  &lt;br /&gt;
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Alternately, if you're otherwise being minimalistic on gear you're bringing you can choose to bring a few valuable components to try to maximize the value of mood items.  That artifact animal trap will be worth a lot more if your woodcarver grabs a blue diamond instead of moss agate.&lt;br /&gt;
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==== Free Equipment ====&lt;br /&gt;
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Dwarves who start with the ambusher skill as their highest non-military non-social skill will get some leather {{l|armor}}, a crossbow, a quiver and a stack of 30 to 40 metal bolts for free.&lt;br /&gt;
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Embarking in a biome where there's snow at the moment of embarkation seems to get the same clothing items dwarves with Ambusher get, though they will not necessarily be made of leather.{{verify}}&lt;br /&gt;
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==Site considerations==&lt;br /&gt;
Each fortress {{l|location}} offers particular challenges and opportunities, and can make different demands on your starting build. Your starting build may need to be adjusted depending on the {{l|region}} your fort occupies, the specific vision you have of your fortress, and what it will take to {{l|losing|stay alive}} where you're going!&lt;br /&gt;
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The differences include what {{l|biome}}s, {{l|region}}s and likely {{l|metal}}s are present in your chosen embark site.&lt;br /&gt;
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=== General Surroundings ===&lt;br /&gt;
Simply put, if your {{l|surroundings}} are {{l|evil}} or {{l|savage}}, your dwarves have a higher risk of suddenly facing personal combat before they are safely behind their defenses.  Consider bringing extra weaponry, in the form of axes, picks or crossbows (see {{l|Starting_builds#Free_Equipment|free equipment}}).  Hand in hand with those, consider skill mixes that include {{l|axedwarf}}, {{l|mining}} (the skill used to wield a pick), {{l|marksdwarf}}, or {{l|wrestling}} (a solid unarmed-combat skill).&lt;br /&gt;
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The same is true if you are embarking near an exposed magma vent or an open chasm - these features can be seen on the embark map, but it's impossible to tell if they are &amp;quot;open&amp;quot; to the surface or not, until you are there in person.&lt;br /&gt;
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Be sure to include some source of {{l|water}} on the map, preferably running {{l|water}}.  Water is (almost) essential for any fortress.  In Cold and Freezing climates  streams and {{l|lake}}s will often be frozen year-round and your dwarves may quickly die of exposure, in Hot climates {{l|murky pool}}s will dry up, and in Dry ones rain will only rarely re-fill them, if ever.  Choose Temperate or tropical zones for an easier game.&lt;br /&gt;
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===Aquifers===&lt;br /&gt;
If an {{l|aquifer}} is present in the first soil or stone layers (visible on the pre-embark menu), it may bar all access to {{l|stone}} and {{l|ore}} until you find a way through the water barrier.  Consider bringing some stone for building, and ore for your first basic needs. This may be critical to getting your fortress running smoothly.&lt;br /&gt;
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=== Mountains ===&lt;br /&gt;
Mountains often have abundant {{l|ore}}s, but at the loss of trees and plants. In previous versions lacking {{L|cavern}}s, this was a serious drawback. In DF2010, brave pioneers can dig down into the caverns to find essentials like water, mud, and plants. However, players should be aware that above-ground crops will not grow in mountain biomes, no matter how muddy you may make the surface.&lt;br /&gt;
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Depending on the exact layers, it's common to find exposed {{l|vein}}s of useful {{l|ore}}s that can be immediately mined for {{l|Make your own weapons|DIY}} weapons and tools.&lt;br /&gt;
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=== Wooded/Plains ===&lt;br /&gt;
Flatlands with at least some trees and gatherable plants can also make for highly successful fortresses.  Advantages over mountain zones include abundant trees and plants and (unless frozen) more abundant water.  There are even (rare) magma vents. More water also means a high likelihood of an {{l|aquifer}} being present. Make sure to check on embark.&lt;br /&gt;
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The greatest disadvantage is the potential lack of exposed {{l|stone}} to mine. The first level(s) below the surface is often {{l|soil}} of some type, which offers no building materials.  However, soil is mined much more quickly than stone (x3-x4 faster), and expansive accommodations (rooms) can be achieved quickly even by untrained miners.  You will find stone, you just have to go down a bit for it - but that's what dwarves do, isn't it?&lt;br /&gt;
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{{l|Experience|Training}} a {{l|Miner}} from No Skill to Proficient takes less than a month (~20 days with hauling disabled) in soil, and to Legendary in just under a season after. {{version|0.31.12}} From embark, this means you should have legendary miners in early summer if you dig only in soil.  Times increase slightly for each additional miner used.&lt;br /&gt;
&lt;br /&gt;
=== Oceanside ===&lt;br /&gt;
With many features in common with some of the above locations, {{l|beach}}es are often a mix of ease intermingled with bouts of extreme difficulty. Minerals and trees are often abundant, as well as farmland and sand, but there is often no drinking water unless the biome has a flowing {{l|water}} of some sort. &lt;br /&gt;
&lt;br /&gt;
By definition, the settlement will fall between (at least) two {{l|biome}}s (one land, one water), potentially hazardous if the player expects a peaceful oceanside meadow, without realizing the {{l|terrifying}} ocean is full of amphibious zombie {{l|whale}}s.&lt;br /&gt;
&lt;br /&gt;
=== Desert, Glaciers, and Barren ===&lt;br /&gt;
Treeless (or near-treeless) {{l|biome}}s are challenging sites for a fortress: you get most of the disadvantages of a flatland site without having access to nearly as many trees and plants.  However, near-lifeless zones such as {{l|glacier}}s are wonderful for players with slower computers, as there's little to burden the CPU but your dwarves and livestock.  {{l|Desert}}s and barren areas often have sand; with a sufficient source of energy (preferably magma), you can build almost anything out of unlimited glass.&lt;br /&gt;
&lt;br /&gt;
Hunters should be replaced with fisherdwarves and a fish cleaner (although the latter can be easily trained).  Depending how much water vs. land, more starting wood and ores might be helpful.  Swimming is rarely useful in Fortress mode, even at the beach, and can be trained.&lt;br /&gt;
&lt;br /&gt;
==Sample starting builds==&lt;br /&gt;
See {{l|Sample Starting Builds}}&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Starting_build&amp;diff=146954</id>
		<title>v0.31 Talk:Starting build</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Starting_build&amp;diff=146954"/>
		<updated>2011-04-24T09:32:22Z</updated>

		<summary type="html">&lt;p&gt;Naros: /* Page Overhaul */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==Starting Region: Flatlands==&lt;br /&gt;
&amp;quot;Fewer elevations means fewer exploitable z-levels&amp;quot; - true, but with at least 30 z-levels to play around with before you're likely to hit something dangerous this seems a slightly irrelevant point.--[[User:Nimblewright|Nimblewright]] 17:13, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Axe only for weapon==&lt;br /&gt;
An axe is really ONLY useful for a weapon, as a log can be used to quickly make one. Even if axes are cheaper now, there is no point in bringing one to chop wood.&lt;br /&gt;
:Only if training axes work to chop wood, otherwise it is far easier to take an axe than to make one. --[[User:Eagle0600|Eagle0600]] 09:02, 5 April 2010 (UTC)&lt;br /&gt;
::They do, just tested it&lt;br /&gt;
::Wagon = 3 logs = 1 carpenters workshop + 2 logs. Just add a carpenter, and you have two axes already. --[[User:Dree12|Dree12]] 00:51, 7 April 2010 (UTC)&lt;br /&gt;
 Only if training axes work to chop wood&lt;br /&gt;
:::This is the sort of trivial test editors really should do themselves before posting. And confirmed, they do cut wood. At 17P, its a toss up whether having a weapon in hand (even a wood one) is worth the delay of making a Carpenter's shop and creating one (if probably a higher quality one - which then partially negates its use as a training weapon.)--[[User:Albedo|Albedo]] 19:46, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Which skills do i need, really==&lt;br /&gt;
This section, as the title implies, is not 'which skills would it be nice to have'.  Its 'which skills can i not reasonably avoid using'.  Having avoided any military engagements with numerous fortresses in .40d, no, not even the military qualifies as an essential skill set, no matter how desirable it may be.  Its simply too easy to work around.  Only skills which cannot be avoided or which avoiding leads to incredible contortions to make the fortress run should be listed here, and afaict, that list is complete as of my edit (and was complete the first time I wrote that section).  The only argument that could be made is Mechanic should be *removed*. --[[User:Squirrelloid|Squirrelloid]] 08:57, 5 April 2010 (UTC)&lt;br /&gt;
:Why should Mechanic be removed? They're still used for everything from traps to power! While not many people use weapon traps, if elephants wander into the fort, the only 'safe' way is to use weapon traps. Besides, higher skill means more traps quicker. There are no skills that cause increadible contortions if not brought, really. You start fine with no skills, they train up. Appraiser is the only skill that is hard to train up and causes &amp;quot;incredible contortions&amp;quot; if not brought. So with that suggestion, the section should state that you need Proficient Appraiser on all your dwarves. --[[User:Dree12|Dree12]] 23:42, 7 April 2010 (UTC)&lt;br /&gt;
::First, the suggestion is not what skills you should take, but what skills you will just about always use, barring extreme contortion.&lt;br /&gt;
::Second, I think mechanic belongs in the list, because I think using no mechanisms ever is crazy.  But that's a place where there probably are alternative ways of (&amp;quot;successfully&amp;quot;) playing that don't involve building a single mechanism ever.  That's why I say an argument could be made to remove the mechanic; not that I am personally making one.&lt;br /&gt;
::Third, appraiser is really easy to train actually - whenever a dwarf goes to trade they make appraise checks as soon as you hit the 't' button (or at least they did in .40d - needs confirmation).  They make one appraise check for each item the merchants brought to trade.  So someone with no appraise skill will suddenly be skilled or better just by looking at the goods of a large trade caravan.  (I believe you only get one attempt per caravan, so no xp scumming by rotating all your dwarves through broker for one caravan!)  Of course, until you get enough xp to hit novice at least, you'll have to guess how much to trade for what you want, which is painful.  You will, however, always use it (barring the extreme contortion of never trading).&lt;br /&gt;
::Fourth, I _think_ appraiser is already implicity included, since I think its a leader skill.  If not, that entry should be amended to the original text 'broker skills' because appraise is the most relevant of those.&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 08:37, 8 April 2010 (UTC)&lt;br /&gt;
:::Think about who will read this article, and why, and what they want to get out of it.  (Or, more accurately, what you , the knowledgeable editors, want to give them, since many won't know what they do want/need out of this article.)&lt;br /&gt;
:::&amp;quot;'''Need'''&amp;quot; is almost purely subjective, unfortunately.  Do you &amp;quot;need&amp;quot; a miner? No, they'll train fast enough, esp in soil.  You will always* '''use''' one, but you don't &amp;quot;need&amp;quot; to take one.  Bottom line, you can start with 7 unskilled dwarves - so you don't &amp;quot;need&amp;quot; any skills, right?  Any dwarf can make mechanisms, so you never &amp;quot;need&amp;quot; a mechanic, right? Wrong. &lt;br /&gt;
:::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Challenges and advanced play are not what this article is about. &lt;br /&gt;
:::To me, that subsection is about what the ''starting player'' (1st fortress, 3rd fortress, that ballpark) wants to bring so their fortress will flourish despite the typical newbie flailing - and why.   But what you use and what you &amp;quot;need&amp;quot; are not the same thing.  So, we don't say &amp;quot;You need/don't need Appraiser&amp;quot; (or Mechanic, or etc) - we list the usual, predictable recommendations - Miner, Mason, Appraiser, Brewer, Cook, Grower, Military, etc etc - and say WHY it's suggested you &amp;quot;need&amp;quot; them.  ''&amp;quot;Mechanic - more quickly produces (and places) high quality mechanisms, for weapon traps and created wealth&amp;quot;''.   A quick one-line explanation, and let the player decide based on that.  ''&amp;quot;Fisherdwarf/Ambusher -if you can't get UG crops going, you need creatures to supplement your food&amp;quot;'' - Meh, not for me, but okay. ''(Likewise, some can be listed as why you do NOT need them - &amp;quot;Glassmaker - too easy to train up on &amp;quot;free&amp;quot; sand.&amp;quot;)''  This allows diff editor's opinions without a black/white &amp;quot;include/exclude&amp;quot; debate.  More to the point, in the end, only ''experience'' will answer that question for each reader's playstyle, so this is only to give the newbie the confidence and information to make a choice that's better than &amp;quot;Play Now!&amp;quot;.&lt;br /&gt;
:::Rewrite the intro to that subsection to reflect this reality, put objective pro's/con's for each listing, and undelete anything that has been scratched off the list.--[[User:Albedo|Albedo]] 19:41, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
First, there were too many starting guides in the 40d namespace, so we probably want to spend some time dividing the necessary material among articles in a *rational* manner early rather than having multiple superfluous pages again.  I started a discussion on that [[DF2010 Talk:How to correctly start fortress mode|here]].&lt;br /&gt;
&lt;br /&gt;
Second, this article is trying to fulfill too many functions.  As per the above linked discussion, I think this should be separated into (1) a general starting a fortress page that covers the mechanics of doing so, and indexes the necessary guides, (2) a Quickstart guide for new users with a link to a save from DFFD, (3) a theoretical treatment of starting builds for advanced users, and possibly (4) an Embark Now guide (could possibly just be embedded in the parent page).&lt;br /&gt;
&lt;br /&gt;
As it is, this page covers not only starting builds, but also how to navigate the embark menu (which is really a separate topic entirely, and I would never have thought to look here for it).  It also covers Embark Now, which isn't really a 'build' at all from the user's perspective.&lt;br /&gt;
&lt;br /&gt;
So, we should discuss this before I unilaterally implement such a far-reaching modification.  But this page is a mess because its trying to do too much.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 10:27, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:For what it's worth, I completely agree. Having a bunch of redundant guides that have too much on them is going to confuse people, much like the 40d ones did, and that is the opposite of what having guides for beginners is intended to do. The first three guides you suggested should have pages, and that should be everything. Even an Embark Now guide could be included as part of something else where it would make more sense, not as its own page. --[[User:AzureShadow|AzureShadow]] 12:03, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::We have long needed an article dedicated to the Embark menu (and some of its sub-menus as well.) Breaking this beast up would not be a bad idea, but &amp;quot;Play Now&amp;quot; I think contrasts/fits well with the custom option, and is fairly brief (and would almost be a stub by itself? Meh, maybe not.) Putting &amp;quot;Play Now&amp;quot; on a separate article would isolate it from players who would never choose it and are only interested in customizing their own build.&lt;br /&gt;
&lt;br /&gt;
 (1) a general starting a fortress page&lt;br /&gt;
 (2) a Quickstart guide for new users with a link to a save from DFFD&lt;br /&gt;
::Problem is we already have so many &amp;quot;how to start the game&amp;quot; guides. This/those would have to be rationalize with each other, losing the redundant parts. --[[User:Albedo|Albedo]] 19:09, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::When i gave that list, I had intended it as a full list of necessary pages, not just breaking this one up, but merging the valid parts from the other existing articles (or, since this is a new version, the appropriate themes from those articles and redirect their DF2010 namespace page names to the relevant articles).  I did just read your points over at [[DF2010:How to correctly start fortress mode]], and I'm not sure I think we need quite as many different pages as you do, but I'll think about it and post something before I do anything too crazy.  --[[User:Squirrelloid|Squirrelloid]] 21:00, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Seasonal Food/Booze Consumption==&lt;br /&gt;
Just ran a side-test to see if the old numbers held true. Took starting 7 and 100 booze and 100 alcohol, walled them up and let them cook. At the Summer pause they had consumed 14 food and 28 booze - 2 food/4 booze each. At Autumn pause they had consumed a total of 28 food/60 booze (2/ and 4.3/). (caravan bypassed). At Winter they had consumed another 17 food (55 remaining) and 30 booze (10 remaining) - which puts them at about 2 1/7 and 4 2/7 - but there were 2 over-indulgers in the group, so that might be the 1/7 and 2/7 right there. Bottom line, it's still very close to 2 food and 4 booze/.)&lt;br /&gt;
(The really interesting thing is how many migrants showed up while they were holed up, in the next section...)--[[User:Albedo|Albedo]] 20:06, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Supplies and Early Migrant Expectation==&lt;br /&gt;
While running the above experiment, I had less than 3000 created wealth and had a combined 13 (yes, thirteen) migrants show up over  Summer and Autumn. Only 3-4 showed up immediately upon any announcement, so they must have snuck in in two waves each season, ~3 and then ~3 more later each time. This influx would have seriously messed with any expectations/projections for embark supplies before the first caravan - which, btw, didn't show up until about a week before Winter.--[[User:Albedo|Albedo]] 20:06, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
There is something odd about the way migrants are calculated now, I've had seasons where I produce little to nothing and get many more migrants than seasons where I have my stonecrafter working 24/7.[[User:Hexrei|Hexrei]]&lt;br /&gt;
&lt;br /&gt;
==Magma vent, chasm, etc==&lt;br /&gt;
There are multiple references left to these features in this article, are they even in 2010 in the same way they were in 40d?[[User:Hexrei|Hexrei]] 18:58, 20 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Elfhater's Strategy ==&lt;br /&gt;
&lt;br /&gt;
It seems to me that Elfhater's Strategy is better suited to the [[Make your own weapons]] page.  Similarly, that page ought to be linked in its place.  Any objections?  --[[User:Jwest23|Jwest23]] 14:49, 14 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Student / Teacher ==&lt;br /&gt;
Hello, this my first post so I hope I'm typing this alright. :D&lt;br /&gt;
I suggest adding a mention of having one dwarf start with Teacher 5 and Student 5, to prepare him to be military trainer.&lt;br /&gt;
You could even go as far as to have a Miner/Armour user, and a Mason/Dodger and so forth, so he can quickly absorb those skills and train them to everyone in his squad, though the Teacher/Student dwarf also works without this.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dangerrooms&amp;quot; work, but feel too much like cheating, so this setup would offer a legitimate alternative.&lt;br /&gt;
[[User:Naros|Naros]] 17:29, 12 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Page Overhaul ==&lt;br /&gt;
I've started reorganizing this page to remove a bunch of cruft that didn't belong here, and to focus it more towards being a discussion about what the decisions are you make and what you make those decisions on rather than covering everything from mechanics to specific choices.  The {{l|Embark}} page is going to cover mechanics and I am similarly reworking it to remove the guide material at the same time.&lt;br /&gt;
&lt;br /&gt;
This is not intended to be a new player guide because it will lack specificity and be about general themes in putting together a starting party.  However, it would be worthwhile to link new player guides at the top so a player who finds their way here and wants that can be redirected there.  Similarly, if other pages exist besides this and Embark that cover similar material, let me know so i can rework those pages as well (or not as appropriate) and potentially crosslink everything so people can find the page whose purpose matches what they're looking for.&lt;br /&gt;
&lt;br /&gt;
This is a work in progress, there's a lot of text that needs to be removed or cleaned up yet, but i think i got the most egregious nonsense off this page.  The organization is still atrocious, I'm working on it.  The {{l|Sample Starting Builds}} page is an abomination, and should possibly just be deleted, but I didn't want to do anything so drastic without consensus.  At least by making it and putting a link at the bottom of the page, maybe people will be inclined to stop vandalizing this page with it.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 10:18, 23 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Ok, the skills section is in pretty good shape.  The Items section needs work.  A lot of work.  (The original page basically had the same section repeated twice in two different places).  Fortunately, its a much shorter section.  I'll get back to it later today. --[[User:Squirrelloid|Squirrelloid]] 12:31, 23 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Its in an acceptable state now.  I can't believe anyone rated this article as Exceptional before, it was poorly organized, repetitive, and had a lot of cruft.  Probably needs to be re-evaluated now. --[[User:Squirrelloid|Squirrelloid]] 02:36, 24 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Free Equipment for Ambusher&lt;br /&gt;
&lt;br /&gt;
::I've ran the following tests for DF 0.31.25:&lt;br /&gt;
&lt;br /&gt;
:::Mason 5, Ambusher 5 = no freebies.&lt;br /&gt;
:::Mason 4, Ambusher 5 = freebies.&lt;br /&gt;
:::Appraiser 5, Ambusher 5 = freebies.&lt;br /&gt;
:::Axedwarf 5, Ambusher 5 = freebies.&lt;br /&gt;
:::Record Keeper 5, Ambusher 5 = freebies.&lt;br /&gt;
:::Organizer 5, Ambusher 5 = freebies.&lt;br /&gt;
&lt;br /&gt;
::It was always 4 items of clothing/armour that were added in addition to 30-40 bolts, a quiver and a crossbow.&lt;br /&gt;
::So I removed the verify tag and changed the text.&lt;br /&gt;
&lt;br /&gt;
::Though I did find out something new; if there's snow where you embark, you also get those same four items of clothing for every one of your dwarves. Not sure if they're always made of cloth, or sometimes made of leather. Ran out of time for testing. :)&lt;br /&gt;
::--[[User:Naros|Naros]] 09:30, 24 April 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Starting_build&amp;diff=146953</id>
		<title>v0.31 Talk:Starting build</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Starting_build&amp;diff=146953"/>
		<updated>2011-04-24T09:30:58Z</updated>

		<summary type="html">&lt;p&gt;Naros: /* Page Overhaul */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==Starting Region: Flatlands==&lt;br /&gt;
&amp;quot;Fewer elevations means fewer exploitable z-levels&amp;quot; - true, but with at least 30 z-levels to play around with before you're likely to hit something dangerous this seems a slightly irrelevant point.--[[User:Nimblewright|Nimblewright]] 17:13, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Axe only for weapon==&lt;br /&gt;
An axe is really ONLY useful for a weapon, as a log can be used to quickly make one. Even if axes are cheaper now, there is no point in bringing one to chop wood.&lt;br /&gt;
:Only if training axes work to chop wood, otherwise it is far easier to take an axe than to make one. --[[User:Eagle0600|Eagle0600]] 09:02, 5 April 2010 (UTC)&lt;br /&gt;
::They do, just tested it&lt;br /&gt;
::Wagon = 3 logs = 1 carpenters workshop + 2 logs. Just add a carpenter, and you have two axes already. --[[User:Dree12|Dree12]] 00:51, 7 April 2010 (UTC)&lt;br /&gt;
 Only if training axes work to chop wood&lt;br /&gt;
:::This is the sort of trivial test editors really should do themselves before posting. And confirmed, they do cut wood. At 17P, its a toss up whether having a weapon in hand (even a wood one) is worth the delay of making a Carpenter's shop and creating one (if probably a higher quality one - which then partially negates its use as a training weapon.)--[[User:Albedo|Albedo]] 19:46, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Which skills do i need, really==&lt;br /&gt;
This section, as the title implies, is not 'which skills would it be nice to have'.  Its 'which skills can i not reasonably avoid using'.  Having avoided any military engagements with numerous fortresses in .40d, no, not even the military qualifies as an essential skill set, no matter how desirable it may be.  Its simply too easy to work around.  Only skills which cannot be avoided or which avoiding leads to incredible contortions to make the fortress run should be listed here, and afaict, that list is complete as of my edit (and was complete the first time I wrote that section).  The only argument that could be made is Mechanic should be *removed*. --[[User:Squirrelloid|Squirrelloid]] 08:57, 5 April 2010 (UTC)&lt;br /&gt;
:Why should Mechanic be removed? They're still used for everything from traps to power! While not many people use weapon traps, if elephants wander into the fort, the only 'safe' way is to use weapon traps. Besides, higher skill means more traps quicker. There are no skills that cause increadible contortions if not brought, really. You start fine with no skills, they train up. Appraiser is the only skill that is hard to train up and causes &amp;quot;incredible contortions&amp;quot; if not brought. So with that suggestion, the section should state that you need Proficient Appraiser on all your dwarves. --[[User:Dree12|Dree12]] 23:42, 7 April 2010 (UTC)&lt;br /&gt;
::First, the suggestion is not what skills you should take, but what skills you will just about always use, barring extreme contortion.&lt;br /&gt;
::Second, I think mechanic belongs in the list, because I think using no mechanisms ever is crazy.  But that's a place where there probably are alternative ways of (&amp;quot;successfully&amp;quot;) playing that don't involve building a single mechanism ever.  That's why I say an argument could be made to remove the mechanic; not that I am personally making one.&lt;br /&gt;
::Third, appraiser is really easy to train actually - whenever a dwarf goes to trade they make appraise checks as soon as you hit the 't' button (or at least they did in .40d - needs confirmation).  They make one appraise check for each item the merchants brought to trade.  So someone with no appraise skill will suddenly be skilled or better just by looking at the goods of a large trade caravan.  (I believe you only get one attempt per caravan, so no xp scumming by rotating all your dwarves through broker for one caravan!)  Of course, until you get enough xp to hit novice at least, you'll have to guess how much to trade for what you want, which is painful.  You will, however, always use it (barring the extreme contortion of never trading).&lt;br /&gt;
::Fourth, I _think_ appraiser is already implicity included, since I think its a leader skill.  If not, that entry should be amended to the original text 'broker skills' because appraise is the most relevant of those.&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 08:37, 8 April 2010 (UTC)&lt;br /&gt;
:::Think about who will read this article, and why, and what they want to get out of it.  (Or, more accurately, what you , the knowledgeable editors, want to give them, since many won't know what they do want/need out of this article.)&lt;br /&gt;
:::&amp;quot;'''Need'''&amp;quot; is almost purely subjective, unfortunately.  Do you &amp;quot;need&amp;quot; a miner? No, they'll train fast enough, esp in soil.  You will always* '''use''' one, but you don't &amp;quot;need&amp;quot; to take one.  Bottom line, you can start with 7 unskilled dwarves - so you don't &amp;quot;need&amp;quot; any skills, right?  Any dwarf can make mechanisms, so you never &amp;quot;need&amp;quot; a mechanic, right? Wrong. &lt;br /&gt;
:::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Challenges and advanced play are not what this article is about. &lt;br /&gt;
:::To me, that subsection is about what the ''starting player'' (1st fortress, 3rd fortress, that ballpark) wants to bring so their fortress will flourish despite the typical newbie flailing - and why.   But what you use and what you &amp;quot;need&amp;quot; are not the same thing.  So, we don't say &amp;quot;You need/don't need Appraiser&amp;quot; (or Mechanic, or etc) - we list the usual, predictable recommendations - Miner, Mason, Appraiser, Brewer, Cook, Grower, Military, etc etc - and say WHY it's suggested you &amp;quot;need&amp;quot; them.  ''&amp;quot;Mechanic - more quickly produces (and places) high quality mechanisms, for weapon traps and created wealth&amp;quot;''.   A quick one-line explanation, and let the player decide based on that.  ''&amp;quot;Fisherdwarf/Ambusher -if you can't get UG crops going, you need creatures to supplement your food&amp;quot;'' - Meh, not for me, but okay. ''(Likewise, some can be listed as why you do NOT need them - &amp;quot;Glassmaker - too easy to train up on &amp;quot;free&amp;quot; sand.&amp;quot;)''  This allows diff editor's opinions without a black/white &amp;quot;include/exclude&amp;quot; debate.  More to the point, in the end, only ''experience'' will answer that question for each reader's playstyle, so this is only to give the newbie the confidence and information to make a choice that's better than &amp;quot;Play Now!&amp;quot;.&lt;br /&gt;
:::Rewrite the intro to that subsection to reflect this reality, put objective pro's/con's for each listing, and undelete anything that has been scratched off the list.--[[User:Albedo|Albedo]] 19:41, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
First, there were too many starting guides in the 40d namespace, so we probably want to spend some time dividing the necessary material among articles in a *rational* manner early rather than having multiple superfluous pages again.  I started a discussion on that [[DF2010 Talk:How to correctly start fortress mode|here]].&lt;br /&gt;
&lt;br /&gt;
Second, this article is trying to fulfill too many functions.  As per the above linked discussion, I think this should be separated into (1) a general starting a fortress page that covers the mechanics of doing so, and indexes the necessary guides, (2) a Quickstart guide for new users with a link to a save from DFFD, (3) a theoretical treatment of starting builds for advanced users, and possibly (4) an Embark Now guide (could possibly just be embedded in the parent page).&lt;br /&gt;
&lt;br /&gt;
As it is, this page covers not only starting builds, but also how to navigate the embark menu (which is really a separate topic entirely, and I would never have thought to look here for it).  It also covers Embark Now, which isn't really a 'build' at all from the user's perspective.&lt;br /&gt;
&lt;br /&gt;
So, we should discuss this before I unilaterally implement such a far-reaching modification.  But this page is a mess because its trying to do too much.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 10:27, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:For what it's worth, I completely agree. Having a bunch of redundant guides that have too much on them is going to confuse people, much like the 40d ones did, and that is the opposite of what having guides for beginners is intended to do. The first three guides you suggested should have pages, and that should be everything. Even an Embark Now guide could be included as part of something else where it would make more sense, not as its own page. --[[User:AzureShadow|AzureShadow]] 12:03, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::We have long needed an article dedicated to the Embark menu (and some of its sub-menus as well.) Breaking this beast up would not be a bad idea, but &amp;quot;Play Now&amp;quot; I think contrasts/fits well with the custom option, and is fairly brief (and would almost be a stub by itself? Meh, maybe not.) Putting &amp;quot;Play Now&amp;quot; on a separate article would isolate it from players who would never choose it and are only interested in customizing their own build.&lt;br /&gt;
&lt;br /&gt;
 (1) a general starting a fortress page&lt;br /&gt;
 (2) a Quickstart guide for new users with a link to a save from DFFD&lt;br /&gt;
::Problem is we already have so many &amp;quot;how to start the game&amp;quot; guides. This/those would have to be rationalize with each other, losing the redundant parts. --[[User:Albedo|Albedo]] 19:09, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::When i gave that list, I had intended it as a full list of necessary pages, not just breaking this one up, but merging the valid parts from the other existing articles (or, since this is a new version, the appropriate themes from those articles and redirect their DF2010 namespace page names to the relevant articles).  I did just read your points over at [[DF2010:How to correctly start fortress mode]], and I'm not sure I think we need quite as many different pages as you do, but I'll think about it and post something before I do anything too crazy.  --[[User:Squirrelloid|Squirrelloid]] 21:00, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Seasonal Food/Booze Consumption==&lt;br /&gt;
Just ran a side-test to see if the old numbers held true. Took starting 7 and 100 booze and 100 alcohol, walled them up and let them cook. At the Summer pause they had consumed 14 food and 28 booze - 2 food/4 booze each. At Autumn pause they had consumed a total of 28 food/60 booze (2/ and 4.3/). (caravan bypassed). At Winter they had consumed another 17 food (55 remaining) and 30 booze (10 remaining) - which puts them at about 2 1/7 and 4 2/7 - but there were 2 over-indulgers in the group, so that might be the 1/7 and 2/7 right there. Bottom line, it's still very close to 2 food and 4 booze/.)&lt;br /&gt;
(The really interesting thing is how many migrants showed up while they were holed up, in the next section...)--[[User:Albedo|Albedo]] 20:06, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Supplies and Early Migrant Expectation==&lt;br /&gt;
While running the above experiment, I had less than 3000 created wealth and had a combined 13 (yes, thirteen) migrants show up over  Summer and Autumn. Only 3-4 showed up immediately upon any announcement, so they must have snuck in in two waves each season, ~3 and then ~3 more later each time. This influx would have seriously messed with any expectations/projections for embark supplies before the first caravan - which, btw, didn't show up until about a week before Winter.--[[User:Albedo|Albedo]] 20:06, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
There is something odd about the way migrants are calculated now, I've had seasons where I produce little to nothing and get many more migrants than seasons where I have my stonecrafter working 24/7.[[User:Hexrei|Hexrei]]&lt;br /&gt;
&lt;br /&gt;
==Magma vent, chasm, etc==&lt;br /&gt;
There are multiple references left to these features in this article, are they even in 2010 in the same way they were in 40d?[[User:Hexrei|Hexrei]] 18:58, 20 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Elfhater's Strategy ==&lt;br /&gt;
&lt;br /&gt;
It seems to me that Elfhater's Strategy is better suited to the [[Make your own weapons]] page.  Similarly, that page ought to be linked in its place.  Any objections?  --[[User:Jwest23|Jwest23]] 14:49, 14 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Student / Teacher ==&lt;br /&gt;
Hello, this my first post so I hope I'm typing this alright. :D&lt;br /&gt;
I suggest adding a mention of having one dwarf start with Teacher 5 and Student 5, to prepare him to be military trainer.&lt;br /&gt;
You could even go as far as to have a Miner/Armour user, and a Mason/Dodger and so forth, so he can quickly absorb those skills and train them to everyone in his squad, though the Teacher/Student dwarf also works without this.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dangerrooms&amp;quot; work, but feel too much like cheating, so this setup would offer a legitimate alternative.&lt;br /&gt;
[[User:Naros|Naros]] 17:29, 12 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Page Overhaul ==&lt;br /&gt;
I've started reorganizing this page to remove a bunch of cruft that didn't belong here, and to focus it more towards being a discussion about what the decisions are you make and what you make those decisions on rather than covering everything from mechanics to specific choices.  The {{l|Embark}} page is going to cover mechanics and I am similarly reworking it to remove the guide material at the same time.&lt;br /&gt;
&lt;br /&gt;
This is not intended to be a new player guide because it will lack specificity and be about general themes in putting together a starting party.  However, it would be worthwhile to link new player guides at the top so a player who finds their way here and wants that can be redirected there.  Similarly, if other pages exist besides this and Embark that cover similar material, let me know so i can rework those pages as well (or not as appropriate) and potentially crosslink everything so people can find the page whose purpose matches what they're looking for.&lt;br /&gt;
&lt;br /&gt;
This is a work in progress, there's a lot of text that needs to be removed or cleaned up yet, but i think i got the most egregious nonsense off this page.  The organization is still atrocious, I'm working on it.  The {{l|Sample Starting Builds}} page is an abomination, and should possibly just be deleted, but I didn't want to do anything so drastic without consensus.  At least by making it and putting a link at the bottom of the page, maybe people will be inclined to stop vandalizing this page with it.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 10:18, 23 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Ok, the skills section is in pretty good shape.  The Items section needs work.  A lot of work.  (The original page basically had the same section repeated twice in two different places).  Fortunately, its a much shorter section.  I'll get back to it later today. --[[User:Squirrelloid|Squirrelloid]] 12:31, 23 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Its in an acceptable state now.  I can't believe anyone rated this article as Exceptional before, it was poorly organized, repetitive, and had a lot of cruft.  Probably needs to be re-evaluated now. --[[User:Squirrelloid|Squirrelloid]] 02:36, 24 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Free Equipment for Ambusher&lt;br /&gt;
&lt;br /&gt;
I've ran the following tests for DF 0.31.25:&lt;br /&gt;
&lt;br /&gt;
Mason 5, Ambusher 5 = no freebies.&lt;br /&gt;
Mason 4, Ambusher 5 = freebies.&lt;br /&gt;
Appraiser 5, Ambusher 5 = freebies.&lt;br /&gt;
Axedwarf 5, Ambusher 5 = freebies.&lt;br /&gt;
Record Keeper 5, Ambusher 5 = freebies.&lt;br /&gt;
Organizer 5, Ambusher 5 = freebies.&lt;br /&gt;
&lt;br /&gt;
It was always 4 items of clothing/armour that were added in addition to 30-40 bolts, a quiver and a crossbow.&lt;br /&gt;
So I removed the verify tag and changed the text.&lt;br /&gt;
&lt;br /&gt;
Though I did find out something new; if there's snow where you embark, you also get those same four items of clothing for every one of your dwarves. Not sure if they're always made of cloth, or sometimes made of leather. Ran out of time for testing. :)&lt;br /&gt;
--[[User:Naros|Naros]] 09:30, 24 April 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Starting_build&amp;diff=146952</id>
		<title>v0.31:Starting build</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Starting_build&amp;diff=146952"/>
		<updated>2011-04-24T09:25:58Z</updated>

		<summary type="html">&lt;p&gt;Naros: /* Free Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|01:37, 16 October 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:blue;&amp;quot;&amp;gt; This is not a tutorial, a FAQ, or a new players guide.  This is a mildly advanced theoretical treatment for someone ready to take the plunge and make all the decisions about their own fortress.  The following other articles may satisfy what you need:&lt;br /&gt;
::*{{l|Quickstart guide}}&lt;br /&gt;
::*[[From Caravan to Happy Dwarves|Beginner Flowchart]]&lt;br /&gt;
::*[[User:Calite#Jumping_into_Dwarf_Fortress_Mode|Beginner Checklist]]&lt;br /&gt;
::For an explanation of the interface for starting out, see {{l|Embark}} &amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''starting build''' is a personal strategy for choosing the initial supplies, equipment, and {{l|skill}}s of your initial seven dwarves when starting a new game in {{l|fortress mode}}. These skills and items which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year.&lt;br /&gt;
&lt;br /&gt;
This page attempts to provide a discussion about how and why you make the choices on what you bring with you.  This page is not an explanation of the mechanics of doing so, see the {{l|embark}} page for an explanation of the interface itself.  This page assumes you have already made certain decisions, such as where you plan on settling, and that you are looking at the [[DF2010:Embark#Prepare_Carefully|Prepare Carefully]] screen.&lt;br /&gt;
&lt;br /&gt;
One thing should be made clear - there is no &amp;quot;best&amp;quot; build, no &amp;quot;perfect&amp;quot; or &amp;quot;clearly superior&amp;quot; final mix of skills and items, if only because there isn't any one goal of play.  The goals you have for a fortress will dictate which sets of items and skills are best suited to achieving that goal - in your opinion.  And then there is the environment, where your dwarves will arrive, the creatures, the resources available, and so forth.  Finally, some people do things solely because it is hard, and that makes it more fun for them.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Components of a Starting Build ==&lt;br /&gt;
There are two main components of a starting build: skills and items.  &lt;br /&gt;
&lt;br /&gt;
Skills for your initial dwarves determine how quickly they will work early on, what industries you are guaranteed to be able to start with skilled workers later, how well you can defend your dwarves early on, and what the quality of various goods they produce will be, and possibly many other considerations.  This page considers in detail how you might go about choosing skills for your starting dwarves, and examines the multiple competing perspectives from which you can make that decision.&lt;br /&gt;
&lt;br /&gt;
The items that your dwarves bring with you can be tailored a number of ways.  There are trade-offs to cheaper and more expensive alternatives, and reasons why you might choose either.  This section explores the nature of these trade-offs and the reasons for making a decision.  It also looks at optimizing goods brought in more general contexts.&lt;br /&gt;
&lt;br /&gt;
Starting builds can and should vary based upon a number of other variables.  {{l|location|Where you choose to settle}} will give you a fortress that supplies different raw materials and thus require different skill sets to utilize, not to mention different threats from native wildlife based on {{l|biome}}, {{l|surroundings|savagery}}, and {{l|surroundings|alignment}}.  Which dwarven civilization you come from will restrict the materials with which you can start.  Making choices about these variables is not part of a starting build.  What you choose for skills and items because of these choices is part of your starting build, and so some general guidelines about different environments is given last.&lt;br /&gt;
&lt;br /&gt;
This page does not cover the interface for accomplishing these tasks.  Please see the {{l|embark}} page.&lt;br /&gt;
&lt;br /&gt;
== Skill Optimization ==&lt;br /&gt;
With only 7 dwarves, you can't take every {{l|skill}}, so you have to balance what you do take.  At this starting phase, each dwarf can only be assigned a maximum total of 10 skill levels, with no single skill starting higher than &amp;quot;5&amp;quot;.  Actual skill distribution is thus constrained to be something between 1 level in each of 10 skills, or 5 levels in each of two skills, or something in between.  Because dwarves can {{l|experience|learn}} any and all skills once your fortress starts, these initial choices do not dictate what the dwarves can do, opening up incredible latitude to choose skills for reasons other than survival.&lt;br /&gt;
&lt;br /&gt;
:''(* Note that an unskilled dwarf starts with all Skills at Level '''0'''.  Adding +5 Levels is then Level '''5'''.  This is true regardless of how many &amp;quot;points&amp;quot; a level costs when first buying skills at embark.)''&lt;br /&gt;
&lt;br /&gt;
A brief list of considerations governing skill choice:&lt;br /&gt;
:* Maximizing starting skill ranks vs. generalizing and having more skills covered at lower levels.&lt;br /&gt;
:* Balancing multiple skills for a single dwarf, so they aren't constantly needed for two different tasks at critical periods&lt;br /&gt;
:* Military vs economic needs&lt;br /&gt;
:* Your goals vs &amp;quot;basic survival needs&amp;quot; to keep your fortress healthy and happy.&lt;br /&gt;
:* Speed that a skill can be trained in game&lt;br /&gt;
:* Demand for a skill during a game&lt;br /&gt;
:* Whether quality or speed are significant considerations for tasks/final product&lt;br /&gt;
:* Balancing the desire to create {{l|wealth}} ''(with high-value products)'' with the need to maintain {{l|thought|morale}} ''(with low-value but commonly used products, like {{l|bed}}s, which normally are made from {{l|wood}})''.&lt;br /&gt;
:* most importantly - ''your playstyle'' - what '''you''' think is &amp;quot;fun&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
==== Breadth vs. Depth ====&lt;br /&gt;
&lt;br /&gt;
A dwarf with only 2 starting skills at 5 ranks each is pretty good at 2 tasks, but untrained at anything else.  A dwarf with nothing higher than level 1 is passable at many tasks, but not good at anything.  Each dwarf in your party is going to be somewhere along this continuum, and you'll need to choose where.  &lt;br /&gt;
&lt;br /&gt;
Level in a skill dictates how fast a dwarf completes a task (most of the time), and how well he completes it (if applicable).  On one extreme, {{l|butchery}} has no time variance for slaughtering a tame animal, and has no quality associated with the outcome.  On the other extreme, {{l|metalworking}} tasks can take a long time for an untrained worker to complete and their high material value means the quality multiplier has a large impact on the end value.&lt;br /&gt;
&lt;br /&gt;
Dwarves who complete tasks faster can do more total {{l|job}}s within a given timeframe.  The rate at which speed increases with level varies with skill, so some skills will benefit more than others.  &lt;br /&gt;
&lt;br /&gt;
Dwarves who make items of higher quality will contribute more to fortress wealth and may have a large impact on fortress happiness if their work is readily available to be seen by other dwarves.  Items which typically contribute to happiness are low value but common public items, like beds and tables.  Items which contribute the most to fortress wealth often cannot be displayed, but make useful trade goods or equipment for your military.&lt;br /&gt;
&lt;br /&gt;
A dwarf highly skilled in few areas will work faster at those tasks and produce higher quality work than his more generalized counterpart.  However, he will do worse at any other task he is set to. &lt;br /&gt;
&lt;br /&gt;
Aside from the obvious trade off, there is another reason to prefer depth - dwarves can obviously only complete so many total jobs within a given timespan.  If a dwarf is busy doing one thing, he can't simultaneously be doing something else.  So a dwarf who is highly skilled in a few skills may not actually experience any disadvantage thereby if he is kept doing those things in which he specializes.  The generalist dwarf, on the other hand, may be able to do many more different tasks adequately, but he can still only do one type of task at a time.  A dwarf with one highly used skill (such as Mechanics or Mining) can feasibly spend all his time using only his primary skill and thus has no need to generalize.  In effect, the generalist is wasting more skill points whenever he does jobs than the specialist, so long as the specialist tends to do jobs he has levels in.  Specializing your initial skill investment is therefore superior if you specialize the division of labor in your fortress.&lt;br /&gt;
&lt;br /&gt;
Of course, you can still only bring 7 dwarves with 10 total levels of skills each, so covering everything you want to do in 14 skills may be hard, if not impossible.  A generalist or two can cover more bases that have little quality need or are otherwise fast even without a high level.  The generalists real problem arises from the fact that any dwarf can do any task, and having 1 level isn't much better than having no levels.  Which isn't to say there isn't a situation where a 1/1/1/1/1/5 dwarf is the right solution (indeed, the typical recommended leader/broker takes 1/1/1/1/1 in appraiser/judge of intent/negotiator/+2 social skills because none of these skills have a time or quality component), but most less-specialized dwarves are more likely to fall in the 5/3/2 or 4/3/3 end of the spectrum solely because there is a minimum investment necessary to be noticeably better than not having any levels at all.&lt;br /&gt;
&lt;br /&gt;
==== Design Constraints: Which skills do I need, really? ====&lt;br /&gt;
&lt;br /&gt;
The only thing that you absolutely must do in the first year is get your food supplies into a food stockpile, preferably inside, otherwise your food will rot on the ground and your dwarves will starve.  Anything else you want to do can be accommodated by sufficient investment in initial food supplies and/or skills.  This means the options for possible starting builds are vast because virtually any set of starting skills for your dwarves is viable (and that's before you even think about equipment, which adds more variables).  So the short answer is: none.&lt;br /&gt;
&lt;br /&gt;
That said, there are some skills which will be '''used''', to one extent or another, by virtually every fortress - but that doesn't mean you '''need''' or even want to invest points in them to start.  You could even manipulate the fortress (see {{l|challenge}}) to completely avoid one or more of the following, but these are the skills you will find it exceptionally hard to avoid creating jobs for:&lt;br /&gt;
:{{l|Mining}} - to dig your fortress, and gain stone for projects.  Only possible to avoid using if you're secretly an elf.&lt;br /&gt;
:* Inexperienced {{l|miner}}s work very slowly and are less likely to recover mined gems or valuable ores. Mining can be leveled up quite quickly by mining {{l|soil#soil|soil}}, but taking two dwarves with at least some points in mining is recommended in many cases.&lt;br /&gt;
:{{l|Carpentry}} - {{l|bed}}s can only be produced from {{l|wood}} (rare {{l|mood}}s aside).  This skill can also be used to make {{L|bin}}s without having to have an {{L|anvil}}, use any metal {{L|bar}}s, or use any {{L|fuel}}.&lt;br /&gt;
:*Carpentry is used, but opinions differ - on one hand, wood items are just not worth that much {{l|value}}-wise ''(10's of dwarfbucks vs 100's for stone furniture or 1000's for armor or prepared foods, for instance)'', so the difference in monetary value between high-quality and no-quality is minor for wood products. However, high-quality {{l|bed}}s are one of the easiest ways to help make and keep your dwarves {{l|thought|happy}} (since every dwarf will encounter a bed regularly), so some players swear by it.&lt;br /&gt;
:{{l|Masonry}} - to build walls and stairs, and fashion dwarven furniture from stone.  Possible to work around, but incredibly hard and annoying to do. &lt;br /&gt;
:{{l|Grower|Growing}} - your farmers' work echoes throughout so many other tasks, it's stunning&lt;br /&gt;
:* While its possible to feed your fortress on nothing but caravan goods, you'll never come by enough alcohol that way, so you'll eventually need to grow crops for brewing, and dwarves will literally go crazy if forced to drink nothing but water for long periods.  Thus you'll want to plan for farming eventually - not that you need to bring a highly skilled {{l|Grower}}, but it'll certainly be ''very'' helpful.  Likewise, a skilled {{l|brewer}} produces higher quality {{l|alcohol}} (''though the quality is hidden!)'', which improves your dwarves' mood, as does a skilled {{l|cook}} with the foods they prepare.  However, most food can be eaten raw, and so long as they are not starving there is life.&lt;br /&gt;
:{{l|Brewing}} - all dwarves &amp;quot;need alcohol to get through the working day&amp;quot;&lt;br /&gt;
:{{l|Mechanics}} - if you want traps, and most people will.  Also needed for most machinery.&lt;br /&gt;
:{{l|Architecture|Building Designer}} - mandatory for some buildings and constructions, but skill only improves speed a tad and increases structure {{l|value}}&lt;br /&gt;
:{{l|Broker skills}} - most importantly {{l|appraiser}} - a minimum of Broker skills are highly recommended to start with at the Novice (1 pt) level - it'll make your life much easier (especially Novice level of {{l|Appraiser}}, at least, as it greatly facilitates trading).&lt;br /&gt;
:{{L|Record keeper}} - Lets you be able to see the exact amount of things you have much faster than training one, and is necessary to view the stocks screen.&lt;br /&gt;
&lt;br /&gt;
The very fact that you will use these skills often makes many of them desirable to choose as starting skills for your dwarves.  Of the above, Mining, Masonry, Growing, Brewing, Cooking, and Mechanics are generally worth considering as &amp;quot;highly desirable&amp;quot;.  However, '''any skill can be used untrained, and/or get trained on the job''' - it just means a slower process and/or average lower quality product than if done by a dwarf with a higher {{l|experience|skill level}}.&lt;br /&gt;
&lt;br /&gt;
The difference between these skills and other skills is that other skills are optional as to whether they'll get used or not.  You need to deliberately want to use them.  These skills are essential to basic aspects of the game, and avoiding one requires a deliberate choice not to use it (and likely a lot of effort spent to avoid doing so).  Ie, a fortress could make its wealth by smithing fine weapons, weaving quality cloth, encrusting precious stones onto furniture, or crafting quality trinkets.  Or all of those.  But it doesn't have a compelling reason to do any one in particular.  A fortress that never designates a tile for mining, however, requires exceptional effort to achieve.&lt;br /&gt;
&lt;br /&gt;
But that you can avoid even something as basic as mining *for the lifetime of your fortress* means there is no universal design constraint on which skills to start with.  Ultimately the answer to &amp;quot;What skills do I need?&amp;quot; is &amp;quot;Whichever ''you'' want&amp;quot;.  Choosing a mixture of these commonly used skills and your desired specialized skills will make starting up your fortress easier and more efficient, but you don't need to start with any of them.  Choosing to avoid some skills may force you to use some others, but nothing compels you to invest in any skill in particular.&lt;br /&gt;
&lt;br /&gt;
==== Balancing military and economic needs ====&lt;br /&gt;
&lt;br /&gt;
Not all embarks will require a military presence in the first year, but anyone planning an expedition to a sinister, haunted, or terrifying biome would be foolish not to be prepared for nasty dwarf-killing creatures.  The solution doesn't strictly need to be military skills; quick delving and a skilled mechanic may be sufficient; but starting with a military dwarf will give you the earliest possible protection and a lot more versatility in where that protection can be applied.  Whatever you choose to do, understand the risk and be prepared for it.&lt;br /&gt;
&lt;br /&gt;
==== Training considerations ====&lt;br /&gt;
&lt;br /&gt;
Some skills are harder to gain experience in than others - requiring valuable resources or taking an extended period of time, and thus inconvenient to train from the ground up.  Investing in some of these extensively in your initial dwarves can make those industries much less painful to start.  For example, metal-related skills generally eat metal bars, and thus the less time you spend training metal workers up to a decent level, the faster they'll be churning out high-quality items for you, and the fewer bars they'll waste becoming skilled.  On the other hand, despite its importance, skills like mining train relatively quickly and barring extenuating circumstances (expected need to accomplish particular digging projects in the first month or you'll get mauled by a Giant for example) there's little need to actually invest your starting skills in it - they can learn on the job.  &lt;br /&gt;
&lt;br /&gt;
==== Quality, value, and happiness ====&lt;br /&gt;
&lt;br /&gt;
{{l|Quality}} is an important part of Dwarf Fortress.  Higher quality items produce better and more frequent happy thoughts and are worth more money.  Valuable commodities will trade for more goods from caravans that visit.  When choosing skills that produce objects of quality, the desire to produce valuable goods for trade will often conflict with the desire to produce objects that will make your dwarves happy.  Built items that are frequently encountered tend to be things like furniture, especially beds, which tend to have low material values and thus low total value no matter how high the quality of the work.  Further, these things tend to be inconvenient to trade.  It is often best to strike a balance between dwarves who produce valuable trade goods and dwarves who produce quality items that will make your population happy - and thus be able to achieve both goals simultaneously.&lt;br /&gt;
&lt;br /&gt;
Its worth noting that built furniture and worn clothing counts its value twice, once under the appropriate category and once for displayed value.  If you're trying to maximize your created wealth total, a good metalsmith producing furniture from high-value metals is optimal.&lt;br /&gt;
&lt;br /&gt;
==== Moodable skills ====&lt;br /&gt;
&lt;br /&gt;
{{l|Strange mood}}s will create a Legendary skill of the &amp;quot;moodable&amp;quot; skill with the highest level, and moods take hold of dwarves with different professions at different rates.  Some skills are &amp;quot;moodable&amp;quot; where others are not.  You might choose to take certain skills solely because it opens up moods for that skill with that dwarf.  Some moodable skills are more valuable than others - a legendary weaponsmith is both valuable and useful.  A legendary tanner is generally a waste of a mood since tanned hides have no quality.&lt;br /&gt;
&lt;br /&gt;
Because a dwarf can only have a strange mood in one skill, pairing a moodable skill with a non-moodable skill can protect the moodable skill and ensure that if the dwarf has a mood it will be in the skill you desire.  See the section on combining skills below for more details on ways to pair skills.&lt;br /&gt;
&lt;br /&gt;
Dwarves with no moodable skill can be allowed to do one task using a moodable skill to give them a moodable skill with no starting build investment, so moodable skill considerations should not be considered a primary reason to choose particular skills - you should also want to make use of them for other reasons.&lt;br /&gt;
&lt;br /&gt;
==== Combining Skills ====&lt;br /&gt;
Every dwarf is going to have 2 or more {{l|skills}}.  This means that even once you know which skills you want, you're going to need to pair them up before assigning them.  Not all skill combinations are equally functional.  &lt;br /&gt;
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Some skills are highly time-consuming, either because the skill is in frequent demand (eg, {{l|mining}}) or because it takes a long time to do an individual job (eg, {{l|strand extraction}}).  If a dwarf is spending most of their time using that skill, they aren't making much use of their other skill.  Pairing two time-consuming skills together therefore tends to be a bad idea, as one or both jobs are not going to get the attention they need or deserve.  Similarly, pairing a skill with time-critical jobs with a time-consuming skill also tends to be a bad idea.  If your {{l|grower}} is also mining, he may not stop to plant crops one season.  Or he might neglect to harvest your crops in a timely fashion and they could rot on the ground (if you only let your growers harvest).  Arranging your skill combinations to avoid these situations is generally beneficial.  For example, Masons, miners, growers, and any craft that your fortress will base their economy off of (glass, stonecrafts, armour, etc) will take a lot of time, so plan accordingly.&lt;br /&gt;
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Instead, pairing relatively time-intensive tasks with less time-intensive tasks will let your dwarf accomplish all such tasks adequately.  Once you get a metal industry rolling, an armorer/weaponsmith will need to make a lot fewer weapons to outfit your soldiers than he will armor components.  Thus he can usefully do both jobs without hurting your productivity overly much.  Similarly, a mason might also be your architect, since building designer is a very infrequently used skill.&lt;br /&gt;
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Working at different jobs levels up specific {{l|attribute}}s. One could level up a miner until he becomes mighty and ultra-tough - and then turn him into a soldier, or retire him to haul stone.  If you plan on doing so, it may not be a good idea to give this guy a second critical job that will demand a lot of time away from their focus.  &lt;br /&gt;
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Since tasks will take place in specific areas, another approach is to combine tasks into dwarves who will take care of a specific industry, or spend all their time in one generally narrow part of the fortress - the forges, or the kitchens, or outdoors, for instance.  So combining Farming with cooking, rather than mining, for example, and turn on only Haul Food, not Haul Stone.  Metalworkers spending their time in the forge can easily handle more than one type of metalworking skill, and are also well-situated to be furnace operators.  &lt;br /&gt;
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Similarly, you can also make the craftsmen of your finished products also responsible for the production of intermediate products from raw ingredients.  This way when they run out of materials to make into finished goods they can immediately switch over to working raw products into intermediate products so they'll have more to work with later.  This works better in some industries than in others.  A single butcher/tanner/cook trying to process multiple animals simultaneously will likely result in rotten food, carcases, or skins.  But a weaponsmith who doubles as a furnace operator can usefully ensure he has material to work with when you want him to.  Later on, however, a highly skilled craftsdwarf is often better suited at sitting in their {{l|workshop}} and having others deliver raw materials to them than going out and obtaining their own raw materials themselves, but in the early game dwarf-time is limited, and a single dwarf who can work an entire production chain can do so relatively efficiently and let your other dwarves be used elsewhere.&lt;br /&gt;
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There is no requirement that a dwarves job combination needs to look 'right' or logical.  A weaponsmith will most probably not spend nearly 100% of their time creating weapons - what they do with the other part of their time may have nothing at all to do with forges or smithing.  Jobs which require little time in general, or little time early even if time-intensive later, may well be paired with any time-intensive task solely to provide the dwarf with something to usefully and skillfully do with most of their time, and freed from that duty as needed for the other tasks.&lt;br /&gt;
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Another constraint you can impose on your skill combinations is to try to limit dwarves to {{l|moodable}} skill and one non-moodable skill (or a moodable and a less desired moodable skill at lower level), so any mood will improve the desired one.  For example, pairing craft skills with farming skills gives you dwarves that will perform useful food production or raw good processing services while also getting their mood in a valuable finished goods skill.  Example: Clothier/Grower.&lt;br /&gt;
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==== Which dwarf should have which skill? ====&lt;br /&gt;
Dwarves who craft goods they prefer, or work materials they prefer, gain a bonus to the quality of the finished work.  This can inform your choice of which skills you choose, for example by choosing a weaver because you notice a preference for sheap wool yarn, or you might choose the skills you want and then try to find a suitable dwarf to use that skill.  In the latter case, since all dwarves have one metal preference you might assign an armorsmithing skill to a dwarf with a preference for iron, steel, or adamantine.&lt;br /&gt;
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The dwarf with the most social skills will end up being the {{l|Expedition leader}}, who will then become the {{l|mayor}} and start making {{l|mandate}}s.  Thus you should avoid giving the most social skills to dwarfs who have {{l|preferences}} for things like {{l|adamantine}}.&lt;br /&gt;
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Dwarves have physical and mental attributes that affect the performance of certain skills.  You may wish to give a socially adept and patient dwarf the leadership/broker skills, or a dwarf who doesn't tire easily a skill which will be in frequent use like mining.  You can also try to match skills to {{l|personality}}, some of which have obvious implications for their willingness to work long hours or how frequently they might take breaks.&lt;br /&gt;
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Of course, all combined these represent a lot of possible constraints on where you assign particular skills, and it would be impossible to apply them in total to your entire desired skill load.  Use these as a guide, but don't be upset if all your dwarves are anti-social psychopaths - someone still needs to be the leader, after all.&lt;br /&gt;
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==== Other considerations ====&lt;br /&gt;
Migrants can and will arrive with a wide selection of decently trained skills. While it is a gamble, chances are pretty decent that migrants will arrive with a highly trained skill that is also highly desirable and would usurp the job of one of the seven starting ones. The first few migration waves are likely to give you a much better talent pool than what you can assign at embark.  On the other hand, you may never get the skill you really want if you don't start with it.&lt;br /&gt;
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Skills rust if not used and they can eventually de-level. Consider that skills which you will use years after embark are going to be rusty or even deleveled.  Embark to the first caravan is long enough for a skill to start rusting, so you might want to make sure you'll use every skill you embark with before the first year ends to avoid catastrophic rusting.&lt;br /&gt;
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Remember that you need to survive in order to accomplish any goals.  Have a plan for lasting to at least the first caravan, if not one for longterm sustainability.&lt;br /&gt;
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== Items ==&lt;br /&gt;
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The items you choose to bring with you will need to satisfy a number of needs.  Most importantly, you need to keep yourself alive - at least until the caravan arrives in the fall to resupply yourself.  You probably also want to plan on some way of making a shelter, whether that be the traditional delved hall, a majestic castle, a log cabin, or something even more exotic.  You may want to plan for mishaps by bringing essential medical supplies, especially those which may be hard to acquire on site.  And you might bring items which will assist in creating items for trade to that first caravan, should you need anything for the skills you're planning on.&lt;br /&gt;
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For the purposes of this article, livestock are considered items.&lt;br /&gt;
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All embarks get the following items without paying for them: 2 animals (who pulled the wagon), and the 3 wood that make up the wagon.&lt;br /&gt;
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=== Motivations ===&lt;br /&gt;
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==== Survival ====&lt;br /&gt;
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A single dwarf eats about 2x/season, and drinks about 4x/season.  With 7 dwarves that's ~approximately~ 14 meals per season and 28 alcohol per season, or ~42 meals and ~84 alcohol until the end of Fall.  The dwarf caravan tends to arrive in the third month of fall, so you will probably need to plan on a full 3 seasons.  You are also likely to get at least one if not two small waves of migrants before the caravan arrives.&lt;br /&gt;
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It is possible to bring enough food and drink to make it to the caravan - indeed, bringing enough food isn't especially hard (especially once you factor in slaughtering the animals who hauled your wagon.  Bringing sufficient alcohol is harder, although bringing plump helmets to brew can significantly cut the cost.  &lt;br /&gt;
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The likely best way to keep your dwarves in drink is also the most labor intensive - setting up farming in the first season or two is perfectly plausible, allowing to grow your own {{l|plants}} from seeds and brew the products.  (Keep in mind not all plants can be brewed - don't plant dimple cups and expect to make alcohol).  In addition to the necessary seeds, starting your own farming operation is going to require some way to get the ground muddy.  While sometimes simple digging can accomplish this, many times you're going to need a screw pump.  Basic construction requirements are discussed under shelter.&lt;br /&gt;
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It is possible to make all your alcohol by harvesting aboveground plants, if highly inefficient.  It also only works in biomes with collectable plant life.  Notably evil biomes and glaciers are unlikely to provide.&lt;br /&gt;
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==== Shelter ====&lt;br /&gt;
Bar a convenient cave, you're going to have to do something for shelter.  Shelter is your first defense against roving creatures, keeping them away from where your dwarves are working so they don't spam job cancellations and strew items all over the place.  (As you might guess, most 'convenient caves' aren't actually that convenient, as they tend to have residents).  Basic walls that allow you egress won't stop a dedicated invader, but you don't expect to see those until year 3, so you have time to develop more elaborate defenses.&lt;br /&gt;
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Food outside will also spoil a lot faster than food inside, so making a cellar of some sort to store your food in will increase the longevity of your food supplies.  The rate at which food spoils depends on ambient temperature, so the urgency of making a cellar will depend on where you settled.  It might be possible to go without a cellar in a freezing biome.{{verify}}  The only way you can avoid thinking about food storage in the first year is if you collect food and make alcohol as needed - ie, by using an herbalist to collect local plants - which can avoid needing to mine at all.&lt;br /&gt;
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Delving a shelter requires mining, which means having picks to dig with.  One can always bring one or more picks at embark, but its also possible to bring the supplies necessary to make them.  See {{l|Starting build#Finished product or do it yourself|finished product or do it yourself}}.&lt;br /&gt;
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An aboveground shelter can be made with stone or wood or possibly more exotic materials.  Stone of course requires mining, and thus picks.  Wood can be had with an axe assuming trees are present, and axes, like picks, can similarly be brought at embark or made on site.  It is of course possible to bring sufficient raw materials to build walls with, but this is far less efficient than just bringing a pick or an axe, although it could make a fun challenge.  Building your initial fort out of soap, while possible, is not recommended, although possibly hilariously entertaining.&lt;br /&gt;
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==== Industry ====&lt;br /&gt;
Most industries require little more than materials you can collect at the site and a workshop.  So long as you can get stone, you won't need to bring anything for these.  However, if you want to get an industry going immediately, it does help to bring a few building materials along (or be willing to use the wood from the wagon, if only temporarily).&lt;br /&gt;
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Some industries require fire-safe materials to build with.  All stone qualifies, as does metal.  Wood can be converted to a fire safe material by burning it to ashes in a wood burners workshop, but of course that workshop requires a fire-safe material.  If you're mining, this condition is easy to satisfy, but if you intend to run any of these industries right away you will need to plan on bringing appropriate materials.&lt;br /&gt;
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Some industries require plant or animal matter to work with.  Clothiers ultimately need cloth, which comes from certain plants or animals.  Leatherworkers need tanned skins.  (And while you can get 2 off your pack animals, this isn't sufficient to run an industry).  If you plan on running these types of industries you will need to have a plan for providing suitable raw materials.  Hunting can cover leatherworking needs (although this requires a hunter and hunting implements), and foraging can find rope reed plants, but its usually better to bring enough appropriate animals or plant seeds to have a good shot at getting started in a predictable and sustainable way.  Similarly, milking and cheese making require milkable animals, and bonecarving requires a dependable source of bones.&lt;br /&gt;
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Metal industries require metal and an anvil.  You cannot make an anvil on site without already having an anvil, so if you plan on doing any forging before the first caravan you will need to bring one with you.  Metal can be brought as bars or as ores to be smelted in a smelter into bars, or can be mined yourself.  You will need to provide fuel or magma to run these workshops, so bringing some coal can make the operation run smoother.&lt;br /&gt;
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Soap requires a lot of wood consumption and a source of tallow to be done in a sustainable way.  Lye can be bought at embark to skip the first steps and make soap more directly.  You will still need to bring or make buckets and have an empty barrel to actually produce soap though, but fortunately this is just a matter of having sufficient wood.&lt;br /&gt;
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Jewelers require gems.  Cut gems can be brought at embark, but are too expensive to bring in quantity.  Generally a jeweler requires mining to find sufficient gems or a glassworker to produce raw glass to work with.&lt;br /&gt;
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Glassmaking and Pottery requires sand or clay and fuel - pay attention to your site report before embarking.  Its hard to run a viable industry solely off imports in these cases.  Like metal workshops, coal can be brought to substitute for fuel fairly efficiently.&lt;br /&gt;
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As is probably obvious, certain industries depend on similar inputs.  Planning on a set of industries which require similar complementary inputs can let you more efficiently spend your starting points at embark or more efficiently plan your digging during the first year.  If you plan on a lot of fuel-dependent industries, it may be worthwhile to prioritize finding a source of magma.&lt;br /&gt;
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=== Optimization ===&lt;br /&gt;
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==== Container mechanics and free items ====&lt;br /&gt;
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Many items come in containers such as barrels and bags, including food, liquids, seeds, and powders.  The cost to embark with these items can be cheaper than the cost of the container itself.  Each different type of item for each category will come in its own container.  Furthermore, you'll get a new container after every 10th instance for food, most liquids, and seeds, and after every item of powders.{{verify}}  Alcohol gets a new barrel after every 5th unit.  (Food actually groups by animal type, so if you get horse tripe and horse meat they'll combine them, but they won't combine horse meat and donkey meat).  Thus diversifying your initial food supply with 1 of each low-cost food item will net you a large number of barrels.  Similarly its worth taking 1 of each seed you weren't planning on taking more of solely for the bags.  Taking some sand or gypsum powder is also a cheap way to get bags.  Lye (for soap) and milks can be brought for more barrels - and milk can be made into cheese for a low-cost embark option that becomes food.&lt;br /&gt;
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As stockpiling and some jobs are container limited, getting as many free containers as you can will free up labor (and possibly valuable materials) that would otherwise be used making containers.&lt;br /&gt;
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==== Finished product or do it yourself ====&lt;br /&gt;
Bringing raw materials and making the finished product yourself is often easier on your embark points than bringing the finished product.  On the other hand, making it yourself takes time during which you aren't making use of the finished product.  &lt;br /&gt;
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The most common scenario involves {{l|Make your own weapons|forging your own metal tools and weapons}}.  While not usually too much of a hardship, it can be dangerous to make your own weapons or picks if you expect possible hostile creatures.  Further, you will lose time - possibly 1/4 to 1/2 the first month - if you forge your own picks.  &lt;br /&gt;
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Of special note regarding weapons is that a training battle axe is perfectly capable of chopping trees, and is made with nothing more than a carpentry workshop and a log.  While the delay in acquiring one is minimal, a wood battle axe is not a good weapon, and so it loses utility for doing anything other than acquiring more wood.&lt;br /&gt;
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You can also easily plan on making all or most of one's own booze, as plump helmets can be bought at embark and brewed at a still.&lt;br /&gt;
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Any finished good can of course be made from raw materials that you bring, but most of them are not essential like the above, and thus you can generally wait until you find suitable resources on site or buy them from caravans.&lt;br /&gt;
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==== Biome considerations: dude, where's my wood? ====&lt;br /&gt;
Some environments have a shortage of trees.  While you can direct production of a lot of item types to other materials, beds need to be made out of wood.  In addition, it is difficult to make barrels and bins out of non-wood materials early in the game, especially without ready magma (since otherwise you'll probably need to burn wood to make metal equivalents).  If you have an aquifer it can be even worse - stone may be difficult or impossible to access easily.  While you can ultimately ask for wood from your liaison and buy whatever the humans and elves happen to bring, and eventually you can create a tree farm underground, tight wood will limit storage and sleeping arrangements for at least the first year if not longer.  You may wish to plan accordingly if embarking in a site with sparse or no trees.&lt;br /&gt;
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==== Items for moods ====&lt;br /&gt;
When a dwarf is taken by a {{l|strange mood}}, he often needs obscure material or he will go insane and die, possibly with severe consequences to an entire fortress.  Bringing along some of the harder-to-find ores ({{l|cassiterite}}, {{l|sphalerite}}, {{l|bismuthinite}}, {{l|garnierite}}), and putting those aside, forbidding their use &amp;quot;just in case&amp;quot;, is spending a few points on an insurance policy. Many players also choose to bring a few items like pig tail cloth and cave spider silk just in case.  &lt;br /&gt;
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Alternately, if you're otherwise being minimalistic on gear you're bringing you can choose to bring a few valuable components to try to maximize the value of mood items.  That artifact animal trap will be worth a lot more if your woodcarver grabs a blue diamond instead of moss agate.&lt;br /&gt;
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==== Free Equipment ====&lt;br /&gt;
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Dwarves who start with the ambusher skill as their highest non-military non-social skill will get some leather {{l|armor}}, a crossbow, a quiver and a stack of 30 to 40 bolts for free.&lt;br /&gt;
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Embarking in a biome where there's snow at the moment of embarkation seems to get the same clothing items dwarves with Ambusher get, though they will not necessarily be made of leather.{{verify}}&lt;br /&gt;
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==Site considerations==&lt;br /&gt;
Each fortress {{l|location}} offers particular challenges and opportunities, and can make different demands on your starting build. Your starting build may need to be adjusted depending on the {{l|region}} your fort occupies, the specific vision you have of your fortress, and what it will take to {{l|losing|stay alive}} where you're going!&lt;br /&gt;
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The differences include what {{l|biome}}s, {{l|region}}s and likely {{l|metal}}s are present in your chosen embark site.&lt;br /&gt;
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=== General Surroundings ===&lt;br /&gt;
Simply put, if your {{l|surroundings}} are {{l|evil}} or {{l|savage}}, your dwarves have a higher risk of suddenly facing personal combat before they are safely behind their defenses.  Consider bringing extra weaponry, in the form of axes, picks or crossbows (see {{l|Starting_builds#Free_Equipment|free equipment}}).  Hand in hand with those, consider skill mixes that include {{l|axedwarf}}, {{l|mining}} (the skill used to wield a pick), {{l|marksdwarf}}, or {{l|wrestling}} (a solid unarmed-combat skill).&lt;br /&gt;
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The same is true if you are embarking near an exposed magma vent or an open chasm - these features can be seen on the embark map, but it's impossible to tell if they are &amp;quot;open&amp;quot; to the surface or not, until you are there in person.&lt;br /&gt;
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Be sure to include some source of {{l|water}} on the map, preferably running {{l|water}}.  Water is (almost) essential for any fortress.  In Cold and Freezing climates  streams and {{l|lake}}s will often be frozen year-round and your dwarves may quickly die of exposure, in Hot climates {{l|murky pool}}s will dry up, and in Dry ones rain will only rarely re-fill them, if ever.  Choose Temperate or tropical zones for an easier game.&lt;br /&gt;
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===Aquifers===&lt;br /&gt;
If an {{l|aquifer}} is present in the first soil or stone layers (visible on the pre-embark menu), it may bar all access to {{l|stone}} and {{l|ore}} until you find a way through the water barrier.  Consider bringing some stone for building, and ore for your first basic needs. This may be critical to getting your fortress running smoothly.&lt;br /&gt;
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=== Mountains ===&lt;br /&gt;
Mountains often have abundant {{l|ore}}s, but at the loss of trees and plants. In previous versions lacking {{L|cavern}}s, this was a serious drawback. In DF2010, brave pioneers can dig down into the caverns to find essentials like water, mud, and plants. However, players should be aware that above-ground crops will not grow in mountain biomes, no matter how muddy you may make the surface.&lt;br /&gt;
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Depending on the exact layers, it's common to find exposed {{l|vein}}s of useful {{l|ore}}s that can be immediately mined for {{l|Make your own weapons|DIY}} weapons and tools.&lt;br /&gt;
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=== Wooded/Plains ===&lt;br /&gt;
Flatlands with at least some trees and gatherable plants can also make for highly successful fortresses.  Advantages over mountain zones include abundant trees and plants and (unless frozen) more abundant water.  There are even (rare) magma vents. More water also means a high likelihood of an {{l|aquifer}} being present. Make sure to check on embark.&lt;br /&gt;
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The greatest disadvantage is the potential lack of exposed {{l|stone}} to mine. The first level(s) below the surface is often {{l|soil}} of some type, which offers no building materials.  However, soil is mined much more quickly than stone (x3-x4 faster), and expansive accommodations (rooms) can be achieved quickly even by untrained miners.  You will find stone, you just have to go down a bit for it - but that's what dwarves do, isn't it?&lt;br /&gt;
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{{l|Experience|Training}} a {{l|Miner}} from No Skill to Proficient takes less than a month (~20 days with hauling disabled) in soil, and to Legendary in just under a season after. {{version|0.31.12}} From embark, this means you should have legendary miners in early summer if you dig only in soil.  Times increase slightly for each additional miner used.&lt;br /&gt;
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=== Oceanside ===&lt;br /&gt;
With many features in common with some of the above locations, {{l|beach}}es are often a mix of ease intermingled with bouts of extreme difficulty. Minerals and trees are often abundant, as well as farmland and sand, but there is often no drinking water unless the biome has a flowing {{l|water}} of some sort. &lt;br /&gt;
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By definition, the settlement will fall between (at least) two {{l|biome}}s (one land, one water), potentially hazardous if the player expects a peaceful oceanside meadow, without realizing the {{l|terrifying}} ocean is full of amphibious zombie {{l|whale}}s.&lt;br /&gt;
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=== Desert, Glaciers, and Barren ===&lt;br /&gt;
Treeless (or near-treeless) {{l|biome}}s are challenging sites for a fortress: you get most of the disadvantages of a flatland site without having access to nearly as many trees and plants.  However, near-lifeless zones such as {{l|glacier}}s are wonderful for players with slower computers, as there's little to burden the CPU but your dwarves and livestock.  {{l|Desert}}s and barren areas often have sand; with a sufficient source of energy (preferably magma), you can build almost anything out of unlimited glass.&lt;br /&gt;
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Hunters should be replaced with fisherdwarves and a fish cleaner (although the latter can be easily trained).  Depending how much water vs. land, more starting wood and ores might be helpful.  Swimming is rarely useful in Fortress mode, even at the beach, and can be trained.&lt;br /&gt;
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==Sample starting builds==&lt;br /&gt;
See {{l|Sample Starting Builds}}&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Starting_build&amp;diff=145658</id>
		<title>v0.31:Starting build</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Starting_build&amp;diff=145658"/>
		<updated>2011-04-12T06:53:07Z</updated>

		<summary type="html">&lt;p&gt;Naros: /* &amp;quot;Play Now!&amp;quot; */  We're 13 versions onwards, the Doctor skills aren't given anymore, and with all the bugfixes there should be little reason anyone plays such an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|01:37, 16 October 2010 (UTC)}}{{av}}&lt;br /&gt;
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A '''starting build''' is a personal ''strategy'' for choosing the initial supplies, equipment, and {{l|skill}}s of your initial seven dwarves when starting a new game in {{l|fortress mode}}. These skills and items which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year.&lt;br /&gt;
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This page attempts to give advice on some of the many gameplay elements which influence the flow of your game based on your goals. These include: choosing a ''fortress site'', the ''starting build'' itself, as well as ''challenge builds'' aimed at providing new or unusual challenges to advanced players.&lt;br /&gt;
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But one thing should be made clear - there is no &amp;quot;best&amp;quot; build, no &amp;quot;perfect&amp;quot; or &amp;quot;clearly superior&amp;quot; final mix of skills and items.  There are too many variables to connect, not the least of which is... you! Your play style, what you, as an individual player, consider preferable for the proper mix of fun and challenge. And then there is the environment, where your dwarves will arrive, the creatures, the resources available, and so forth.&lt;br /&gt;
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Items are tied to starting skills, and starting skills are tied to the expected environment for your chosen embark, and all are tied to your preferences for playing the game - not all sites require (or invite) the same approach, and no two players would take the same approach to the same environment.&lt;br /&gt;
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So while suggestions can be made, and new ideas presented for your consideration, ultimately the final &amp;quot;best&amp;quot; mix for you will have to come from your experience, which will begin to grow during your first game. Without understanding &amp;quot;everything&amp;quot;, some decisions will just have to be guesswork - and even later you never know &amp;quot;everything&amp;quot;.&lt;br /&gt;
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__TOC__&lt;br /&gt;
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== Components of a Starting Build ==&lt;br /&gt;
A starting build must be seen as a whole - the embark location affects the needed supplies, and influences what skills may be most needed or useful.  Along with this is player preferences - if you wish an economy based on {{l|prepared meal}}s, {{l|glass}}, or {{l|steel}}, each of those have very different requirements.  Likewise, if you want to play a military game, fighting off sieges with huge battles, that's a very different mix (and different site requirements) than if you want a calm location to build your perfect {{l|mega construction}}.  &lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
With only 7 dwarves, you can't take every {{l|skill}}, so you have to balance what you do take.  At this starting phase, each dwarf can only be assigned a maximum total of 10 skill levels, with no single skill starting higher than &amp;quot;5&amp;quot;.  With 7 starting dwarves, you could take no skills at all, or take 70 skills all at level 1, or 14 skills all at level 5* (2 per dwarf), the highest allowed at embark, or (most likely) something in between the last two, but closer to that last.  &lt;br /&gt;
&lt;br /&gt;
:''(* Note that an unskilled dwarf starts with all Skills at Level '''0'''.  Adding +5 Levels is then Level '''5'''.  This is true regardless of how many &amp;quot;points&amp;quot; a level costs when first buying skills at embark.)''&lt;br /&gt;
&lt;br /&gt;
Once play starts, dwarves can learn any and all skills - these choices only determine what sort of &amp;quot;head start&amp;quot; they have, what they are good at when they first hit the ground.  See {{l|experience}} for a discussion of increasing skills during game play.&lt;br /&gt;
&lt;br /&gt;
The considerations are several:&lt;br /&gt;
&lt;br /&gt;
:* Maximizing starting skill ranks vs. generalizing and having more skills covered at lower levels.&lt;br /&gt;
:* Balancing multiple skills for a single dwarf, so they aren't constantly needed for two different tasks at critical periods&lt;br /&gt;
:* Military vs economic needs&lt;br /&gt;
:* Your goals vs &amp;quot;basic survival needs&amp;quot; to keep your fortress healthy and happy.&lt;br /&gt;
:* Speed that a skill can be trained in game&lt;br /&gt;
:* Demand for a skill during a game&lt;br /&gt;
:* Whether quality or speed are significant considerations for tasks/final product&lt;br /&gt;
:* Balancing the desire to create {{l|wealth}} ''(with high-value products)'' with the need to maintain {{l|thought|morale}} ''(with low-value but commonly used products, like {{l|bed}}s, which normally are made from {{l|wood}})''.&lt;br /&gt;
:* most importantly - ''your playstyle'' - what '''you''' think is &amp;quot;fun&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
While there are some arguable &amp;quot;no-brainer&amp;quot; choices (or are for each player, according to their playstyle), the final few selections are often a coin toss, or close to.  And there is often more than one way to skin a cat - in fact, while many players recommend ''never'' starting with more than one cat, starting with many cats (breeding them for leather, bones and meat) and a skilled {{l|leatherworker}} and/or {{l|bone carver}} is one way to go with (part of) a starting build.  Until you have some personal experience, the various suggestions and advice may mean little, but will have more meaning after your first fortress inevitably fails - {{l|Losing|losing is fun}}.&lt;br /&gt;
&lt;br /&gt;
So don't over-think it at first - you'll make a good guess, dive in, and learn far more than we can explain here.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
The starting items are what is needed for your dwarves to survive until they are self-sufficient, or at least until the first yearly {{l|caravan}}s will keep them afloat. The first won't show up until Autumn, so that's more than 2 seasons your dwarves are on their own.&lt;br /&gt;
&lt;br /&gt;
A dwarf eats about 2 meals a season, and drinks a little more than 4 drinks in that same time. If you add your expected {{L|migrant}}s, multiply that by the number of seasons, you can estimate how much food and booze will be needed to get you safely through to the first {{L|caravan}} - barring {{L|losing|the unforeseen}}.  In your starting build, you can bring all of that, or your {{l|hunter}}s, {{l|Plant gathering|plant gatherers}}, {{l|fisherdwarf}}s, {{l|grower}}s and {{l|brewer}}s can provide some or most of it.  &lt;br /&gt;
&lt;br /&gt;
Similarly, most of the finished products are expensive to buy pre-embark, and so a minimum is recommended - maybe a pick or two for immediate mining and basic defense, maybe a (cheap?) axe* or two for better defense and cutting wood, thread, cloth or a rope for a {{l|well}}, maybe a few leather to make bags, and call it good.&lt;br /&gt;
&lt;br /&gt;
:''(* &amp;quot;Wooden practice axes&amp;quot; cost only 17P, and cut down wood just fine. They will be significantly weaker than metal axes in combat, but still far superior to {{L|wrestling}}, and you can {{l|Make your own weapons|DIY}} quickly enough.)''&lt;br /&gt;
&lt;br /&gt;
You can produce any and all of those from scratch if you are willing to wait - and your {{l|surroundings}} don't kill you first.  Raw materials are much cheaper, in the form of {{l|ore}}s, {{l|wood}}, {{l|leather}} and so forth, but whether you want to take the time at the start of the game is the question.  The trade-off is always a balance of cost savings vs. time savings when you first strike the earth.  Everything else depends on your strategy and on how tough or leisurely a challenge you want the game to be.&lt;br /&gt;
&lt;br /&gt;
====Your civilization====&lt;br /&gt;
On the map menu, if you hit {{k|Tab}} twice, you will see a list of possible {{l |Civilization}}s that your dwarves can start from, if there is more than one. Each can have access to different starting equipment and material to offer you - some will be significantly better or worse supplied, and some may be lacking one key item you desire, while another will lack something else equally critical to your plan. Unfortunately you will only find out when selecting your items, after selecting a {{l|location}}. To chose another Civilization requires a start-over. Another important difference is whether your civilization is at {{l|war}} with one of the neighbours; This results in early attacks on your fort and, obviously, no trade {{l|caravan}}s from them.&lt;br /&gt;
&lt;br /&gt;
If you don't like the civilization you chose, or wish to compare what each has to offer, you must either finish the embark, &amp;quot;abandon&amp;quot; the fortress and then re-embark in the same location (using a '''saved''' copy of the game world!), or use {{k|Ctl}}+{{k|Alt}}+{{k|Del}} (or the equiv for your OS), shut down the game and restart it from scratch, then Start again, reload the game world, and find the same embark site - this is not difficult if you made careful notes, but is still a pain, no doubt.  &lt;br /&gt;
&lt;br /&gt;
Every such re-start gives you a different mix of dwarves with different names, {{L |attribute|attributes}}, {{L |personality|personalities}} and {{L |preferences}}, but the civilizations are part of the map and stay constant. The default civilization chosen for you will vary, however.&lt;br /&gt;
&lt;br /&gt;
===Saving a starting mix===&lt;br /&gt;
Once you have the mix of items and skills that you like, you can hit {{k|s}} and save it to a template with a custom name.  In a later game, you can pick that profile when you embark.  If your selected civilization does not have some of the desired items in your template, this is announced clearly, and a different civilization can be tried as described above, or you can continue and change your mix.&lt;br /&gt;
&lt;br /&gt;
If you match skills to the {{l|preferences}} and {{L |personality|personalities}} of your dwarves, it may be an idea not to include any skills in such a template, as they will simply be applied in the original order to the current dwarves as they appear on the list.&lt;br /&gt;
&lt;br /&gt;
If you find additional items that you wish to add (perhaps another type of cheap meat, or an ore not previously available), you can edit those in by hitting {{k|s}}, overwriting your old template.  &lt;br /&gt;
&lt;br /&gt;
:''(You can also go into the .txt file, located at data/init/embark_profiles, and edit in the SKILLS or ITEMS as you want - the syntax is fairly straightforward.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= &amp;quot;Play Now!&amp;quot; =&lt;br /&gt;
This option gives you an automatic, low-powered and generalized starting mix with no thinking involved.  If you select this option, you are ''immediately'' advanced to the game map with no chance to alter your starting skills or items.  &lt;br /&gt;
&lt;br /&gt;
When you pick this option, you currently{{version|0.31.25}} start with:&lt;br /&gt;
&lt;br /&gt;
'''Dwarves'''&lt;br /&gt;
:* Adequate {{l|Miner}} (+2 {{l|Experience|skill levels}}) &lt;br /&gt;
:* Novice {{l|Carpenter}}/ {{l|Bowyer}} (+1 skill level in each skill)&lt;br /&gt;
:* Novice {{l|Engraver}}/ {{l|Mason}}/ {{l|Mechanic}}/ {{l|Building designer|Building Designer}}&lt;br /&gt;
:* Novice {{l|Gem cutter|Gem Cutter}}/ {{l|Gem setter|Gem Setter}}/ {{l|Wood crafter}}/ {{l|Stone crafter}}/ {{l|Bone carver|Bone Carver}}&lt;br /&gt;
:* Novice {{l|Fisherdwarf}}&lt;br /&gt;
:* Novice {{l|Fish cleaner|Fish Cleaner}}/ {{l|Butcher}}/ {{l|Tanner}}/ {{l|Weaver}}/ {{l|Clothier}}/ {{l|Leatherworker}}&lt;br /&gt;
:And one &amp;quot;Leader&amp;quot;, with Novice in:&lt;br /&gt;
:* {{l|Wood cutter|Wood Cutter}}/ {{l|Brewer}}/ {{l|Cook}}/ {{l|Grower}}/ {{l|Herbalist}}/ {{l|Furnace operator|Furnace Operator}}/ {{l|Wood burner|Wood Burner}}/ {{l|Lye maker|Lye Maker}}/ {{l|Potash maker|Potash Maker}}&lt;br /&gt;
&lt;br /&gt;
'''Items'''&lt;br /&gt;
:* 2 Copper {{l|pick}}s &lt;br /&gt;
:* 2 Copper battle {{l|axe}}s&lt;br /&gt;
:* 1 Iron {{l|anvil}} &lt;br /&gt;
:* 60 units alcohol (20 each of 3 random types&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, 12 free barrels)&lt;br /&gt;
:* 5 ''each'' {{l|seed}}s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; (&amp;amp; 6 bags)&lt;br /&gt;
:* 15 units of meat (one random type, 10 + 5 units in 2 barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
:* 15 units of fish (one random type, 10 + 5 units in 2 barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
:* 15 units of plump helmets (10 + 5 units in 2 barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
:* 5 pig tail fiber thread &lt;br /&gt;
:* 5 pig tail fiber cloth &lt;br /&gt;
:* 5 pig tail fiber bag &lt;br /&gt;
:* 3 pig tail fiber ropes &lt;br /&gt;
:* 3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; buckets &lt;br /&gt;
:* 3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; splints &lt;br /&gt;
:* 3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; crutch &lt;br /&gt;
:* 2 dogs (random sex)&lt;br /&gt;
:* 2 cats (random sex)&lt;br /&gt;
:* 1 random cow/ox/mule/horse (random sex)&lt;br /&gt;
&lt;br /&gt;
::''Notes:''&lt;br /&gt;
:::1. ''There are only 4 different {{L |alcohol}}s possible at this stage, so if two or three of the same are randomly chosen, it's quite possible to start with 40 or 60 of the same type.  (A wider variety is usually better.)''&lt;br /&gt;
:::2. ''The six underground crops are: dimple cup, cave wheat, plump helmet, sweet pods, pig tail, quarry bush.''&lt;br /&gt;
:::3. ''A barrel can hold up to 10 dry items (or 5 wet).  One of these barrels is only half full. ''&lt;br /&gt;
:::4. ''All wooden items will be of 1 type of wood.''&lt;br /&gt;
&lt;br /&gt;
As a challenge for an experienced player, this is not an uncommon choice.  But even as a starting player you can do much better if you choose the &amp;quot;'''Prepare for the journey carefully'''&amp;quot; option and do just that - prepare carefully, as described below...&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Prepare for the Journey Carefully&amp;quot;=&lt;br /&gt;
Good advice.  This option allows you complete control over your starting mix of skills and beginning items.  By default, your dwarves start with no skills, and you are offered the following items, which are very similar to the &amp;quot;Play Now&amp;quot; mix, but all are optional and can be sold back and changed according to your preferences.   Each item costs a number of &amp;quot;points&amp;quot; - you will buy ''both'' your starting items ''and'' the starting {{L |skills}} for your dwarves with one pool of combined points, 1274 total.  &lt;br /&gt;
&lt;br /&gt;
(This choice also allows you to select/create the {{l|Fortress name}} yourself, rather than have it randomly generated.)&lt;br /&gt;
&lt;br /&gt;
The point costs for the default items are listed below.&lt;br /&gt;
&lt;br /&gt;
::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Default Items !! Cost&amp;lt;br /&amp;gt;(in &amp;quot;points&amp;quot;) !! Comments&lt;br /&gt;
|-&lt;br /&gt;
| 2 Copper {{l|pick}}s  || 88 (44 each) || for {{l|mining}}&lt;br /&gt;
|-&lt;br /&gt;
| 2 Copper battle {{l|axe}}s || 136 (68 each) || weapons and {{l|woodcutting}}&lt;br /&gt;
|-&lt;br /&gt;
|  1 Iron {{l|anvil}}  || 100 || required for any&amp;lt;br /&amp;gt; metal working&lt;br /&gt;
|-&lt;br /&gt;
|  20 alcohol, random&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 40 (2 each) || 4 free barrels&lt;br /&gt;
|-&lt;br /&gt;
|  20 alcohol, random&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 40 (2 each) || 4 free barrels&lt;br /&gt;
|-&lt;br /&gt;
|  20 alcohol, random&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 40 (2 each) || 4 free barrels&lt;br /&gt;
|-&lt;br /&gt;
|  5 of each underground seed&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || | 30 6*5 (1 each) || 6 free bags&lt;br /&gt;
|-&lt;br /&gt;
|  15 meat of one random (cheap) type || 30 (2 each) || 2 free barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  15 fish of one random (cheap) type || 30 (2 each) || 2 free barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  15 {{l|Plump helmet}}s || 60 (4 each) || 2 free barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  5 pig tail fiber thread || 60 (12 each) || &lt;br /&gt;
|-&lt;br /&gt;
|  5 pig tail fiber cloth || 70 (14 each) || &lt;br /&gt;
|-&lt;br /&gt;
|  5 pig tail fiber bag || 100 (20 each) || &lt;br /&gt;
|-&lt;br /&gt;
|  3 pig tail fiber ropes || 60 (20 each) || &lt;br /&gt;
|-&lt;br /&gt;
|  3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; buckets || 30 (10 each) || medical&lt;br /&gt;
|-&lt;br /&gt;
|  3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; splints || 30 (10 each) || medical&lt;br /&gt;
|-&lt;br /&gt;
|  3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; crutch || 30 (10 each) || medical&lt;br /&gt;
|-&lt;br /&gt;
|  No dogs, no cats || || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:1. There are only 4 different {{L|alcohol}}s possible at this stage, so if two or three of the same are randomly chosen, it's quite possible to start with 40 or 60 of the same type.  (A wider variety is usually better.)&lt;br /&gt;
:2. The six underground crops are: dimple cup, cave wheat, plump helmet, sweet pods, pig tail, and quarry bush.&lt;br /&gt;
:3. A barrel can hold up to 10 dry items (or 5 wet).  One of these barrels is only half full. &lt;br /&gt;
:4. All wooden items will be of 1 type of wood.&lt;br /&gt;
&lt;br /&gt;
With the above items, your point pool starts at '''300''' (visible in the lower right corner).  This is not ''close'' to enough points to buy full skills for all your dwarves, but you can sell back any or all of the above items that you choose and recover the points, spending them as you prefer.  There is no quick and easy solution to this, but the possible options are infinite*.  Returning all equipment is worth 1274 points total, but unused points are of no use after embark, once the actual gameplay starts, so spend now or waste them.&lt;br /&gt;
&lt;br /&gt;
:''(* Note that an anvil is needed to do any metalworking, and in turn cannot be created without another anvil. Selling your anvil back means you will not do any metalworking at least until the Autumn {{L |caravan}}, and then only if they bring one - which they 'usually' do, but not always. Next dwarven caravan is a year after that, and so on.)''&lt;br /&gt;
&lt;br /&gt;
=====Using the menu=====&lt;br /&gt;
Use {{k|Tab}} to switch between selecting Skills and Items. Use the 4 directional keys or number pad to navigate to highlight the different choices/columns, and {{k|+}} or {{k|-}} to choose more or less of the highlighted item or skill.  When viewing items, hit {{k|n}} to go to a menu for any &amp;quot;new&amp;quot; items, that are not currently listed, including any you removed by reducing the number to 0; select the item, hit {{k|Enter}}, then increase the number desired as above ({{k|+}} or {{k|-}}) in the main menu.&lt;br /&gt;
&lt;br /&gt;
If you cannot buy additional skill levels, you are out of points and must return some items for additional points.  Higher-priced items will automatically be removed from viewable new items if you do not have enough points for those selections, showing only what you can afford with your current points.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
At this stage, pre-embark, skills cost a number of starting points, equaling monetary value. Later, during fortress mode, all skills will be trained by practice, and &amp;quot;cost&amp;quot; is no longer a concern. All dwarves start with &amp;quot;No Skill&amp;quot; and the first additional skill level (Novice) costs 5 points.  To buy the next level would cost 6, and so on.  To buy up Proficient (the max allowed to start with), costs 5+6+7+8+9, or 35 points.  &lt;br /&gt;
&lt;br /&gt;
A dwarf can start with up to 10 additional levels, regardless whether that's 10 skills at Novice, or 2 skills at Proficient. So, if you are going to buy the maximum skills allowed (highly recommended), that can cost from between 50 to 70 points each, but is usually around 400-450+ for all 7 dwarves.&lt;br /&gt;
&lt;br /&gt;
Any dwarf can have any labor designated, and they will perform that task and learn or improve that skill, even if they have no skill related to that labor when they start. Dwarves with little experience in a skill will work slowly and ineffectively, while dwarves with higher skill work faster and/or produce a significantly higher quality product. Some skills are not used often, and/or produce no &amp;quot;quality&amp;quot; in the final product, or produce qualities that have little impact on the game - for these it's questionable whether investing in high starting levels is worthwhile, but that's often a judgment call. Other skills might be very easy to level and as such, investing to them is fairly pointless headstart.&lt;br /&gt;
&lt;br /&gt;
{{l|Quality}} is a central concept in the game - it affects {{l|food}}, {{l|alcohol}}, and almost anything you will have your dwarves create in the game: {{l|trading}} goods, {{l|barrel}}s, {{l|clothing}}, {{l|armor}}, {{l|furniture}}, {{l|weapon|weapons}}, and so on. Quality also has a large effect on the worth of an item while {{l|trading}}. Using and seeing high-quality items gives dwarves happy {{l|thought}}s. This tends to decrease the incidences of {{l|tantrum}}s, increasing a fortress's longevity.&lt;br /&gt;
&lt;br /&gt;
Some skills are also trained up fairly quickly or cheaply, especially where the task consumes no (valuable) materials, or doesn't matter in the final product - mining, furnace operator, wood cutting, butcher, tanner, glass making and (especially) {{l|administrator}} skills being only a few examples.&lt;br /&gt;
&lt;br /&gt;
==== Which skills do I need, really? ====&lt;br /&gt;
&lt;br /&gt;
The only thing that you absolutely must do in the first year is get your food supplies into a food stockpile, preferably inside, otherwise your food will rot on the ground and your dwarves will starve.  Anything else you want to do can be accommodated by sufficient investment in initial food supplies and/or skills.  This means the options for possible starting builds are vast because virtually any set of starting skills for your dwarves is viable (and that's before you even think about equipment, which adds more variables).  So the short answer is: none.&lt;br /&gt;
&lt;br /&gt;
That said, there are some skills which will be '''used''', to one extent or another, by virtually every fortress - but that doesn't mean you '''need''' or even want to invest points in them to start.  You could even manipulate the fortress (see {{l|challenge}}) to completely avoid one or more of the following, but these are the skills you will find it exceptionally hard to avoid creating jobs for:&lt;br /&gt;
:{{l|Mining}} - to dig your fortress, and gain stone for projects.  Only possible to avoid using if you're secretly an elf.&lt;br /&gt;
:* Inexperienced {{l|miner}}s work very slowly and are less likely to recover mined gems or valuable ores. Mining can be leveled up quite quickly by mining {{l|soil#soil|soil}}, but taking two dwarves with at least some points in mining is recommended in many cases.&lt;br /&gt;
:{{l|Carpentry}} - {{l|bed}}s can only be produced from {{l|wood}} (rare {{l|mood}}s aside).  This skill can also be used to make {{L|bin}}s without having to have an {{L|anvil}}, use any metal {{L|bar}}s, or use any {{L|fuel}}.&lt;br /&gt;
:*Carpentry is used, but opinions differ - on one hand, wood items are just not worth that much {{l|value}}-wise ''(10's of dwarfbucks vs 100's for stone furniture or 1000's for armor or prepared foods, for instance)'', so the difference in monetary value between high-quality and no-quality is minor for wood products. However, high-quality {{l|bed}}s are one of the easiest ways to help make and keep your dwarves {{l|thought|happy}} (since every dwarf will encounter a bed regularly), so some players swear by it.&lt;br /&gt;
:{{l|Masonry}} - to build walls and stairs, and fashion dwarven furniture from stone.  Possible to work around, but incredibly hard and annoying to do. &lt;br /&gt;
:{{l|Grower|Growing}} - your farmers' work echoes throughout so many other tasks, it's stunning&lt;br /&gt;
:* While its possible to feed your fortress on nothing but caravan goods, you'll never come by enough alcohol that way, so you'll eventually need to grow crops for brewing, and dwarves will literally go crazy if forced to drink nothing but water for long periods.  Thus you'll want to plan for farming eventually - not that you need to bring a highly skilled {{l|Grower}}, but it'll certainly be ''very'' helpful.  Likewise, a skilled {{l|brewer}} produces higher quality {{l|alcohol}} (''though the quality is hidden!)'', which improves your dwarves' mood, as does a skilled {{l|cook}} with the foods they prepare.  However, most food can be eaten raw, and so long as they are not starving there is life.&lt;br /&gt;
:{{l|Brewing}} - all dwarves &amp;quot;need alcohol to get through the working day&amp;quot;&lt;br /&gt;
:{{l|Mechanics}} - if you want traps, and most people will.  Also needed for most machinery.&lt;br /&gt;
:{{l|Architecture|Building Designer}} - mandatory for some buildings and constructions, but skill only improves speed a tad and increases structure {{l|value}}&lt;br /&gt;
:{{L|Herbalist}} - Herbalism is good early source of food and more importantly, seeds you can plant in your outside farm plots.&lt;br /&gt;
:* Inexperienced {{l|herbalist|herbalists}} will gather stacks of only one or two {{l|plant}}s, and often nothing at all, and inexperienced {{l|farming|farmers}} will often plant stacks of only one or two plants.  This results in a small overall output which takes many {{l|container#container|containers}} to store in, less effective {{l|food}} preparation in the {{l|kitchen}}, and more space needed for {{l|stockpiles}}.&lt;br /&gt;
:{{l|Broker skills}} - most importantly {{l|appraiser}} - a minimum of Broker skills are highly recommended to start with at the Novice (1 pt) level - it'll make your life much easier (especially Novice level of {{l|Appraiser}}, at least, as it greatly facilitates trading).&lt;br /&gt;
:{{L|Record keeper}} - Lets you be able to see the exact amount of things you have much faster than training one, and is necessary to view the stocks screen.&lt;br /&gt;
&lt;br /&gt;
Of the above, Mining, Masonry, Growing, Brewing, Cooking, and Mechanics are generally worth considering as &amp;quot;highly desirable&amp;quot; starting skills for your dwarves.  &lt;br /&gt;
&lt;br /&gt;
Remember, '''any skill can be used untrained, and/or get trained on the job''' - it just means a slower process and/or average lower quality product than if done by a dwarf with a higher {{l|experience|skill level}}.&lt;br /&gt;
&lt;br /&gt;
Ultimately the answer to &amp;quot;What skills do I need?&amp;quot; is &amp;quot;Whichever ''you'' want&amp;quot;.  Choosing a mixture of these commonly used skills and your desired specialized skills will make starting up your fortress easier and more efficient.&lt;br /&gt;
&lt;br /&gt;
==== What considerations could inform my skill selection?====&lt;br /&gt;
&lt;br /&gt;
You will often want some optional skills, often vastly more than something as useful and desirable as even masonry.  For example, any player intending to do more than dabble in the metal industry may well want to start with multiple dwarves each highly skilled in at least one metal industry skill, especially those that produce goods with {{L|Quality|quality}}.&lt;br /&gt;
&lt;br /&gt;
The following may influence your choices of skills:&lt;br /&gt;
&lt;br /&gt;
#Some skills are harder to gain experience in than others - requiring valuable resources or taking an extended period of time, and thus inconvenient to train from the ground up.  Investing in some of these extensively in your initial dwarves can make those industries much less painful to start.  For example, metal-related skills generally eat metal bars, and thus the less time you spend training metal workers up to a decent level, the faster they'll be churning out high-quality items for you, and the fewer bars they'll waste becoming skilled.  On the other hand, despite its importance, skills like mining train relatively quickly and barring extenuating circumstances (expected need to accomplish particular digging projects in the first month or you'll get mauled by a Giant for example) there's little need to actually invest your starting skills in it - they can learn on the job.  &lt;br /&gt;
#Keep in mind that some skills are used to make {{l|legendary artifact}}s, and successfully making an artifact can give the dwarf a lot of experience in the used skill (depending on the sort of artifact mood received).  It can be worth investing in some skills solely to bias your artifact skill pool in the hopes of getting a legendary dwarf in an industry you want to really get working on a year or two in. (See {{l|Strange mood}}s for more info.)&lt;br /&gt;
#If you plan on settling in a dangerous area, consider including at least some military skills, if not a dedicated {{l|soldier}}, or several.  The nature of the environment should dictate the military skills chosen (for example, marksdwarves will be an ineffective counter to expected roving hordes of {{l|skeletal}} wildlife).&lt;br /&gt;
#Migrants can and will arrive with a wide selection of decently trained skills. While it is a gamble, chances are pretty decent that migrants will arrive with a highly trained skill that is also highly desirable and would usurp the job of one of the seven starting ones. The first few migration waves are likely to give you a much better talent pool than what you can assign at embark.&lt;br /&gt;
#Skills rust if not used and they can eventually de-level. Consider that skills which you will use years after embark are going to be rusty or even deleveled.&lt;br /&gt;
#The dwarf with the most social skills will end up being the {{l|Expedition leader}}, who will then become the {{l|mayor}} and start making {{l|mandate}}s.  Thus you should avoid giving the most social skills to dwarfs who have {{l|preferences}} for things like {{l|adamantine}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
NEEDS REWRITING ONCE WE HAVE THE NEW DATA&lt;br /&gt;
&lt;br /&gt;
Another consideration are {{l|attributes}} - a dwarf with 10 skills at Novice each has 5000 {{l|Experience#Increasing skills|experience}}, or just over 2 {{l|attribute}}s, while a dwarf with 2 skills at Proficient has 7000 experience, or almost 3 attributes.  One extra Agility can make a big difference in tasks, one extra Strength or Toughness make the difference in an unexpected combat, etc. etc.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combining Skills ====&lt;br /&gt;
Some {{l|skills}} are highly time-consuming, and working at different jobs levels up specific {{l|attribute}}s. One could level up a miner until he becomes mighty and ultra-tough - and then turn him into a soldier, or retire him to haul stone.  If you plan on doing so, it may not be a good idea to give this guy a second critical job that will demand a lot of time away from their focus.  There are many parts to a suit of armour, so armoursmithing will take more time than weaponsmithing - once you have one weapon per soldier, he's done.  Masons, miners, growers, and any craft that your fortress will base their economy off of (glass, stonecrafts, armour, etc) will take a lot of time.&lt;br /&gt;
&lt;br /&gt;
Since tasks will take place in specific areas, another approach is to combine tasks into dwarves who will take care of a specific industry, or spend all their time in one generally narrow part of the fortress - the forges, or the kitchens, or outdoors, for instance.  So combining Farming with cooking, rather than mining, for example, and turn on only Haul Food, not Haul Stone.  Woodcutter/Herbalist/Mason/Axedwarf (for outdoor walls/projects) might be another combination - the possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
Some combinations follow naturally in sequence to each other, but also can conflict with each other. One animal is butchered, then the leather is tanned, and the meat is cooked. But if you have 5 animals, several will rot before one dwarf can process all of those.  A highly skilled craftsdwarf is often better suited at sitting in their {{l|workshop}} and having others deliver raw materials to them, than going out and obtaining their own raw materials themselves.&lt;br /&gt;
&lt;br /&gt;
Many builds recommend combinations such as:&lt;br /&gt;
&lt;br /&gt;
* '''Outdoors''': Woodcutter/Plant Gatherer. Add {{l|axeman|Axedwarf}} for added security. &lt;br /&gt;
* '''Mason+____''' : In many fortresses, the Mason is a very busy dwarf. He could be a spare miner, have abilities that are only rarely needed, or do tasks that can be accomplished quickly like {{l|building designer}}.&lt;br /&gt;
* '''Farmer/Cook, Farmer/Brewer'''. Basic two-person food team.&lt;br /&gt;
* '''Farmer/Herbalist, Farmer/Brewer/Cook'''. One bold dwarf to farm and venture outside looking for wild plants, the other to keep busy in the {{l|still}}, kitchen, and indoor farms.&lt;br /&gt;
* '''Boss''': Novice {{l|Negotiator}}/Novice {{l|Judge of intent}}/Novice {{l|Appraiser}}. This guy will be your {{l|Leader}} and {{l|Trader}}; you can make him {{l|record keeper}} too (the default), at least to start with.  Combine this with a single time-intensive task such as {{l|Masonry}} and optionally turn off all hauling tasks right at the start of the game.  Or keep him a generalist, or combine with one of the other options.&lt;br /&gt;
* '''Weaponsmith/Leatherworker''': If they're not arming your military, they're making leather armor for them.&lt;br /&gt;
* '''{{l|Craftsdwarf}}''', depending on your strategy - e.g. {{l|glass}} maker, {{l|weaponsmith}} or {{l|armorsmith}}, sometimes combined with related tasks from that industry ({{l|furnace operating}}, {{l|wood burner|wood burning}}). Typically an item hauler in the initial months of your fortress, this dwarf may become one of your most valuable dwarves later.&lt;br /&gt;
&lt;br /&gt;
Not all combinations have to &amp;quot;look right&amp;quot; together.  A weaponsmith will most probably not spend nearly 100% of their time creating weapons - what they do with the other part of their time may have nothing at all to do with forges or smithing.  &lt;br /&gt;
&lt;br /&gt;
* '''Grower/GemCutter''' (or Grower/x-Craft): When gems are found, he's there, otherwise he's outstanding in his fields.&lt;br /&gt;
* '''Mechanic/Brewer''': usually produces the mechanized defenses, but does moonshining when it's called for.&lt;br /&gt;
* '''Miner/______''': This dwarf will quickly become legendary in mining, and then retire to pursue something else full time. On call for important veins of high-value ore. &lt;br /&gt;
* '''Brewer/Appraiser/Leatherworker''': several typically low-demand skills&lt;br /&gt;
* '''StoneCrafter/Herbalist''' - after quickly finding above-ground plants for seeds for the first season, they never go back unless something goes wrong.&lt;br /&gt;
* '''(x-Craft)/Armor User''': Plan for the future - armor using is slow to train in if this dwarf is ever going to join the military.&lt;br /&gt;
&lt;br /&gt;
You can max out one skill and have several lower-level skills additionally, or just several skills that are not maxed out - the combinations are (almost) infinite.&lt;br /&gt;
&lt;br /&gt;
Combinations like these often have one {{l|moodable}} skill and one non-moodable (or a less desired moodable skill at lower level), so any mood will improve the desired one.&lt;br /&gt;
&lt;br /&gt;
==== Combining Skills for Moods ====&lt;br /&gt;
&lt;br /&gt;
{{l|Strange mood}}s will create a Legendary skill of the &amp;quot;moodable&amp;quot; skill with the highest level, and moods take hold of dwarves with different professions at different rates.  Some skills are &amp;quot;moodable&amp;quot; where others are not. Another consideration is to place desired moodable skills with non-moodable, to ensure that both the professions and highest skills stay as preferred.  Usually this involves one &amp;quot;craft&amp;quot; skill and one &amp;quot;farmer&amp;quot; type skill, such as Armor/Cook, or Weapon/Brewer.  This can take some manipulation, and is not of primary concern to many players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Matching skills to a dwarf's personal profile=====&lt;br /&gt;
Once you have your optimal skill mix for all 7 starting dwarves, you can, if you wish, take the time to {{k|v}}iew each of your individual dwarves and match skills to their {{l|preference}}s.  This can be very advantageous: if you have a dwarf who likes {{l|steel}}, {{l|clear glass}}, {{l|crossbow}}s, {{l|siege engine}} parts, or something else equally interesting, they're an ideal candidate for matching skills (specifically for these examples, {{l|armorsmith}}, {{l|glassmaker}}, {{l|bowyer}}, or {{l|siege engineer}}).&lt;br /&gt;
&lt;br /&gt;
Likewise, if they have any obviously relevant {{l|personality}} strengths or weaknesses, those should be factored in. Some are obscure or ambiguous, but some (&amp;quot;Is constantly active and energetic&amp;quot;) are a clear sign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
An experienced player can start out with no skills for their starting dwarves, 1 copper nugget and an anvil - and nothing else - and have {{l|Make_your_own_weapons#Minimalist_challenge_build|everything they need}}.  So what is &amp;quot;needed&amp;quot; is up to what you think is &amp;quot;fun&amp;quot; vs. &amp;quot;too hard&amp;quot; etc. etc. etc.&lt;br /&gt;
&lt;br /&gt;
Some basics are recommended for all builds. Unless you plan to {{l|Make your own weapons|DIY}}, you definitely need to bring one {{l|pick}} for each {{l|miner}}, and if you plan to gather wood, you need an {{l|axe}}, which will become a weapon in wartime.  Also a minimum of about 25-30* {{l|food}} and about 55-60* {{l|alcohol}}, which should get 7 dwarves through to the first {{l|caravan}} in Fall.  Everything else depends on your strategy and on how tough or leisurely a challenge you want the game to be.&lt;br /&gt;
&lt;br /&gt;
::''(* A single dwarf eats about 2x/season, and drinks about 4x/season.  With 7 dwarves that's ~approximately~ 14 meals per season and 28 alcohol per season, or ~28 meals and ~56 alcohol until the end of Summer.  The Caravan is due sometime in Autumn, usually early Autumn, in the second week or so, but the first won't have enough to keep you going until whenever the next one arrives.  Hopefully you'll have some food and brewing industry going by the first, or soon after.)''&lt;br /&gt;
&lt;br /&gt;
Note: Many builds recommend that you bring many different cheap foods, in quantities ending in a &amp;quot;1&amp;quot; (1, 11, 21, etc.), and alcohols in amounts ending in a &amp;quot;1&amp;quot; or &amp;quot;6&amp;quot;.  This is to maximize the number of free {{l|barrel|barrels}} you start with; dry foodstuffs fit 10/barrel, and (pre-embark) alcohol fits 5/barrel.  More barrels will let you build a larger stockpile for your first winter and conserves the {{l|wood}} you need to cut and shape in the early game for beds and other necessities.  (Seeds are 100/bag, and you don't need near that many of any one type, so 6 bags max with this approach. Even if you don't plan on growing much {{l|cave wheat}}, starting with 1 seed and getting the free bag, and planting that one seed later and dumping the result could be worth it.) Also note that multiple types of meat taken from the same animal (warthog meat and warthog tripe, for example) will be packed into a single barrel on embark, instead of separate barrels (as of version 31.04). &lt;br /&gt;
&lt;br /&gt;
===== Items for moods =====&lt;br /&gt;
When a dwarf is taken by a {{l|strange mood}}, he often needs obscure material or he will go insane and die, possibly with severe consequences to an entire fortress.  Bringing along some of the harder-to-find ores ({{l|cassiterite}}, {{l|sphalerite}}, {{l|bismuthinite}}, {{l|garnierite}}), and putting those aside, forbidding their use &amp;quot;just in case&amp;quot;, is spending a few points on an insurance policy. Many players also choose to bring a few items like pig tail cloth and cave spider silk just in case.&lt;br /&gt;
&lt;br /&gt;
===== Free Equipment =====&lt;br /&gt;
&lt;br /&gt;
Dwarves who start with the ambusher skill may get some leather {{l|armor}}, a crossbow and some bolts for free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--ANOTHER POINT THAT NEEDS MORE RESEARCH&lt;br /&gt;
: As of 27.176.40, this appears to only be true if they have no civilian trade skills - military and social skills are fine, and administrator skills so long as they are not higher than Ambusher.  Replace any of those skills with something civilian and they show up in street clothes.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--For DF2010&lt;br /&gt;
So far all my hunters have had no free starting gear (3 Ambush, 5 marks, 1 armor user, 1 hammer)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--DF2010&lt;br /&gt;
As long as Ambusher is the highest non-social and non-military skill, the dwarf will show up with a set of leather armor, a metal crossbow, and metal bolts. For this reason, it's advantageous to give at least Novice Ambusher to any &amp;quot;leader&amp;quot; or military dwarves you embark with. You can then disable their Hunting labor so the designated hunter can get some extra gear.&lt;br /&gt;
&lt;br /&gt;
====Different starting cultures====&lt;br /&gt;
Before actually hitting &amp;quot;embark&amp;quot;, you often have the option to choose one of several starting dwarven cultures (one of the options shown when you {{k|Tab}} through the various sub-screens). Different cultures will have different meats, fish, stones and etc to offer, and occasionally even different types of armour.  The only way to know which is &amp;quot;best&amp;quot; is to remember ''exactly'' where on the 3 maps your embark site is, select one culture, embark and see what they have to offer, then hit {{k|Esc}} and  &amp;quot;abandon game&amp;quot;, and try it again with a different culture and compare. A real pain, sometimes. (Make a note about your exact starting location, don't trust it to memory.)  In general, civilizations that occupy more world-map tiles offer more types of goods, both for embark and for trade. &amp;lt;!-- Somewhat verified on DF2010; this held true on two generated small worlds, saving a 4-tile civ that had 3 more rock types than a 5-tile civ. It seems the same as 40d. 0x517A5D --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Site considerations =&lt;br /&gt;
Each fortress {{l|location}} offers particular challenges and opportunities, and can make different demands on your starting build. The starting builds below should be adjusted depending on the {{l|region}} your fort occupies, the specific vision you have of your fortress, and what it will take to {{l|losing|stay alive}} where you're going!&lt;br /&gt;
&lt;br /&gt;
The differences include what {{l|biome}}s, {{l|region}}s and stone {{l|layer}}s are present in your chosen embark site, as viewable on the starting menu.&lt;br /&gt;
&lt;br /&gt;
=== General Surroundings ===&lt;br /&gt;
Simply put, if your {{l|surroundings}} are {{l|evil}} or {{l|savage}}, your dwarves have a higher risk of suddenly facing personal combat before they are safely behind their defenses.  Consider bringing extra weaponry, in the form of axes, picks or crossbows (see {{l|Starting_builds#Free_Equipment|free equipment}}).  Hand in hand with those, consider skill mixes that include {{l|axedwarf}}, {{l|mining}} (the skill used to wield a pick), {{l|marksdwarf}}, or {{l|wrestling}} (a solid unarmed-combat skill).&lt;br /&gt;
&lt;br /&gt;
The same is true if you are embarking near an exposed magma vent or an open chasm - these features can be seen on the embark map, but it's impossible to tell if they are &amp;quot;open&amp;quot; to the surface or not, until you are there in person.&lt;br /&gt;
&lt;br /&gt;
Be sure to include some source of {{l|water}} on the map, preferably running {{l|water}}.  Water is (almost) essential for any fortress.  In Cold and Freezing climates  streams and {{l|lake}}s will often be frozen year-round and your dwarves may quickly die of exposure, in Hot climates {{l|murky pool}}s will dry up, and in Dry ones rain will only rarely re-fill them, if ever.  Choose Temperate or tropical zones for an easier game.&lt;br /&gt;
&lt;br /&gt;
===Aquifers===&lt;br /&gt;
If an {{l|aquifer}} is present in the first soil or stone layers (visible on the pre-embark menu), it may bar all access to {{l|stone}} and {{l|ore}} until you find a way through the water barrier.  Consider bringing some stone for building, and ore for your first basic needs. This may be critical to getting your fortress running smoothly.&lt;br /&gt;
&lt;br /&gt;
=== Mountains ===&lt;br /&gt;
Mountains often have abundant {{l|ore}}s, but at the loss of trees and plants. In previous versions lacking {{L|cavern}}s, this was a serious drawback. In DF2010, brave pioneers can dig down into the caverns to find essentials like water, mud, and plants. However, players should be aware that above-ground crops will not grow in mountain biomes, no matter how muddy you may make the surface.&lt;br /&gt;
&lt;br /&gt;
Depending on the exact layers, it's common to find exposed {{l|vein}}s of useful {{l|ore}}s that can be immediately mined for {{l|Make your own weapons|DIY}} weapons and tools.&lt;br /&gt;
&lt;br /&gt;
=== Wooded/Plains ===&lt;br /&gt;
Flatlands with at least some trees and gatherable plants can also make for highly successful fortresses.  Advantages over mountain zones include abundant trees and plants and (unless frozen) more abundant water.  There are even (rare) magma vents. More water also means a high likelihood of an {{l|aquifer}} being present. Make sure to check on embark.&lt;br /&gt;
&lt;br /&gt;
The greatest disadvantage is the potential lack of exposed {{l|stone}} to mine. The first level(s) below the surface is often {{l|soil}} of some type, which offers no building materials.  However, soil is mined much more quickly than stone (x3-x4 faster), and expansive accommodations (rooms) can be achieved quickly even by untrained miners.  You will find stone, you just have to go down a bit for it - but that's what dwarves do, isn't it?&lt;br /&gt;
&lt;br /&gt;
{{l|Experience|Training}} a {{l|Miner}} from No Skill to Proficient takes less than a month (~20 days with hauling disabled) in soil, and to Legendary in just under a season after. {{version|0.31.12}} From embark, this means you should have legendary miners in early summer if you dig only in soil.  Times increase slightly for each additional miner used.&lt;br /&gt;
&lt;br /&gt;
=== Oceanside ===&lt;br /&gt;
With many features in common with some of the above locations, {{l|beach}}es are often a mix of ease intermingled with bouts of extreme difficulty. Minerals and trees are often abundant, as well as farmland and sand, but there is often no drinking water unless the biome has a flowing {{l|water}} of some sort. &lt;br /&gt;
&lt;br /&gt;
By definition, the settlement will fall between (at least) two {{l|biome}}s (one land, one water), potentially hazardous if the player expects a peaceful oceanside meadow, without realizing the {{l|terrifying}} ocean is full of amphibious zombie {{l|whale}}s.&lt;br /&gt;
&lt;br /&gt;
=== Desert, Glaciers, and Barren ===&lt;br /&gt;
Treeless (or near-treeless) {{l|biome}}s are challenging sites for a fortress: you get most of the disadvantages of a flatland site without having access to nearly as many trees and plants.  However, near-lifeless zones such as {{l|glacier}}s are wonderful for players with slower computers, as there's little to burden the CPU but your dwarves and livestock.  {{l|Desert}}s and barren areas often have sand; with a sufficient source of energy (preferably magma), you can build almost anything out of unlimited glass.&lt;br /&gt;
&lt;br /&gt;
Hunters should be replaced with fisherdwarves and a fish cleaner (although the latter can be easily trained).  Depending how much water vs. land, more starting wood and ores might be helpful.  Swimming is rarely useful in Fortress mode, even at the beach, and can be trained.&lt;br /&gt;
&lt;br /&gt;
==Sample starting builds==&lt;br /&gt;
To use an example starting build, open data/init/embark_profiles.txt and paste the text into it. Next time you embark, the profile will appear as a possible group to take. Using embark profiles is faster than planning carefully, but totally skips dwarf personality. Dwarves are simply assigned first come, first served.&lt;br /&gt;
=== BillyBob and the Rock Nuts ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
!Profession&lt;br /&gt;
!Skills&lt;br /&gt;
|-&lt;br /&gt;
|FarmerBrewer&lt;br /&gt;
|Grower-5, Brewer-5&lt;br /&gt;
|-&lt;br /&gt;
|MinerMason&lt;br /&gt;
|Mining-5, Masonry-2, Engraving-3&lt;br /&gt;
|-&lt;br /&gt;
|MinerJeweller&lt;br /&gt;
|Mining-5, Masonry-1, GemCutting-4&lt;br /&gt;
|-&lt;br /&gt;
|LumberjackHerbalist&lt;br /&gt;
|Woodcutting-4,Herbalism-3, Axedwarf, Armor, Carpentry&lt;br /&gt;
|-&lt;br /&gt;
|CookDoctor&lt;br /&gt;
|Cook-3, Threshing-2, Diagnose, DressWounds, Suture, SetBones, Surgery&lt;br /&gt;
|-&lt;br /&gt;
|CarpenterLeader&lt;br /&gt;
|Carpentry-4, Leadership-3, Negotiate, Appraisal, Record Keeper&lt;br /&gt;
|-&lt;br /&gt;
|CrafterArchitect&lt;br /&gt;
|Stonecraft-5, Building Designer-4, Mechanic&lt;br /&gt;
|}&lt;br /&gt;
The lumberjack is the only one that _has_ to go outside, and all the rest can work indoors. Two main sources of income are farming (Sweet Pods-&amp;gt;Dwarven Syrup) and Rock Crafting (to buy elven wood/barrels).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[PROFILE]&lt;br /&gt;
	[TITLE:BillyBob and the Rock Nuts]&lt;br /&gt;
	[SKILL:1:MINING:5]&lt;br /&gt;
	[SKILL:1:DETAILSTONE:3]&lt;br /&gt;
	[SKILL:1:MASONRY:2]&lt;br /&gt;
	[SKILL:2:MINING:5]&lt;br /&gt;
	[SKILL:2:MASONRY:1]&lt;br /&gt;
	[SKILL:2:CUTGEM:4]&lt;br /&gt;
	[SKILL:3:WOODCUTTING:4]&lt;br /&gt;
	[SKILL:3:CARPENTRY:1]&lt;br /&gt;
	[SKILL:3:HERBALISM:3]&lt;br /&gt;
	[SKILL:3:AXE:1]&lt;br /&gt;
	[SKILL:3:ARMOR:1]&lt;br /&gt;
	[SKILL:4:CARPENTRY:4]&lt;br /&gt;
	[SKILL:4:NEGOTIATION:1]&lt;br /&gt;
	[SKILL:4:APPRAISAL:1]&lt;br /&gt;
	[SKILL:4:RECORD_KEEPING:1]&lt;br /&gt;
	[SKILL:4:LEADERSHIP:3]&lt;br /&gt;
	[SKILL:5:BREWING:5]&lt;br /&gt;
	[SKILL:5:PLANT:5]&lt;br /&gt;
	[SKILL:6:PROCESSPLANTS:2]&lt;br /&gt;
	[SKILL:6:COOK:3]&lt;br /&gt;
	[SKILL:6:DRESS_WOUNDS:1]&lt;br /&gt;
	[SKILL:6:DIAGNOSE:1]&lt;br /&gt;
	[SKILL:6:SURGERY:1]&lt;br /&gt;
	[SKILL:6:SET_BONE:1]&lt;br /&gt;
	[SKILL:6:SUTURE:1]&lt;br /&gt;
	[SKILL:7:STONECRAFT:5]&lt;br /&gt;
	[SKILL:7:MECHANICS:1]&lt;br /&gt;
	[SKILL:7:DESIGNBUILDING:4]&lt;br /&gt;
	[ITEM:2:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]&lt;br /&gt;
	[ITEM:2:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:COPPER]&lt;br /&gt;
	[ITEM:1:ANVIL:NONE:INORGANIC:IRON]&lt;br /&gt;
	[ITEM:11:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]&lt;br /&gt;
	[ITEM:11:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]&lt;br /&gt;
	[ITEM:11:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]&lt;br /&gt;
	[ITEM:12:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]&lt;br /&gt;
	[ITEM:11:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]&lt;br /&gt;
	[ITEM:11:MEAT:NONE:CREATURE_MAT:MARMOT_HOARY:STOMACH]&lt;br /&gt;
	[ITEM:11:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]&lt;br /&gt;
	[ITEM:1:THREAD:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:1:CLOTH:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:3:BOX:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:2:CHAIN:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:3:BUCKET:NONE:PLANT_MAT:ALDER:WOOD]&lt;br /&gt;
	[ITEM:2:SPLINT:NONE:PLANT_MAT:ALDER:WOOD]&lt;br /&gt;
	[ITEM:2:CRUTCH:NONE:PLANT_MAT:ALDER:WOOD]&lt;br /&gt;
	[ITEM:15:MEAT:NONE:CREATURE_MAT:WARTHOG:MUSCLE]&lt;br /&gt;
	[PET:2:DOG:FEMALE:TRAINED_WAR]&lt;br /&gt;
	[PET:1:DOG:MALE:TRAINED_WAR]&lt;br /&gt;
	[PET:2:CAT:FEMALE:STANDARD]&lt;br /&gt;
	[PET:1:CAT:MALE:STANDARD]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tatter's Ragtime Band===&lt;br /&gt;
&lt;br /&gt;
Designed to pair important time-consuming skills with important but quickly completed skills, moodable skills with non-moodable skills, and generally embark only with skills that can't be trained from &amp;quot;unskilled&amp;quot; quickly (for example, no mining skills). Tailored to minimize bugs in versions 31.12.&lt;br /&gt;
*Boss: 5 points in Armor User, 1 point in Appraiser, Negotiator, Judge of Intent, Record Keeper, and Organizer. Will be your chief miner, militia commander, and all-around noble early on, and almost certainly will become expedition leader as well. As other dwarves arrive with mining and/or noble skills (even if they aren't as high-level as the Boss's), replace the Boss with them as soon as possible, to relieve his workload. Keep the Boss as your militia commander and broker, mining mostly to train his skill with a pick, until a dwarf with better skills for these tasks arrives. If you embark with dogs, give the Boss the Animal Trainer labor as well and have him train them into War Dogs for extra protection. Note: As of 31.12, training seems to finally be working as intended, making axe/sword/hammer/spear dwarves feasable. Swap the Armor User with any other weapon skills if you like, but Armor User seems to be the slowest skill to develop, and I personally prefer to stick with it for the Boss. Plus, picks being pretty crummy weapons will help if you decide to make a Sherrif or Captain of the Guard with poor weapon skills so punishing &amp;quot;crime&amp;quot; won't result in undue maiming. (Moodable skill: Mining)&lt;br /&gt;
*Doc: 5 points in Carpentry, 1 point in Diagnostician, Bone Doctor, Surgeon, Suturer, and Wound Dresser. A doctor that can make his own beds, splints, and crutches (and tables and cabinets, if you have an excess of wood). Make him Chief Medical Dwarf right away, but replace him as soon as a better Diagnostician comes along. Make him a Plant Gatherer and Wood Cutter as well (until immigrants with better skills arrive), to give him something to do when he has nothing to build and nobody to heal. (Moodable skill: Carpentry)&lt;br /&gt;
*Rock Farmer: 5 points in Grower, 5 points in Gem Cutting. Farming is more difficult to set up than it used to be, but no less time consuming. Gem Cutting takes little time and provides the fortress with the highest-value, lowest-weight trade items you're likely to find early on. You can also make him a Plant Processor and/or Miller if you need the materials for emergency mood satisfaction and/or cooking, but these skills should be provided at higher levels by immigrants fairly quickly, and cloth isn't critical for an early fortress (hunt and butcher wildlife with your militia instead, and make bags/clothes out of leather). Give him the Mining labor at least, though, as all dwarves who aren't Wood Cutting or Hunting should be available as backup miners and emergency militia. (Moodable skill: Gem Cutting)&lt;br /&gt;
*Embalmer: 5 points in Brewing, 5 points in Leatherworking. Makes leather bags and armor early in the game, alcohol later. Assign him the Tanner and Butcher labors as well, until immigrants with better skills arrive, and the Miner labor, for the reasons stated above. (Moodable skill: Leatherworker)&lt;br /&gt;
*Iron Chef: 5 points in Cooking, 5 points in Weaponsmithing. Makes the steel when he isn't making a meal. Assign him the Furnace Operator and Wood Burner labors, until immigrants with better skills arrive, so he can make the raw materials of his craft, and the Miner labor on general principles. If you're unlucky with immigrants, or determined to make additional forges or metal armor right away, you can give him the Armorer and Blacksmith labors as well. (Moodable skill: Weaponsmith)&lt;br /&gt;
*Architect: 5 points in Mason, 5 points in Building Designer. Unlocks all buildings from the start, and will build nice stone ones that improve dwarven moods. The sheer amount of construction needed to build a secure and functional initial fort quickly may make it a good idea to turn OFF all labors for the Architect except Mason and Building Designer, at least until everyone and everything is safely underground. If you ever do finish building everthing you need, give him back any labors you turned off, and add Engraver (train him by smoothing stone first) and Miner labors as well. (Moodable skill: Mason)&lt;br /&gt;
*Mech Pilot: 5 points in Mechanic, 5 points in any skill you want. I used to think Ballistae were awesome, but sadly they only work well on paper, unless built (and crewed) in large numbers. If you still want to use them, putting his 5 points in Siege Engineer is better than Siege Operator, for high quality machines straight away. Build some extra catapults and sling rocks around for training when your dwarves have some free time, if you still want to use siege engines. Otherwise, you can give him a quick crafting skill, possibly one of the job skills the other dwarves would be training up from Dabbling (Armorer or Blacksmith would probably be the best). Don't attach a seriously time-consuming skill like Wood Burner or Furnace Operator, though, because this dwarf should mostly be making mechanisms for your cage traps. (Moodable skill: Mechanic)&lt;br /&gt;
Crafting and Gem Setter skills should be available through immigrants, but the Stonecraft skill can be trained up easily and cheaply from nothing by any dwarf that spends much time idle, if you absolutely must have something quickly. Fishing and Hunting can likewise usually wait until immigrants arrive with these skills. Chasing wolves around with your militia can be frustrating, but eventually one of them will make the mistake of trying to stand and fight, and even simple clothes can deflect most animals' teeth, claws, and horns (just don't go after bears without metal armor!). &lt;br /&gt;
&lt;br /&gt;
Recommended embark items:&lt;br /&gt;
*1+ copper picks (use any leftover embark points to buy up to 5 spares)&lt;br /&gt;
*1 iron anvil, to guarantee you can make more picks quickly.&lt;br /&gt;
*1 wooden training axe, or battle axe if the &amp;quot;training axes can chop down trees&amp;quot; exploit is ever fixed. This will keep you from being left without fuel for the forge if you run out of wood, but can be skipped if you're embarking to an area where there are no trees (or if you're going to DIY it).&lt;br /&gt;
*1+ of each type of seed, mostly for the bags, as you will probably be surface farming with gathered plants until the caravans arrive anyhow. Note that quarry bush seeds are edible, and dwarves will often consume your whole initial stockpile before you can plant them.&lt;br /&gt;
*35-40 units of meat/fish, one from each different animal or fish that is available to your culture for 2 embark points per unit. This will give you enough meat to keep your dwarves fed until the first caravan arrives, and the maximum number of free barrels as well. Meat is generally preferred by dwarves over organs that aren't prepared in a kitchen first (meaning the barrels will be empty and available for other uses faster). Note that some animals may not have meat available (vermin like cave spiders, for example), in which case organs are preferable to nothing at all. Note that dwarven nutritional needs seem to have increased since the 31.12 patch; the original recommendation of 25-30 food probably won't even last you through summer, and getting this minimum might not even last through autumn without farming or hunting some extra.&lt;br /&gt;
*31 each of dwarven ale, dwarven beer, and dwarven rum. Dwarven wine will be produced in large quantities on site once subterranean farming is ready to grow Plump Helmets, and this should be enough alcohol to keep your dwarves happy until a caravan arrives with more if you need it. Dwarven alcohol needs have increased a bit too, it seems.&lt;br /&gt;
*Anything else that you may need more of than the site can provide right away:&lt;br /&gt;
**Wood, if the biomes are devoid of trees (glacier, mountain, desert, etc.).&lt;br /&gt;
**Metal ore, if you have plenty of trees but may need more/better metal than you are likely to find immediately (savage/evil biomes).&lt;br /&gt;
**Metal bars, if you need metal but trees are scarce.&lt;br /&gt;
**Weapons and armor, if you are mad enough to take on a Terrifying biome.&lt;br /&gt;
**Flux stone, if you want to make steel quickly but the embark site lacks chalk, limestone, or dolomite (marble and calcite are normally only found far too deep to be of much early use).&lt;br /&gt;
**Dogs, if you want a decent &amp;quot;militia&amp;quot; fairly quickly. Build a kennel and have the Boss train them into War Dogs. One male and the rest females will produce more dogs as quickly as possible.&lt;br /&gt;
**Plaster bags, for the hospital. You can usually find some plaster-making stones on site, but turning them into bags of plaster powder for setting bones is a difficult, time consuming, and fuel burning process, until you can build magma kilns. On the other hand, if you aren't expecting serious combat before the caravans arrive, you can usually buy more than you will ever use from them fairly cheap.&lt;br /&gt;
**Plump Helmets, as an emergency food/alcohol supply if you anticipate problems making a subterranean farm. Buy in quantities ending in 1, for the maximum number of free barrels. They're quite a bit more expensive than seeds, or other foodstuffs, but their utility makes up for that.&lt;br /&gt;
&lt;br /&gt;
===The It-Do-Yourself Steel Option weApon Pair Strategy or TIDYSOAPS===&lt;br /&gt;
&lt;br /&gt;
This is a power-gaming strategy that can be integrated as a component of a starting build, in lieu of a pair of steel weapons. In the current build, a steel pick costs 660p (embark points), and a steel battle axe costs 1020p. All told, we can get two steel weapons at better {{L|Item quality|quality}} for more or less 312p. The weapons, able to double as logging/mining implements, can give your squishy {{L|Miner|Excavators}} and {{L|Wood cutter|Lumberjacks}} an advantage in battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Prepare for the journey carefully:'''&lt;br /&gt;
&lt;br /&gt;
At the {{L|Embark}} screen, choose the following items:&lt;br /&gt;
&lt;br /&gt;
* Required&lt;br /&gt;
** 3p x 1 unit of {{L|fire-safe}} {{L|stone}} from the Stone category&lt;br /&gt;
** 100p x 1 {{L|iron}} {{L|anvil}}&lt;br /&gt;
** A distinct lack of {{L|steel}} weapons&lt;br /&gt;
&lt;br /&gt;
* Main, cheapest, most desirable raw materials&lt;br /&gt;
** 24p x 2 units of iron {{L|ore}} from the Stone category ({{L|Hematite}}, {{L|Limonite}}, or {{L|Magnetite}})&lt;br /&gt;
** 6p x 2 units of {{L|flux}} stone from the Stone category ({{L|Calcite}}, {{L|Chalk}}, {{L|Dolomite}}, {{L|Limestone}}, or {{L|Marble}})&lt;br /&gt;
** 3p x 2 units of {{L|Bituminous coal}} from the Stone category&lt;br /&gt;
** 3p x 1 log of any type of {{L|wood}} from the Wood category&lt;br /&gt;
*** Deconstruct your {{L|Wagon}} for an additional 3 logs of a random type of wood&lt;br /&gt;
** 0p (No {{L|Skill|skills}} taken)&lt;br /&gt;
&lt;br /&gt;
*'''Recommended''' but optional:140p (4 skills x 35p for embark skills at Proficient: {{L|Furnace operator}}, {{L|Wood burner}}, {{L|Metalsmith}} and {{L|Weaponsmith}})&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a minimum total of '''172p'''. 312p with the skills, and those too will last you a lifetime. It's steel for the price of {{L|bronze}}! What a... steal. *uncomfortable cough* This gives you a savings of up to 1868p, which means you roughly double-and-a-half your embark points.&lt;br /&gt;
&lt;br /&gt;
In comparison, the embark prices are: 2 steel battle axes (2040p), 2 steel picks (1320p), 1 steel battle axe and 1 steel pick (1680p), 2 {{L|copper}} battle axes (136p), 2 copper picks (88p), 1 copper battle axe and 1 copper pick (112p), 2 bronze battle axes (340p), 2 bronze picks (220p), 1 bronze battle axe and 1 bronze pick (280p).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''For each successive weapon pair:'''&lt;br /&gt;
&lt;br /&gt;
Also, this build can extend to provide for any number of weapon pairs. One would just need to double all of the main, cheapest, most desirable raw materials and add 3 wood, and two more weapons can be made. The rough cost is 78p per successive pair. Your only constraint is time and dwarfpower.&lt;br /&gt;
&lt;br /&gt;
*An extra pair of steel weapons:&lt;br /&gt;
**24p x 2 units of {{L|iron}} {{L|ore}} from the Stone category ({{L|Hematite}}, {{L|Limonite}}, or {{L|Magnetite}})&lt;br /&gt;
**6p x 2 units of {{L|flux}} {{L|stone}} from the Stone category ({{L|Calcite}}, {{L|Chalk}}, {{L|Dolomite}}, {{L|Limestone}}, or {{L|Marble}})&lt;br /&gt;
**3p x 2 units of {{L|Bituminous coal}} from the Stone category&lt;br /&gt;
**3p x 4 logs of any type of {{L|wood}} from the Wood category&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Substitutes for above grocery lists:'''&lt;br /&gt;
&lt;br /&gt;
Due to extenuating circumstances, such as the variability of the goods your {{L|Civilization|parent civilization}} has &lt;br /&gt;
available, some substitutes may be used:&lt;br /&gt;
&lt;br /&gt;
* Substitutes&lt;br /&gt;
** Mutually compatible:&lt;br /&gt;
*** 3p x 3 logs of any type of wood from the Wood category instead of the Wagon wood&lt;br /&gt;
*** 3p x 4 logs of any type of wood from the Wood category instead of 2 units of Bituminous coal&lt;br /&gt;
**** 10p x 8 units of {{L|fuel|charcoal or coke}} instead of the wagon wood, any other wood from this strategy, and any Bituminous coal&lt;br /&gt;
*** Remove 3p x 1 log of any type of wood from the Wood category if you're making a steel battle axe for woodcutting first&lt;br /&gt;
** Single option sub to save time:&lt;br /&gt;
*** 50 x 1 unit of iron bars and 50 x 1 unit of pig iron bars instead of 2 units of iron ores, 1 unit of flux stone, 1 unit of Bituminous coal, and 1 log of wood&lt;br /&gt;
*** 150p x 2 units of steel bars instead of 2 units of iron ore, 2 units of flux stone, 2 units of Bituminous coal, and 1 log of wood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Strike the earth!'''&lt;br /&gt;
&lt;br /&gt;
* Deconstruct the {{L|Wagon}} your {{L|Embark|starting goods}} come in.&lt;br /&gt;
* Build a {{L|Wood furnace}} with the fire-safe stone&lt;br /&gt;
** Use four wood to make '''four''' charcoal&lt;br /&gt;
** Deconstruct the furnace&lt;br /&gt;
* Build a {{L|Smelter}} using the fire-safe stone from the deconstructed furnace&lt;br /&gt;
** Smelt the two bituminous coal (powered with two charcoal) into six units of coke so we now have 6 coke and 2 charcoal&lt;br /&gt;
** Smelt two iron ores (powered with two coke) into two iron bars&lt;br /&gt;
** Smelt '''one''' iron bar with one flux stone with one coke (powered with one coke) into one pig iron bar&lt;br /&gt;
** Smelt the iron bar with the pig iron bar with one flux stone with one coke (powered with one coke) into two steel&lt;br /&gt;
** Deconstruct the smelter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Build a {{L|Metalsmith's forge}} using the fire-safe stone from the deconstructed smelter and the iron anvil from the embark&lt;br /&gt;
** Using one steel (powered by one coke), forge a weapon.&lt;br /&gt;
** Using one steel (powered by one charcoal), forge another weapon. &lt;br /&gt;
** Deconstruct the forge&lt;br /&gt;
* Alternatively, you might have foregone one wood (see substitutes) in which case:&lt;br /&gt;
** Build a {{L|Metalsmith's forge}} using the fire-safe stone from the deconstructed smelter and the iron anvil from the embark&lt;br /&gt;
*** Using one steel (powered by one coke), forge a STEEL BATTLE AXE! Now you have [http://tvtropes.org/pmwiki/pmwiki.php/Main/AnAxeToGrind| an axe to grind]! This is why nobody tosses a dwarf!&lt;br /&gt;
*** Cut down at least '''one''' tree (and continue cutting down trees)&lt;br /&gt;
*** Deconstruct the forge&lt;br /&gt;
** Build a {{L|Wood furnace}} with the fire-safe stone from the deconstructed ''forge''&lt;br /&gt;
*** Use wood to make charcoal&lt;br /&gt;
*** Deconstruct the furnace&lt;br /&gt;
** Re-freaking-build a {{L|Metalsmith's forge}} using the frickin' stuff&lt;br /&gt;
*** Using one steel (powered by one brand new charcoal), forge another freaking weapon. And all for 3 freaking embark points.&lt;br /&gt;
*** DECONSTRUCT THE FORGE AAAAAH!&lt;br /&gt;
&lt;br /&gt;
* At the end of which, all you will have left relevant to the strategy are:&lt;br /&gt;
** A unit of fire-safe rock&lt;br /&gt;
** Two steel weapons&lt;br /&gt;
** An iron anvil&lt;br /&gt;
&lt;br /&gt;
You could then, for instance, embark with several copper picks since pick material doesn't really help actual mining much, then forge axes. Lots of them. Only 78p per pair. Wowza.&lt;br /&gt;
Why buy picks? If you're running this setup it's cheaper to get steel.&lt;br /&gt;
{{Starting FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=145408</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=145408"/>
		<updated>2011-04-10T07:29:43Z</updated>

		<summary type="html">&lt;p&gt;Naros: /* Starvation/Dehydration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fell/Macabre Moods ==&lt;br /&gt;
I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went berserk. Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
&lt;br /&gt;
For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
according to the bone article bones are now counted as body parts so I'm assuming that's what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think most of my dwarves were unhappy about one of my starting dwarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It might be worth stating that the personal preferences of the moody dwarf seem to influence the material requirements. I had an armorsmith who had a preference for silver and wouldn't accept any of my ready metal bars. Once I smelted enough silver items she promptly got to work. Currently the page only states that the preferences affect the created item, but since the material requirements are what mostly confuse people it might be worth to spell this out explicitly. --[[User:Roblob|Roblob]] 09:08, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
From what I've seen 'till now, they only pick from stuff that's already available, but don't care if there's ''enough'' available. So if you have, say, 1 bar of silver and 10 of copper, and the dwarf needs 2 bars of silver, he'll still stand there demanding bars. --[[Special:Contributions/190.160.169.53|190.160.169.53]] 02:38, 12 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Never Claiming a Workshop? ==&lt;br /&gt;
I have a dwarf hanging out in my dining hall in a secretive mood. He has not claimed ANY workshops, nor moved in nearly a month. He's about to go crazy, but I can't seem to even get him to a shop. Note, all workshops have been created (including fully powered magma forges/glass and non-magma equivalents) and every possible workshop is open and fully accessible. I'm not sure what to do :( His highest skill is in plant processing (13). Any suggestions for if this happens again?  &amp;lt;sup&amp;gt;00:59, 29 July 2010 69.134.0.97&amp;lt;/sup&amp;gt;&lt;br /&gt;
:Please list all of his skills and the skill levels in them.  Plant processing was not a &amp;quot;moodable&amp;quot; skill, one that can be selected as the skill that defines a strange mood, in old 40d, and I doubt that's changed.&amp;lt;br/&amp;gt;Check (t, then cursor over workshops) if any building component (marked with a &amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt; of any workshop is {forbidden}.&amp;lt;br/&amp;gt;And, if you have any burrows defined, be sure the moody dwarf is not a member of any of them.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:37, 29 July 2010 (UTC)&lt;br /&gt;
::His only other available skill was stonecrafting at level 1. Otherwise he totally lacked any industrial skills. I triple checked the three craftsdwarf stations I had, none of them were blocked, forbidden or otherwise inaccessible. No burrows had been generated. I scrapped the game or I could have posted the files. I'll see if it happens again, I'd never had the issue before. It is more than likely that I was at fault somehow, but I just couldn't find why. [[User:Nubcake|Nubcake]] 07:16, 29 July 2010&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I just had this same issue. DF2010. Guy got fey mood and also happens to be expedition leader. Dabbling grower. Skilled appraiser. Novice Organizer. Talented Record Keeper. He's set as expedition leader, manager, bookkeeper, and broker. Did what 0x517A5D said above, no dice. Hope this helps --[[User:W-dueck|w-dueck]] 04:24, 13 August 2010 (UTC)&lt;br /&gt;
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have this issue as well. high master armormsith, novice metal crafter, and adept pump operator. Obviously, he could take a metalsmith's forge, but he refuses to take either the conventional, or the magma versions. Just stands around at my well. [[User:Psychobones|Psychobones]] 00:05, 29 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Body Parts? ==&lt;br /&gt;
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a &amp;quot;how do you do&amp;quot;. Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)&lt;br /&gt;
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stopping at Nothing ==&lt;br /&gt;
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)&lt;br /&gt;
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
&lt;br /&gt;
I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuff I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
&lt;br /&gt;
:I can confirm this. I had no metal bars and ordered one to be smelted (it was iron bar), mood'd dwarf rushed to pick it up and finished construction. Most likely this is just a typo (rock -&amp;gt; metal) and nothing complicated like import bars etc. (as in comments below) [[User:Fuco|Fuco]] 02:05, 9 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]&lt;br /&gt;
&lt;br /&gt;
:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)&lt;br /&gt;
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:: I just had a guy ask for &amp;quot;rock bars&amp;quot; and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)&lt;br /&gt;
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:::I can confirm, Asked for wood, rock blocks, rock bars; took fungiwood, dolomite blocks, and imported steel bars. Haven't had a second mood to try non-imports. --andrei901 21:04, 4 August 2010&lt;br /&gt;
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:: I had a guy ask for &amp;quot;rock bars&amp;quot; and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [&lt;br /&gt;
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::In 0.31.06, my metalsmith interprets &amp;quot;rock bars&amp;quot; as rock block, which is rather confusing, because he also asked for &amp;quot;rock blocks&amp;quot;. Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)&lt;br /&gt;
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::In my case &amp;quot;rock bars&amp;quot; meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)&lt;br /&gt;
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::I just had a fey dwarf asking for &amp;quot;rock bars&amp;quot;. He wouldn't accept: rocks, rock blocks, grates, charcoal, iron bars (non-imported), electrum bars (non-imported), copper bars (bought at embark, marked ingame as imported), pig iron bars. Unfortunately he was &amp;quot;stricken by melancholy&amp;quot; just before I smelted some steel bars. v0.31.12 --[[Special:Contributions/91.193.86.67|91.193.86.67]] 10:36, 9 August 2010 (UTC)&lt;br /&gt;
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Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
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I had a strange mood (possessed) with 17 dwarves, so the 'at least 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
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Every time I have one ask for rock bars, coke, charcoal, ash, or any kind of metal bar works. (Though, one time, the dwarf used soap.)(No, I don't know, either.) So, evidently, rocjk bars just means bars of any material.&lt;br /&gt;
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- When my dwarf asked for Rock Bars I could fix it by making some iron bars.&lt;br /&gt;
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I'm getting *rock bars* and have everything in my fortress. Is this a confirmed bug? Never imported metal or metal bars in my fortress history and reading the above it may be related to *imported* metal bars or perhaps crafting metal bars from imported metal (which would explain why some can craft a metal bar and have it work, while others are locked to imported..) however can we get to the bottom of this? I'm not losing a man.. uh.. dwarf over the situation..&lt;br /&gt;
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I just got a dwarf demanding body parts, rock bars, rock blocks, and rock bars in 31.25. I'm not sure whether it's due to all the rearranging of the bar/block section that's been going on, but NOTHING is satisfying the rock bars request. (He has a stack of dog bones collected already.) Tried coke, ash, potash, pearlash, metal bars of all kinds (including an aluminum metal bar and an imported pig iron bar), and at least one block of every kind of rock, metal, and clay I could gather. Nothing works.&lt;br /&gt;
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== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
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Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occurred at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
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:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;br /&gt;
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more &amp;lt;s&amp;gt;exploit&amp;lt;/s&amp;gt; tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)&lt;br /&gt;
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== Body Parts ==&lt;br /&gt;
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Just got a fey mood dwarf asking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)&lt;br /&gt;
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:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)&lt;br /&gt;
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:I think the word here is &amp;quot;or&amp;quot;, I have a dwarf shouting for body parts while bones pile high around him, so I'm guessing it really is Bones '''or''' shell, not either. -The Anon&lt;br /&gt;
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:I had this happen as well - I had six mussel shells laying around, nothing.  Built a Butchery, slaughtered a horse, and he immediately snapped up the 13 bones, kept screaming for body parts and logs.  So I sent a poor puppy to its doom for another 4 bones, and he immediately went to work.  Debnetig, a enormous horse bone corkscrew!  (That just sounds so wrong.)&lt;br /&gt;
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:Confirmed: had ample bones and no shell. Processed some turtles into shells, and the fey dwarf made a dash for them and began a construction. Edit the &amp;quot;Strange mood&amp;quot; page to represent this? --[[User:Ritesign|Ritesign]] 02:56, 26 November 2010 (UTC)&lt;br /&gt;
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== Possible Bug ==&lt;br /&gt;
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I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)&lt;br /&gt;
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:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:&lt;br /&gt;
&lt;br /&gt;
*leather&lt;br /&gt;
*body parts&lt;br /&gt;
*plant cloth&lt;br /&gt;
*rough gems&lt;br /&gt;
*leather&lt;br /&gt;
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:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)&lt;br /&gt;
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::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:&lt;br /&gt;
::*rough...colour&lt;br /&gt;
::*stone...rock (has bauxite)&lt;br /&gt;
::*gems...shining (has indigo tourmalines)&lt;br /&gt;
::*tree...life (has palm logs)&lt;br /&gt;
::*bones...yes (has mule bones. I liked that mule)&lt;br /&gt;
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::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)&lt;br /&gt;
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::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)&lt;br /&gt;
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:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)&lt;br /&gt;
::::If he wanted raw glass, he should've been mumbling &amp;quot;raw... [green/clear/crystal]&amp;quot;. It was only in the old 2D version where &amp;quot;rough gems&amp;quot; (and its secretive/possessed equivalents) could occasionally mean &amp;quot;raw glass&amp;quot;. --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)&lt;br /&gt;
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::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)&lt;br /&gt;
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::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).&lt;br /&gt;
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== Magma Workshops ==&lt;br /&gt;
So, I just a had a Glassmaker be possessed and be unwilling (unable?) to claim a Magma glass furnace.  When I built a regular furnace, he claimed it just fine and went on about his business.  Not sure if this applies to all other magma disciplines, but if you're having this problem, try building a regular one (then deconstruct it afterwards, I guess). [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
: A magma forge worked for me. Just make sure it doesn't get unpowered after it has been claimed because the dwarf immediately ran amok when this happened. [[Special:Contributions/84.46.87.224|84.46.87.224]] 11:45, 9 May 2010 (UTC)&lt;br /&gt;
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I just had the same problem with a Magma forge; I used the same anvil to build a Metalsmith's forge below the old site and the dwarf happily claimed the MS F.[[Special:Contributions/76.29.33.118|76.29.33.118]] 18:35, 10 November 2010 (UTC)&lt;br /&gt;
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I had the same problem with magma glass furnaces. Only normal glass furnaces will work.--[[Special:Contributions/24.8.192.250|24.8.192.250]] 21:36, 14 December 2010 (UTC)&lt;br /&gt;
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== Obsidian Farming SCIENCE ==&lt;br /&gt;
Someone needs to figure out definitely whether obsidian farming allows more moods.&lt;br /&gt;
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== 'Nother Possible Bug ==&lt;br /&gt;
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]&lt;br /&gt;
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::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)&lt;br /&gt;
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:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)&lt;br /&gt;
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== Yet another possible bug ==&lt;br /&gt;
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My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see &amp;quot;Degel Zefonusan has begun a mysterious construction!&amp;quot;. I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)&lt;br /&gt;
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)&lt;br /&gt;
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== And another bug... ==&lt;br /&gt;
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I've now had two dwarfs produce bone items from strange moods. In both cases, bone was requested (dwarfs had no skill) as well as various other goods - gems, cloth, leather, and rock - but the final artifact was a bone artifact with zero decoration. One dwarf was possessed, the other was a mysterious mood. &lt;br /&gt;
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Anyone experience similar?--[[User:Nimblewright|Nimblewright]] 17:42, 15 August 2010 (UTC)&lt;br /&gt;
:Yes - in fact, it was reported 3 weeks ago on the bug tracker: {{bug|2806}} --[[User:Quietust|Quietust]] 18:32, 15 August 2010 (UTC)&lt;br /&gt;
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== Fell mood murder ==&lt;br /&gt;
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I think it requires some clarification. Does the moody dwarf attack their victim, drag them to workshop and insta-kill them or insta-kill them on the place and then drag the corpse? --[[User:Someone-else|Someone-else]] 20:22, 23 May 2010 (UTC)&lt;br /&gt;
:In 40d, the moody dwarf would insta-kill his victim wherever he/she was standing (without the victim even being able to defend itself, much like slaughtering), then drag the corpse to the workshop. --[[User:Quietust|Quietust]] 20:45, 23 May 2010 (UTC)&lt;br /&gt;
:I also had a fell mood murder in DF2010. It seems like it uses the same game mechanics as slaughtering (instant-kill without combat mechanics). --18:46, 5 July 2010 (UTC)&lt;br /&gt;
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::I just had a Fell mood in 31.12. The Dwarf who undertook the mood first claimed a Tanner's shop then stalked the (corpse-strewn, gradually flooding) halls of my fortress for quite a while. Eventually, he grabbed an alread-dead Dwarf's corpse and hauled it back to the Tannery. And now... I have a lovely Dwarf Bone Cage which sadly will be lost soon when my fortress finishes self-destructing in an orgy of tantrums and doomsday-level flooding. [[Special:Contributions/71.232.137.20|71.232.137.20]] 04:59, 30 July 2010 (UTC)&lt;br /&gt;
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:::Interesting, very interesting.  I thought fell moods always involved a murder.  Is there any chance that the dead dwarf was alive when the mood started?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 12:16, 30 July 2010 (UTC)&lt;br /&gt;
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::::I can not rule it out; at the time, Dwarves were dropping from starvation (as the food stockpile was cut off from the upper levels by flooded intermediate levels), so the &amp;quot;material&amp;quot; might have expired after the mood started. Its noteworthy that the Dwarf with the mood spent a lot of time first sitting on the workshop (as if he was missing a material), then wandering seemingly randomly through the fort. [[Special:Contributions/71.232.137.20|71.232.137.20]] 17:26, 31 July 2010 (UTC)&lt;br /&gt;
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:In 31.11 my Fell mood dwarf claimed a magma forge, he proceeded to mull around the area and at a whim proceeded to murder my dwarf operating a magma furnace. He dragged the corpse to my magma forge and produced a dwarf bone short sword. So as far as I can tell, he kills them on site, not at the place they intend to process the dwarf. --[[User:Knossos|Knossos]] 08:10, 10 August 2010 (UTC)&lt;br /&gt;
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== Skills affected by artifact creation ==&lt;br /&gt;
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My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)&lt;br /&gt;
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)&lt;br /&gt;
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== Possessed Mood Causes ==&lt;br /&gt;
&lt;br /&gt;
Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''&amp;quot;On the item is an image of Zefon Stopchamber the dwarf in aventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202.&amp;quot;'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)&lt;br /&gt;
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)&lt;br /&gt;
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)&lt;br /&gt;
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)&lt;br /&gt;
:::Nope.  A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message &amp;quot; has been possessed!&amp;quot; and it comes directly from the 0..2 random number test mentioned below.  It's random, you've had slightly bad luck, but your experience is well within statistically expected results.  You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls.  You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)&lt;br /&gt;
:It's all a coincidence.  I just disassembled the bit of the 0.31.08 strange mood that chooses mood type.  It hasn't changed since the .40d days, except for excessive optimization by the compiler.&lt;br /&gt;
:*First, a random number between 0 and 49 is generated.&lt;br /&gt;
:*If that number is ''higher'' than the dwarf's current happiness scalar,&lt;br /&gt;
:**then a random number between 0 and 1 is generated.&lt;br /&gt;
:**0 results in a fell mood.&lt;br /&gt;
:**1 results in a macabre mood.&lt;br /&gt;
:*Otherwise, &lt;br /&gt;
:**a random number between 0 and 2 is generated.&lt;br /&gt;
:**0 results in a fey mood.&lt;br /&gt;
:**1 results in a secretive mood.&lt;br /&gt;
:**2 results in a possessed mood.&lt;br /&gt;
:Purely random.  Disassembly available on request.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)&lt;br /&gt;
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&lt;br /&gt;
:I just had my first Possessed Dwarf and it was a bonecrafter with no workshop. Didn't take much to work out what I needed to build but could the lack of a workshop related to their profession be a factor in the equation? I know as a fact that death isn't needed for one to happen as it's the 1st mood of a new fort and not even a tame stray has died yet.&lt;br /&gt;
--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:07, 29 November 2010 (UTC)&lt;br /&gt;
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== Shells == &lt;br /&gt;
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Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .&lt;br /&gt;
: Cave lobsters don't produce shells anymore. Only turtle, oyster and mussel do - see [[DF2010:Shell|shell]] page.[[User:Peregarrett|Peregarrett]] 06:50, 2 July 2010 (UTC)&lt;br /&gt;
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== Materials in hospitals ==&lt;br /&gt;
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What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. &amp;lt;sup&amp;gt;05:34, 17 June 2010 Bungler&amp;lt;/sup&amp;gt;&lt;br /&gt;
:That kind of makes sense, similar to how trader's goods can't be used.  Did you try setting the level of material required by the hospital to 0?&amp;lt;br/&amp;gt;Incidentally, four tildes &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; signs your talk page posts.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)&lt;br /&gt;
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== Metal working dwarves and magma workshops... ==&lt;br /&gt;
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I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasn't completely full and lava was moving, the workshop momentarily lost &amp;quot;power&amp;quot;. The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)&lt;br /&gt;
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)&lt;br /&gt;
**didn't know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)&lt;br /&gt;
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== Possessed Mood and Experience ==&lt;br /&gt;
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So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact.  The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.&lt;br /&gt;
:Coincidence.  Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary.  I just checked my disassembly of 0.31.06.  All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything.  This is the same as its always been.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)&lt;br /&gt;
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== Mining exp? ==&lt;br /&gt;
&lt;br /&gt;
A couple times my dwarves made artifacts (not possessed) at a mason's workshop, to become legendary miners. They do not appear to have gained skill in masonry or anything else like that. --[[User:Peglegpenguin|Peglegpenguin]] 20:11, 12 August 2010 (UTC)&lt;br /&gt;
Yes mining is a moodable skill.It does not have a workshop so you must think of it like they made it with their picks. If I'm correct they will take either a masonry or crafsworkshop and make their artifact there.&lt;br /&gt;
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== Population of 20+==&lt;br /&gt;
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According to Tarn in Dwarf Talk 7, in order for a fey mood to occur you must have a population of 20 or more for the mood to occur. So I really think we should have this in the article. [[User:Sadron|Sadron]] 19:00, 14 August 2010 (UTC)&lt;br /&gt;
:That was specifically removed from the article because two people, Anonymous-78.23.137.83 and [[User:mhyder|mhyder]], have reported moods with less than 20 dwarves.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:27, 14 August 2010 (UTC)&lt;br /&gt;
::I see, however were they able to provide evidence for it? [[User:Sadron|Sadron]] 01:51, 15 August 2010 (UTC)&lt;br /&gt;
:::The claims are on this page, about halfway down.  No evidence was presented, nor requested.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:29, 15 August 2010 (UTC)&lt;br /&gt;
I have had one with 11 dwarfs.&lt;br /&gt;
(I had had twenty, nine were slaughtered by goblins, (And zombies) and before more came, one went into a fey mood.)&lt;br /&gt;
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::::Could it be that you need to BREAK a pop of 20 for one to be able to trigger? Perhaps even as specific as when the mood is brewing (before your notified) you have to have more then 20 but that stop it in the case of say a goblin slaughter...&lt;br /&gt;
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:11, 29 November 2010 (UTC)&lt;br /&gt;
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:::::No, that is not the case. I've just played two quick forts, and my first mood happened very quickly after the first of the two scripted immigration waves both games. I started with 14 dwarves both games.&lt;br /&gt;
::::: The first game was 14 + 7 = 21 Dwarves before the mood happened, 2 days after the immigrants arrived.&lt;br /&gt;
::::: The second game was 14 + 3 = 17 Dwarves before the mood happened, 8 days after the immigrants arrived.&lt;br /&gt;
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:::::Could be coincidence, but I'm guessing the new trigger is either between 15 and 17 dwarves, or not related to the number of dwarves. --[[User:Naros|Naros]] 07:23, 10 April 2011 (UTC)&lt;br /&gt;
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== Other requests ==&lt;br /&gt;
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Right now i'm having a dorf (metal crafter) who is in a fey mood and asks for &amp;quot;&amp;lt;b&amp;gt;adamantine wafers&amp;lt;/b&amp;gt;&amp;quot;, exactly. Of course, he got it, just stopped on &amp;quot;body parts&amp;quot;, which i have 200 at hand, no burrows. He's just a little bitch.&lt;br /&gt;
Oh, sorry, DF 31.10, [[Special:Contributions/78.140.48.35|78.140.48.35]] 08:12, 18 August 2010 (UTC)&lt;br /&gt;
:It happens fairly often (and even back in 40d) that a moody metalsmith will insist on a very specific metal. In most cases, that metal would be the dwarf's favorite metal, but I always observed that once I had struck raw adamantine, all moody metalsmiths would insist on using adamantine wafers. --[[User:Quietust|Quietust]] 12:53, 18 August 2010 (UTC)&lt;br /&gt;
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== Strange problem with moods ==&lt;br /&gt;
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I was wondering if anyone else had this problem. I've already had 2 dwarves go insane because they couldn't get materials for an artifact. Everything they ask for is in my fort, and there are no burrow restrictions or anything forbidden. It seems to only happen when they take over a clothier's workshop (which has no restrictions on it, BTW) and ask for cloth - even though there is a huge stockpile of cloth right next to the workshop. I have a third dwarf currently doing the same thing and I actually want to save his life for once. [[Special:Contributions/98.228.196.111|98.228.196.111]] 21:39, 7 September 2010 (UTC)&lt;br /&gt;
: Do you have both silk and plant cloth? Both are requested as &amp;quot;stacked cloth&amp;quot; but aren't equivalent for secretive moody dwarf. Same for posessed one.[[User:Peregarrett|Peregarrett]] 06:55, 8 September 2010 (UTC)&lt;br /&gt;
: Also, it's possible that he wants a piece of cloth which is stored in a hospital. He can't take it out of there and so he'll go insane waiting to get it. My solution was to de-zone the hospital and unbuild all the chests inside it, allowing him to grab the cloth that he wants.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 12:57, 16 September 2010 (UTC)&lt;br /&gt;
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== Woodcrafter mood? ==&lt;br /&gt;
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I had a woodcrafter get a secretive mood.  He claimed a mechanics shop.  Clearly he should have claimed a craftsdwarf shop.  I checked his stats and sure enough, both woodcrafting and mechanics were proficient, among other mood skills.  I don't use any other DF tools, so I couldn't see the exact experience levels.  My hypothesis is one of two things.  First, perhaps the skill had rusted, but that the change doesn't get reflected in their professions?  Second, perhaps both were exactly the same skill level.  Moods pick a random one, or pick one different from the one the title uses?  Anyone seen something like this?--[[User:Kwieland|Kwieland]] 12:10, 16 September 2010 (UTC)&lt;br /&gt;
:Were both skills equal? Perhaps he migrated in as a proficient woodcrafter and mechanic? It may be that it only regards the level of their proficiency rather than their EXP value for it. --[[User:Eurytus|Eurytus]] 20:21, 16 September 2010 (UTC)&lt;br /&gt;
::In the previous major release, the skill with the most experience points was used; the level was not considered.  I don't see any reason for that to have changed.  I would suspect rust.  Savegame?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:24, 16 September 2010 (UTC)&lt;br /&gt;
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== Magma Forge vs. Normal Forge ==&lt;br /&gt;
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I had a Dwarf who got the Fey mood and didnt want to claim a Workshop. I built any possible Workshop, except a Forge, since I had a Magma Forge. The Dwarf didnt accept the Magma Forge but when i disassemled it and built a Normal Metlsmiths Forge he claimed it immediately. So it seems for moody dwarfs thats not the same. -- Blue Crake 30.10.10&lt;br /&gt;
:Yes, this sometimes happens.  Reported above, item #9.  Also reported several times on the 40d Talk Strange Mood page.  I'm glad you figured out the workaround.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:40, 30 September 2010 (UTC)&lt;br /&gt;
I wrote that to tell, that this is the case for the forge too, not only the glassmaker. I can`t find anything about this in the mainpage of DF2010 Moods. Shouldn`t it be here as well, as long as this bug (is it a bug or rather a caveat?) exists? Needing a normal forge is kinda counterintuitive, as moody dwarfs dont use fuel anyway. Also do moody dwarfs always take nonmagma-buildings or just sometimes? --[[User:Blue Crake|Blue Crake]] 10:42, 1 October 2010 (UTC)&lt;br /&gt;
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This seems like a bug to me, why does normal vs. magma matter? It really shouldn't. Just want to make sure this is noted as bug. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pathaugen|Pathaugen]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: It's not a bug, it's a feature.  Maybe the dwarf doesn't like worrying about having his shiny artifact, or the components thereof, falling into a pool of magma through a careless elbow.  Maybe the dwarf prefers working in a cooler environment.  Or maybe the decision software merely selects the first type of workshop that can handle the strange mood, and it would be annoying to the developer to make it select magma workshops if you have only them, and non-magma workshops if you have only those. --[[User:DeMatt|DeMatt]] 21:38, 9 November 2010 (UTC)&lt;br /&gt;
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:: Being alpha, it's important to note intended vs. 'for now' interworkings so there is a nice wish list of how the game can improve in the future. Sure that's how it may work because of the programming, but with that mindset, the game is done and nothing else needs to change? I just think it's healthy having discussion instead of just putting all ideas off as nonsense because that's the way it is and always should be. [[User:Pathaugen|Pathaugen]] 05:22, 10 November 2010 (UTC)&lt;br /&gt;
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:::I thoroughly agree with DeMatt here. This wiki is about how the game ''does'' operate, not how it ''should'' operate. There's no point in putting future-development wish-lists here - those belong on the bay12games forums. [[Special:Contributions/202.156.10.234|202.156.10.234]] 02:30, 22 November 2010 (UTC)&lt;br /&gt;
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::::Not his point, it should be listed as a known bug if it is such. As you said it is the ''alpha'' so we can expect changes, especially the removal of bugs. That way as a wiki we can keep readers informed of likely version changes. :P&lt;br /&gt;
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:15, 29 November 2010 (UTC)&lt;br /&gt;
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== Highest experience skill not chosen ==&lt;br /&gt;
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I just had a dwarf have a fey mood who had 3180 xp in metalcrafting and 3000 in all the other metalworking skills. I was expecting to get a legendary blacksmith out of the deal, which I really could have used, but instead she ended up making a crossbow and being a legendary weapon smith (which I already had...) So apparently they don't always take the highest xp, perhaps its actually just picked at random amongst the highest talent level, since by level all 4 moodable skills were equal.&lt;br /&gt;
[[User:Barbarossa6969|Barbarossa6969]] 15:26, 21 October 2010 (UTC)&lt;br /&gt;
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== multiple items not always displayed longer ==&lt;br /&gt;
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Regarding the &amp;quot;2 seconds per item needed&amp;quot; rule, I've found that it doesn't always apply. I've seen certain materials displayed for the same 2 seconds as everything else, but sometimes (not always) multiples of the material are collected. I've seen it happen with (at least) wood, bone, and cloth, and usually (always?) in threes. I think it also tends to be the ''primary'' material (1st thing gathered, and the thing the artifact is eventually listed as being made from), but I'm not as sure about that. It's an important point, and might be the cause of many of the complaints of &amp;quot;he said he needed X, and I had plenty of X around!&amp;quot; (i.e. he actually needed more X-1) [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:54, 22 November 2010 (UTC)&lt;br /&gt;
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:Just had this happen again, this time with rough gems as the primary material. &amp;quot;rough gems&amp;quot; displayed the normal two seconds, two rough gems gathered, (not three). The same artifact also required 2 logs (as secondary materials, not primary) and &amp;quot;wood logs&amp;quot; was displayed the expected 4 seconds, which seems to confirm it's the primary material that does it. I'll add it to the page with a verify tag.&lt;br /&gt;
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== Random mood crafting. ==&lt;br /&gt;
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One of my dwarves got a possessed mood during a stage where I'm still setting up my various workshops. The only moodable skill he had was Tanning, so I built a leatherworks and tanner's shop, but he still just hung around the meeting area. I decided to ignore him and set up a craftsdwarf workshop for another reason, and suddenly this dwarf goes and claims it. Is it possible that moods, possibly just possessed moods, can choose skills that the dwarf does not have in the slightest? will update when the item is finished --[[User:Twilightdusk|Twilightdusk]] 02:58, 23 November 2010 (UTC)&lt;br /&gt;
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:I'm thinking he's using the craftdwarf's workshop because of its &amp;quot;Make leather crafts&amp;quot; option. --[[User:Peglegpenguin|Peglegpenguin]] 03:36, 25 November 2010 (UTC)&lt;br /&gt;
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:I have a possessed bonecrafter and I made the 'incredible' guess of what workshop (a craftdwarf's workshop) i needed to build to get the lazy sod out of bed. I'm confident it's atleast highly probable they will pick a skill they have, probability increasing with exp in that (or those) skills.&lt;br /&gt;
:--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:18, 29 November 2010 (UTC)&lt;br /&gt;
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== Rock Blocks in Strange Mood ==&lt;br /&gt;
One of my clothesmaker dwarves decided to get a strange mood, so I afforded him all his needed materials, except for one thing: rock blocks. He most certainly asked for them, and I decided to make metal blocks, just to see if he would take them. I made an electrum block and he took it right away and began to work. I suggest stone blocks be changed to stone/metal blocks in the demands section.&lt;br /&gt;
--[[Special:Contributions/173.48.59.215|173.48.59.215]] 23:45, 29 November 2010 (UTC)&lt;br /&gt;
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== Farmer + Strange Mood = Legendary Weaponsmith ==&lt;br /&gt;
Not complaining, but I just had a High Master Grower / Adequate Herbalist &amp;quot;withdraw from society...&amp;quot;, I examined her skills to see what was coming, and not seeing any moodable skills, fully expected her to claim a craftdwarf's workshop, but was pleasantly surprised to find she had claimed a metalsmith's forge and created a golden crossbow, elevating her to legendary weaponsmith! There was nothing in her personality to explain this odd occurrence (she does however, like chestnuts for their chestnuts). This is of course contrary to what the [[Strange Mood]] page states. Perhaps the rules have changed. --[[User:Uninvited Guest|Uninvited Guest]] 21:07, 1 December 2010 (UTC)&lt;br /&gt;
:Perhaps she arrived with some Weaponsmith skill that completely rusted away while you had her do farming instead? --[[User:Quietust|Quietust]] 00:46, 2 December 2010 (UTC)&lt;br /&gt;
::I thought about that as well, but I didn't realize that skills actually disappeared. The [[Skills]] page does not state that but looking closer in the talk page, it appears to be true. All things considered, your theory is quite likely. Thanks. --[[User:Uninvited Guest|Uninvited Guest]] 01:28, 2 December 2010 (UTC)&lt;br /&gt;
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== Starvation/Dehydration ==&lt;br /&gt;
Can a dwarf die from either while in a mood?&lt;br /&gt;
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:No, AFAIK it's like when they Trance in combat. All need for food / water / sleep vanishes for the duration. Could be wrong. May require !!science!!.&lt;br /&gt;
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== Dwarf not using available materials? ==&lt;br /&gt;
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Do the materials that a dwarf in a mood wants have to be on the same z-level/in a stockpile/nearby? I had one in a fey mood who appeared to be asking for jet (at least, that's what it said when I viewed the workshop he was using with the q key), and I had ridiculous amounts of jet two levels down, but he never moved to get it and eventually just went insane. (I tried to get the other dwarves to move some up to where he was, but they didn't do anything. &amp;gt;&amp;lt;)--[[Special:Contributions/118.208.147.173|118.208.147.173]] 09:39, 21 December 2010 (UTC)&lt;br /&gt;
:Dwarves don't demand specific types of stones - if he didn't gather the material, you probably didn't have it at all. What '''exactly''' was the dwarf asking for (and what had the dwarf gathered so far)? --[[User:Quietust|Quietust]] 13:48, 21 December 2010 (UTC)&lt;br /&gt;
::He asked for two things: rock and body parts. He'd already got the body parts. I had plenty of other kinds of stone as well, so maybe I missed a line or something? --[[Special:Contributions/118.208.147.173|118.208.147.173]] 10:34, 22 December 2010 (UTC)&lt;br /&gt;
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== &amp;quot;The type of artifact created will depend on the dwarf's highest skill.&amp;quot; - what with soaper? ==&lt;br /&gt;
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Yes, talented soaper. [[Special:Contributions/213.134.175.225|213.134.175.225]] 22:04, 25 December 2010 (UTC)&lt;br /&gt;
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== Fun fact ==&lt;br /&gt;
Clothier dorf can pick a clothier's workshop, go pick up adamantine cloth (not normally workable at a clothier's), attempt to make a rope out of it (because you can do that at a clothier's), and wind up making an adamantine chain. &amp;amp;mdash;[[User:Chaos|Chaos]] 21:20, 27 December 2010 (UTC)&lt;br /&gt;
:Indeed - I've had that happen at least once back in 40d. --[[User:Quietust|Quietust]] 22:01, 27 December 2010 (UTC)&lt;br /&gt;
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==Yet Another Bone Carving Bug==&lt;br /&gt;
I had a possessed bone carver claim a Craftdwarf's workshop, immediately run off and grab a bone, start a mysterious construction, sit in the workshop for months, then go insane. I honestly have no idea what to think about that. &amp;amp;mdash;[[User:Exploratory Mushroom|Exploratory Mushroom]] 22:44, 28 December 2010 (UTC)&lt;br /&gt;
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:Just speculation, but was the workshop cluttered? Some animals leave huge stacks of bone (e.g Jabberer can be &amp;gt;200), and certain animal skulls (e.g. Jabberer, again) can make a workshop **CLT** all by itself. With the length of time some artifacts take to construct, I can imagine a maximally cluttered workshop might stretch the creation time out for months [[Special:Contributions/202.156.10.234|202.156.10.234]] 22:48, 7 January 2011 (UTC)&lt;br /&gt;
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== Clothier won't take materials ==&lt;br /&gt;
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I have a possessed clothier who needs cloth and silk.  I have both, but she just sits at the workshop and will go insane unless I figure out why she won't take the materials.  They are both giant cave spider materials right next to each other up the staircase right by the workshop.  I also have rope reed thread somewhere that I bought from an elven caravan, but she won't take that either.  What's going on?&lt;br /&gt;
:There are two versions of &amp;quot;cloth... thread&amp;quot; that &amp;quot;possessed&amp;quot; Dwarves could be asking for. What they are saying is a little misleading; rather than them wanting actual thread, they are only asking for cloth. It is likely that the affected Dwarf wants ''plant fiber cloth'', '''not''' silk cloth or plant fiber thread. If you have some plant fiber cloth thread, as you said, make it into cloth and it should work. For future reference, this is a talk page about the Strange mood article, not a discussion forum. Please ask questions like this on the [http://www.bay12forums.com/smf/index.php?board=7.0 Official Dwarf Fortress Forums], [http://www.reddit.com/r/dwarffortress/ /r/dwarffortress at reddit.com],or the other Dwarf Fortress community of your choice. --[[User:Gzalzi|Gzalzi]] 14:45, 2 January 2011 (UTC)&lt;br /&gt;
::Oh, thanks.  I asked this here because every other topic seems to be discussion, but okay... [[User:OrangePikmin|OrangePikmin]] 19:47, 3 January 2011 (UTC)&lt;br /&gt;
:::Yeah, they are all discussions, but they're not supposed to be. --[[User:Gzalzi|Gzalzi]] 21:13, 3 January 2011 (UTC)&lt;br /&gt;
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== Fell Moods with different workshops? ==&lt;br /&gt;
Just played a round of DF and my little fortress got besieged, several dwarfes died. One dwarf then got a Fell mood and went to CARPENTER Workshop. He claimed it and went off to kill the nearest dwarf. Is it possible that the fell moods only prefer butcher- and tanner workshops, but they will work with other workshops as well? Seemed a little bit odd to me that he used a carpentry workshop...&lt;br /&gt;
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==Do Dwarves Steal==&lt;br /&gt;
I had a dwarf refusing to do anything but demand rock. Which is weird in itself, as rocks are plentiful underground. Then, just as I gave her up for lost, I saw her grab a hunk of galena from the trade depot. It was in ( ), and I certainly didn't trade for it, as I have galena in the fortress. Did she grab it off a merchant? [[Special:Contributions/68.197.174.59|68.197.174.59]] 19:16, 24 March 2011 (UTC)&lt;br /&gt;
:I think starving dwarves will steal food from traders.  So I'm not too surprised that a moody dwarf would take something that is technically fortress property.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:49, 27 March 2011 (UTC)&lt;br /&gt;
::I've observed Dwarves stealing from caravans for moods on more than one occasion.  It doesn't appear to happen with every mood where they're missing something, so it might have to do with the type of mood or the personality of the moody dwarf. --[[User:SethCreiyd|SethCreiyd]] 17:31, 28 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=145407</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=145407"/>
		<updated>2011-04-10T07:24:50Z</updated>

		<summary type="html">&lt;p&gt;Naros: /* Population of 20+ */&lt;/p&gt;
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&lt;div&gt;== Fell/Macabre Moods ==&lt;br /&gt;
I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went berserk. Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
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For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
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according to the bone article bones are now counted as body parts so I'm assuming that's what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
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A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
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I think most of my dwarves were unhappy about one of my starting dwarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
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It might be worth stating that the personal preferences of the moody dwarf seem to influence the material requirements. I had an armorsmith who had a preference for silver and wouldn't accept any of my ready metal bars. Once I smelted enough silver items she promptly got to work. Currently the page only states that the preferences affect the created item, but since the material requirements are what mostly confuse people it might be worth to spell this out explicitly. --[[User:Roblob|Roblob]] 09:08, 24 August 2010 (UTC)&lt;br /&gt;
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From what I've seen 'till now, they only pick from stuff that's already available, but don't care if there's ''enough'' available. So if you have, say, 1 bar of silver and 10 of copper, and the dwarf needs 2 bars of silver, he'll still stand there demanding bars. --[[Special:Contributions/190.160.169.53|190.160.169.53]] 02:38, 12 October 2010 (UTC)&lt;br /&gt;
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== Never Claiming a Workshop? ==&lt;br /&gt;
I have a dwarf hanging out in my dining hall in a secretive mood. He has not claimed ANY workshops, nor moved in nearly a month. He's about to go crazy, but I can't seem to even get him to a shop. Note, all workshops have been created (including fully powered magma forges/glass and non-magma equivalents) and every possible workshop is open and fully accessible. I'm not sure what to do :( His highest skill is in plant processing (13). Any suggestions for if this happens again?  &amp;lt;sup&amp;gt;00:59, 29 July 2010 69.134.0.97&amp;lt;/sup&amp;gt;&lt;br /&gt;
:Please list all of his skills and the skill levels in them.  Plant processing was not a &amp;quot;moodable&amp;quot; skill, one that can be selected as the skill that defines a strange mood, in old 40d, and I doubt that's changed.&amp;lt;br/&amp;gt;Check (t, then cursor over workshops) if any building component (marked with a &amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt; of any workshop is {forbidden}.&amp;lt;br/&amp;gt;And, if you have any burrows defined, be sure the moody dwarf is not a member of any of them.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:37, 29 July 2010 (UTC)&lt;br /&gt;
::His only other available skill was stonecrafting at level 1. Otherwise he totally lacked any industrial skills. I triple checked the three craftsdwarf stations I had, none of them were blocked, forbidden or otherwise inaccessible. No burrows had been generated. I scrapped the game or I could have posted the files. I'll see if it happens again, I'd never had the issue before. It is more than likely that I was at fault somehow, but I just couldn't find why. [[User:Nubcake|Nubcake]] 07:16, 29 July 2010&lt;br /&gt;
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I just had this same issue. DF2010. Guy got fey mood and also happens to be expedition leader. Dabbling grower. Skilled appraiser. Novice Organizer. Talented Record Keeper. He's set as expedition leader, manager, bookkeeper, and broker. Did what 0x517A5D said above, no dice. Hope this helps --[[User:W-dueck|w-dueck]] 04:24, 13 August 2010 (UTC)&lt;br /&gt;
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC)&lt;br /&gt;
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I have this issue as well. high master armormsith, novice metal crafter, and adept pump operator. Obviously, he could take a metalsmith's forge, but he refuses to take either the conventional, or the magma versions. Just stands around at my well. [[User:Psychobones|Psychobones]] 00:05, 29 August 2010 (UTC)&lt;br /&gt;
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== Body Parts? ==&lt;br /&gt;
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a &amp;quot;how do you do&amp;quot;. Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)&lt;br /&gt;
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)&lt;br /&gt;
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== Stopping at Nothing ==&lt;br /&gt;
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)&lt;br /&gt;
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
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I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuff I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
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Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
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:I can confirm this. I had no metal bars and ordered one to be smelted (it was iron bar), mood'd dwarf rushed to pick it up and finished construction. Most likely this is just a typo (rock -&amp;gt; metal) and nothing complicated like import bars etc. (as in comments below) [[User:Fuco|Fuco]] 02:05, 9 August 2010 (UTC)&lt;br /&gt;
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:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
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:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
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:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]&lt;br /&gt;
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:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)&lt;br /&gt;
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:: I just had a guy ask for &amp;quot;rock bars&amp;quot; and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)&lt;br /&gt;
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:::I can confirm, Asked for wood, rock blocks, rock bars; took fungiwood, dolomite blocks, and imported steel bars. Haven't had a second mood to try non-imports. --andrei901 21:04, 4 August 2010&lt;br /&gt;
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:: I had a guy ask for &amp;quot;rock bars&amp;quot; and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [&lt;br /&gt;
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::In 0.31.06, my metalsmith interprets &amp;quot;rock bars&amp;quot; as rock block, which is rather confusing, because he also asked for &amp;quot;rock blocks&amp;quot;. Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)&lt;br /&gt;
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::In my case &amp;quot;rock bars&amp;quot; meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)&lt;br /&gt;
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::I just had a fey dwarf asking for &amp;quot;rock bars&amp;quot;. He wouldn't accept: rocks, rock blocks, grates, charcoal, iron bars (non-imported), electrum bars (non-imported), copper bars (bought at embark, marked ingame as imported), pig iron bars. Unfortunately he was &amp;quot;stricken by melancholy&amp;quot; just before I smelted some steel bars. v0.31.12 --[[Special:Contributions/91.193.86.67|91.193.86.67]] 10:36, 9 August 2010 (UTC)&lt;br /&gt;
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Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
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I had a strange mood (possessed) with 17 dwarves, so the 'at least 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
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Every time I have one ask for rock bars, coke, charcoal, ash, or any kind of metal bar works. (Though, one time, the dwarf used soap.)(No, I don't know, either.) So, evidently, rocjk bars just means bars of any material.&lt;br /&gt;
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- When my dwarf asked for Rock Bars I could fix it by making some iron bars.&lt;br /&gt;
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I'm getting *rock bars* and have everything in my fortress. Is this a confirmed bug? Never imported metal or metal bars in my fortress history and reading the above it may be related to *imported* metal bars or perhaps crafting metal bars from imported metal (which would explain why some can craft a metal bar and have it work, while others are locked to imported..) however can we get to the bottom of this? I'm not losing a man.. uh.. dwarf over the situation..&lt;br /&gt;
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I just got a dwarf demanding body parts, rock bars, rock blocks, and rock bars in 31.25. I'm not sure whether it's due to all the rearranging of the bar/block section that's been going on, but NOTHING is satisfying the rock bars request. (He has a stack of dog bones collected already.) Tried coke, ash, potash, pearlash, metal bars of all kinds (including an aluminum metal bar and an imported pig iron bar), and at least one block of every kind of rock, metal, and clay I could gather. Nothing works.&lt;br /&gt;
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== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
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Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occurred at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
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:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;br /&gt;
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more &amp;lt;s&amp;gt;exploit&amp;lt;/s&amp;gt; tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)&lt;br /&gt;
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== Body Parts ==&lt;br /&gt;
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Just got a fey mood dwarf asking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)&lt;br /&gt;
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:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)&lt;br /&gt;
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:I think the word here is &amp;quot;or&amp;quot;, I have a dwarf shouting for body parts while bones pile high around him, so I'm guessing it really is Bones '''or''' shell, not either. -The Anon&lt;br /&gt;
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:I had this happen as well - I had six mussel shells laying around, nothing.  Built a Butchery, slaughtered a horse, and he immediately snapped up the 13 bones, kept screaming for body parts and logs.  So I sent a poor puppy to its doom for another 4 bones, and he immediately went to work.  Debnetig, a enormous horse bone corkscrew!  (That just sounds so wrong.)&lt;br /&gt;
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:Confirmed: had ample bones and no shell. Processed some turtles into shells, and the fey dwarf made a dash for them and began a construction. Edit the &amp;quot;Strange mood&amp;quot; page to represent this? --[[User:Ritesign|Ritesign]] 02:56, 26 November 2010 (UTC)&lt;br /&gt;
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== Possible Bug ==&lt;br /&gt;
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I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)&lt;br /&gt;
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:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:&lt;br /&gt;
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*leather&lt;br /&gt;
*body parts&lt;br /&gt;
*plant cloth&lt;br /&gt;
*rough gems&lt;br /&gt;
*leather&lt;br /&gt;
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:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)&lt;br /&gt;
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::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:&lt;br /&gt;
::*rough...colour&lt;br /&gt;
::*stone...rock (has bauxite)&lt;br /&gt;
::*gems...shining (has indigo tourmalines)&lt;br /&gt;
::*tree...life (has palm logs)&lt;br /&gt;
::*bones...yes (has mule bones. I liked that mule)&lt;br /&gt;
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::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)&lt;br /&gt;
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::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)&lt;br /&gt;
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:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)&lt;br /&gt;
::::If he wanted raw glass, he should've been mumbling &amp;quot;raw... [green/clear/crystal]&amp;quot;. It was only in the old 2D version where &amp;quot;rough gems&amp;quot; (and its secretive/possessed equivalents) could occasionally mean &amp;quot;raw glass&amp;quot;. --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)&lt;br /&gt;
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::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)&lt;br /&gt;
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::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).&lt;br /&gt;
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== Magma Workshops ==&lt;br /&gt;
So, I just a had a Glassmaker be possessed and be unwilling (unable?) to claim a Magma glass furnace.  When I built a regular furnace, he claimed it just fine and went on about his business.  Not sure if this applies to all other magma disciplines, but if you're having this problem, try building a regular one (then deconstruct it afterwards, I guess). [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
: A magma forge worked for me. Just make sure it doesn't get unpowered after it has been claimed because the dwarf immediately ran amok when this happened. [[Special:Contributions/84.46.87.224|84.46.87.224]] 11:45, 9 May 2010 (UTC)&lt;br /&gt;
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I just had the same problem with a Magma forge; I used the same anvil to build a Metalsmith's forge below the old site and the dwarf happily claimed the MS F.[[Special:Contributions/76.29.33.118|76.29.33.118]] 18:35, 10 November 2010 (UTC)&lt;br /&gt;
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I had the same problem with magma glass furnaces. Only normal glass furnaces will work.--[[Special:Contributions/24.8.192.250|24.8.192.250]] 21:36, 14 December 2010 (UTC)&lt;br /&gt;
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== Obsidian Farming SCIENCE ==&lt;br /&gt;
Someone needs to figure out definitely whether obsidian farming allows more moods.&lt;br /&gt;
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== 'Nother Possible Bug ==&lt;br /&gt;
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]&lt;br /&gt;
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::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)&lt;br /&gt;
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:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)&lt;br /&gt;
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== Yet another possible bug ==&lt;br /&gt;
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My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see &amp;quot;Degel Zefonusan has begun a mysterious construction!&amp;quot;. I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)&lt;br /&gt;
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)&lt;br /&gt;
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== And another bug... ==&lt;br /&gt;
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I've now had two dwarfs produce bone items from strange moods. In both cases, bone was requested (dwarfs had no skill) as well as various other goods - gems, cloth, leather, and rock - but the final artifact was a bone artifact with zero decoration. One dwarf was possessed, the other was a mysterious mood. &lt;br /&gt;
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Anyone experience similar?--[[User:Nimblewright|Nimblewright]] 17:42, 15 August 2010 (UTC)&lt;br /&gt;
:Yes - in fact, it was reported 3 weeks ago on the bug tracker: {{bug|2806}} --[[User:Quietust|Quietust]] 18:32, 15 August 2010 (UTC)&lt;br /&gt;
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== Fell mood murder ==&lt;br /&gt;
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I think it requires some clarification. Does the moody dwarf attack their victim, drag them to workshop and insta-kill them or insta-kill them on the place and then drag the corpse? --[[User:Someone-else|Someone-else]] 20:22, 23 May 2010 (UTC)&lt;br /&gt;
:In 40d, the moody dwarf would insta-kill his victim wherever he/she was standing (without the victim even being able to defend itself, much like slaughtering), then drag the corpse to the workshop. --[[User:Quietust|Quietust]] 20:45, 23 May 2010 (UTC)&lt;br /&gt;
:I also had a fell mood murder in DF2010. It seems like it uses the same game mechanics as slaughtering (instant-kill without combat mechanics). --18:46, 5 July 2010 (UTC)&lt;br /&gt;
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::I just had a Fell mood in 31.12. The Dwarf who undertook the mood first claimed a Tanner's shop then stalked the (corpse-strewn, gradually flooding) halls of my fortress for quite a while. Eventually, he grabbed an alread-dead Dwarf's corpse and hauled it back to the Tannery. And now... I have a lovely Dwarf Bone Cage which sadly will be lost soon when my fortress finishes self-destructing in an orgy of tantrums and doomsday-level flooding. [[Special:Contributions/71.232.137.20|71.232.137.20]] 04:59, 30 July 2010 (UTC)&lt;br /&gt;
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:::Interesting, very interesting.  I thought fell moods always involved a murder.  Is there any chance that the dead dwarf was alive when the mood started?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 12:16, 30 July 2010 (UTC)&lt;br /&gt;
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::::I can not rule it out; at the time, Dwarves were dropping from starvation (as the food stockpile was cut off from the upper levels by flooded intermediate levels), so the &amp;quot;material&amp;quot; might have expired after the mood started. Its noteworthy that the Dwarf with the mood spent a lot of time first sitting on the workshop (as if he was missing a material), then wandering seemingly randomly through the fort. [[Special:Contributions/71.232.137.20|71.232.137.20]] 17:26, 31 July 2010 (UTC)&lt;br /&gt;
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:In 31.11 my Fell mood dwarf claimed a magma forge, he proceeded to mull around the area and at a whim proceeded to murder my dwarf operating a magma furnace. He dragged the corpse to my magma forge and produced a dwarf bone short sword. So as far as I can tell, he kills them on site, not at the place they intend to process the dwarf. --[[User:Knossos|Knossos]] 08:10, 10 August 2010 (UTC)&lt;br /&gt;
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== Skills affected by artifact creation ==&lt;br /&gt;
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My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)&lt;br /&gt;
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)&lt;br /&gt;
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== Possessed Mood Causes ==&lt;br /&gt;
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Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''&amp;quot;On the item is an image of Zefon Stopchamber the dwarf in aventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202.&amp;quot;'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)&lt;br /&gt;
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)&lt;br /&gt;
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)&lt;br /&gt;
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)&lt;br /&gt;
:::Nope.  A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message &amp;quot; has been possessed!&amp;quot; and it comes directly from the 0..2 random number test mentioned below.  It's random, you've had slightly bad luck, but your experience is well within statistically expected results.  You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls.  You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)&lt;br /&gt;
:It's all a coincidence.  I just disassembled the bit of the 0.31.08 strange mood that chooses mood type.  It hasn't changed since the .40d days, except for excessive optimization by the compiler.&lt;br /&gt;
:*First, a random number between 0 and 49 is generated.&lt;br /&gt;
:*If that number is ''higher'' than the dwarf's current happiness scalar,&lt;br /&gt;
:**then a random number between 0 and 1 is generated.&lt;br /&gt;
:**0 results in a fell mood.&lt;br /&gt;
:**1 results in a macabre mood.&lt;br /&gt;
:*Otherwise, &lt;br /&gt;
:**a random number between 0 and 2 is generated.&lt;br /&gt;
:**0 results in a fey mood.&lt;br /&gt;
:**1 results in a secretive mood.&lt;br /&gt;
:**2 results in a possessed mood.&lt;br /&gt;
:Purely random.  Disassembly available on request.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)&lt;br /&gt;
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:I just had my first Possessed Dwarf and it was a bonecrafter with no workshop. Didn't take much to work out what I needed to build but could the lack of a workshop related to their profession be a factor in the equation? I know as a fact that death isn't needed for one to happen as it's the 1st mood of a new fort and not even a tame stray has died yet.&lt;br /&gt;
--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:07, 29 November 2010 (UTC)&lt;br /&gt;
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== Shells == &lt;br /&gt;
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Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .&lt;br /&gt;
: Cave lobsters don't produce shells anymore. Only turtle, oyster and mussel do - see [[DF2010:Shell|shell]] page.[[User:Peregarrett|Peregarrett]] 06:50, 2 July 2010 (UTC)&lt;br /&gt;
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== Materials in hospitals ==&lt;br /&gt;
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What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. &amp;lt;sup&amp;gt;05:34, 17 June 2010 Bungler&amp;lt;/sup&amp;gt;&lt;br /&gt;
:That kind of makes sense, similar to how trader's goods can't be used.  Did you try setting the level of material required by the hospital to 0?&amp;lt;br/&amp;gt;Incidentally, four tildes &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; signs your talk page posts.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)&lt;br /&gt;
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== Metal working dwarves and magma workshops... ==&lt;br /&gt;
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I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasn't completely full and lava was moving, the workshop momentarily lost &amp;quot;power&amp;quot;. The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)&lt;br /&gt;
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)&lt;br /&gt;
**didn't know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)&lt;br /&gt;
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== Possessed Mood and Experience ==&lt;br /&gt;
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So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact.  The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.&lt;br /&gt;
:Coincidence.  Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary.  I just checked my disassembly of 0.31.06.  All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything.  This is the same as its always been.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)&lt;br /&gt;
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== Mining exp? ==&lt;br /&gt;
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A couple times my dwarves made artifacts (not possessed) at a mason's workshop, to become legendary miners. They do not appear to have gained skill in masonry or anything else like that. --[[User:Peglegpenguin|Peglegpenguin]] 20:11, 12 August 2010 (UTC)&lt;br /&gt;
Yes mining is a moodable skill.It does not have a workshop so you must think of it like they made it with their picks. If I'm correct they will take either a masonry or crafsworkshop and make their artifact there.&lt;br /&gt;
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== Population of 20+==&lt;br /&gt;
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According to Tarn in Dwarf Talk 7, in order for a fey mood to occur you must have a population of 20 or more for the mood to occur. So I really think we should have this in the article. [[User:Sadron|Sadron]] 19:00, 14 August 2010 (UTC)&lt;br /&gt;
:That was specifically removed from the article because two people, Anonymous-78.23.137.83 and [[User:mhyder|mhyder]], have reported moods with less than 20 dwarves.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:27, 14 August 2010 (UTC)&lt;br /&gt;
::I see, however were they able to provide evidence for it? [[User:Sadron|Sadron]] 01:51, 15 August 2010 (UTC)&lt;br /&gt;
:::The claims are on this page, about halfway down.  No evidence was presented, nor requested.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:29, 15 August 2010 (UTC)&lt;br /&gt;
I have had one with 11 dwarfs.&lt;br /&gt;
(I had had twenty, nine were slaughtered by goblins, (And zombies) and before more came, one went into a fey mood.)&lt;br /&gt;
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::::Could it be that you need to BREAK a pop of 20 for one to be able to trigger? Perhaps even as specific as when the mood is brewing (before your notified) you have to have more then 20 but that stop it in the case of say a goblin slaughter...&lt;br /&gt;
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:11, 29 November 2010 (UTC)&lt;br /&gt;
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:::::No, that is not the case. I've just played two quick forts, and my first mood happened very quickly after the first of the two scripted immigration waves both games. I started with 14 dwarves both games.&lt;br /&gt;
::::: The first game was 14 + 7 = 21 Dwarves before the mood happened, 2 days after the immigrants arrived.&lt;br /&gt;
::::: The second game was 14 + 3 = 17 Dwarves before the mood happened, 8 days after the immigrants arrived.&lt;br /&gt;
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:::::Could be coincidence, but I'm guessing the new trigger is either between 15 and 17 dwarves, or not related to the number of dwarves. --[[User:Naros|Naros]] 07:23, 10 April 2011 (UTC)&lt;br /&gt;
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== Other requests ==&lt;br /&gt;
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Right now i'm having a dorf (metal crafter) who is in a fey mood and asks for &amp;quot;&amp;lt;b&amp;gt;adamantine wafers&amp;lt;/b&amp;gt;&amp;quot;, exactly. Of course, he got it, just stopped on &amp;quot;body parts&amp;quot;, which i have 200 at hand, no burrows. He's just a little bitch.&lt;br /&gt;
Oh, sorry, DF 31.10, [[Special:Contributions/78.140.48.35|78.140.48.35]] 08:12, 18 August 2010 (UTC)&lt;br /&gt;
:It happens fairly often (and even back in 40d) that a moody metalsmith will insist on a very specific metal. In most cases, that metal would be the dwarf's favorite metal, but I always observed that once I had struck raw adamantine, all moody metalsmiths would insist on using adamantine wafers. --[[User:Quietust|Quietust]] 12:53, 18 August 2010 (UTC)&lt;br /&gt;
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== Strange problem with moods ==&lt;br /&gt;
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I was wondering if anyone else had this problem. I've already had 2 dwarves go insane because they couldn't get materials for an artifact. Everything they ask for is in my fort, and there are no burrow restrictions or anything forbidden. It seems to only happen when they take over a clothier's workshop (which has no restrictions on it, BTW) and ask for cloth - even though there is a huge stockpile of cloth right next to the workshop. I have a third dwarf currently doing the same thing and I actually want to save his life for once. [[Special:Contributions/98.228.196.111|98.228.196.111]] 21:39, 7 September 2010 (UTC)&lt;br /&gt;
: Do you have both silk and plant cloth? Both are requested as &amp;quot;stacked cloth&amp;quot; but aren't equivalent for secretive moody dwarf. Same for posessed one.[[User:Peregarrett|Peregarrett]] 06:55, 8 September 2010 (UTC)&lt;br /&gt;
: Also, it's possible that he wants a piece of cloth which is stored in a hospital. He can't take it out of there and so he'll go insane waiting to get it. My solution was to de-zone the hospital and unbuild all the chests inside it, allowing him to grab the cloth that he wants.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 12:57, 16 September 2010 (UTC)&lt;br /&gt;
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== Woodcrafter mood? ==&lt;br /&gt;
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I had a woodcrafter get a secretive mood.  He claimed a mechanics shop.  Clearly he should have claimed a craftsdwarf shop.  I checked his stats and sure enough, both woodcrafting and mechanics were proficient, among other mood skills.  I don't use any other DF tools, so I couldn't see the exact experience levels.  My hypothesis is one of two things.  First, perhaps the skill had rusted, but that the change doesn't get reflected in their professions?  Second, perhaps both were exactly the same skill level.  Moods pick a random one, or pick one different from the one the title uses?  Anyone seen something like this?--[[User:Kwieland|Kwieland]] 12:10, 16 September 2010 (UTC)&lt;br /&gt;
:Were both skills equal? Perhaps he migrated in as a proficient woodcrafter and mechanic? It may be that it only regards the level of their proficiency rather than their EXP value for it. --[[User:Eurytus|Eurytus]] 20:21, 16 September 2010 (UTC)&lt;br /&gt;
::In the previous major release, the skill with the most experience points was used; the level was not considered.  I don't see any reason for that to have changed.  I would suspect rust.  Savegame?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:24, 16 September 2010 (UTC)&lt;br /&gt;
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== Magma Forge vs. Normal Forge ==&lt;br /&gt;
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I had a Dwarf who got the Fey mood and didnt want to claim a Workshop. I built any possible Workshop, except a Forge, since I had a Magma Forge. The Dwarf didnt accept the Magma Forge but when i disassemled it and built a Normal Metlsmiths Forge he claimed it immediately. So it seems for moody dwarfs thats not the same. -- Blue Crake 30.10.10&lt;br /&gt;
:Yes, this sometimes happens.  Reported above, item #9.  Also reported several times on the 40d Talk Strange Mood page.  I'm glad you figured out the workaround.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:40, 30 September 2010 (UTC)&lt;br /&gt;
I wrote that to tell, that this is the case for the forge too, not only the glassmaker. I can`t find anything about this in the mainpage of DF2010 Moods. Shouldn`t it be here as well, as long as this bug (is it a bug or rather a caveat?) exists? Needing a normal forge is kinda counterintuitive, as moody dwarfs dont use fuel anyway. Also do moody dwarfs always take nonmagma-buildings or just sometimes? --[[User:Blue Crake|Blue Crake]] 10:42, 1 October 2010 (UTC)&lt;br /&gt;
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This seems like a bug to me, why does normal vs. magma matter? It really shouldn't. Just want to make sure this is noted as bug. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pathaugen|Pathaugen]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: It's not a bug, it's a feature.  Maybe the dwarf doesn't like worrying about having his shiny artifact, or the components thereof, falling into a pool of magma through a careless elbow.  Maybe the dwarf prefers working in a cooler environment.  Or maybe the decision software merely selects the first type of workshop that can handle the strange mood, and it would be annoying to the developer to make it select magma workshops if you have only them, and non-magma workshops if you have only those. --[[User:DeMatt|DeMatt]] 21:38, 9 November 2010 (UTC)&lt;br /&gt;
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:: Being alpha, it's important to note intended vs. 'for now' interworkings so there is a nice wish list of how the game can improve in the future. Sure that's how it may work because of the programming, but with that mindset, the game is done and nothing else needs to change? I just think it's healthy having discussion instead of just putting all ideas off as nonsense because that's the way it is and always should be. [[User:Pathaugen|Pathaugen]] 05:22, 10 November 2010 (UTC)&lt;br /&gt;
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:::I thoroughly agree with DeMatt here. This wiki is about how the game ''does'' operate, not how it ''should'' operate. There's no point in putting future-development wish-lists here - those belong on the bay12games forums. [[Special:Contributions/202.156.10.234|202.156.10.234]] 02:30, 22 November 2010 (UTC)&lt;br /&gt;
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::::Not his point, it should be listed as a known bug if it is such. As you said it is the ''alpha'' so we can expect changes, especially the removal of bugs. That way as a wiki we can keep readers informed of likely version changes. :P&lt;br /&gt;
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:15, 29 November 2010 (UTC)&lt;br /&gt;
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== Highest experience skill not chosen ==&lt;br /&gt;
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I just had a dwarf have a fey mood who had 3180 xp in metalcrafting and 3000 in all the other metalworking skills. I was expecting to get a legendary blacksmith out of the deal, which I really could have used, but instead she ended up making a crossbow and being a legendary weapon smith (which I already had...) So apparently they don't always take the highest xp, perhaps its actually just picked at random amongst the highest talent level, since by level all 4 moodable skills were equal.&lt;br /&gt;
[[User:Barbarossa6969|Barbarossa6969]] 15:26, 21 October 2010 (UTC)&lt;br /&gt;
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== multiple items not always displayed longer ==&lt;br /&gt;
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Regarding the &amp;quot;2 seconds per item needed&amp;quot; rule, I've found that it doesn't always apply. I've seen certain materials displayed for the same 2 seconds as everything else, but sometimes (not always) multiples of the material are collected. I've seen it happen with (at least) wood, bone, and cloth, and usually (always?) in threes. I think it also tends to be the ''primary'' material (1st thing gathered, and the thing the artifact is eventually listed as being made from), but I'm not as sure about that. It's an important point, and might be the cause of many of the complaints of &amp;quot;he said he needed X, and I had plenty of X around!&amp;quot; (i.e. he actually needed more X-1) [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:54, 22 November 2010 (UTC)&lt;br /&gt;
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:Just had this happen again, this time with rough gems as the primary material. &amp;quot;rough gems&amp;quot; displayed the normal two seconds, two rough gems gathered, (not three). The same artifact also required 2 logs (as secondary materials, not primary) and &amp;quot;wood logs&amp;quot; was displayed the expected 4 seconds, which seems to confirm it's the primary material that does it. I'll add it to the page with a verify tag.&lt;br /&gt;
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== Random mood crafting. ==&lt;br /&gt;
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One of my dwarves got a possessed mood during a stage where I'm still setting up my various workshops. The only moodable skill he had was Tanning, so I built a leatherworks and tanner's shop, but he still just hung around the meeting area. I decided to ignore him and set up a craftsdwarf workshop for another reason, and suddenly this dwarf goes and claims it. Is it possible that moods, possibly just possessed moods, can choose skills that the dwarf does not have in the slightest? will update when the item is finished --[[User:Twilightdusk|Twilightdusk]] 02:58, 23 November 2010 (UTC)&lt;br /&gt;
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:I'm thinking he's using the craftdwarf's workshop because of its &amp;quot;Make leather crafts&amp;quot; option. --[[User:Peglegpenguin|Peglegpenguin]] 03:36, 25 November 2010 (UTC)&lt;br /&gt;
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:I have a possessed bonecrafter and I made the 'incredible' guess of what workshop (a craftdwarf's workshop) i needed to build to get the lazy sod out of bed. I'm confident it's atleast highly probable they will pick a skill they have, probability increasing with exp in that (or those) skills.&lt;br /&gt;
:--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:18, 29 November 2010 (UTC)&lt;br /&gt;
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== Rock Blocks in Strange Mood ==&lt;br /&gt;
One of my clothesmaker dwarves decided to get a strange mood, so I afforded him all his needed materials, except for one thing: rock blocks. He most certainly asked for them, and I decided to make metal blocks, just to see if he would take them. I made an electrum block and he took it right away and began to work. I suggest stone blocks be changed to stone/metal blocks in the demands section.&lt;br /&gt;
--[[Special:Contributions/173.48.59.215|173.48.59.215]] 23:45, 29 November 2010 (UTC)&lt;br /&gt;
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== Farmer + Strange Mood = Legendary Weaponsmith ==&lt;br /&gt;
Not complaining, but I just had a High Master Grower / Adequate Herbalist &amp;quot;withdraw from society...&amp;quot;, I examined her skills to see what was coming, and not seeing any moodable skills, fully expected her to claim a craftdwarf's workshop, but was pleasantly surprised to find she had claimed a metalsmith's forge and created a golden crossbow, elevating her to legendary weaponsmith! There was nothing in her personality to explain this odd occurrence (she does however, like chestnuts for their chestnuts). This is of course contrary to what the [[Strange Mood]] page states. Perhaps the rules have changed. --[[User:Uninvited Guest|Uninvited Guest]] 21:07, 1 December 2010 (UTC)&lt;br /&gt;
:Perhaps she arrived with some Weaponsmith skill that completely rusted away while you had her do farming instead? --[[User:Quietust|Quietust]] 00:46, 2 December 2010 (UTC)&lt;br /&gt;
::I thought about that as well, but I didn't realize that skills actually disappeared. The [[Skills]] page does not state that but looking closer in the talk page, it appears to be true. All things considered, your theory is quite likely. Thanks. --[[User:Uninvited Guest|Uninvited Guest]] 01:28, 2 December 2010 (UTC)&lt;br /&gt;
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== Starvation/Dehydration ==&lt;br /&gt;
Can a dwarf die from either while in a mood?&lt;br /&gt;
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== Dwarf not using available materials? ==&lt;br /&gt;
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Do the materials that a dwarf in a mood wants have to be on the same z-level/in a stockpile/nearby? I had one in a fey mood who appeared to be asking for jet (at least, that's what it said when I viewed the workshop he was using with the q key), and I had ridiculous amounts of jet two levels down, but he never moved to get it and eventually just went insane. (I tried to get the other dwarves to move some up to where he was, but they didn't do anything. &amp;gt;&amp;lt;)--[[Special:Contributions/118.208.147.173|118.208.147.173]] 09:39, 21 December 2010 (UTC)&lt;br /&gt;
:Dwarves don't demand specific types of stones - if he didn't gather the material, you probably didn't have it at all. What '''exactly''' was the dwarf asking for (and what had the dwarf gathered so far)? --[[User:Quietust|Quietust]] 13:48, 21 December 2010 (UTC)&lt;br /&gt;
::He asked for two things: rock and body parts. He'd already got the body parts. I had plenty of other kinds of stone as well, so maybe I missed a line or something? --[[Special:Contributions/118.208.147.173|118.208.147.173]] 10:34, 22 December 2010 (UTC)&lt;br /&gt;
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== &amp;quot;The type of artifact created will depend on the dwarf's highest skill.&amp;quot; - what with soaper? ==&lt;br /&gt;
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Yes, talented soaper. [[Special:Contributions/213.134.175.225|213.134.175.225]] 22:04, 25 December 2010 (UTC)&lt;br /&gt;
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== Fun fact ==&lt;br /&gt;
Clothier dorf can pick a clothier's workshop, go pick up adamantine cloth (not normally workable at a clothier's), attempt to make a rope out of it (because you can do that at a clothier's), and wind up making an adamantine chain. &amp;amp;mdash;[[User:Chaos|Chaos]] 21:20, 27 December 2010 (UTC)&lt;br /&gt;
:Indeed - I've had that happen at least once back in 40d. --[[User:Quietust|Quietust]] 22:01, 27 December 2010 (UTC)&lt;br /&gt;
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==Yet Another Bone Carving Bug==&lt;br /&gt;
I had a possessed bone carver claim a Craftdwarf's workshop, immediately run off and grab a bone, start a mysterious construction, sit in the workshop for months, then go insane. I honestly have no idea what to think about that. &amp;amp;mdash;[[User:Exploratory Mushroom|Exploratory Mushroom]] 22:44, 28 December 2010 (UTC)&lt;br /&gt;
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:Just speculation, but was the workshop cluttered? Some animals leave huge stacks of bone (e.g Jabberer can be &amp;gt;200), and certain animal skulls (e.g. Jabberer, again) can make a workshop **CLT** all by itself. With the length of time some artifacts take to construct, I can imagine a maximally cluttered workshop might stretch the creation time out for months [[Special:Contributions/202.156.10.234|202.156.10.234]] 22:48, 7 January 2011 (UTC)&lt;br /&gt;
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== Clothier won't take materials ==&lt;br /&gt;
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I have a possessed clothier who needs cloth and silk.  I have both, but she just sits at the workshop and will go insane unless I figure out why she won't take the materials.  They are both giant cave spider materials right next to each other up the staircase right by the workshop.  I also have rope reed thread somewhere that I bought from an elven caravan, but she won't take that either.  What's going on?&lt;br /&gt;
:There are two versions of &amp;quot;cloth... thread&amp;quot; that &amp;quot;possessed&amp;quot; Dwarves could be asking for. What they are saying is a little misleading; rather than them wanting actual thread, they are only asking for cloth. It is likely that the affected Dwarf wants ''plant fiber cloth'', '''not''' silk cloth or plant fiber thread. If you have some plant fiber cloth thread, as you said, make it into cloth and it should work. For future reference, this is a talk page about the Strange mood article, not a discussion forum. Please ask questions like this on the [http://www.bay12forums.com/smf/index.php?board=7.0 Official Dwarf Fortress Forums], [http://www.reddit.com/r/dwarffortress/ /r/dwarffortress at reddit.com],or the other Dwarf Fortress community of your choice. --[[User:Gzalzi|Gzalzi]] 14:45, 2 January 2011 (UTC)&lt;br /&gt;
::Oh, thanks.  I asked this here because every other topic seems to be discussion, but okay... [[User:OrangePikmin|OrangePikmin]] 19:47, 3 January 2011 (UTC)&lt;br /&gt;
:::Yeah, they are all discussions, but they're not supposed to be. --[[User:Gzalzi|Gzalzi]] 21:13, 3 January 2011 (UTC)&lt;br /&gt;
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== Fell Moods with different workshops? ==&lt;br /&gt;
Just played a round of DF and my little fortress got besieged, several dwarfes died. One dwarf then got a Fell mood and went to CARPENTER Workshop. He claimed it and went off to kill the nearest dwarf. Is it possible that the fell moods only prefer butcher- and tanner workshops, but they will work with other workshops as well? Seemed a little bit odd to me that he used a carpentry workshop...&lt;br /&gt;
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==Do Dwarves Steal==&lt;br /&gt;
I had a dwarf refusing to do anything but demand rock. Which is weird in itself, as rocks are plentiful underground. Then, just as I gave her up for lost, I saw her grab a hunk of galena from the trade depot. It was in ( ), and I certainly didn't trade for it, as I have galena in the fortress. Did she grab it off a merchant? [[Special:Contributions/68.197.174.59|68.197.174.59]] 19:16, 24 March 2011 (UTC)&lt;br /&gt;
:I think starving dwarves will steal food from traders.  So I'm not too surprised that a moody dwarf would take something that is technically fortress property.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:49, 27 March 2011 (UTC)&lt;br /&gt;
::I've observed Dwarves stealing from caravans for moods on more than one occasion.  It doesn't appear to happen with every mood where they're missing something, so it might have to do with the type of mood or the personality of the moody dwarf. --[[User:SethCreiyd|SethCreiyd]] 17:31, 28 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=145405</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=145405"/>
		<updated>2011-04-10T07:23:24Z</updated>

		<summary type="html">&lt;p&gt;Naros: /* Population of 20+ */&lt;/p&gt;
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&lt;div&gt;== Fell/Macabre Moods ==&lt;br /&gt;
I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went berserk. Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
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For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
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according to the bone article bones are now counted as body parts so I'm assuming that's what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
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A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
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I think most of my dwarves were unhappy about one of my starting dwarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
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It might be worth stating that the personal preferences of the moody dwarf seem to influence the material requirements. I had an armorsmith who had a preference for silver and wouldn't accept any of my ready metal bars. Once I smelted enough silver items she promptly got to work. Currently the page only states that the preferences affect the created item, but since the material requirements are what mostly confuse people it might be worth to spell this out explicitly. --[[User:Roblob|Roblob]] 09:08, 24 August 2010 (UTC)&lt;br /&gt;
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From what I've seen 'till now, they only pick from stuff that's already available, but don't care if there's ''enough'' available. So if you have, say, 1 bar of silver and 10 of copper, and the dwarf needs 2 bars of silver, he'll still stand there demanding bars. --[[Special:Contributions/190.160.169.53|190.160.169.53]] 02:38, 12 October 2010 (UTC)&lt;br /&gt;
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== Never Claiming a Workshop? ==&lt;br /&gt;
I have a dwarf hanging out in my dining hall in a secretive mood. He has not claimed ANY workshops, nor moved in nearly a month. He's about to go crazy, but I can't seem to even get him to a shop. Note, all workshops have been created (including fully powered magma forges/glass and non-magma equivalents) and every possible workshop is open and fully accessible. I'm not sure what to do :( His highest skill is in plant processing (13). Any suggestions for if this happens again?  &amp;lt;sup&amp;gt;00:59, 29 July 2010 69.134.0.97&amp;lt;/sup&amp;gt;&lt;br /&gt;
:Please list all of his skills and the skill levels in them.  Plant processing was not a &amp;quot;moodable&amp;quot; skill, one that can be selected as the skill that defines a strange mood, in old 40d, and I doubt that's changed.&amp;lt;br/&amp;gt;Check (t, then cursor over workshops) if any building component (marked with a &amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt; of any workshop is {forbidden}.&amp;lt;br/&amp;gt;And, if you have any burrows defined, be sure the moody dwarf is not a member of any of them.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:37, 29 July 2010 (UTC)&lt;br /&gt;
::His only other available skill was stonecrafting at level 1. Otherwise he totally lacked any industrial skills. I triple checked the three craftsdwarf stations I had, none of them were blocked, forbidden or otherwise inaccessible. No burrows had been generated. I scrapped the game or I could have posted the files. I'll see if it happens again, I'd never had the issue before. It is more than likely that I was at fault somehow, but I just couldn't find why. [[User:Nubcake|Nubcake]] 07:16, 29 July 2010&lt;br /&gt;
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I just had this same issue. DF2010. Guy got fey mood and also happens to be expedition leader. Dabbling grower. Skilled appraiser. Novice Organizer. Talented Record Keeper. He's set as expedition leader, manager, bookkeeper, and broker. Did what 0x517A5D said above, no dice. Hope this helps --[[User:W-dueck|w-dueck]] 04:24, 13 August 2010 (UTC)&lt;br /&gt;
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC)&lt;br /&gt;
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I have this issue as well. high master armormsith, novice metal crafter, and adept pump operator. Obviously, he could take a metalsmith's forge, but he refuses to take either the conventional, or the magma versions. Just stands around at my well. [[User:Psychobones|Psychobones]] 00:05, 29 August 2010 (UTC)&lt;br /&gt;
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== Body Parts? ==&lt;br /&gt;
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a &amp;quot;how do you do&amp;quot;. Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)&lt;br /&gt;
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)&lt;br /&gt;
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== Stopping at Nothing ==&lt;br /&gt;
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)&lt;br /&gt;
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
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I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuff I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
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Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
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:I can confirm this. I had no metal bars and ordered one to be smelted (it was iron bar), mood'd dwarf rushed to pick it up and finished construction. Most likely this is just a typo (rock -&amp;gt; metal) and nothing complicated like import bars etc. (as in comments below) [[User:Fuco|Fuco]] 02:05, 9 August 2010 (UTC)&lt;br /&gt;
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:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
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:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
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:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]&lt;br /&gt;
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:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)&lt;br /&gt;
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:: I just had a guy ask for &amp;quot;rock bars&amp;quot; and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)&lt;br /&gt;
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:::I can confirm, Asked for wood, rock blocks, rock bars; took fungiwood, dolomite blocks, and imported steel bars. Haven't had a second mood to try non-imports. --andrei901 21:04, 4 August 2010&lt;br /&gt;
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:: I had a guy ask for &amp;quot;rock bars&amp;quot; and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [&lt;br /&gt;
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::In 0.31.06, my metalsmith interprets &amp;quot;rock bars&amp;quot; as rock block, which is rather confusing, because he also asked for &amp;quot;rock blocks&amp;quot;. Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)&lt;br /&gt;
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::In my case &amp;quot;rock bars&amp;quot; meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)&lt;br /&gt;
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::I just had a fey dwarf asking for &amp;quot;rock bars&amp;quot;. He wouldn't accept: rocks, rock blocks, grates, charcoal, iron bars (non-imported), electrum bars (non-imported), copper bars (bought at embark, marked ingame as imported), pig iron bars. Unfortunately he was &amp;quot;stricken by melancholy&amp;quot; just before I smelted some steel bars. v0.31.12 --[[Special:Contributions/91.193.86.67|91.193.86.67]] 10:36, 9 August 2010 (UTC)&lt;br /&gt;
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Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
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I had a strange mood (possessed) with 17 dwarves, so the 'at least 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
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Every time I have one ask for rock bars, coke, charcoal, ash, or any kind of metal bar works. (Though, one time, the dwarf used soap.)(No, I don't know, either.) So, evidently, rocjk bars just means bars of any material.&lt;br /&gt;
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- When my dwarf asked for Rock Bars I could fix it by making some iron bars.&lt;br /&gt;
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I'm getting *rock bars* and have everything in my fortress. Is this a confirmed bug? Never imported metal or metal bars in my fortress history and reading the above it may be related to *imported* metal bars or perhaps crafting metal bars from imported metal (which would explain why some can craft a metal bar and have it work, while others are locked to imported..) however can we get to the bottom of this? I'm not losing a man.. uh.. dwarf over the situation..&lt;br /&gt;
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I just got a dwarf demanding body parts, rock bars, rock blocks, and rock bars in 31.25. I'm not sure whether it's due to all the rearranging of the bar/block section that's been going on, but NOTHING is satisfying the rock bars request. (He has a stack of dog bones collected already.) Tried coke, ash, potash, pearlash, metal bars of all kinds (including an aluminum metal bar and an imported pig iron bar), and at least one block of every kind of rock, metal, and clay I could gather. Nothing works.&lt;br /&gt;
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== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
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Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occurred at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
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:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;br /&gt;
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more &amp;lt;s&amp;gt;exploit&amp;lt;/s&amp;gt; tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)&lt;br /&gt;
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== Body Parts ==&lt;br /&gt;
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Just got a fey mood dwarf asking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)&lt;br /&gt;
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:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)&lt;br /&gt;
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:I think the word here is &amp;quot;or&amp;quot;, I have a dwarf shouting for body parts while bones pile high around him, so I'm guessing it really is Bones '''or''' shell, not either. -The Anon&lt;br /&gt;
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:I had this happen as well - I had six mussel shells laying around, nothing.  Built a Butchery, slaughtered a horse, and he immediately snapped up the 13 bones, kept screaming for body parts and logs.  So I sent a poor puppy to its doom for another 4 bones, and he immediately went to work.  Debnetig, a enormous horse bone corkscrew!  (That just sounds so wrong.)&lt;br /&gt;
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:Confirmed: had ample bones and no shell. Processed some turtles into shells, and the fey dwarf made a dash for them and began a construction. Edit the &amp;quot;Strange mood&amp;quot; page to represent this? --[[User:Ritesign|Ritesign]] 02:56, 26 November 2010 (UTC)&lt;br /&gt;
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== Possible Bug ==&lt;br /&gt;
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I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)&lt;br /&gt;
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:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:&lt;br /&gt;
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*leather&lt;br /&gt;
*body parts&lt;br /&gt;
*plant cloth&lt;br /&gt;
*rough gems&lt;br /&gt;
*leather&lt;br /&gt;
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:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)&lt;br /&gt;
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::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:&lt;br /&gt;
::*rough...colour&lt;br /&gt;
::*stone...rock (has bauxite)&lt;br /&gt;
::*gems...shining (has indigo tourmalines)&lt;br /&gt;
::*tree...life (has palm logs)&lt;br /&gt;
::*bones...yes (has mule bones. I liked that mule)&lt;br /&gt;
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::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)&lt;br /&gt;
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::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)&lt;br /&gt;
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:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)&lt;br /&gt;
::::If he wanted raw glass, he should've been mumbling &amp;quot;raw... [green/clear/crystal]&amp;quot;. It was only in the old 2D version where &amp;quot;rough gems&amp;quot; (and its secretive/possessed equivalents) could occasionally mean &amp;quot;raw glass&amp;quot;. --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)&lt;br /&gt;
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::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)&lt;br /&gt;
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::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).&lt;br /&gt;
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== Magma Workshops ==&lt;br /&gt;
So, I just a had a Glassmaker be possessed and be unwilling (unable?) to claim a Magma glass furnace.  When I built a regular furnace, he claimed it just fine and went on about his business.  Not sure if this applies to all other magma disciplines, but if you're having this problem, try building a regular one (then deconstruct it afterwards, I guess). [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
: A magma forge worked for me. Just make sure it doesn't get unpowered after it has been claimed because the dwarf immediately ran amok when this happened. [[Special:Contributions/84.46.87.224|84.46.87.224]] 11:45, 9 May 2010 (UTC)&lt;br /&gt;
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I just had the same problem with a Magma forge; I used the same anvil to build a Metalsmith's forge below the old site and the dwarf happily claimed the MS F.[[Special:Contributions/76.29.33.118|76.29.33.118]] 18:35, 10 November 2010 (UTC)&lt;br /&gt;
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I had the same problem with magma glass furnaces. Only normal glass furnaces will work.--[[Special:Contributions/24.8.192.250|24.8.192.250]] 21:36, 14 December 2010 (UTC)&lt;br /&gt;
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== Obsidian Farming SCIENCE ==&lt;br /&gt;
Someone needs to figure out definitely whether obsidian farming allows more moods.&lt;br /&gt;
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== 'Nother Possible Bug ==&lt;br /&gt;
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]&lt;br /&gt;
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::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)&lt;br /&gt;
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:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)&lt;br /&gt;
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== Yet another possible bug ==&lt;br /&gt;
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My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see &amp;quot;Degel Zefonusan has begun a mysterious construction!&amp;quot;. I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)&lt;br /&gt;
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)&lt;br /&gt;
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== And another bug... ==&lt;br /&gt;
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I've now had two dwarfs produce bone items from strange moods. In both cases, bone was requested (dwarfs had no skill) as well as various other goods - gems, cloth, leather, and rock - but the final artifact was a bone artifact with zero decoration. One dwarf was possessed, the other was a mysterious mood. &lt;br /&gt;
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Anyone experience similar?--[[User:Nimblewright|Nimblewright]] 17:42, 15 August 2010 (UTC)&lt;br /&gt;
:Yes - in fact, it was reported 3 weeks ago on the bug tracker: {{bug|2806}} --[[User:Quietust|Quietust]] 18:32, 15 August 2010 (UTC)&lt;br /&gt;
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== Fell mood murder ==&lt;br /&gt;
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I think it requires some clarification. Does the moody dwarf attack their victim, drag them to workshop and insta-kill them or insta-kill them on the place and then drag the corpse? --[[User:Someone-else|Someone-else]] 20:22, 23 May 2010 (UTC)&lt;br /&gt;
:In 40d, the moody dwarf would insta-kill his victim wherever he/she was standing (without the victim even being able to defend itself, much like slaughtering), then drag the corpse to the workshop. --[[User:Quietust|Quietust]] 20:45, 23 May 2010 (UTC)&lt;br /&gt;
:I also had a fell mood murder in DF2010. It seems like it uses the same game mechanics as slaughtering (instant-kill without combat mechanics). --18:46, 5 July 2010 (UTC)&lt;br /&gt;
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::I just had a Fell mood in 31.12. The Dwarf who undertook the mood first claimed a Tanner's shop then stalked the (corpse-strewn, gradually flooding) halls of my fortress for quite a while. Eventually, he grabbed an alread-dead Dwarf's corpse and hauled it back to the Tannery. And now... I have a lovely Dwarf Bone Cage which sadly will be lost soon when my fortress finishes self-destructing in an orgy of tantrums and doomsday-level flooding. [[Special:Contributions/71.232.137.20|71.232.137.20]] 04:59, 30 July 2010 (UTC)&lt;br /&gt;
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:::Interesting, very interesting.  I thought fell moods always involved a murder.  Is there any chance that the dead dwarf was alive when the mood started?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 12:16, 30 July 2010 (UTC)&lt;br /&gt;
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::::I can not rule it out; at the time, Dwarves were dropping from starvation (as the food stockpile was cut off from the upper levels by flooded intermediate levels), so the &amp;quot;material&amp;quot; might have expired after the mood started. Its noteworthy that the Dwarf with the mood spent a lot of time first sitting on the workshop (as if he was missing a material), then wandering seemingly randomly through the fort. [[Special:Contributions/71.232.137.20|71.232.137.20]] 17:26, 31 July 2010 (UTC)&lt;br /&gt;
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:In 31.11 my Fell mood dwarf claimed a magma forge, he proceeded to mull around the area and at a whim proceeded to murder my dwarf operating a magma furnace. He dragged the corpse to my magma forge and produced a dwarf bone short sword. So as far as I can tell, he kills them on site, not at the place they intend to process the dwarf. --[[User:Knossos|Knossos]] 08:10, 10 August 2010 (UTC)&lt;br /&gt;
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== Skills affected by artifact creation ==&lt;br /&gt;
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My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)&lt;br /&gt;
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)&lt;br /&gt;
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== Possessed Mood Causes ==&lt;br /&gt;
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Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''&amp;quot;On the item is an image of Zefon Stopchamber the dwarf in aventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202.&amp;quot;'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)&lt;br /&gt;
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)&lt;br /&gt;
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)&lt;br /&gt;
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)&lt;br /&gt;
:::Nope.  A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message &amp;quot; has been possessed!&amp;quot; and it comes directly from the 0..2 random number test mentioned below.  It's random, you've had slightly bad luck, but your experience is well within statistically expected results.  You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls.  You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)&lt;br /&gt;
:It's all a coincidence.  I just disassembled the bit of the 0.31.08 strange mood that chooses mood type.  It hasn't changed since the .40d days, except for excessive optimization by the compiler.&lt;br /&gt;
:*First, a random number between 0 and 49 is generated.&lt;br /&gt;
:*If that number is ''higher'' than the dwarf's current happiness scalar,&lt;br /&gt;
:**then a random number between 0 and 1 is generated.&lt;br /&gt;
:**0 results in a fell mood.&lt;br /&gt;
:**1 results in a macabre mood.&lt;br /&gt;
:*Otherwise, &lt;br /&gt;
:**a random number between 0 and 2 is generated.&lt;br /&gt;
:**0 results in a fey mood.&lt;br /&gt;
:**1 results in a secretive mood.&lt;br /&gt;
:**2 results in a possessed mood.&lt;br /&gt;
:Purely random.  Disassembly available on request.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)&lt;br /&gt;
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:I just had my first Possessed Dwarf and it was a bonecrafter with no workshop. Didn't take much to work out what I needed to build but could the lack of a workshop related to their profession be a factor in the equation? I know as a fact that death isn't needed for one to happen as it's the 1st mood of a new fort and not even a tame stray has died yet.&lt;br /&gt;
--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:07, 29 November 2010 (UTC)&lt;br /&gt;
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== Shells == &lt;br /&gt;
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Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .&lt;br /&gt;
: Cave lobsters don't produce shells anymore. Only turtle, oyster and mussel do - see [[DF2010:Shell|shell]] page.[[User:Peregarrett|Peregarrett]] 06:50, 2 July 2010 (UTC)&lt;br /&gt;
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== Materials in hospitals ==&lt;br /&gt;
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What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. &amp;lt;sup&amp;gt;05:34, 17 June 2010 Bungler&amp;lt;/sup&amp;gt;&lt;br /&gt;
:That kind of makes sense, similar to how trader's goods can't be used.  Did you try setting the level of material required by the hospital to 0?&amp;lt;br/&amp;gt;Incidentally, four tildes &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; signs your talk page posts.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)&lt;br /&gt;
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== Metal working dwarves and magma workshops... ==&lt;br /&gt;
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I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasn't completely full and lava was moving, the workshop momentarily lost &amp;quot;power&amp;quot;. The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)&lt;br /&gt;
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)&lt;br /&gt;
**didn't know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)&lt;br /&gt;
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== Possessed Mood and Experience ==&lt;br /&gt;
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So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact.  The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.&lt;br /&gt;
:Coincidence.  Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary.  I just checked my disassembly of 0.31.06.  All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything.  This is the same as its always been.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)&lt;br /&gt;
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== Mining exp? ==&lt;br /&gt;
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A couple times my dwarves made artifacts (not possessed) at a mason's workshop, to become legendary miners. They do not appear to have gained skill in masonry or anything else like that. --[[User:Peglegpenguin|Peglegpenguin]] 20:11, 12 August 2010 (UTC)&lt;br /&gt;
Yes mining is a moodable skill.It does not have a workshop so you must think of it like they made it with their picks. If I'm correct they will take either a masonry or crafsworkshop and make their artifact there.&lt;br /&gt;
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== Population of 20+==&lt;br /&gt;
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According to Tarn in Dwarf Talk 7, in order for a fey mood to occur you must have a population of 20 or more for the mood to occur. So I really think we should have this in the article. [[User:Sadron|Sadron]] 19:00, 14 August 2010 (UTC)&lt;br /&gt;
:That was specifically removed from the article because two people, Anonymous-78.23.137.83 and [[User:mhyder|mhyder]], have reported moods with less than 20 dwarves.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:27, 14 August 2010 (UTC)&lt;br /&gt;
::I see, however were they able to provide evidence for it? [[User:Sadron|Sadron]] 01:51, 15 August 2010 (UTC)&lt;br /&gt;
:::The claims are on this page, about halfway down.  No evidence was presented, nor requested.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:29, 15 August 2010 (UTC)&lt;br /&gt;
I have had one with 11 dwarfs.&lt;br /&gt;
(I had had twenty, nine were slaughtered by goblins, (And zombies) and before more came, one went into a fey mood.)&lt;br /&gt;
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::::Could it be that you need to BREAK a pop of 20 for one to be able to trigger? Perhaps even as specific as when the mood is brewing (before your notified) you have to have more then 20 but that stop it in the case of say a goblin slaughter...&lt;br /&gt;
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:11, 29 November 2010 (UTC)&lt;br /&gt;
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:::::No, that is not the case. I've just played two quick forts, and my first mood happened very quickly after the first of the two scripted immigration waves both games. I started with 14 dwarves both ganes.&lt;br /&gt;
The first game was 14 + 7 = 21 Dwarves before the mood happened, 2 days after the immigrants arrived.&lt;br /&gt;
The second game was 14 + 3 = 17 Dwarves before the mood happened, 8 days after the immigrants arrived.&lt;br /&gt;
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Could be coincidence, but I'm guessing the new trigger is either between 15 and 17 dwarves, or not related to the number of dwarves. --[[User:Naros|Naros]] 07:23, 10 April 2011 (UTC)&lt;br /&gt;
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== Other requests ==&lt;br /&gt;
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Right now i'm having a dorf (metal crafter) who is in a fey mood and asks for &amp;quot;&amp;lt;b&amp;gt;adamantine wafers&amp;lt;/b&amp;gt;&amp;quot;, exactly. Of course, he got it, just stopped on &amp;quot;body parts&amp;quot;, which i have 200 at hand, no burrows. He's just a little bitch.&lt;br /&gt;
Oh, sorry, DF 31.10, [[Special:Contributions/78.140.48.35|78.140.48.35]] 08:12, 18 August 2010 (UTC)&lt;br /&gt;
:It happens fairly often (and even back in 40d) that a moody metalsmith will insist on a very specific metal. In most cases, that metal would be the dwarf's favorite metal, but I always observed that once I had struck raw adamantine, all moody metalsmiths would insist on using adamantine wafers. --[[User:Quietust|Quietust]] 12:53, 18 August 2010 (UTC)&lt;br /&gt;
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== Strange problem with moods ==&lt;br /&gt;
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I was wondering if anyone else had this problem. I've already had 2 dwarves go insane because they couldn't get materials for an artifact. Everything they ask for is in my fort, and there are no burrow restrictions or anything forbidden. It seems to only happen when they take over a clothier's workshop (which has no restrictions on it, BTW) and ask for cloth - even though there is a huge stockpile of cloth right next to the workshop. I have a third dwarf currently doing the same thing and I actually want to save his life for once. [[Special:Contributions/98.228.196.111|98.228.196.111]] 21:39, 7 September 2010 (UTC)&lt;br /&gt;
: Do you have both silk and plant cloth? Both are requested as &amp;quot;stacked cloth&amp;quot; but aren't equivalent for secretive moody dwarf. Same for posessed one.[[User:Peregarrett|Peregarrett]] 06:55, 8 September 2010 (UTC)&lt;br /&gt;
: Also, it's possible that he wants a piece of cloth which is stored in a hospital. He can't take it out of there and so he'll go insane waiting to get it. My solution was to de-zone the hospital and unbuild all the chests inside it, allowing him to grab the cloth that he wants.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 12:57, 16 September 2010 (UTC)&lt;br /&gt;
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== Woodcrafter mood? ==&lt;br /&gt;
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I had a woodcrafter get a secretive mood.  He claimed a mechanics shop.  Clearly he should have claimed a craftsdwarf shop.  I checked his stats and sure enough, both woodcrafting and mechanics were proficient, among other mood skills.  I don't use any other DF tools, so I couldn't see the exact experience levels.  My hypothesis is one of two things.  First, perhaps the skill had rusted, but that the change doesn't get reflected in their professions?  Second, perhaps both were exactly the same skill level.  Moods pick a random one, or pick one different from the one the title uses?  Anyone seen something like this?--[[User:Kwieland|Kwieland]] 12:10, 16 September 2010 (UTC)&lt;br /&gt;
:Were both skills equal? Perhaps he migrated in as a proficient woodcrafter and mechanic? It may be that it only regards the level of their proficiency rather than their EXP value for it. --[[User:Eurytus|Eurytus]] 20:21, 16 September 2010 (UTC)&lt;br /&gt;
::In the previous major release, the skill with the most experience points was used; the level was not considered.  I don't see any reason for that to have changed.  I would suspect rust.  Savegame?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:24, 16 September 2010 (UTC)&lt;br /&gt;
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== Magma Forge vs. Normal Forge ==&lt;br /&gt;
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I had a Dwarf who got the Fey mood and didnt want to claim a Workshop. I built any possible Workshop, except a Forge, since I had a Magma Forge. The Dwarf didnt accept the Magma Forge but when i disassemled it and built a Normal Metlsmiths Forge he claimed it immediately. So it seems for moody dwarfs thats not the same. -- Blue Crake 30.10.10&lt;br /&gt;
:Yes, this sometimes happens.  Reported above, item #9.  Also reported several times on the 40d Talk Strange Mood page.  I'm glad you figured out the workaround.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:40, 30 September 2010 (UTC)&lt;br /&gt;
I wrote that to tell, that this is the case for the forge too, not only the glassmaker. I can`t find anything about this in the mainpage of DF2010 Moods. Shouldn`t it be here as well, as long as this bug (is it a bug or rather a caveat?) exists? Needing a normal forge is kinda counterintuitive, as moody dwarfs dont use fuel anyway. Also do moody dwarfs always take nonmagma-buildings or just sometimes? --[[User:Blue Crake|Blue Crake]] 10:42, 1 October 2010 (UTC)&lt;br /&gt;
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This seems like a bug to me, why does normal vs. magma matter? It really shouldn't. Just want to make sure this is noted as bug. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pathaugen|Pathaugen]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: It's not a bug, it's a feature.  Maybe the dwarf doesn't like worrying about having his shiny artifact, or the components thereof, falling into a pool of magma through a careless elbow.  Maybe the dwarf prefers working in a cooler environment.  Or maybe the decision software merely selects the first type of workshop that can handle the strange mood, and it would be annoying to the developer to make it select magma workshops if you have only them, and non-magma workshops if you have only those. --[[User:DeMatt|DeMatt]] 21:38, 9 November 2010 (UTC)&lt;br /&gt;
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:: Being alpha, it's important to note intended vs. 'for now' interworkings so there is a nice wish list of how the game can improve in the future. Sure that's how it may work because of the programming, but with that mindset, the game is done and nothing else needs to change? I just think it's healthy having discussion instead of just putting all ideas off as nonsense because that's the way it is and always should be. [[User:Pathaugen|Pathaugen]] 05:22, 10 November 2010 (UTC)&lt;br /&gt;
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:::I thoroughly agree with DeMatt here. This wiki is about how the game ''does'' operate, not how it ''should'' operate. There's no point in putting future-development wish-lists here - those belong on the bay12games forums. [[Special:Contributions/202.156.10.234|202.156.10.234]] 02:30, 22 November 2010 (UTC)&lt;br /&gt;
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::::Not his point, it should be listed as a known bug if it is such. As you said it is the ''alpha'' so we can expect changes, especially the removal of bugs. That way as a wiki we can keep readers informed of likely version changes. :P&lt;br /&gt;
::::--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:15, 29 November 2010 (UTC)&lt;br /&gt;
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== Highest experience skill not chosen ==&lt;br /&gt;
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I just had a dwarf have a fey mood who had 3180 xp in metalcrafting and 3000 in all the other metalworking skills. I was expecting to get a legendary blacksmith out of the deal, which I really could have used, but instead she ended up making a crossbow and being a legendary weapon smith (which I already had...) So apparently they don't always take the highest xp, perhaps its actually just picked at random amongst the highest talent level, since by level all 4 moodable skills were equal.&lt;br /&gt;
[[User:Barbarossa6969|Barbarossa6969]] 15:26, 21 October 2010 (UTC)&lt;br /&gt;
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== multiple items not always displayed longer ==&lt;br /&gt;
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Regarding the &amp;quot;2 seconds per item needed&amp;quot; rule, I've found that it doesn't always apply. I've seen certain materials displayed for the same 2 seconds as everything else, but sometimes (not always) multiples of the material are collected. I've seen it happen with (at least) wood, bone, and cloth, and usually (always?) in threes. I think it also tends to be the ''primary'' material (1st thing gathered, and the thing the artifact is eventually listed as being made from), but I'm not as sure about that. It's an important point, and might be the cause of many of the complaints of &amp;quot;he said he needed X, and I had plenty of X around!&amp;quot; (i.e. he actually needed more X-1) [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:54, 22 November 2010 (UTC)&lt;br /&gt;
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:Just had this happen again, this time with rough gems as the primary material. &amp;quot;rough gems&amp;quot; displayed the normal two seconds, two rough gems gathered, (not three). The same artifact also required 2 logs (as secondary materials, not primary) and &amp;quot;wood logs&amp;quot; was displayed the expected 4 seconds, which seems to confirm it's the primary material that does it. I'll add it to the page with a verify tag.&lt;br /&gt;
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== Random mood crafting. ==&lt;br /&gt;
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One of my dwarves got a possessed mood during a stage where I'm still setting up my various workshops. The only moodable skill he had was Tanning, so I built a leatherworks and tanner's shop, but he still just hung around the meeting area. I decided to ignore him and set up a craftsdwarf workshop for another reason, and suddenly this dwarf goes and claims it. Is it possible that moods, possibly just possessed moods, can choose skills that the dwarf does not have in the slightest? will update when the item is finished --[[User:Twilightdusk|Twilightdusk]] 02:58, 23 November 2010 (UTC)&lt;br /&gt;
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:I'm thinking he's using the craftdwarf's workshop because of its &amp;quot;Make leather crafts&amp;quot; option. --[[User:Peglegpenguin|Peglegpenguin]] 03:36, 25 November 2010 (UTC)&lt;br /&gt;
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:I have a possessed bonecrafter and I made the 'incredible' guess of what workshop (a craftdwarf's workshop) i needed to build to get the lazy sod out of bed. I'm confident it's atleast highly probable they will pick a skill they have, probability increasing with exp in that (or those) skills.&lt;br /&gt;
:--[[Special:Contributions/124.180.132.157|124.180.132.157]] 06:18, 29 November 2010 (UTC)&lt;br /&gt;
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== Rock Blocks in Strange Mood ==&lt;br /&gt;
One of my clothesmaker dwarves decided to get a strange mood, so I afforded him all his needed materials, except for one thing: rock blocks. He most certainly asked for them, and I decided to make metal blocks, just to see if he would take them. I made an electrum block and he took it right away and began to work. I suggest stone blocks be changed to stone/metal blocks in the demands section.&lt;br /&gt;
--[[Special:Contributions/173.48.59.215|173.48.59.215]] 23:45, 29 November 2010 (UTC)&lt;br /&gt;
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== Farmer + Strange Mood = Legendary Weaponsmith ==&lt;br /&gt;
Not complaining, but I just had a High Master Grower / Adequate Herbalist &amp;quot;withdraw from society...&amp;quot;, I examined her skills to see what was coming, and not seeing any moodable skills, fully expected her to claim a craftdwarf's workshop, but was pleasantly surprised to find she had claimed a metalsmith's forge and created a golden crossbow, elevating her to legendary weaponsmith! There was nothing in her personality to explain this odd occurrence (she does however, like chestnuts for their chestnuts). This is of course contrary to what the [[Strange Mood]] page states. Perhaps the rules have changed. --[[User:Uninvited Guest|Uninvited Guest]] 21:07, 1 December 2010 (UTC)&lt;br /&gt;
:Perhaps she arrived with some Weaponsmith skill that completely rusted away while you had her do farming instead? --[[User:Quietust|Quietust]] 00:46, 2 December 2010 (UTC)&lt;br /&gt;
::I thought about that as well, but I didn't realize that skills actually disappeared. The [[Skills]] page does not state that but looking closer in the talk page, it appears to be true. All things considered, your theory is quite likely. Thanks. --[[User:Uninvited Guest|Uninvited Guest]] 01:28, 2 December 2010 (UTC)&lt;br /&gt;
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== Starvation/Dehydration ==&lt;br /&gt;
Can a dwarf die from either while in a mood?&lt;br /&gt;
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== Dwarf not using available materials? ==&lt;br /&gt;
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Do the materials that a dwarf in a mood wants have to be on the same z-level/in a stockpile/nearby? I had one in a fey mood who appeared to be asking for jet (at least, that's what it said when I viewed the workshop he was using with the q key), and I had ridiculous amounts of jet two levels down, but he never moved to get it and eventually just went insane. (I tried to get the other dwarves to move some up to where he was, but they didn't do anything. &amp;gt;&amp;lt;)--[[Special:Contributions/118.208.147.173|118.208.147.173]] 09:39, 21 December 2010 (UTC)&lt;br /&gt;
:Dwarves don't demand specific types of stones - if he didn't gather the material, you probably didn't have it at all. What '''exactly''' was the dwarf asking for (and what had the dwarf gathered so far)? --[[User:Quietust|Quietust]] 13:48, 21 December 2010 (UTC)&lt;br /&gt;
::He asked for two things: rock and body parts. He'd already got the body parts. I had plenty of other kinds of stone as well, so maybe I missed a line or something? --[[Special:Contributions/118.208.147.173|118.208.147.173]] 10:34, 22 December 2010 (UTC)&lt;br /&gt;
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== &amp;quot;The type of artifact created will depend on the dwarf's highest skill.&amp;quot; - what with soaper? ==&lt;br /&gt;
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Yes, talented soaper. [[Special:Contributions/213.134.175.225|213.134.175.225]] 22:04, 25 December 2010 (UTC)&lt;br /&gt;
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== Fun fact ==&lt;br /&gt;
Clothier dorf can pick a clothier's workshop, go pick up adamantine cloth (not normally workable at a clothier's), attempt to make a rope out of it (because you can do that at a clothier's), and wind up making an adamantine chain. &amp;amp;mdash;[[User:Chaos|Chaos]] 21:20, 27 December 2010 (UTC)&lt;br /&gt;
:Indeed - I've had that happen at least once back in 40d. --[[User:Quietust|Quietust]] 22:01, 27 December 2010 (UTC)&lt;br /&gt;
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==Yet Another Bone Carving Bug==&lt;br /&gt;
I had a possessed bone carver claim a Craftdwarf's workshop, immediately run off and grab a bone, start a mysterious construction, sit in the workshop for months, then go insane. I honestly have no idea what to think about that. &amp;amp;mdash;[[User:Exploratory Mushroom|Exploratory Mushroom]] 22:44, 28 December 2010 (UTC)&lt;br /&gt;
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:Just speculation, but was the workshop cluttered? Some animals leave huge stacks of bone (e.g Jabberer can be &amp;gt;200), and certain animal skulls (e.g. Jabberer, again) can make a workshop **CLT** all by itself. With the length of time some artifacts take to construct, I can imagine a maximally cluttered workshop might stretch the creation time out for months [[Special:Contributions/202.156.10.234|202.156.10.234]] 22:48, 7 January 2011 (UTC)&lt;br /&gt;
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== Clothier won't take materials ==&lt;br /&gt;
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I have a possessed clothier who needs cloth and silk.  I have both, but she just sits at the workshop and will go insane unless I figure out why she won't take the materials.  They are both giant cave spider materials right next to each other up the staircase right by the workshop.  I also have rope reed thread somewhere that I bought from an elven caravan, but she won't take that either.  What's going on?&lt;br /&gt;
:There are two versions of &amp;quot;cloth... thread&amp;quot; that &amp;quot;possessed&amp;quot; Dwarves could be asking for. What they are saying is a little misleading; rather than them wanting actual thread, they are only asking for cloth. It is likely that the affected Dwarf wants ''plant fiber cloth'', '''not''' silk cloth or plant fiber thread. If you have some plant fiber cloth thread, as you said, make it into cloth and it should work. For future reference, this is a talk page about the Strange mood article, not a discussion forum. Please ask questions like this on the [http://www.bay12forums.com/smf/index.php?board=7.0 Official Dwarf Fortress Forums], [http://www.reddit.com/r/dwarffortress/ /r/dwarffortress at reddit.com],or the other Dwarf Fortress community of your choice. --[[User:Gzalzi|Gzalzi]] 14:45, 2 January 2011 (UTC)&lt;br /&gt;
::Oh, thanks.  I asked this here because every other topic seems to be discussion, but okay... [[User:OrangePikmin|OrangePikmin]] 19:47, 3 January 2011 (UTC)&lt;br /&gt;
:::Yeah, they are all discussions, but they're not supposed to be. --[[User:Gzalzi|Gzalzi]] 21:13, 3 January 2011 (UTC)&lt;br /&gt;
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== Fell Moods with different workshops? ==&lt;br /&gt;
Just played a round of DF and my little fortress got besieged, several dwarfes died. One dwarf then got a Fell mood and went to CARPENTER Workshop. He claimed it and went off to kill the nearest dwarf. Is it possible that the fell moods only prefer butcher- and tanner workshops, but they will work with other workshops as well? Seemed a little bit odd to me that he used a carpentry workshop...&lt;br /&gt;
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==Do Dwarves Steal==&lt;br /&gt;
I had a dwarf refusing to do anything but demand rock. Which is weird in itself, as rocks are plentiful underground. Then, just as I gave her up for lost, I saw her grab a hunk of galena from the trade depot. It was in ( ), and I certainly didn't trade for it, as I have galena in the fortress. Did she grab it off a merchant? [[Special:Contributions/68.197.174.59|68.197.174.59]] 19:16, 24 March 2011 (UTC)&lt;br /&gt;
:I think starving dwarves will steal food from traders.  So I'm not too surprised that a moody dwarf would take something that is technically fortress property.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:49, 27 March 2011 (UTC)&lt;br /&gt;
::I've observed Dwarves stealing from caravans for moods on more than one occasion.  It doesn't appear to happen with every mood where they're missing something, so it might have to do with the type of mood or the personality of the moody dwarf. --[[User:SethCreiyd|SethCreiyd]] 17:31, 28 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=145378</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=145378"/>
		<updated>2011-04-10T04:00:12Z</updated>

		<summary type="html">&lt;p&gt;Naros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege operator • Archer • Biter • Fighter • Kicker • Striker&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Many Dwarf Embark ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Doctor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Mechanic''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| For building quality {{L|Mechanisms}}, not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Metalsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Butcher&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Armorsmith''' 5, Dodger 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Butchering, Tanning, Leatherworker, Fish Cleaner, Fish Disector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1 / Crafter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Marksdwarf 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; (Gem Setter, Gem Cutter, Glassmaker), (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2 / Carpenter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armour User 5, Hammerdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer &amp;amp; Carpenter.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason 5, Dodger 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Watchman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Observer 5, Wrestler 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Standard 7 dwarf embark ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper, Expedition Leader, Manager &amp;amp; Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Marksdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Armour User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Woodburner as well as Butchering &amp;amp; Tanning to turn the wagon-pullers into useful resources. :P &amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner &amp;amp; Carpenter. &amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
Moods start at 20 dwarves, so I realised I was shooting myself in the foot with the additional number of dwarves embark.&lt;br /&gt;
Don't really need a Mason or Carpenter at first, and everyone can help put up the initial walled area, and the first tables, chairs and beds needed are allowed to be poor quality.&lt;br /&gt;
I like making my own picks and axe on the scene, but for a 'hit the ground running' start, get crappy copper picks and axe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills in '''bold''' are the moodable skill.&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=145376</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=145376"/>
		<updated>2011-04-10T03:57:54Z</updated>

		<summary type="html">&lt;p&gt;Naros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege operator • Archer • Biter • Fighter • Kicker • Striker&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many Dwarf Embark:&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Doctor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Mechanic''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| For building quality {{L|Mechanisms}}, not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Metalsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Butcher&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Armorsmith''' 5, Dodger 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Butchering, Tanning, Leatherworker, Fish Cleaner, Fish Disector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1 / Crafter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Marksdwarf 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; (Gem Setter, Gem Cutter, Glassmaker), (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2 / Carpenter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armour User 5, Hammerdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer &amp;amp; Carpenter.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason 5, Dodger 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Watchman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Observer 5, Wrestler 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Standard 7 dwarf embark ==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper, Expedition Leader, Manager &amp;amp; Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Marksdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Armour User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer. Future military dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Woodburner as well as Butchering &amp;amp; Tanning to turn the wagon-pullers into useful resources. :P &amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner &amp;amp; Carpenter. &amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
Moods start at 20 dwarves, so I realised I was shooting myself in the foot with the additional number of dwarves embark.&lt;br /&gt;
Don't really need a Mason or Carpenter at first, and everyone can help put up the initial walled area, and the first tables, chairs and beds needed are allowed to be poor quality.&lt;br /&gt;
I like making my own picks and axe on the scene, but for a 'hit the ground running' start, get crappy copper picks and axe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills in '''bold''' are the moodable skill.&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=145375</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=145375"/>
		<updated>2011-04-10T03:55:50Z</updated>

		<summary type="html">&lt;p&gt;Naros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege operator • Archer • Biter • Fighter • Kicker • Striker&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many Dwarf Embark:&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Doctor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Mechanic''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| For building quality {{L|Mechanisms}}, not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Metalsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Butcher&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Armorsmith''' 5, Dodger 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Butchering, Tanning, Leatherworker, Fish Cleaner, Fish Disector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1 / Crafter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Marksdwarf 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; (Gem Setter, Gem Cutter, Glassmaker), (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2 / Carpenter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armour User 5, Hammerdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer &amp;amp; Carpenter.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason 5, Dodger 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Watchman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Observer 5, Wrestler 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Standard 7 dwarf embark ==&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper, Expedition Leader, Manager &amp;amp; Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. This guy will be feeding the fort until immigrants arrive.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Marksdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Armour User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Woodburner as well as Butchering &amp;amp; Tanning to turn the wagon-pullers into useful resources. :P &amp;lt;br /&amp;gt;Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner &amp;amp; Carpenter. &amp;lt;br /&amp;gt;Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
Moods start at 20 dwarves, so I realised I was shooting myself in the foot with the additional number of dwarves embark.&lt;br /&gt;
Don't really need a Mason or Carpenter at first, and everyone can help put up the initial walled area, and the first tables, chairs and beds needed are allowed to be poor quality.&lt;br /&gt;
I like making my own picks and axe on the scene, but for a 'hit the ground running' start, get crappy copper picks and axe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills in '''bold''' are the moodable skill.&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=145370</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=145370"/>
		<updated>2011-04-10T03:39:38Z</updated>

		<summary type="html">&lt;p&gt;Naros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege operator • Archer • Biter • Fighter • Kicker • Striker&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many Dwarf Embark:&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Doctor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Mechanic''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| For building quality {{L|Mechanisms}}, not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Metalsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Butcher&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Armorsmith''' 5, Dodger 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Butchering, Tanning, Leatherworker, Fish Cleaner, Fish Disector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1 / Crafter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Marksdwarf 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; (Gem Setter, Gem Cutter, Glassmaker), (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2 / Carpenter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armour User 5, Hammerdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer &amp;amp; Carpenter.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason 5, Dodger 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Watchman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Observer 5, Wrestler 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Standard 7 dwarf embark:&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper, Expedition Leader, Manager &amp;amp; Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 2, Axedwarf 5, Ambusher 2, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Herbalist, Wood Cutter, Fisherdwarf. Hunter when needed. This guy will be feeding the fort until immigrants arrive.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer &amp;amp; Mason.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Marksdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer &amp;amp; Mason.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Miner''' 5, Armour User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Stone Detailer &amp;amp; Mason.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
Moods start at 20 dwarves, so I realised I was shooting myself in the foot with the additional number of dwarves embark.&lt;br /&gt;
Don't really need a Mason or Carpenter at first, and everyone can help put up the initial walled area, and the first tables, chairs and beds needed are allowed to be poor quality.&lt;br /&gt;
I like making my own picks and axe on the scene, but for a 'hit the ground running' start, get crappy copper picks and axe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills in '''bold''' are the moodable skill.&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=145368</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=145368"/>
		<updated>2011-04-10T03:30:12Z</updated>

		<summary type="html">&lt;p&gt;Naros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embarks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege operator • Archer • Biter • Fighter • Kicker • Striker&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many Dwarf Embark:&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Doctor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Mechanic''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| For building quality {{L|Mechanisms}}, not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Metalsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Butcher&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Armorsmith''' 5, Dodger 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Butchering, Tanning, Leatherworker, Fish Cleaner, Fish Disector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1 / Crafter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Marksdwarf 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; (Gem Setter, Gem Cutter, Glassmaker), (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2 / Carpenter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armour User 5, Hammerdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer &amp;amp; Carpenter.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason 5, Dodger 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Watchman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Observer 5, Wrestler 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Standard 7 dwarf embark:&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper, Expedition Leader, Manager &amp;amp; Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 2, Axedwarf 5, Ambusher 2, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf. Hunter when needed. This guy will be feeding the fort until immigrants arive.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''' &amp;amp; Stone Detailer.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 5, Marksdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''' &amp;amp; Stone Detailer&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 5, Armour User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''' &amp;amp; Stone Detailer&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Don't really need a Mason at first, and everyone can help put up the initial walled area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills in '''bold''' are the moodable skill.&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=144922</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=144922"/>
		<updated>2011-04-08T06:32:14Z</updated>

		<summary type="html">&lt;p&gt;Naros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embark ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege operator • Archer • Biter • Fighter • Kicker • Striker&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top 11 guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Doctor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Mechanic''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| For building quality {{L|Mechanisms}}, not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Metalsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Butcher&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Armorsmith''' 5, Dodger 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Butchering, Tanning, Leatherworker, Fish Cleaner, Fish Disector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1 / Crafter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Marksdwarf 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; (Gem Setter, Gem Cutter, Glassmaker), (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2 / Carpenter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armour User 5, Hammerdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer &amp;amp; Carpenter.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason 5, Dodger 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Watchman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Observer 5, Wrestler 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills in '''bold''' are the moodable skill.&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=144908</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=144908"/>
		<updated>2011-04-07T21:49:30Z</updated>

		<summary type="html">&lt;p&gt;Naros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embark ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege operator • Archer • Biter • Fighter • Kicker • Striker&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top 11 guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Doctor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Mechanic''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| For building quality {{L|Mechanisms}}, not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Metalsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Butcher&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Armorsmith''' 5, Dodger 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Butchering, Tanning, Leatherworker, Fish Cleaner, Fish Disector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1 / Crafter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Marksdwarf 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; (Gem Setter, Gem Cutter, Glassmaker), (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2 / Mason&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armour User 5, Hammerdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer &amp;amp; Mason.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 3 / Carpenter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 5, Axedwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer &amp;amp; Carpentry.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Watchman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Observer 5, Wrestler 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills in '''bold''' are the moodable skill.&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=144903</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=144903"/>
		<updated>2011-04-07T21:45:24Z</updated>

		<summary type="html">&lt;p&gt;Naros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embark ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege operator • Archer • Biter • Fighter • Kicker • Striker&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top 11 guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Doctor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Mechanic''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| For building quality {{L|Mechanisms}}, not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Blacksmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Butcher&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Armorsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Butchering, Tanning, Leatherworker, Fish Cleaner, Fish Disector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1 / Crafter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Marksdwarf 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; (Gem Setter, Gem Cutter, Glassmaker), (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2 / Mason&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armour User 5, Hammerdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer &amp;amp; Mason.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 3 / Carpenter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 5, Axedwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer &amp;amp; Carpentry.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Watchman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Observer 5, Wrestler 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills in '''bold''' are the moodable skill.&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=144902</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=144902"/>
		<updated>2011-04-07T21:44:33Z</updated>

		<summary type="html">&lt;p&gt;Naros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embark ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege operator • Archer • Biter • Fighter • Kicker • Striker&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top 11 guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Doctor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Mechanic''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| For building quality {{L|Mechanisms}}, not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Blacksmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Butcher&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Armorsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Butchering, Tanning, Leatherworker, Fish Cleaner, Fish Disector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1 / Crafter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Marksdwarf 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; (Gem Setter, Gem Cutter, Glassmaker), (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2 / Mason&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armour User 5, Hammerdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer &amp;amp; Mason.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 3 / Carpenter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 5, Axedwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''' and Stone Detailer.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Watchman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Observer 5, Wrestler 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills in '''bold''' are the moodable skill.&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=144851</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=144851"/>
		<updated>2011-04-07T03:25:16Z</updated>

		<summary type="html">&lt;p&gt;Naros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embark ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege operator • Archer • Biter • Fighter • Kicker • Striker&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top 11 guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Doctor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Mechanic''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| For building quality {{L|Mechanisms}}, not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Blacksmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Butcher&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Armorsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Butchering, Tanning, Leatherworker, Fish Cleaner, Fish Disector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1 / Crafter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Marksdwarf 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; (Gem Setter, Gem Cutter, Glassmaker), (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2 / Mason&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armour User 5, Hammerdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer &amp;amp; Mason.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 3 / Carpenter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Carpenter 5, Siege Engineer 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''' and Stone Detailer.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Watchman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Observer 5, Wrestler 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills in '''bold''' are the moodable skill.&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=144850</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=144850"/>
		<updated>2011-04-07T03:24:35Z</updated>

		<summary type="html">&lt;p&gt;Naros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embark ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege operator • Archer • Biter • Fighter • Kicker • Striker&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top 11 guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Doctor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Mechanic''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| For building quality {{L|Mechanisms}}, not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Blacksmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Butcher&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Armorsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Butchering, Tanning, Leatherworker, Fish Cleaner, Fish Disector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1 / Crafter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Marksdwarf 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; (Gem Setter, Gem Cutter, Glassmaker), (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2 / Mason&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armour User 5, Hammerdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer &amp;amp; Mason.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 3 / Carpenter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Carpenter''' 5, Siege Engineer 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''' and Stone Detailer.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Watchman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Observer 5, Wrestler 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| First soldier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills in '''bold''' are the moodable skill.&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=144848</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=144848"/>
		<updated>2011-04-07T03:13:38Z</updated>

		<summary type="html">&lt;p&gt;Naros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embark ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege operator • Archer • Biter • Dodger • Fighter • Kicker • Striker • Wrestler&lt;br /&gt;
Axeman • Leader • Observer • Student • Teacher&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top 11 guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Doctor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Mechanic''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| For building quality {{L|Mechanisms}}, not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Blacksmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Butcher&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Butchering 3, Tanning 2, '''Leatherworker''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Fish Cleaner, Fish Disector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1 / Crafter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Marksdwarf 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer, Soaper, Stone Crafter, Metal Crafter, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; (Gem Setter, Gem Cutter, Glassmaker), (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2 / Mason&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armour User 5, Hammerdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer &amp;amp; Mason.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 3 / Carpenter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Carpenter''' 5, Siege Engineer 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''' and Stone Detailer.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills in '''bold''' are the moodable skill.&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=144847</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=144847"/>
		<updated>2011-04-07T03:10:00Z</updated>

		<summary type="html">&lt;p&gt;Naros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embark ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege operator • Archer • Biter • Dodger • Fighter • Kicker • Striker • Wrestler&lt;br /&gt;
Axeman • Leader • Observer • Student • Teacher&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top 11 guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Doctor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Mechanic''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| For building quality {{L|Mechanisms}}, not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Blacksmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Butcher&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Butchering 3, Tanning 2, '''Leatherworker''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Fish Cleaner, Fish Disector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1 / Crafter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer, Soaper, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; (Gem Setter, Gem Cutter, Glassmaker), (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2 / Mason&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''' and Stone Detailer.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 3 / Carpenter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Carpenter''' 5, Siege Engineer 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''' and Stone Detailer.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Armour User 5, Hammerdwarf 5&lt;br /&gt;
Marksdwarf 5, Shield User 5&lt;br /&gt;
&lt;br /&gt;
Skills in '''bold''' are the moodable skill.&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=144844</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=144844"/>
		<updated>2011-04-07T02:52:43Z</updated>

		<summary type="html">&lt;p&gt;Naros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embark ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege operator • Archer • Biter • Dodger • Fighter • Kicker • Striker • Wrestler&lt;br /&gt;
Axeman • Leader • Observer • Student • Teacher&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top 11 guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Doctor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Mason''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Carpenter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Carpenter''' 5, Siege Engineer 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Mechanic''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| For building quality {{L|Mechanisms}}, not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Blacksmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Butcher&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Butchering 3, Tanning 2, '''Leatherworker''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Fish Cleaner, Fish Disector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armour User 5, Hammerdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''', Stone Detailer, Soaper, Wood Crafter, Bone Crafter, Bowyer,&amp;lt;br /&amp;gt; (Gem Setter, Gem Cutter, Glassmaker), (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Marksdwarf 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''' and Stone Detailer.&amp;lt;br /&amp;gt;Future Soldier.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|}&lt;br /&gt;
Skills in '''bold''' are the moodable skill.&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=144838</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=144838"/>
		<updated>2011-04-07T01:16:22Z</updated>

		<summary type="html">&lt;p&gt;Naros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embark ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege operator • Archer • Biter • Dodger • Fighter • Kicker • Striker • Wrestler&lt;br /&gt;
Axeman • Leader • Observer • Student • Teacher&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top 11 guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Doctor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Mason''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Carpenter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Carpenter''' 5, Siege Engineer 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Mechanic''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| For building quality {{L|Mechanisms}}, not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Blacksmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Butcher&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Butchering 3, Tanning 2, '''Leatherworker''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Fish Cleaner, Fish Disector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Crafter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Stone Crafting''' 5, Metal Crafter 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Soaper, Wood Crafter, Bone Crafter, Bowyer, (Gem Setter, Gem Cutter, Glassmaker),&amp;lt;br /&amp;gt; (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armour User 5, Hammerdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''' and Stone Detailer.&amp;lt;br /&amp;gt;Future Soldier.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Marksdwarf 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''' and Stone Detailer.&amp;lt;br /&amp;gt;Future Soldier.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|}&lt;br /&gt;
Skills in '''bold''' are the moodable skill.&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=144837</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=144837"/>
		<updated>2011-04-07T01:15:09Z</updated>

		<summary type="html">&lt;p&gt;Naros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embark ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege operator • Archer • Biter • Dodger • Fighter • Kicker • Striker • Wrestler&lt;br /&gt;
Axeman • Leader • Observer • Student • Teacher&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top 11 guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Doctor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Mason''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Carpenter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Carpenter''' 5, Siege Engineer 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Mechanic''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| For building quality {{L|Mechanisms}}, not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Blacksmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Butcher&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Butchering 3, Tanning 2, '''Leatherworker''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Fish Cleaner, Fish Disector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Crafter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Stone Crafting''' 5, Metal Crafter 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Soaper, Wood Crafter, Bone Crafter, Bowyer, (Gem Setter, Gem Cutter, Glassmaker),&amp;lt;br /&amp;gt; (Clothier, Dyer, Weaver) bracket-grouped jobs assigned to immigrants later.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armour User 5, Hammerdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''' and Stone Detailer.&amp;lt;br /&amp;gt;Future Soldier.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Marksdwarf 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''' and Stone Detailer.&amp;lt;br /&amp;gt;Future Soldier.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 4, Leadership 5, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy will be the military commander.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| This guy is here to accelerate training, or see how it affects it, and later lead his own squad.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills in '''bold''' are the moodable skill.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=144784</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=144784"/>
		<updated>2011-04-06T16:36:16Z</updated>

		<summary type="html">&lt;p&gt;Naros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embark ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege operator • Archer • Biter • Dodger • Fighter • Kicker • Striker • Wrestler&lt;br /&gt;
Axeman • Leader • Observer • Student • Teacher&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top 11 guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 1, Conversationalist 1, Flatterer 1, Building Design 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Doctor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Mason''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Carpenter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Carpenter''' 5, Siege Engineer 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Mechanic''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| For building quality {{L|Mechanisms}}, not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Blacksmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Butcher&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Butchering 3, Tanning 2, '''Leatherworker''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Fish Cleaner, Fish Disector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Crafter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Stone Crafting''' 5, Metal Crafter 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Soaper, Wood Crafter, Bone Crafter, Bowyer, Gem Setter, Gem Cutter, Glassmaker&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Clothier&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Clothier 5''', Dyer 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Weaver.&amp;lt;br /&amp;gt;He's a hauler whenever he's not working, which is often.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armour User 5, Hammerdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''' and Stone Detailer.&amp;lt;br /&amp;gt;Future Soldier.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Marksdwarf 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''' and Stone Detailer.&amp;lt;br /&amp;gt;Future Soldier.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Not sure if giving him any Leadership skill would be better. This guy will be the military commander.&lt;br /&gt;
|}&lt;br /&gt;
Skills in '''bold''' are the moodable skill.&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=144729</id>
		<title>User:Naros</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Naros&amp;diff=144729"/>
		<updated>2011-04-06T02:03:13Z</updated>

		<summary type="html">&lt;p&gt;Naros: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Embark ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Siege operator • Archer • Biter • Dodger • Fighter • Kicker • Striker • Wrestler&lt;br /&gt;
Axeman • Leader • Observer • Student • Teacher&lt;br /&gt;
&lt;br /&gt;
{{Tile|Brown|6:0}}&lt;br /&gt;
&lt;br /&gt;
The top 11 guys will be in the 'inner sanctum' of the fort, never to see daylight again, doing most of the labour and doing it well.&lt;br /&gt;
The Ranger I try to keep safe, but he still wins the ''Most Likely To Die In An Ambush'' competition.&lt;br /&gt;
The Trainer and two Miners I try to keep safe, and let them train and teach on their skills to the &amp;lt;s&amp;gt;cannonfodder&amp;lt;/s&amp;gt; masses.&lt;br /&gt;
&lt;br /&gt;
I tend to have minimal of or no immigrants, either through limiting population, or starting on a world where dwarves are extinct.&lt;br /&gt;
So preferably the soldiers should be male to keep the baby death-tole low.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Job Title&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Skills&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Comments&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Foreman&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Negotiator 1, Judge of Intent 1, Appraiser 1, Organizer 1, Consoler 1,&amp;lt;br /&amp;gt; Comedian 2, Conversationalist 1, Flatterer 1, '''Armoursmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign as Bookkeeper. Also Expedition Leader, Manager, Broker. A change from my usual Mechanic-Leader mix.&amp;lt;br /&amp;gt;In his spare time, he hopefully sits around and makes friends, and trains his social skills.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Doctor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Diagnostician 5, Wound Dresser 1, Surgeon 1, Bone Doctor 1,&amp;lt;br /&amp;gt; Suturer 1, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Must like helping others.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Mason&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Mason''' 5, Building Design 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Carpenter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Carpenter''' 5, Siege Engineer 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Weaponchef&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Cook 5, '''Weaponsmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making and hauling food. Main Weaponsmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armourbrewer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Brewer 5, '''Armoursmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Primarily occupied with making booze and hauling food. Main Armoursmith when needed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Mechanic''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| For building quality {{L|Mechanisms}}, not for resetting the traps at the front door, where he can be killed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Farmer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Grower 5, '''Blacksmith''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Furnace Operator, Wood Burner, Potash Maker, Lye maker&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Butcher&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Butchering 3, Tanning 2, '''Leatherworker''' 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Fish Cleaner, Fish Disector, Milker, Miller, Thresher, Cheese Maker, Animal Dissector&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Crafter&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Stone Crafting''' 5, Metal Crafter 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Soaper, Wood Crafter, Bone Crafter, Bowyer, Gem Setter, Gem Cutter, Glassmaker&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Clothier&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| '''Clothier 5''', Dyer 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Weaver.&amp;lt;br /&amp;gt;He's a hauler whenever he's not working, which is often.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Ranger&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Dodger 4, Axedwarf 5, '''Weaponsmith''' 1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign Animal Trainer, Animal Caretaker, Herbalist, Trapper, Wood Cutter, Fisherdwarf.&amp;lt;br /&amp;gt; Outdoors dwarf, accompanied by War Animals.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Armour User 5, Hammerdwarf 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''' and Stone Detailer.&amp;lt;br /&amp;gt;Future Soldier.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Miner 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Marksdwarf 5, Shield User 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Assign '''Miner''' and Stone Detailer.&amp;lt;br /&amp;gt;Future Soldier.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Trainer&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Teacher 5, Student 4, '''Weaponsmith''' 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Not sure if giving him any Leadership skill would be better. This guy will be the military commander.&lt;br /&gt;
|}&lt;br /&gt;
Skills in '''bold''' are the moodable skill.&lt;br /&gt;
&lt;br /&gt;
== ASCII Art Reward ==&lt;br /&gt;
&lt;br /&gt;
,.sssssUss,.,.&lt;br /&gt;
&lt;br /&gt;
Stoats swarmed around the knight's legs.  His journey was almost&lt;br /&gt;
complete.  On the other side of the marsh lay the walled city of&lt;br /&gt;
Blandork.  It was there they held his sister.  She was to be married&lt;br /&gt;
to the sissy Rickbald, third son of the king.  The knight gripped the&lt;br /&gt;
hilt of his sword.  He would not let his blood be mixed with that of a&lt;br /&gt;
Blandork.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sir William,&amp;quot; said one of the stoats, &amp;quot;we must hurry, lest we miss&lt;br /&gt;
the wedding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Once at the gate, William found it barred.  A guard approached him and&lt;br /&gt;
was dispatched with a swift kick to the lower body.  The knight shoved&lt;br /&gt;
the door, but it was locked.  He looked through the keyhole to see&lt;br /&gt;
gaudily dressed men and women rushing about in preparation for the&lt;br /&gt;
marriage ceremony.  William picked up one of the stoats.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must find me the key,&amp;quot; said William.  &amp;quot;Quickly now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks again,&lt;br /&gt;
Tarn and Zach&lt;/div&gt;</summary>
		<author><name>Naros</name></author>
	</entry>
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