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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=NibblesMeKibbles</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-06T20:14:49Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Diplomat&amp;diff=227911</id>
		<title>Diplomat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Diplomat&amp;diff=227911"/>
		<updated>2016-11-23T19:29:21Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Added links. Grammar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:19, 13 May 2013 (UTC)}}&lt;br /&gt;
{{av}}{{buggy}}{{Minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
The '''Diplomat''' is a [[noble]] position responsible for acts of diplomacy. In the current version it is not possible to assign a dwarf to this position, nor will one ever migrate to your fortress. It is, however, possible for your parent civilization to demote their diplomat, and then send him to migrate to your fortress. It is even possible to see if this happens the year before he does, by following him after he completed his tasks in your fort, and keep following him after he is off-screen - if the name disappears, he will not migrate; if the profession changes, he will migrate.&lt;br /&gt;
&lt;br /&gt;
Diplomats from ''other'' civilizations tend to arrive on the map edge up to a week before or after their civilization's [[caravan]] once your fortress has a [[baron]]. Each diplomat will attempt to attend a meeting with your [[Expedition leader|leader]]: they will typically follow your leader around, waiting for an opportunity to discuss your situation.  Your leader will need to perform the &amp;quot;Conduct Meeting&amp;quot; job, sometimes for quite a while, to satisfy the visiting diplomat. &lt;br /&gt;
&lt;br /&gt;
In the event that your leader is replaced, killed, or taken by a [[strange mood]] the liaison may decide to leave your fortress [[stymied|&amp;quot;unhappy&amp;quot;]].{{bug|576}} Curiously, this will '''not''' occur if your leader is otherwise unable to perform the &amp;quot;conduct meeting&amp;quot; task. You can currently lock a diplomat in a room and he will wait years to attend the meeting your noble is constantly conducting (and all subsequent diplomats appear to wait in line for the first to finish); this behavior is presumably a bug.{{bug|8947}}&lt;br /&gt;
&lt;br /&gt;
An unhappy diplomat will naturally prevent you from creating agreements and ending hostilities, however it is not currently known what other effects this has on relations with that civilization. Whether the diplomat successfully met with your leader or just gave up, a diplomat who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
If a diplomat is killed (or permanently detained), a new diplomat will arrive the following year. The death of a diplomat will, however, strain relations with the represented civilization, and might result in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
==Dwarven Diplomats==&lt;br /&gt;
Other dwarven civilizations currently do not send diplomats; the Mountainhome of your own dwarven civilization sends a special diplomat, an [[outpost liaison]], to conduct diplomacy with your fortress (assuming your fortress is not the Mountainhome).&lt;br /&gt;
&lt;br /&gt;
==Elven Diplomats==&lt;br /&gt;
:''&amp;quot;You have disrespected the trees in this area, but this is what we have come to expect from your stunted kind. Further abuse cannot be tolerated. Let this be a warning to you.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Once your [[baron]] has been appointed, the neighboring Elven civilization will attempt to make ''first contact'' - at the very beginning of the year, their diplomat will appear ''unannounced'' at the edge of your map and immediately attempt to meet with your new leader. If you have cut down any [[tree]]s, you will be scolded and given a stern warning (as quoted above), otherwise you will be congratulated for your kindness to the environment.&lt;br /&gt;
&lt;br /&gt;
During subsequent visits (which will happen within a few weeks of the arrival of their caravan), Elven diplomats will ask you to limit your tree-cutting to approximately one hundred trees.  If you agree to this concession, the civilization {{k|c}} screen will track the number of [[Wood cutter|Fell Tree]] jobs you complete during the year, shown as (remaining allowed cuts)/(total allowed cuts).  Both above-ground and subterranean trees are counted.  The agreement (and the count) remain in effect until the next year's agreement is negotiated. If you stay within this limit, the bond between your civilizations will be strengthened; violating it will strain diplomatic relations and potentially lead to attacks.&lt;br /&gt;
&lt;br /&gt;
The actual number of trees in the quota is controlled by a number of factors, including your noble's [[Room#Quality|office quality]], happiness, and social skills. Maximizing each of these can allow your noble to talk the Elves into letting you cut down a few extra trees each year.&lt;br /&gt;
&lt;br /&gt;
If you have managed to start a [[war]] with the Elves, whether due to a mishap involving their caravans or from violating a tree cutting quota, the diplomat may offer a peace treaty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
It is a well-known fact among the dwarf nobility that many seemingly rude interruptions and delays such as sleep, drinking, deconstructing of walls, etc., that occur on a regular basis during the conduction of diplomatic meetings with elves, actually serve one simple purpose: to stretch the period of time when the old tree-cutting agreement is no longer in force, but the new agreement is not signed yet. During that time all the fortress woodcutters with the addition of some seasonal workers must clear as many trees as possible.&lt;br /&gt;
&lt;br /&gt;
==Human Diplomats==&lt;br /&gt;
:''&amp;quot;Greetings, noble dwarf. There is much to discuss.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Diplomats from [[Human]] civilizations tend to just say &amp;quot;It's such a pleasant place you've carved out for yourselves...&amp;quot;. They will then share with you news of world like an outpost liaison would. If you are at war with them, the diplomat may offer a peace treaty.&lt;br /&gt;
&lt;br /&gt;
Note that all [[trap]]s &amp;quot;seen&amp;quot; by the Human diplomat may be ineffective against subsequent Human attackers. &lt;br /&gt;
&lt;br /&gt;
Note that sometimes, under certain circumstances, a Human diplomat may be a necromancer. When such an event occurs, you will not be notified of the diplomat's arrival, nor will you be able to see them. They will act as a normal, non-diplomat necromancer, sneaking around your fort undiscovered, raising the dead and causing havoc. When they ''are'' discovered, you will get the alert message ''&amp;quot;Invaders! Drive them away!&amp;quot;'', the game will pause and the camera will zoom to them. At this point they become hostile to your civilization, scaring Dwarfs and setting off traps. Your militia may also try and kill them. It is unknown whether keeping them caged/pitted harms your relationship with a civilization, but killing them certainly does.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Liaisons will wait indefinitely to conduct a meeting, potentially leading to multiple diplomats. {{bug|3027}}&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Leather_works&amp;diff=227910</id>
		<title>Leather works</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Leather_works&amp;diff=227910"/>
		<updated>2016-11-23T19:23:35Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Grammar. Added links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:14, 25 June 2010 (UTC)}}{{workshop|name=Leather works|key=e|job=[[Leatherworker|Leatherworking]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Leatherworker|Leatherworking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Leather]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Leather]] [[Clothing]]&lt;br /&gt;
* [[Leather]] [[Armor]]&lt;br /&gt;
* [[Leather]] [[Shield]]&lt;br /&gt;
* [[Leather]] [[Quiver]]&lt;br /&gt;
* [[Leather]] [[Bag]]&lt;br /&gt;
* [[Leather]] [[Backpack]]&lt;br /&gt;
* [[Leather]] [[Flask|Waterskin]]&lt;br /&gt;
* [[Leather]] [[Decoration|Images (decoration)]]&lt;br /&gt;
* [[Leather]] [[Instruments|Instrument]]{{version|0.42.01}}&lt;br /&gt;
* [[Leather]] [[Instrument pieces]]{{version|0.42.01}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Leather works''' is a [[workshop]] which produces [[leather]] items out of tanned [[skin|hides]] made at the [[tanner's shop]]. These items include [[armor]], [[backpack]]s, [[flask|waterskins]], [[quiver]]s for [[military]] dwarves, and [[clothes]] and [[bag]]s for civilian use. [[Armor#Types_of_armor|Leather armor]] is typically less protective than metal armor, but is [[rmor#Encumbrance|lighter and thus better]] for initial [[Armor user|armor wearing]] training or for [[Squad|squads]] that require [[gait|speed]] over defensive ability. &lt;br /&gt;
&lt;br /&gt;
[[Decoration|Decorating]] [[finished goods]] with leather is also done at this workshop.&lt;br /&gt;
&lt;br /&gt;
[[Crafts]] made from leather are made at the [[craftsdwarf's workshop]]. &lt;br /&gt;
&lt;br /&gt;
To create differently sized clothing or armor{{version|0.42.01}} request it to be made from the workshop as usual. Afterwards, go back to the main workshop menu and look at the {{k|d}}etails of the issued job. {{k|f}}ilter for the race you want to make the item for and press {{k|enter}} twice.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Crutch-walker&amp;diff=227909</id>
		<title>Crutch-walker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Crutch-walker&amp;diff=227909"/>
		<updated>2016-11-23T18:27:57Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Added links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|15:23, 17 May 2015 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Crutch-walker&lt;br /&gt;
| specialty  = Peasant&lt;br /&gt;
| profession = None&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Automatic, use crutch to walk after injury&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Crutch-walker''' is the [[skill]] typically used by those who have [[wound|lost]] the ability to walk normally. Crutch-walkers use [[crutch]]es while moving around the map.&lt;br /&gt;
&lt;br /&gt;
The crutch-walker [[skill|skill level]] is related to the penalty received to [[gait|movement]]. As the skill develops, the character moves at [[gait|speeds]] closer to their ambulatory movement rate up to Legendary+5 rank, at which movement rate is no longer impaired while a crutch is held. The quality or type of crutch is not related to outcome. It is possible to gain [[experience]] in this skill in [[adventure mode]] by holding a crutch in either hand. &lt;br /&gt;
&lt;br /&gt;
Crutch-walkers are the natural byproducts of a fortress' [[health care|health care industry]].&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Hedgehog_man&amp;diff=227908</id>
		<title>Hedgehog man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Hedgehog_man&amp;diff=227908"/>
		<updated>2016-11-23T18:21:32Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Bolded page subject. Added links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|21:41, 17 May 2015 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Hedgehog men''' can curl up into a ball-shape which drastically increases the defense of the creature against [[Attack_types#Blunt_weapons|blunt damage]], causing it only to take damage to the [[Anatomy#Upper_Body|upper body]].&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Contrary to popular belief, hedgehog men cannot exceed the speed of sound while running.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Badger_man&amp;diff=227907</id>
		<title>Badger man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Badger_man&amp;diff=227907"/>
		<updated>2016-11-23T18:14:43Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Rewording. Removed unverifiable sentence. Bolded subject.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|21:49, 17 May 2015 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|death=nobutcher}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Badger men''' and women move closely together in a single file path. Being hostile they will attack and mob any unsuspecting dwarves that cross their path, leading to certain death.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_leech&amp;diff=227906</id>
		<title>Giant leech</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_leech&amp;diff=227906"/>
		<updated>2016-11-23T18:11:08Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|10:42, 18 May 2015 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|meat=6&lt;br /&gt;
|skin=hide&lt;br /&gt;
|brain=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1-2&lt;br /&gt;
|fat=2&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giant leeches''' are strong animals that can be found in mainly [[tropical]] savage [[biome]]s inside [[pool]]s and [[lake]]s.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bark_scorpion&amp;diff=227905</id>
		<title>Bark scorpion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bark_scorpion&amp;diff=227905"/>
		<updated>2016-11-23T18:09:39Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Bolded page subject.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|07:04, 30 April 2012 (UTC)}}&lt;br /&gt;
{{verminlookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Bark scorpions''' are [[Vermin#Hateable_vermin|hateable vermin]] and will give [[Thought#Unhappy_Thoughts|unhappy thoughts]] to dwarves who absolutely detest bark scorpions.&lt;br /&gt;
&lt;br /&gt;
As an interesting fact, they are the smallest creatures not of size 1.&lt;br /&gt;
&lt;br /&gt;
An [[Animal Dissector]] can make bark scorpion [[venom]] using a caught bark scorpion and a glass [[vial]].&lt;br /&gt;
&lt;br /&gt;
In what appears to be a copy/paste bug, bark scorpions are not immune to bark scorpion [[syndrome|venom]], but [[cave spider]]s are.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bbasgen-scorpion-front.jpg|thumb|left|[[preference|Admired]] for its ''pincers'' and ''stinging tail'']]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stepladder&amp;diff=227904</id>
		<title>Stepladder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stepladder&amp;diff=227904"/>
		<updated>2016-11-23T18:06:37Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Added links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Stepladders''' are [[tool]]s used to [[herbalist|harvest]] [[fruit]] from [[tree]]s. If a fruit-bearing tree is located in a [[zone#Plant collection|plant gathering zone]], a dwarf will automatically fetch and place a stepladder under it. Stepladders can be placed anywhere (they don't need to lean on a trunk) and allow a dwarf to grab fruit from up to two z-levels above ground. The dwarf doing the gathering will simply drop the fruit to the ground&amp;amp;mdash;he will not interrupt his work to haul it to a food stockpile. Any passing dwarf, meanwhile, can collect the fruit and haul it away.&lt;br /&gt;
&lt;br /&gt;
Stepladders can be made from [[wood]] by a [[carpenter]] at a [[carpenter's workshop]] or [[metal]] by a [[metalcrafter]] at a [[forge]]. Stepladders can be stored in furniture [[stockpile]]s that have the &amp;quot;other large tools&amp;quot; type enabled, and are managed from the tools section of the [[stocks]] screen. &lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
Stepladders are constructed of either wood or metal:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin:1em 1em 1em 0; background:#F9F9F9; border:1px #AAA solid&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #F9F9F9&amp;quot;&lt;br /&gt;
! Material !! Worker !! Workshop&lt;br /&gt;
|- style=&amp;quot;background: #F2F2F2&amp;quot;&lt;br /&gt;
| [[Wood]] (1 log) || [[Carpenter]] || [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;background: #F2F2F2&amp;quot;&lt;br /&gt;
| [[Metal]] (2 bars) || [[Metal crafter]] || [[Metalsmith's forge]] or [[Magma forge]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Forging and melting ==&lt;br /&gt;
&lt;br /&gt;
* Metal stepladders cost '''two''' [[metal]] bars to forge, or '''six''' [[adamantine]] wafers.&lt;br /&gt;
* When a non-adamantine metal stepladder is [[melted]] down, it will return '''1.8''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
* When an adamantine stepladder is [[melted]] down, it will produce '''1.8''' wafers, for an '''efficiency of 30%'''.&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
Dwarves involved in the [[justice]] system are known to debate with others about whether to call these items &amp;quot;ladders&amp;quot; or &amp;quot;stepladders&amp;quot;. Dwarves engaged in these arguments are commonly accused of &amp;quot;making judgements based on narrow-minded cultural assumptions.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_STEPLADDER}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fire-safe&amp;diff=227903</id>
		<title>Fire-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fire-safe&amp;diff=227903"/>
		<updated>2016-11-23T18:02:39Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Added links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|07:00, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Material properties}}&lt;br /&gt;
'''Fire-safe materials''' are those that are not damaged by [[fire]]. These materials include [[glass]], most [[metal]] (tin has a low enough melting point to turn into a pool of tin if exposed to fire), [[ash]], and most [[stone]]. Only [[nether-cap]] [[wood]] is fire-safe; all other types of wood are not. [[Bituminous coal]], [[lignite]], [[charcoal]], and [[coke]] are all flammable and ought not be fire-safe, but the bug mentioned below allows them to be used as fire-safe building materials. Furthermore, the game only considers [[bar]]s, [[block]]s, [[stone]], [[log]]s, and [[anvil]]s to be capable of being fire-safe - all other item types are rejected outright.&lt;br /&gt;
&lt;br /&gt;
Fire-safe materials are only required when the object is going to come into contact with extreme heat, such as all conventional [[furnace]]s and the [[metalsmith's forge|forge]]. For the magma-powered versions of these buildings, as well as anything that will be in direct contact with magma (such as [[floodgate]]s), fire-safe material is not enough: it has to be [[magma-safe]].&lt;br /&gt;
&lt;br /&gt;
As far as the game is concerned, only materials which are stable at the [[temperature]] {{ct|11000}} (i.e. MELTING_POINT/BOILING_POINT/IGNITE_POINT/HEATDAM_POINT greater than 11000 and COLDDAM_POINT less than 11000) are considered fire-safe.  Despite this temperature being considered fire-safe, actual [[fire]] can generate temperatures significantly higher (in particular, any burning item will heat up to 200 degrees above its material's ignite point).{{bug|5011}} For practical purposes, anything which has an IGNITE_POINT should be treated as not fire-safe, so as to avoid triggering this bug.&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mud_man&amp;diff=227902</id>
		<title>Mud man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mud_man&amp;diff=227902"/>
		<updated>2016-11-23T17:56:30Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Page subject moved to front.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|19:16, 10 November 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|vary=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=item&lt;br /&gt;
|item=Glob of mud&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Mud man''', like the similarly-named [[fire man]] and [[magma man]], is a [[building destroyer]], so take care to protect any buildings they may be able to access.&lt;br /&gt;
&lt;br /&gt;
Due to being made of mud, it tends to be pretty nonthreatening, and are [[preference|loved]] by some dwarves for their ''peculiar smell''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tracker&amp;diff=227901</id>
		<title>Tracker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tracker&amp;diff=227901"/>
		<updated>2016-11-23T16:37:35Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Bolded page subject. Added links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|21:55, 30 December 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Tracker&lt;br /&gt;
| profession = Unknown&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = None&lt;br /&gt;
| attributes =&lt;br /&gt;
* Unknown&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Tracker''' is a [[skill]] currently only used in [[Adventurer mode]] which allows an adventurer to track [[creature]]s. Higher levels let you spot more tracks and help distinguish different tracks.&lt;br /&gt;
&lt;br /&gt;
Historical figures that have done scouting, beast hunting or wandering in the past always seem to have some level of this skill.&lt;br /&gt;
&lt;br /&gt;
In [[fortress mode]], this is used by [[scholar]]s who are [[naturalist]]s.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Harp_seal&amp;diff=227900</id>
		<title>Harp seal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Harp_seal&amp;diff=227900"/>
		<updated>2016-11-23T15:54:59Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Page subject moved to front. Added links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:54, 19 April 2013 (UTC)}}&lt;br /&gt;
{{creaturelookup/0&lt;br /&gt;
|bone=13&lt;br /&gt;
|meat=8-10&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|cartilage=1&lt;br /&gt;
|eye=0-2&lt;br /&gt;
|fat=7&lt;br /&gt;
&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Harp seals''' are carnivorous, amphibious mammals located only in [[arctic]] [[ocean]]s. They can sometimes be spotted on shore in small packs wandering near the coastlines.&lt;br /&gt;
&lt;br /&gt;
Harp seals are generally quite non-aggressive, though they are large, can bite, and they should not be approached by [[armor|unarmored]] [[military]]. In quantity, they make a decent source of [[meat|food]], especially that they happen in packs. Harp seals, however, do not have any special value modifier, so hunting them for profit is not as profitable as in real life.&lt;br /&gt;
&lt;br /&gt;
Harp seals can be tamed as [[pet]]s, or as non-grazing livestock for a [[meat industry]]. Some dwarves [[preference|enjoy]] harp seals' ''adorable pups''.&lt;br /&gt;
&lt;br /&gt;
== Clubbability ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Harp seals, and especially baby harp seals, are '''''very''''' clubbable. It is a pity that packs of wild animals do not currently include young, just for the possibility of bashing a wild baby harp seal's skull in. Which is, by the way, a rite of passage for any self-respecting morally ambiguous overseer.&lt;br /&gt;
&lt;br /&gt;
Feel free, however, to catch them wild, and toss them in a place they cannot escape. Once the babies are born, send in the macedwarves (no edge weapons allowed) and enjoy your genuine, morally questionable baby seal leather boots!&lt;br /&gt;
&lt;br /&gt;
[[Image:Blanchon-idlm2006.jpg|thumb|300px|center]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_coyote&amp;diff=227899</id>
		<title>Giant coyote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_coyote&amp;diff=227899"/>
		<updated>2016-11-23T15:52:57Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Page subject moved to front.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|00:08, 20 May 2015 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=18-22&lt;br /&gt;
|tooth=2&lt;br /&gt;
|meat=13-17&lt;br /&gt;
|skin=hide&lt;br /&gt;
|fat=12-16&lt;br /&gt;
|hair=1&lt;br /&gt;
|nail=0-1&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|cartilage=1&lt;br /&gt;
|eye=0-2&lt;br /&gt;
&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant coyotes''', appearing in groups of two to ten in most savage [[biome]]s, are pack hunters that are bigger than [[elk]]s. Lacking the {{token|LARGE_PREDATOR|c}} token, they aren't very aggressive towards your dwarves.  Though they have a medium sized amount of [[meat|food]] returns, they do help a struggling fortress to get by.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Downy_grass&amp;diff=227898</id>
		<title>Downy grass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Downy_grass&amp;diff=227898"/>
		<updated>2016-11-23T15:51:00Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Added links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|14:57, 11 March 2011 (UTC)}}{{grasslookup/0|wiki=no}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Downy grass''' is a special type of [[grass]] found only in good regions. Despite being made of feathers, it provides nourishment to [[grazing]] animals.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_coati&amp;diff=227897</id>
		<title>Giant coati</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_coati&amp;diff=227897"/>
		<updated>2016-11-23T15:49:52Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Bolded page subject. Added links. Grammar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|21:40, 17 May 2015 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestines=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|nervous tissue=1&lt;br /&gt;
|hair=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|fat=11&lt;br /&gt;
|meat=11&lt;br /&gt;
|bone=17&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giant coatis''', like their [[Coati|smaller cousins]], may steal items from the fortress if given an opportunity and will take any item they can get their paws on. Best [[ambusher|hunted]] or [[cage trap|baited]] and killed before they get away with something useful. Though large enough, they are not a viable base creature for your [[meat industry]] because of their solitary nature. The chances of getting a [[breeding]] pair are extremely low and you are better off slaughtering them.&lt;br /&gt;
&lt;br /&gt;
[[File:Coati_roux_Amiens_4.jpg|thumb|left|[[preference|Admired]] for their ''curiosity''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Militia_commander&amp;diff=227896</id>
		<title>Militia commander</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Militia_commander&amp;diff=227896"/>
		<updated>2016-11-23T15:45:55Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Bolded page subject. Added links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{Noble|noble=Militia Commander&lt;br /&gt;
|function=&lt;br /&gt;
* Leads the local [[military]] of your fortress.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Militia Commander''' is a [[noble]] in charge of the [[military|militia]] of your [[fortress]]. He leads a [[squad]] of up to ten soldiers and also commands the [[militia captain]]s.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|	[POSITION:MILITIA_COMMANDER]&lt;br /&gt;
		[NAME:militia commander:militia commanders]&lt;br /&gt;
		[SITE]&lt;br /&gt;
		[NUMBER:1]&lt;br /&gt;
		[SQUAD:10:militia-dwarf:militia-dwarves]&lt;br /&gt;
		[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
		[APPOINTED_BY:MAYOR]&lt;br /&gt;
		[RESPONSIBILITY:MILITARY_STRATEGY]&lt;br /&gt;
		[COMMANDER:MILITIA_CAPTAIN:ALL]&lt;br /&gt;
		[PRECEDENCE:120]&lt;br /&gt;
		[DO_NOT_CULL]&lt;br /&gt;
		[DUTY_BOUND]}}&lt;br /&gt;
{{nobles}}&lt;br /&gt;
{{Category|Military Ranks}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Carpenter&amp;diff=227895</id>
		<title>Carpenter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Carpenter&amp;diff=227895"/>
		<updated>2016-11-23T15:44:43Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Added links. Rule T. Grammar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|23:41, 17 May 2015 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:1&lt;br /&gt;
| skill      = Carpenter&lt;br /&gt;
| profession = [[Woodworker]]&lt;br /&gt;
| job name   = [[Carpentry]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Wood based [[construction]]&lt;br /&gt;
* Any work in the Carpenter's Workshop (except [[Animal trap|traps]])&lt;br /&gt;
| workshop = * [[Carpenter's workshop]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Carpenters''' produce items out of [[wood]]. They construct [[bed]]s, [[bin]]s, [[barrel]]s, and all manner of other [[furniture]], as well as wooden [[shield]]s, [[training weapon]]s and [[trap component]]s. A carpenter's skill level affects the speed and [[quality]] of his work.&lt;br /&gt;
&lt;br /&gt;
Carpenters are also responsible for constructing [[architecture|architectural]] buildings designed with wood, or wood blocks. These buildings include [[trade depot]]s, [[bridge]]s,  and [[well]]s, and their building quality and value are influenced by the carpenter's skill.&lt;br /&gt;
&lt;br /&gt;
To employ a carpenter, create a task at a [[carpenter's workshop]].&lt;br /&gt;
&lt;br /&gt;
It is recommended that one of your [[embark]] dwarves has some skill at carpentry.  [[Bed]]s, [[bin]]s, and [[cage]]s, are typical early necessities.&lt;br /&gt;
&lt;br /&gt;
Carpentry skill is also available in [[adventurer mode|Adventurer Mode]]. To perform carpentry, while at a carpenter's workshop, press {{k|x}} then the first option in {{k|c}}reate is Carpentry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Siege_operator&amp;diff=227894</id>
		<title>Siege operator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Siege_operator&amp;diff=227894"/>
		<updated>2016-11-23T15:40:11Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 4:1&lt;br /&gt;
| skill      = Siege operator&lt;br /&gt;
| profession = [[Engineer]]&lt;br /&gt;
| job name   = [[Siege operating]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Load siege weapons&lt;br /&gt;
* Fire siege weapons&lt;br /&gt;
| workshop   = * [[Siege engine]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Toughness&lt;br /&gt;
* Endurance&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Focus&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Siege operators''' are responsible for manning [[Siege engine|siege weapons]], loading them with any available [[ammunition]], and firing on command or at will.&lt;br /&gt;
&lt;br /&gt;
This is a task sometimes delegated to peasants as a cheap labor, as it can get them skilled swiftly.  Catapults are also sometimes used to destroy unwanted stone.&lt;br /&gt;
&lt;br /&gt;
While viewing a dwarf's general stats, this skill is grouped with the combat skills instead of the typical labor skills.&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Siege_operator&amp;diff=227893</id>
		<title>Siege operator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Siege_operator&amp;diff=227893"/>
		<updated>2016-11-23T15:39:33Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Bolded page subject. Added links. Grammar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 4:1&lt;br /&gt;
| skill      = Siege operator&lt;br /&gt;
| profession = [[Engineer]]&lt;br /&gt;
| job name   = [[Siege operating]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Load siege weapons&lt;br /&gt;
* Fire siege weapons&lt;br /&gt;
| workshop   = * [[Siege engine]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Toughness&lt;br /&gt;
* Endurance&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Focus&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
''Siege operators''' are responsible for manning [[Siege engine|siege weapons]], loading them with any available [[ammunition]], and firing on command or at will.&lt;br /&gt;
&lt;br /&gt;
This is a task sometimes delegated to peasants as a cheap labor, as it can get them skilled swiftly.  Catapults are also sometimes used to destroy unwanted stone.&lt;br /&gt;
&lt;br /&gt;
While viewing a dwarf's general stats, this skill is grouped with the combat skills instead of the typical labor skills.&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tile&amp;diff=227892</id>
		<title>Tile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tile&amp;diff=227892"/>
		<updated>2016-11-23T15:34:35Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Bolding. Added links. Grammar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|20:18, 23 June 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Tiles''' are the squares that form a map. They are ''approximately'' two meters long, two meters wide, and three meters high.&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=140544.msg6700479#msg6700479 &amp;lt;nowiki&amp;gt;[1]&amp;lt;/nowiki&amp;gt;]&amp;lt;/sup&amp;gt; There are 48x48 tiles in a a 1x1 [[embark]]; this is also the scale of overland travel tiles in [[Adventure Mode]]. 16x16 region tiles, the maximum embark size, covers a world map tile. A single world map tile would contain 768x768, or 589824 local tiles.&lt;br /&gt;
&lt;br /&gt;
A tile consists of two sections—a wall section and a floor section, shown in cross-section like this:&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor Section&lt;br /&gt;
When digging and building this is important, since some designations and constructions will only be done in wall tiles and some others will only be done in floor tiles.&lt;br /&gt;
&lt;br /&gt;
==Stairs==&lt;br /&gt;
Building a [[stair]]way consists of two elements: an up stair and a down stair, each element is built only in the matching tile section, across two z-levels, like this:&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section                   |--&amp;gt; Open Space&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor          ▓      ▓▓▓▓▓▓▓ ----&amp;gt; Down Stair&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   ▒▒▒            -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                     ▒▒▒           |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section       ▒▒▒         |--&amp;gt; Up Stair&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                         ▒▒▒       |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                           ▒▒▒     |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                             ▒▒▒  -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor          ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor&lt;br /&gt;
An up-down stair or building both up and down stairs in the same tile, works like this:&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   ▒▒▒            -|               -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                     ▒▒▒           |                |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section       ▒▒▒         |--&amp;gt; Up Stair    | Up/Down&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                         ▒▒▒       |                |  Stair&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                           ▒▒▒     |                |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                             ▒▒▒  -|                |&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor          ▓      ▓▓▓▓▓▓▓ ----&amp;gt; Down Stair -|&lt;br /&gt;
==Walls==&lt;br /&gt;
Both natural occurring and constructed walls span across two z-levels, the bottom wall section and floor and the top floor section:&lt;br /&gt;
                -|&lt;br /&gt;
                 |&lt;br /&gt;
                 |--&amp;gt; Open Space Wall&lt;br /&gt;
                 |&lt;br /&gt;
                 |&lt;br /&gt;
                -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|                     &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |                     &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |                     &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Wall  &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |                     &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |                     &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |                     &lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|                     &lt;br /&gt;
==Supports and Fortifications==&lt;br /&gt;
Unlike walls, [[support]]s span only one z-level, allow liquids and movement, and don't create a floor on top.&lt;br /&gt;
Constructed fortifications are basically the same but block movement as well. Note, however, that fully submerged (depth of 7/7) fortifications no longer block creature movement.&lt;br /&gt;
       ▒▒       -|                 |                                     -|                 |&lt;br /&gt;
       ▒▒        |                 |                      ▒▒▒ ▒▒▒▒▒▒ ▒▒▒  |                 |&lt;br /&gt;
       ▒▒        |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Wall   ▒▒▒ ▒▒▒▒▒▒ ▒▒▒  |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Fortification&lt;br /&gt;
       ▒▒        |                 |                      ▒▒▒ ▒▒▒▒▒▒ ▒▒▒  |                 |&lt;br /&gt;
       ▒▒        |                 |                      ▒▒▒ ▒▒▒▒▒▒ ▒▒▒  |                 |&lt;br /&gt;
       ▒▒       -|                 |                      ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|                      ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|&lt;br /&gt;
&lt;br /&gt;
==Statues==&lt;br /&gt;
[[Statue]]s block normal movement, but not unintended movement (dodging, being thrown, swept by current, etc.). Statues do not block fluids.&lt;br /&gt;
 ▒▒▒▒▒░░░░▒▒▒▒▒ -|                 |&lt;br /&gt;
 ▒▒▒▒▒▓░░▓▒▒▒▒▒  |                 |&lt;br /&gt;
 ▒▒░░░▓▓▓▓░░░▒▒  |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Statue&lt;br /&gt;
 ▒░░▒░░▓▓░░▒░░▒  |                 |&lt;br /&gt;
 ▒▒▒▒░░▒▒░░▒▒▒▒  |                 |&lt;br /&gt;
 ▒▒░░░░▒▒░░░░▒▒ -|                 |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|&lt;br /&gt;
==Furniture==&lt;br /&gt;
===Doors and Windows===&lt;br /&gt;
[[Window]]s and [[door]]s both block fluids (doors only when closed).&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |                     ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |&lt;br /&gt;
 ▒░░░░░░░░░░░░▒  |                 |                     ▒░░░░░░░░░░░░▒  |                 |&lt;br /&gt;
 ▒░░░░░░░░░░░░▒  |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Door  ▒░░░░░░░░░░░░▒  |--&amp;gt; Wall Section |--&amp;gt; &amp;lt;material&amp;gt; Window&lt;br /&gt;
 ▒░░░░░░░░░░░░▒  |                 |                     ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                 |&lt;br /&gt;
 ▒░░░░░░░░░▒▒░▒  |                 |                     ▒░░░░░░░░░░░░▒  |                 |&lt;br /&gt;
 ▒░░░░░░░░░░░░▒ -|                 |                     ▒░░░░░░░░░░░░▒ -|                 |&lt;br /&gt;
 ▒░░░░░░░░░░░░▒ -|                 |                     ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                 |&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|                     ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor       -|&lt;br /&gt;
...&lt;br /&gt;
=Special Tiles=&lt;br /&gt;
There are some natural occurring special tiles, these can't be recreated{{verify}}:&lt;br /&gt;
==Murky Pool tile==&lt;br /&gt;
Occur on at least{{verify}} 2 z-levels, as an open space wall section with an open space floor section, and in the lowest z-level another open space wall section (filled with water) with a murky pool floor section, the lower open space wall section can fill with rain water and during winter with an ice wall{{verify}}&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section                   |--&amp;gt; Open Space Wall&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor                         ----&amp;gt; Open Space Floor (an Ice wall creates an Ice floor here)&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   &amp;lt;nowiki&amp;gt;~~~~~~w7~~~~~~&amp;lt;/nowiki&amp;gt; -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   &amp;lt;nowiki&amp;gt;~~~~~~w6~~~~~~&amp;lt;/nowiki&amp;gt;  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section   &amp;lt;nowiki&amp;gt;~~~~~~w5~~~~~~&amp;lt;/nowiki&amp;gt;  |--&amp;gt; Open Space Wall (can be filled with Water or Ice)&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   &amp;lt;nowiki&amp;gt;~~~~~~w4~~~~~~&amp;lt;/nowiki&amp;gt;  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   &amp;lt;nowiki&amp;gt;~~~~~~w3~~~~~~&amp;lt;/nowiki&amp;gt;  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   &amp;lt;nowiki&amp;gt;~~~~~~w2~~~~~~&amp;lt;/nowiki&amp;gt; -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor          ▓▓▓▓▓▓w1▓▓▓▓▓▓ ----&amp;gt; Murky Pool ----&amp;gt; ''1/1 Water or Ice floor{{verify}''&lt;br /&gt;
 &lt;br /&gt;
                                           w# = water level&lt;br /&gt;
&lt;br /&gt;
==River==&lt;br /&gt;
{{verify}} under construction...&lt;br /&gt;
&lt;br /&gt;
River Source tiles: generate infinite flowing water for both rivers and brooks?? {{verify}}&lt;br /&gt;
&lt;br /&gt;
==Brook tile==&lt;br /&gt;
Occur on at least{{verify}} 2 z-levels, as an open space wall section with a brook floor section, and in the lowest z-level another open space wall section (filled with water) with another brook ''(or river source)'' floor section, the lower open space wall section can fill with rain water{{verify}} and during winter with an ice wall{{verify}}&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section                   |--&amp;gt; Open Space Wall&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                                   |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                                  -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor          ▓▓  ▓▓  ▓▓  ▓▓ ----&amp;gt; Brook ''(freezing effects? {{verify}})''&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   &amp;lt;nowiki&amp;gt;~~~~~~w7~~~~~~&amp;lt;/nowiki&amp;gt; -|&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   &amp;lt;nowiki&amp;gt;~~~~~~w6~~~~~~&amp;lt;/nowiki&amp;gt;  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |--&amp;gt; Wall Section   &amp;lt;nowiki&amp;gt;~~~~~~w5~~~~~~&amp;lt;/nowiki&amp;gt;  |--&amp;gt; Open Space Wall (can be filled with [[flow]]ing{{verify}} water or Ice)&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   &amp;lt;nowiki&amp;gt;~~~~~~w4~~~~~~&amp;lt;/nowiki&amp;gt;  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒  |                   &amp;lt;nowiki&amp;gt;~~~~~~w3~~~~~~&amp;lt;/nowiki&amp;gt;  |&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -|                   &amp;lt;nowiki&amp;gt;~~~~~~w2~~~~~~&amp;lt;/nowiki&amp;gt; -|&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ----&amp;gt; Floor          ▓▓  ▓▓w1▓▓  ▓▓ ----&amp;gt; Brook / River Source ----&amp;gt; ''1/1 Water or Ice floor{{verify}''&lt;br /&gt;
The brook tiles works like a floor grate, can be walked on, can be fished through, allows fluids and missiles through, etc...&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = bot&lt;br /&gt;
| elvish  = çile&lt;br /&gt;
| goblin  = garspo&lt;br /&gt;
| human   = lir&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles|*]]&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Moon_snail&amp;diff=227891</id>
		<title>Moon snail</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Moon_snail&amp;diff=227891"/>
		<updated>2016-11-23T15:29:42Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Bolded page subject.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|11:22, 18 May 2015 (UTC)}}&lt;br /&gt;
{{verminlookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Moon snails''' are [[Vermin#Hateable_vermin|hateable vermin]] and will give [[Thought#Unhappy_Thoughts|unhappy thoughts]] to dwarves who absolutely detest them.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=White_mountain_heather&amp;diff=227890</id>
		<title>White mountain heather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=White_mountain_heather&amp;diff=227890"/>
		<updated>2016-11-23T15:28:27Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Added links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|14:52, 11 March 2011 (UTC)}}{{grasslookup/0|wiki=Cassiope mertensiana}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''White mountain heather''' is a type of [[grass]] that grows exclusively in otherwise inhospitable [[tundra]] and [[mountain]]ous [[biome]]s. It is indistinguishable from most other types of grass.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ruin&amp;diff=227889</id>
		<title>Ruin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ruin&amp;diff=227889"/>
		<updated>2016-11-23T15:27:13Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Grammar. Added links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|11:49, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Ruins''' will appear on the map when a player-made [[Fortress mode|fortress]] is abandoned to ruin rather than retired or when sites belonging to any civilized race are abandoned or destroyed due to invading armies or megabeasts. These abandoned fortresses and other sites will appear as {{Raw Tile|μ|#808080|#000000}} on the world and fast travel maps in both Fortress and [[Adventure Mode]]. Any sites that once belonged to the player race (or the player him/herself) (normally dwarves) may be reclaimed using [[reclaim fortress mode]].&lt;br /&gt;
&lt;br /&gt;
Barring abandonment, ruins typically appear when a [[civilization]] which is at [[war]] with another civilization does not [[Entity token|[LIKES_SITE:x]]] the type of site that they have just taken over, leaving only a tiny few straggler forced converts that can be slain by beasts. Megabeasts such as [[forgotten beast]]s and [[titan]]s also appear to frequently kill and/or drive out the residents of, and take up residence in, dwarven fortresses. This has the potential of making those reclaims exceptionally [[fun]] depending on the monster. Abandoned settlements and such may or may not be reclaimed by their parent civilization during either [[world-gen]] or gameplay.&lt;br /&gt;
&lt;br /&gt;
See the [[map legend]] for more information on map symbols.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = notlith&lt;br /&gt;
| elvish  = sebeca&lt;br /&gt;
| goblin  = ngûtdo&lt;br /&gt;
| human   = bistra&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pecan&amp;diff=227888</id>
		<title>Pecan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pecan&amp;diff=227888"/>
		<updated>2016-11-23T15:22:36Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Added links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|11:46, 18 May 2015 (UTC)}}&lt;br /&gt;
{{Treelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Pecan''' is one of the many genera of [[tree]]s found [[above ground]]. Like the vast majority of above ground trees, pecan [[wood]] is brown and produces brown products.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{Category|Surface trees}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Hare&amp;diff=227887</id>
		<title>Hare</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Hare&amp;diff=227887"/>
		<updated>2016-11-23T15:20:20Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Bolded page subject. Added links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|23:05, 17 May 2015 (UTC)}}&lt;br /&gt;
{{creaturelookup/0&lt;br /&gt;
|meat=6&lt;br /&gt;
|fat=6&lt;br /&gt;
|bone=4&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
|intestines=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Hares''' are very similar to [[rabbit]]s, but are much larger, have higher [[pet|pet value]], and are not [[domestic animal|domesticated]]. They give birth to 1 child at a time. In the same manner as rabbits, females are called ''doe hares'' and males are called ''buck hares''.&lt;br /&gt;
&lt;br /&gt;
A hare will provide [[meat]], [[bone]]s, and other products when butchered at a [[butcher's shop]], and are therefore more worthwhile to raise than a rabbit, though they only provide as much as a [[chicken]].&lt;br /&gt;
&lt;br /&gt;
[[File:Lepus_europaeus_(Causse_Méjean,_Lozère)-cropped.jpg|thumb|left|Admired for their ''long ears'' and ''fluffy tails''.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = thetdel&lt;br /&gt;
| elvish  = iri&lt;br /&gt;
| goblin  = sluto&lt;br /&gt;
| human   = setduk&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Arrow_bamboo&amp;diff=227886</id>
		<title>Arrow bamboo</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Arrow_bamboo&amp;diff=227886"/>
		<updated>2016-11-23T15:17:36Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Added links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|14:58, 11 March 2011 (UTC)}}{{grasslookup/0|wiki=Fargesia}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Arrow bamboo''' is a type of [[grass]] found in [[temperate]] [[Forest#Temperate_coniferous_forests|coniferous forest]]s. It is one of the only types of grass upon which [[panda]]s can feed.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Silk&amp;diff=227885</id>
		<title>Silk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Silk&amp;diff=227885"/>
		<updated>2016-11-23T15:10:55Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Bolded page subject. Added link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
'''Silk''' [[cloth]] is made from silk [[thread]]. Silk [[thread]] can be gathered from the [[web]]s of [[brown recluse spider]]s, [[brown recluse spider men]], [[cave spider]]s, [[giant cave spider]]s, and [[phantom spider]]s (as well as any web-spinning [[forgotten beast]]s, [[titan]]s, or [[demon|clowns]]), which is then woven into cloth at a [[loom]]. Webs are automatically collected by any worker who has the [[weaver|weaving]] labor activated and access to a [[loom]], which automatically produces the work task &amp;quot;collect webs&amp;quot; and turns collected [[web]]s directly into silk thread. No [[stockpile]] is necessary for this collection.&lt;br /&gt;
&lt;br /&gt;
Automatic collection of webs can be disabled from the [[Standing orders|orders menu]] ({{key|o}} -&amp;gt; {{key|W}}) - this is useful if the accessible [[web]]s are located in a dangerous area or if you want to temporarily free up your [[weaver]]s for other tasks.&lt;br /&gt;
&lt;br /&gt;
Silk is generally a superior material for clothing as it is a [[weight|lighter]] material than [[leather]] and far more protective than other cloth materials in the event of animal attacks on civilians.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Yarn]]&lt;br /&gt;
* [[Plant fiber]]&lt;br /&gt;
* [[Textile industry]]&lt;br /&gt;
* [[Silk farming]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = nesteth&lt;br /&gt;
| elvish  = yarare&lt;br /&gt;
| goblin  = egod&lt;br /&gt;
| human   = sushsath&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Almond&amp;diff=227884</id>
		<title>Almond</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Almond&amp;diff=227884"/>
		<updated>2016-11-23T14:44:36Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Added links and D for Dwarf.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|04:37, 17 May 2015 (UTC)}}&lt;br /&gt;
{{Treelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Almond''' is one of the many genera of [[tree]]s found [[above ground]]. Like the vast majority of above ground trees, almond [[wood]] is brown and produces brown products.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Almond trees bear delicious crunchy almonds that can be harvested by setting up a gathering [[zone]] underneath it. Almonds cannot be brewed into [[alcohol]]. Therefore you're better off &amp;lt;s&amp;gt;exterminating each and every one of these ugly, useless potential [[elf]] retreats&amp;lt;/s&amp;gt; cutting the tree or cooking the almonds into +Almond Biscuits+.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{Category|Surface trees}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:NibblesMeKibbles&amp;diff=227883</id>
		<title>User:NibblesMeKibbles</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:NibblesMeKibbles&amp;diff=227883"/>
		<updated>2016-11-23T14:39:56Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have a job that's slowing down to a crawl temporarily for November. Therefore I got 8 hours to kill, 5 days a week. Expect a lot of contributions. ''A lot''.&lt;br /&gt;
&lt;br /&gt;
I use this wiki every time I play, it's time I get to do my part back!&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:NibblesMeKibbles&amp;diff=227882</id>
		<title>User:NibblesMeKibbles</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:NibblesMeKibbles&amp;diff=227882"/>
		<updated>2016-11-23T14:38:54Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Created page with &amp;quot;I have a job that's slowing down to a crawl temporarily for November. Therefore I got 8 hours to kill, 5 days a week. Expect a lot of contributions. ''A lot''.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have a job that's slowing down to a crawl temporarily for November. Therefore I got 8 hours to kill, 5 days a week. Expect a lot of contributions. ''A lot''.&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Embark&amp;diff=227881</id>
		<title>v0.34:Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Embark&amp;diff=227881"/>
		<updated>2016-11-23T14:33:47Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Fixed disambiguation pages link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:26, 13 April 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Embark''' is the time at the very beginning of [[Fortress mode]] before actual game play begins (but after [[World generation|generating a world]]), when you and your initial 7 dwarves:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting [[skill]]s to each dwarf.&lt;br /&gt;
# Select an initial load of [[supplies|supplies and equipment]].&lt;br /&gt;
# Arrive at the site with your wagon full of supplies.&lt;br /&gt;
&lt;br /&gt;
==Choosing a Site==&lt;br /&gt;
The main considerations to keep in mind when choosing a site are the presence of aquifers, the availability of wood, ores, &amp;amp; soil, the climate, and your neighbors.&lt;br /&gt;
There is just ONE BIG RULE: when your home civilization is too small, you will recognize after the second winter that you won't get any more [[Immigration|immigrants]], which can be [[Fun|extremely fun]]. To avoid this situation, select a home civilization with ''at least'' two dwarven sites on the map.&lt;br /&gt;
&lt;br /&gt;
[[File:Embark.jpg|center|Choose Fortress Location screen (v0.31.19)]]&lt;br /&gt;
&lt;br /&gt;
The Choose Fortress Location screen shows four separate sections, with three of them being views of the land at different levels of magnification: Local, Region, and World. A section of highlighted tiles in the Local view indicates the current embark location within the region. The local view constitutes a 16x16 grid of embark area tiles (each representing 48x48 tiles when you are playing the game) that is within a single region tile.  The world map cannot be directly controlled, and exists only to give you the overall view of where, relative to the rest of the features of the world, the region map is focused on.&lt;br /&gt;
&lt;br /&gt;
The arrow keys control the X cursor in the center &amp;quot;Region&amp;quot; view while {{k|u}}, {{k|m}}, {{k|k}}, and {{k|h}} move the embark location around within the Local view. {{k|U}}, {{k|M}}, {{k|K}}, and {{k|H}} will resize the embark location.  &lt;br /&gt;
&lt;br /&gt;
The size of the embark location directly affects how much data about a map the game will have to store in your computer's memory and the size of your save files. This may correspondingly make pathfinding more resource-intensive, generally [[Frames per second|slow your game down]], and have a dramatic effect on the save and load times for your map. As such, smaller maps are recommended, especially for less powerful computers. Remember that each tile on your embark screen is 48x48 tiles large.&lt;br /&gt;
&lt;br /&gt;
On the far right of the screen is a list of local features in the dominant biome. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{k|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{k|F1}}, {{k|F2}} and {{k|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
===Biomes===&lt;br /&gt;
{{Main|Biome}}&lt;br /&gt;
&lt;br /&gt;
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creatures|animal species]] and [[climate]]. &lt;br /&gt;
&lt;br /&gt;
In the above image, the biome is &amp;quot;Temperate Savanna&amp;quot;, and the region the biome is part of is given a specific name: &amp;quot;The Velvety Hill&amp;quot;, part of the continent &amp;quot;The Jade Horn-Land&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Biomes will also contain only one set of stone layers, though these usually expand beyond a single biome. Your [[dwarves]] will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location in order to understand your [[surroundings]].&lt;br /&gt;
&lt;br /&gt;
====Climate====&lt;br /&gt;
{{Main|Climate}}&lt;br /&gt;
&lt;br /&gt;
Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, whether water will freeze in winter, and how quickly water evaporates. &lt;br /&gt;
&lt;br /&gt;
The climate is displayed as &amp;quot;Temperature: Warm&amp;quot; in the above image.&lt;br /&gt;
&lt;br /&gt;
Very hot and very cold biomes bring their own challenges which may be further compounded with overlapping features, such as a glacier being frozen for half the year, and being devoid of trees, and lacking a river. Very hot climates may see all its surface water quickly evaporate, making finding a water supply more dangerous, as underground caves filled with hostile creatures may be the only supply of water.&lt;br /&gt;
&lt;br /&gt;
====Plant Life====&lt;br /&gt;
{{Main|Tree|Shrub}}&lt;br /&gt;
&lt;br /&gt;
Seen in the above image as &amp;quot;Trees: Sparse&amp;quot; and &amp;quot;Other Vegetation: Moderate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Trees are useful for the [[wood]] they provide, and wood is a basic building material, important for being the only material that can be used to create beds. Also, because creating bins and barrels from metal is an involved process involving more steps, less common resources, and fuel, wood is often preferred for making these items as well. Wood is also a source of [[charcoal]], one possible [[fuel]] used to make metal products in standard smelters and forges and required for making steel even when you have magma forges. Wood is also useful in making [[potash]], for soap or fertilizing farms.&lt;br /&gt;
&lt;br /&gt;
Despite wood's many uses, it is entirely possible to play without any trees in your biomes. Due to the inexpensive nature of wood, it is possible to simply embark with a large quantity and rely on trade caravans from the elves, humans, and dwarves for your wood needs. Also, at a certain point, trees can be farmed in muddied underground areas regardless of how barren the surface is.&lt;br /&gt;
&lt;br /&gt;
Shrubs can provide some quick food through the [[herbalist]] skill, [[still|brewable materials]], and [[seeds]] for some very helpful above-ground [[crops]] which are generally only available through trading with Elves.&lt;br /&gt;
&lt;br /&gt;
====Surroundings====&lt;br /&gt;
{{Main|Surroundings}}&lt;br /&gt;
&lt;br /&gt;
Surroundings affect how powerful and hostile local wildlife will be, and some forms of plants are available only in specific types of surroundings.&lt;br /&gt;
&lt;br /&gt;
The surroundings of the example image are listed as &amp;quot;Surroundings: Wilderness&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Any biome can have any set of surroundings; for example a glacier could be haunted, wilderness or mirthful. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil.&lt;br /&gt;
&lt;br /&gt;
There are two axes for surroundings: savagery and alignment. Calm and neutral savagery are functionally identical. Savage lands are like normal lands, except they will frequently have giant or hostile humanoid versions of normal animals. For example, you might have a [[Tigerman]] instead of &amp;quot;merely&amp;quot; a [[tiger]] in a savage jungle.&lt;br /&gt;
&lt;br /&gt;
Good biomes are similar to neutral biomes, except have more fanciful (and generally benign) creatures like [[pixie]]s, [[fluffy wambler]]s, or [[unicorn]]s, and are generally no more dangerous than neutral biomes. Evil biomes are home to many dangerous creatures, often dead vegetation and even including undead versions of normal creatures, making for a far more hostile environment specifically for players who want to face a greater challenge to stay alive, especially early on. Trees might not grow in an evil area.&lt;br /&gt;
&lt;br /&gt;
It is possible to start a fortress that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
====Layers====&lt;br /&gt;
{{Main|Layer|Ore|Stone}}&lt;br /&gt;
&lt;br /&gt;
At the bottom right of the biome view, some of the main features of the site are reported. You will be told whether the biome has a layer of soil on top of it (and how thick it is), and whether that soil includes [[clay]]. Deep soil layers make underground farming extremely quick to set up, as no [[irrigation]] will be needed. If there are metal ores, ''Shallow metal(s)'' and/or ''Deep metal(s)'' are reported. [[Flux]] is also reported if present.&lt;br /&gt;
&lt;br /&gt;
The depth of the soil layers is indicated by light brown text: ''Little soil'', ''Some soil'', ''Deep soil'' or ''Very deep soil''. Clay is reported as either ''Shallow Clay'' or ''Clay''. [[Sand]] is ''not'' reported here; the only way to be sure you'll have sand is to embark on a Sand Desert.&lt;br /&gt;
&lt;br /&gt;
You won't be told which kinds of metals are present. Your best bet for finding the raw materials for making [[steel]] is to look for a site with ''Shallow metals'' (note the plural) and ''Flux''. A biome with shallow metals listed has an extremely high chance of containing [[iron]]-bearing ores in a sedimentary layer near the surface. Failing that, you're practically guaranteed to get some [[copper]] ore (tetrahedrite).&lt;br /&gt;
&lt;br /&gt;
====Aquifer====&lt;br /&gt;
{{Main|Aquifer}}&lt;br /&gt;
&lt;br /&gt;
An aquifer is a layer of soil or stone saturated with water, and a biome may contain up to 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer, see ''[[Aquifer]]''.&lt;br /&gt;
&lt;br /&gt;
===Changing Views===&lt;br /&gt;
Pressing {{k|Tab}} will cycle the presented information through a variety of different views and panels.&lt;br /&gt;
*Neighbors - other civilizations that are closest to your current location. Proximity increases the chance of interaction, though at present this largely means &amp;quot;nearby goblins are more likely to attack you.&amp;quot; If any race is not represented on this page, it means that the civilization cannot reach you if you are in that location. Embarking on an [[island]], or a location completely surrounded by mountains will make it impossible for any civilization but your own dwarven civilization to reach you, as world map travel across oceans or mountains is impossible. If not even &amp;quot;Dwarves&amp;quot; appears, it means that your home civilization is dead, and there will be no [[immigration]] waves or [[Trading#Caravans|trade caravans]] from your home civilization. If this is the case, it is recommended you change to a still-existent civilization unless you want the challenge of having no support from the mountainhomes. Races that are hostile to you are represented by a series of red &amp;quot;-&amp;quot; marks. In vanilla DF, goblins are always hostile, but humans or elves may also be at war with particular dwarven civilizations.&lt;br /&gt;
*Your Civilization - indicates all Dwarven civilizations in the world. {{k|+}} and {{k|-}} will cycle through the civilizations allowing you to choose which your settlers will be embarking from. Civilization choice will affect who is at war with you, what goods are available for trade and at embark, who your regent will be (considering [[Main:Cacame Awemedinade|one might be surprised by who turns out to be one's regent]]), and if there are any surviving members of your civilization left to migrate to or trade with your fort. Some of this information is only viewable in [[Legends]] Mode, but you can view accessible goods and materials after hitting {{k|e}}mbark by looking at what items you can choose to embark with. If you don't like the options, simply {{k|Esc}} to get the main menu and choose Abort Game. You will have to find the site again, but it saves you from needing to abandon the fortress.&lt;br /&gt;
*Relative Elevation - Shows the land height relative to the lowest point in the region.&lt;br /&gt;
*Cliff Indicator - Shows the severity of cliffs. With the exception of rivers that cut through mountains, even apparently very steep cliffs will still have ramps that make it perfectly accessible for any creature or even the wagons in caravans (unless you have turned erosion off).&lt;br /&gt;
&lt;br /&gt;
===Reclaiming a fortress===&lt;br /&gt;
{{Main|Reclaim fortress mode}}&lt;br /&gt;
If you [[Reclaim fortress mode|reclaim the site]] of an abandoned fortress, upon arrival you may see goods, materials, and corpses left from the previous effort. These items will initially be [[forbid|forbidden]] and you will have to [[Reclaim|reclaim items]] before your dwarves will acknowledge their existence, for example to haul them to a graveyard or refuse [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
==Creating Your Settlers==&lt;br /&gt;
===Play Now!===&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of Dwarves with the following profiles:&lt;br /&gt;
&amp;lt;!--Note: Last Updated for v0.31.13--&amp;gt;&lt;br /&gt;
* Miner: Adequate Miner&lt;br /&gt;
* Woodworker: Novice Carpenter, Bowyer&lt;br /&gt;
* Woodcutter: Novice Wood Cutter, Furnace Operator, Wood Burner, Grower, Herbalist, Brewer, Cook, Lye Maker, and Potash Maker&lt;br /&gt;
* Stoneworker: Novice Mason, Engraver, Building Designer, and Mechanic&lt;br /&gt;
* Jeweler: Novice Stone Crafter, Wood Crafter, Bone Carver, Gem Cutter, and Gem Setter&lt;br /&gt;
* Fisherdwarf: Novice Fisherdwarf&lt;br /&gt;
* Fish Cleaner: Novice Weaver, Clothier, Butcher, Tanner,  Leatherworker, and Fish Cleaner&lt;br /&gt;
One of these will be randomly flagged as Expedition Leader at the start.&lt;br /&gt;
&amp;lt;!--Note: Last Updated for v0.31.12--&amp;gt;&lt;br /&gt;
The default embark value for a custom embark is 1274: 974 in pre-chosen goods and 300 unassigned. The Play Now! embark only uses 1038 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort.&lt;br /&gt;
&lt;br /&gt;
===Prepare Carefully===&lt;br /&gt;
Preparing allows the player to customize their embarking party and supplies by spending a pool of points which is shared between skills and equipment, with each skill rank and equipment item having a set value. The total value of embarking is set at 1,274 points, though all but 300 of these are pre-spent on an array of basic equipment (the same equipment Play Now! uses). It stands that one should try to maximize the value of their embark by spending all available points. By preparing carefully it is also possible to [[Fortress name|name]] your fortress and your embark group.&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 view when selecting 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;
{{Main|Skills}}&lt;br /&gt;
&lt;br /&gt;
The seven settlers you begin with can be assigned up to ten skill ranks picked from the entire Dwarven skill list, including military, though only a maximum of 5 ranks can be bought in any one skill (for a maximum starting rank of &amp;quot;Proficient&amp;quot;). Skill ranks are bought from the shared pool at a cost of 5 for the first rank, 6 for the second, 7 for the third, and so on. Maxing out a skill thus costs a total of 35 points. Although this is already fairly involved, between the long skill list and the floating cost, the value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well by a Novice (skill level 1) or even a Dabbler (level 0) as they are by a Legendary (level 15+). A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbor smelting hematite until the cows come home.&lt;br /&gt;
&lt;br /&gt;
For a more complex example, there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout, if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in the early game due to the multiple steps required. Metalworking skills also train slower than woodworking, and metal products have a longer base production time than wood products.&lt;br /&gt;
&lt;br /&gt;
From one point of view, the Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to train his skills fairly quickly. Even on a strictly functional level, a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgling base. Lastly, once metal production is up and running, it can be agonizingly slow if a Farmer or Peasant has to be re-assigned to learn from scratch, thus a proficient Metalsmith stands to pay off much more in time than starting with a proficient Carpenter. Consider as well that you may receive a highly skilled Metalsmith during an [[immigration]] wave, if you care to take that chance.&lt;br /&gt;
&lt;br /&gt;
====Supplies====&lt;br /&gt;
The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone. &lt;br /&gt;
&lt;br /&gt;
:* 2 Copper [[pick]]s (or bronze picks if your home civilization has no access to copper)&lt;br /&gt;
:* 2 Copper [[battle axe]]s (or bronze battle axes if your home civilization has no access to copper)&lt;br /&gt;
:* 1 Iron [[anvil]] ( or Steel [[anvil]] if your home civilization has no access to iron)&lt;br /&gt;
:* 1 Wheelbarrow (If possible)&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;
:* 6 bags containing 5x dimple cup, cave wheat, plump helmet, sweet pods, pig tail, and quarry bush [[seed]]s&lt;br /&gt;
:* 15 units of meat (one random type, 10 + 5 units in 2 barrels)&lt;br /&gt;
:* 15 units of fish (one random type, 10 + 5 units in 2 barrels)&lt;br /&gt;
:* 15 units of plump helmets (10 + 5 units in 2 barrels)&lt;br /&gt;
:* 5 pig tail fiber thread&lt;br /&gt;
:* 5 pig tail fiber cloth &lt;br /&gt;
:* 5 pig tail fiber bags&lt;br /&gt;
:* 3 pig tail fiber ropes &lt;br /&gt;
:* 3 wooden buckets &lt;br /&gt;
:* 3 wooden splints &lt;br /&gt;
:* 3 wooden crutches&lt;br /&gt;
:* 2 dogs (random sex)&lt;br /&gt;
:* 2 cats (random sex)&lt;br /&gt;
:* 2 random cow/ox/mule/horse (random sex)&lt;br /&gt;
&lt;br /&gt;
Embark sites with minimal Trees should definitely consider bringing extra logs to cover the early demand for beds and such.&lt;br /&gt;
&lt;br /&gt;
Cats and dogs are only included in the Play Now! package, you have to go into the pets list and add them when you Prepare Carefully.&lt;br /&gt;
&lt;br /&gt;
Do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against kobolds and other thieves, and a healthy supply of meat and bones. Cats are useful for controlling the vermin population, but beware the [[Fun|dangers]] of a [[catsplosion]].&lt;br /&gt;
&lt;br /&gt;
You may also want to consider replacing the pig tail fiber items with much cheaper cave spider silk items (regular, not giant).&lt;br /&gt;
&lt;br /&gt;
Note that the types of supplies available can vary depending on what materials are available at the nearest capital of your civilization.  For example, certain types of stone or bars may not be listed at all if they are not available at your Mountainhome.&lt;br /&gt;
&lt;br /&gt;
If your civilization lacks copper or iron (or both), the increased costs for standard-issue metal equipment can eat up the embark point advantage Prepare Carefully has over Play Now!, but the option to customise point allocation still gives careful preparation an edge.&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 [[preferences]] and [[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. 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;
==Embark Strategies==&lt;br /&gt;
{{Main|Starting build}}&lt;br /&gt;
&lt;br /&gt;
The strategies below are suggestions. They are not universal, and many are even contradictory. This is because there is no one true way to play Dwarf Fortress. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.&lt;br /&gt;
&lt;br /&gt;
===Picking the Right Location===&lt;br /&gt;
'''Need More Dirt''' - three layers of soil before the stone layers begin provides a very large area that can be used to quickly carve out efficient storage rooms, as well as easy construction of large farms and tree farms without the need to flood/muddy large areas of stone.&lt;br /&gt;
&lt;br /&gt;
'''Flowing Water (and Its Inverse)''' - flowing water (river or stream) is a must have for the infinite power it supplies for working machinery and because underground water supplies are too dangerous to tap into. There is no guarantee of infinite water underground, you could embark on a map with completely dry caverns. However, rainier climates will always have murky pools, which with careful management can be refilled from the rain. Infinite power for working machinery can be created using a limited amount of water in a perpetual motion machine. Although, being limited in quantity, murky pools simply do not have the capacity to permanently flood your fortress, while a single mistake with an infinite source can easily do so.&lt;br /&gt;
&lt;br /&gt;
===Preparation Strategies===&lt;br /&gt;
'''Free Barrels''' - many products are stored in bins, barrels, or bags and do not stack with other items even if they're in the same broad classification. Plump Helmets and Horse Meat come in separate barrels even though they're both food. Purchasing a single item of food (or increasing the number to one above the storage limit of the barrel i.e. 11, 21, 31) will also produce a free barrel for it to be stored in. As barrels have a cost of 10 to buy empty, buying a single unit of cost 2 foodstuffs gets you a value of 5. Anything above cost 2 bought for the express purpose of getting barrels would be better off just buying barrels empty or raw logs. This concept can be extended to many different goods, and for any stored good you were &amp;quot;going to buy anyway&amp;quot; you should avoid buying exactly a containerful. Do not get 20, get 21.&lt;br /&gt;
* Note that meat products from the same animal will store in the same barrel, thus 1 unit of Horse Meat and 1 unit of Horse Tripe will only get you one barrel, not two.&lt;br /&gt;
* Upon arrival you can build a kitchen and prepare lavish meals out of all those single units of meat. This will &amp;quot;compress&amp;quot; your food, and free up some barrels for brewing. Size of stacks of food from cooking is equal to sum of stack sizes of ingredients, so you lose nothing.&lt;br /&gt;
&lt;br /&gt;
'''Cheaper food''' - you can bring lots of [[milk]] (worth 1 embark point each), build a [[farmer's workshop]], and make [[cheese]] out of that milk. Combine this with the trick for free barrels, cook lavish meals out of that cheese and meat, and you will get some free barrels, and good quality food for cheap. Making milk into cheese is very fast and requires no skill, you just need to enable cheese making on your cook or brewer.&lt;br /&gt;
* To save on alcohol (you should probably still bring some of it, though) get plump helmets for 4 embark point each. Remember to disable cooking them in z -&amp;gt; Kitchen menu. Build a still, and brew them all, each will make 5 units of alcohol. You can supplement this with gathering and brewing local plants.&lt;br /&gt;
* Cooking lavish meals out of 1 unit of meat, and full barrels of alcohol made on the spot from plump helmets (known as booze cooking) can produce even more food, but only if one knows how to do it.&lt;br /&gt;
* When choosing all that different food, be smart. Press &amp;quot;n&amp;quot; Go to &amp;quot;Meat&amp;quot; section, press &amp;quot;e&amp;quot;, and search for one particular kind of food, &amp;quot;meat&amp;quot;, for example. Press enter, rinse and repeat. This way, you can quickly add food from different animals and be sure you don't have any 2 foods from the same species. Also, it's good to make a template so you won't have to do the whole thing all over again when you start another fortress.&lt;br /&gt;
&lt;br /&gt;
'''Cheap Bags''' - while even the cheapest bags (made from cave spider silk and low-value leather) cost 10 points each, you can instead simply bring several units of [[sand]] costing 1 point each, as each unit of sand will be stored in its own bag made from a randomly selected material (including giant cave spider silk and valuable creature leather).&lt;br /&gt;
&lt;br /&gt;
'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early, an anvil is typically unnecessary and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs (can't really have enough foodstuffs). By the time the Dwarven caravan arrives in the fall, a 100☼ iron anvil, or even a 300☼ steel anvil, should be little more than an inconvenience. This can sometimes be &amp;lt;s&amp;gt;problematic&amp;lt;/s&amp;gt; [[Fun]] if you are unlucky and the caravan does not bring an anvil.&lt;br /&gt;
&lt;br /&gt;
'''REALLY Don't Need That''' - For players more familiar with the game. Bring no pre-constructed goods (weapons, buckets, etc.), just the materials to make them with. This requires several (3-10, though you're likely to bring way more) logs, some fire-safe stone (ores are fine if you don't mind some micromanagment), few nuggets of copper ore, and an anvil. Upon arrival, build a Wood Furnace and a Forge, make charcoal, then picks for the [[miner]]s and an axe for [[wood cutter]]s. Medical supplies should be unnecessary to start with, because if you need them &amp;lt;s&amp;gt;you're screwed&amp;lt;/s&amp;gt; you'll have [[Fun]]. You may want to bring some [[rope]] (or just [[thread]]) along though. You can start your fortress with just 106☼ worth of items (iron anvil - 100☼, 1 copper nuggets for 1 pick - 6☼, logs can be gathered from deconstructing the wagon and made into 1 training axe - 0☼, fire-safe building material = ash - 0☼, everything else can be made with the raw materials you get from wood-cutting and mining.).&lt;br /&gt;
&lt;br /&gt;
'''Yes, I Do Need That''' - &amp;lt;s&amp;gt;never&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;don't&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;NEVER&amp;lt;/s&amp;gt; DON'T EVER leave without alcohol unless you have a [[brewer]] and a way to gather plants early (untrained [[herbalist]]s designated after embarking are enough) or a safe water source (preferably flowing).&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*New players may find the [[Quickstart guide]] useful.&lt;br /&gt;
*The [[Starting build]] article has more detailed embark strategies.&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Quickstart_guide/Preparing_carefully&amp;diff=227880</id>
		<title>v0.34:Quickstart guide/Preparing carefully</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Quickstart_guide/Preparing_carefully&amp;diff=227880"/>
		<updated>2016-11-23T14:33:10Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Fixed disambiguation pages link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:57, 25 February 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{quickstart|advanced=Starting build}}&lt;br /&gt;
&lt;br /&gt;
'''This part is completely optional''' and only applies if you selected &lt;br /&gt;
{{DFtext|Prepare for the journey carefully}}. More in-depth discussion is available on the [[Embark]] and [[Starting build]] wiki pages.&lt;br /&gt;
&lt;br /&gt;
==Preparing Carefully==&lt;br /&gt;
Since we know certain things about our first site, we can choose our [[skill]]s and equipment knowing what to expect. [[Metal industry|Metal]] will be our primary industry. We won't be hit too hard by enemies right off the bat, so we can concentrate on civilian skills and supplies.&lt;br /&gt;
&lt;br /&gt;
==Chopping and Digging==&lt;br /&gt;
Our starting location will have [[Wood]], so we don't need to bring a bunch with us. We will need something to chop down [[tree]]s though, and something to [[dig]] with: [[Pick#Picks|picks]] and an [[battle axe]].&lt;br /&gt;
&lt;br /&gt;
One copper axe, and two copper picks should suffice to start. Actually a wooden [[training weapon|training axe]] will also chop down a tree, but will be worthless in battle, and you might want at least one real weapon with which to start.&lt;br /&gt;
&lt;br /&gt;
In order to spend fewer points in this domain you can [[make your own weapons]]! It's quite easy, as soon as you know how metalsmithing works. If you don't you should take already made weapons.&lt;br /&gt;
&lt;br /&gt;
==Food and Drink==&lt;br /&gt;
Sixty [[Alcohol|drinks]] and forty [[food]] should be enough to see you through until you can produce your own, even if you get large waves of [[immigrant]]s right off the bat. Skip dwarven wine, as that's the very first sort of alcohol you will be producing, from [[Plump helmet]]s, and you will be making a lot of it.&lt;br /&gt;
&lt;br /&gt;
==Seeds==&lt;br /&gt;
Five to ten of each type of [[seed]] will be enough to start you off farming, though you may want additional plump helmet spawn.&lt;br /&gt;
&lt;br /&gt;
==Medical Supplies==&lt;br /&gt;
As for medical supplies, you can easily make your own [[crutch]]es and [[splint]]s, but you may want to bring along a small amount of [[Thread]], [[Cloth]], and [[Plaster powder]] for stitching up dwarves and making casts as these are more difficult to produce initially.&lt;br /&gt;
&lt;br /&gt;
==Other Supplies==&lt;br /&gt;
You want at least one [[Rope]], for making a [[Well]].  You could produce your own once you have either metalworking or pig-tail farming and processing set up, but you may want a well before that.  They are also useful for chaining animals up near your entrance as a warning system, but this can also be done without ropes in the latest versions (using the [[Pasture]] system).&lt;br /&gt;
&lt;br /&gt;
Bring an [[Anvil]] to set up your first forge. Without anvils, you have the chicken-and-egg problem that you need an anvil to make an anvil. Therefore it is critical to bring an anvil if you plan to make a forge. Otherwise you will have to wait for a [[caravan]] to show up with one and trade for it, and this could take a long time.&lt;br /&gt;
&lt;br /&gt;
==Animals==&lt;br /&gt;
You also might want to take two or three [[dog]]s and a breeding pair of [[cat]]s. The dogs can help you hunt and fight if you train them, and the cats catch vermin that infest your food supply. However, cats may not be a good choice for beginners due to the risk of a catastrophic [[catsplosion]].  Both can keep dwarves happy as pets. And in a pinch, they can both make a tasty snack.&lt;br /&gt;
&lt;br /&gt;
Female [[Domestic_animal#Comparison_of_domestic_poultry|birds]] can also be brought to produce [[egg]]s, which are another easy means of acquiring food for your dwarves.  Birds are extremely cheap to bring at embark.  (You will eventually need to set up a [[nest box]] for the bird to lay eggs in.)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
As for dwarves, choosing certain skills will make your life much, much easier starting off. It is recommended that you start with dwarves with at least some points in the following skills:&lt;br /&gt;
*[[Carpentry]]&lt;br /&gt;
*[[Masonry]]&lt;br /&gt;
*[[Architecture|Building Design]]&lt;br /&gt;
*[[Mechanics]]&lt;br /&gt;
*[[Grower|Farming]] (&amp;quot;Grower&amp;quot;)&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
*[[Brewing]].&lt;br /&gt;
&lt;br /&gt;
If you chose a site with flowing water, [[fishing]] can help keep your fort fed early on. If not, [[Ambusher|hunting]] can do the same, but keep in mind that safe hunting requires a lot of micromanagement. Your hunters will happily stalk and attack elephants, cougars, and other dangerous animals before they have the skills necessary to deal with them. Fisherdwarves, on the other hand, really only need to worry about [[alligator]]s and [[crocodile]]s (which may not even appear in your [[biome]]).&lt;br /&gt;
&lt;br /&gt;
[[Leatherworking]] can be another useful skill, especially if you hunt or raise animals. If not, your first caravan will likely show up with tons of cheap leather. Leather makes good armor for your marksdwarves, as it is light weight and won't slow them down too much.&lt;br /&gt;
&lt;br /&gt;
Finally, as your economy will be centered around metals, you should choose a metalworking skill, probably [[armorsmith]] but [[weaponsmith]] is also a good choice.&lt;br /&gt;
&lt;br /&gt;
You will probably want one dwarf with medical skills, and another with crucial social skills. For your doctor, put one point into each of [[wound dresser]], [[diagnosis|diagnostician]], [[surgery|surgeon]], [[bone doctor]], and [[suturing|suturer]]. For your leader-dwarf, put one point into [[judge of intent]], [[appraisal|appraiser]], [[organizer]], and [[record keeper]].&lt;br /&gt;
&lt;br /&gt;
===Intermediate===&lt;br /&gt;
&lt;br /&gt;
Another way to start out, for intermediate players, is to give one dwarf [[organizer]] skills, one [[record keeper]], one [[diagnostician]], one [[appraiser]], and one [[mason]]. The remaining three will be as follows: one dwarf with a melee skill and perhaps [[leader]] skill, one with proficient [[miner]] skill and [[carpenter]], and one with [[mason]] and [[woodcutter]]. This allows for a quick-start fortress with all the starting [[noble]]s, two masons, and one skilled miner. Food stocks should be fine, as you can appoint one of your nobles to be a temporary farmer until the next [[migrant]] wave comes with all the [[peasant]]s and workers.&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Cross-training&amp;diff=227879</id>
		<title>23a:Cross-training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Cross-training&amp;diff=227879"/>
		<updated>2016-11-23T14:32:06Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Fixed disambiguation pages link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:59, 29 April 2011 (UTC)}}{{av}}&lt;br /&gt;
'''Cross-training''' is training your military dwarf candidates in civilian disciplines (or vice versa), and offers multiple benefits.  First and most importantly, it gives you several extra [[attribute]] increases. Toughness, especially, is extremely important for military dwarves; it allows them to take more wounds before passing out from pain, and to recover from wounds faster.  Second, it provides a ready pool of recruits in case your military takes a beating at one point or another, and/or allows civilians a better-than-normal chance to defend themselves.  Third, it ensures that your [[soldier]]s have some domestic skills so they will not receive [[thought|unhappy thoughts]] from being de-activated from the [[military]] in the event you need to downsize, or just need some extra labor short-term.  Finally, most reserves programs provide chronic idlers with some work to do, which can be essential for unskilled workers like peasants to break out of their poverty (and therefore, unhappiness) cycle once the [[dwarven economy]] kicks in.  &lt;br /&gt;
&lt;br /&gt;
There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas.&lt;br /&gt;
&lt;br /&gt;
==Cross-training (starting a reserves program)==&lt;br /&gt;
The biggest thing to remember with a reserves program is that if you're going to go, you go all the way.  Don't institute something &amp;quot;just for a little while&amp;quot; and come up with a handful of novice reservists; they will not get significant stat increases and you'll only waste time.  Time is not something you have a heck of a lot of in a reserves program, typically.  Remember that after you draft them, most dwarves are going to need about a year of sparring or training before they're ready for heavy combat.  You might not have that much time if you are getting sieges regularly.&lt;br /&gt;
&lt;br /&gt;
===Different Programs:===&lt;br /&gt;
&lt;br /&gt;
====Artillery proving ground ([[siege operator]])====&lt;br /&gt;
Mass-produce some catapults, line them up near a quarry, and fire away.  Works well to dispose of stone from a gulag (see below).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Trains a skill that's reasonably useful, and provides a place to put all the sub-par siege engine components your [[siege engineer]] will doubtlessly create if you're going for superior-quality engines.&lt;br /&gt;
*Harasses the wildlife, which is always fun.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Very slow to train (2+ years for legendary).&lt;br /&gt;
*Fairly space-consuming to set up a well-designed and usable proving ground.&lt;br /&gt;
*Can be dangerous depending on the biome (especially when [[elephant]]s are present.  If they get winged by a stray boulder, you can bet they're going to be coming straight at you).&lt;br /&gt;
*[[Siege operator]]s are civilians, and will run in fear when an enemy approaches them.&lt;br /&gt;
&lt;br /&gt;
====Gulag ([[miner]])====&lt;br /&gt;
The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress).  Take a big square and start leveling it (but leave some support columns to avoid [[cave-in]]s); it's really no more complicated than that.  Since [[pick]]s can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of [[iron]], or, if you are really living large, [[steel]].  Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off for this setup to work properly.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Soldiers enter the military with an emergency weapon in their hand already; this can be critical in the case of [[speardwarf|speardwarves]], who have a habit of losing their weapons in an enemy, or [[marksdwarf|marksdwarves]], who are forced to use the [[hammerdwarf]] skill in melee, which they may not even have. &lt;br /&gt;
*Toting a pick for close-quarters support might make a legendary [[marksdwarf]] more useful, since the pathetic bludgeon damage of his [[wood]] and [[bone]] [[crossbow]]s are less important.&lt;br /&gt;
*Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals.&lt;br /&gt;
*Relatively little oversight from you.&lt;br /&gt;
*Can easily be transformed into a [[Tower-cap#Underground_tree_farms|tower-cap farm]], providing a safe and replenishable wood source.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore.&lt;br /&gt;
*Hard to keep dwarves in the gulag for too long; they'll inevitably get hungry, thirsty, and tired and start hiking back to the fortress proper.&lt;br /&gt;
*Can be dangerous, especially if they're digging near the [[cave river]], [[chasm]], or [[magma flow]].&lt;br /&gt;
*Does require some amount of oversight from you, especially when your reservists start getting better at mining and run out of work more quickly.&lt;br /&gt;
*Low-skill miners may discover---and then partially destroy---valuable gem or mineral deposits.&lt;br /&gt;
&lt;br /&gt;
====Renovation ([[stone detailing]])====&lt;br /&gt;
Another convenient way to buff up your dwarves, assigning your reservists to mass [[stone detailing]] duty increases your fortress' architectural wealth and makes the place look nicer. While they may clutter the halls somewhat, it doesn't require any special allocation of [[food]], [[bed]]s or [[drink]]. Just turn on [[stone detailing]] for your reservists and mark up as much of the fortress as you like for renovation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Even easier to set up; just assign your dwarves and an area and you're good to go.&lt;br /&gt;
*Increases your fortress' value and general happiness.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Very safe, if you only assign areas inside the fortress.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Wealth overflow may bring too many [[immigrant]]s.&lt;br /&gt;
*Serious conflict with [[engraving]] assignments; trying to engrave with poorly trained engravers wastes a lot of wealth that essentially comes from nothing.  To avoid this, have periods when you only designate stone smoothing, followed by periods where you only designate engraving.&lt;br /&gt;
*Careless designation of smoothing areas may have your dwarves engraving images in previously smoothed walls and floors.&lt;br /&gt;
*If you smooth and engrave all your bedrooms, many dwarves will not be able to afford them once the [[Dwarven economy]] kicks in.&lt;br /&gt;
&lt;br /&gt;
====Sweatshop ([[mason]])====&lt;br /&gt;
Make one or more [[mason's workshop]]s in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear.  Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts, junk furniture, stone blocks, and trade goods that you can trade en-masse.  Works well in conjunction with a gulag.  Alternate ideas for sweatshops include a [[mechanic's workshop]] or a [[magma glass furnace]] to train [[mechanic]] and [[glassmaker]] respectively.  ''Note:  Do NOT try this with the [[carpenter]] skill, or any other resource you don't have in near-limitless abundance.  Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time.  This includes [[coke]] or [[charcoal]] used in the normal (non-magma) [[glass furnace]].''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Quantitatively turns a profit.  The inferior trade goods can be dumped on the next caravan for more useful commodities like cloth and leather.&lt;br /&gt;
*Mass-producing blocks makes for buildings with higher value.&lt;br /&gt;
*Unlike many other training programs, Sweatshops train a skill that is very useful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Slow to level.&lt;br /&gt;
*Hard to keep the reservists on task, since they'll need to do plenty of hauling to keep their workshop from becoming chokingly cluttered.&lt;br /&gt;
*Can be a logistical nightmare; making bins and organizing hauling for the finished goods can be insane if you're working from a gulag.&lt;br /&gt;
*Can be dangerous depending on the location of your sweatshops.&lt;br /&gt;
*Note also that stone blocks cannot be made into furniture or stone crafts.  This may or may not be an issue depending on where you're putting your gulag.&lt;br /&gt;
&lt;br /&gt;
====Dwarf Powered Mill ([[grower]],[[cook]],[[miller]])====&lt;br /&gt;
Start off by growing a surplus of millable plants and some bags. Create multiple [[mill]]s along the [[cave river]], ideally partially enclosed so things don't get washed away during seasonal floods. Next to this area make a [[kitchen]] assigned to an experienced cook. Enable milling for the dwarves you wish to cross-train and order the cook to make lavish meals. As long as your growers and herbalists provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will continue.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Produces a lot of wealth as flour is a high value ingredient&lt;br /&gt;
*Produces high amounts of food&lt;br /&gt;
*Sustains the training of non cross-training dwarves such as the cook and growers&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires a surplus of millable plants to ensure continuous milling, thus you may need to increase the number of plots/growers&lt;br /&gt;
*If you don't have enough bags and your cook decides to go on break you may end up having job cancellations for the millers&lt;br /&gt;
*Dedicated haulers will be required to keep all workshops clutter free&lt;br /&gt;
&lt;br /&gt;
====Clear Cutting====&lt;br /&gt;
As long as wood hauling is turned off, dwarves will move from one tree to the next without stopping to bring the wood back.  On a heavily forested map, this means that dedicated wood cutters can skill up very quickly.&amp;lt;br&amp;gt;&lt;br /&gt;
Of course, this training strategy isn't going endear you with the elves.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Works quickly&lt;br /&gt;
*Trees regrow&lt;br /&gt;
*Provides useful lumber to carpenters, charcoal makers, etc &lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Can cause problems with elves&lt;br /&gt;
*Map dependent&lt;br /&gt;
*Trees take a long time to regrow&lt;br /&gt;
*Unless care is taken to only designate a small area for cutting, trainees and haulers can be spread out across the map while, making them vulnerable to creatures.  (OTOH, if done with more than a few dwarves at a time, a small squad of axe-wielding [[military|recruit]]s is not completely defenseless, and military can be stationed as support.)&lt;br /&gt;
&lt;br /&gt;
====Dwarf Scouts ([[ambusher]], [[hunter]], [[marksdwarf]])====&lt;br /&gt;
Marksdwarves are an important part of any military. A bum rush of low level marksdwarves is good, but not as effective as an elite backup squad! Here is what you can do:&lt;br /&gt;
Draft a comfortable amount of dwarves to hunting, give them all cheap crossbows. Your dwarves should hunt as usual. But you are really training an elite squad of assassins, that will one day hunt goblins instead of groundhogs.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to start.&lt;br /&gt;
*Lots of meat, bones and leather around.&lt;br /&gt;
*Aforementioned bones can be recycled to make new bolts.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Doesn't work on some maps.&lt;br /&gt;
*Hunting is dangerous!&lt;br /&gt;
*Not as economically productive as some other methods.&lt;br /&gt;
&lt;br /&gt;
====National self-defense training====&lt;br /&gt;
This is the counter-part to the above - this trains civilians in basic wrestling.  All your civilians - or at least, most of them.  Any time a dwarf is activated into the military, and they do not have at least Novice level in some combat skill, they get a bad thought.  Give every civilian dwarf one or two weeks off when they first [[migrant|immigrate]] and train them up to [[experience|Novice]] in [[wrestling]] - that's all they need.  Then, if they ever get caught where they don't want to be (maybe they bump into a thief coming around a corner, or a flying critter jumps them, or you need to urgently order them out of the path of a magma flood, or send them to the [[control room]] - anything), not only can you activate them with no bad thoughts, but every dwarf has a better chance at not-dying - which can only be a good thing.&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
*Artillery training can give you some siege operators, which will be useful if you have ballistae.&lt;br /&gt;
*The gulag requires planning, and your dwarves in the fortress proper may run all the way to the gulag to grab a stone for some crafts, a chair, etc. It does, however, train your dwarves in mining quickly, which is always a useful skill.&lt;br /&gt;
*Renovation is hands-free, but may bloat your fortress wealth too quickly.&lt;br /&gt;
*The sweatshop creates a large amount of goods, which can be traded away to keep traders happy. It also increases your wealth by quite a lot, which can be good or bad depending upon your situation. The goods are also difficult to manage.&lt;br /&gt;
&lt;br /&gt;
Note that artillery training doesn't take away [[strange mood]] potential (you can give those dwarves dabbling in anything you want and that's how they'll get theirs), while the gulag, renovation, and sweatshop do.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Army corps of engineers=&lt;br /&gt;
Your actual soldiers are obviously only one facet to your military preparation.  [[defense|Defensive]] structures like [[fortification]]s and [[moat]]s need civilian support, and they need to be constructed - and sometimes that's as dangerous as military service itself.  In the best of times it should be done quickly and efficiently, because faster means less time vulnerable to dangerous [[creature|predators]].  In emergencies, having a trained, reliable workforce, with enough manpower to tackle any job at any time and can accomplish those projects quickly can be a fortress saver.&lt;br /&gt;
&lt;br /&gt;
The incredible amount of effort required to complete full defensive preparations on many maps means that the military can benefit greatly from having a corps of dwarves who are dedicated and trained to support the development full time.&lt;br /&gt;
&lt;br /&gt;
Organizing a Corps of Engineers requires extra effort and planning on your part, but pays off big later on.  Corps engineers become incredibly useful and will produce superior, happiness-inducing structures and items even after their chief issues are done.  Also, since their highest [[strange mood]] eligible skill tends to be [[masonry]], it improves your chances of getting a legendary [[mason]], which is always a treat.&lt;br /&gt;
&lt;br /&gt;
===Organizing===&lt;br /&gt;
The bread and butter skill of the engineer corps are [[masonry]] along with [[mechanic]]s, and some [[architecture]] thrown in for some trainees (but not necessarily all, see below).  Candidates really don't need any prior skills, but if you can recruit some [[immigrant]]s that come with one of these skills already, so much the better.  The long term result is a crew that can build anything anywhere, but not until after some training, so you should not use any dwarves who will be needed elsewhere soon.  Assign [[potash maker]]s, [[soaper]]s, and the like instead.   Miners that have run out of digging work and are suddenly idle (and already have [[attribute]]s for faster hauling of building stones) are also good candidates.  You may wish to swap [[masonry]] with [[carpentry]] if you are doing a challenge where your structures are chiefly made out of wood, or conceivably even a [[metalcrafting]] skill, but the gist of it is the same.&lt;br /&gt;
&lt;br /&gt;
Since some of these dwarves may be performing construction outside, one variation includes designating them with the [[woodcutting]] [[labor]], so they will carry [[battle axe]]s full time.  When wood needs to be cut, one tight area is designated at a time, and they all respond - this encourages mutual support.  Other outdoor activities likewise become safer with a number of armed dwarves responding together, and faster with practice, so [[plant gathering]] may be another skill to add to the mix.  Assigning war [[dog]]s to these outdoor-engineers is another good plan.  (Whether or not to then train them as (reservist) axedwarves is up to you - see [[Cross_training#Cross-training_(starting_a_reserves_program)|cross-training]], at the first half of this article.)&lt;br /&gt;
&lt;br /&gt;
A suitable number of engineer corps members depends on personal preference and the expected scope of your projects, but you want them to support each other, so perhaps a half-dozen or more for an average fortress, or maybe ~10% total.  This might seem like a lot when you have the [[fortress guard]] demanding 10%, the [[royal guard]] demanding another 5%, plus what dwarves you have committed to reserves programs or in the regular army, but your goal is a reliable building crew, large enough so they will not all be &amp;quot;[[on break]]&amp;quot; at once.  Remember also that engineer corps members are civilians (with [[attribute]]s) and can be temporarily re-assigned to urgent hauling duty when the need arises, so they are not lost to other support tasks.&lt;br /&gt;
&lt;br /&gt;
After you've decided who you want in the engineer corps, it's suggested that you give them a [[Profession#Custom_profession_labels|custom profession]], to distinguish them in your {{k|u}}nits menu.  They behave so much like normal civilians that it's hard to keep track of them if you don't.  Some suggestions for custom ranks are &amp;quot;Reserves,&amp;quot; &amp;quot;Multi&amp;quot;, &amp;quot;Corps Engineer&amp;quot;, &amp;quot;CE&amp;quot;, or some other profession or abbreviation that makes sense to you.&lt;br /&gt;
&lt;br /&gt;
===Training masons===&lt;br /&gt;
Once your main fortress has [[what should I build first|the basics]] and things are relatively settled, build some [[mason's workshop]]s for the corps to work out of.  Build as many as you have corps engineer members, to make sure that everyone is guaranteed to have work, and do it in areas that are dense with mined stones, preferably in low-traffic areas (but be careful about [[noise]]).  A good place to start is anywhere you want to clear of useless stone, or any stone you want to turn into building [[block|material]] - that's what they'll be producing, and a lot of it.&lt;br /&gt;
&lt;br /&gt;
After the corps' workshops are set up, we'll need to change the workshop profiles to make sure the regular masons don't use them.  You can do this one of two ways. First, {{k|q}}uery the workshop, and choose {{k|P}}rofile to see who is allowed to work there.  Then, either:&lt;br /&gt;
:*Lower the max skill threshhold to &amp;quot;Proficient&amp;quot; (or your choice). This lets different trainees swap workshops.&lt;br /&gt;
:*Or, enable each of the engineer corps' members individually.  Tedious, but only needs to be done once, and very effective.  This allows you more control over individual engineers over an extended period.&lt;br /&gt;
:* Or both.&lt;br /&gt;
&lt;br /&gt;
Then, set the corps' workshops to produce stone [[block]]s, and put that on {{k|r}}epeat.  Keep it there.  This is going to be the corps' only job for it's few seasons, to train up masonry.&lt;br /&gt;
&lt;br /&gt;
====(Why are we building blocks, again?)====&lt;br /&gt;
A couple of reasons.&amp;lt;br&amp;gt;&lt;br /&gt;
:* 1) Blocks have no quality modifier.  That means that your dabbling mason engineer corps members are producing blocks every bit as good as your legendary masons.&lt;br /&gt;
:* 2) Blocks can be used in building bridges, roads, and aqueducts.  What was the Corps' first job?  Building, of course!&lt;br /&gt;
:* 3) Blocks make higher-value constructions than normal stone.  Constructions made out of stone will become &amp;quot;Rough (rock) (construction)&amp;quot;, while block constructions will eliminate the rough modifier and contribute more to the fortress's wealth.&lt;br /&gt;
:* 4) Blocks can be collected into bins (which is not true of raw stones), reducing stone clutter.  This is important for moving them to handy on-site stockpiles.&lt;br /&gt;
:* 5) Blocks make it easier to budget stone for constructions, so you can see if you're running low on material or using more than you expected.&lt;br /&gt;
&lt;br /&gt;
If you stop at no-label, you will have added 37 blocks/trainee to your stocks: 17 to Novice, and another 20 to No-Label. ''(See [[Experience]] for more info.)''&lt;br /&gt;
&lt;br /&gt;
(If you're training carpenters, you can mass-produce barrels and bins (you always seem to need more))&lt;br /&gt;
&lt;br /&gt;
=== Apprentice Mechanics ===&lt;br /&gt;
Mechanic skill is important to place [[lever]]s and link them with existing devices, for traps or bridges, or whatever.  It also allows them to reload [[trap]]s, and/or clear any that may have jammed, relieving your primary Mechanic of this burden.  The importance of this skill depends on the extent of your use of levers and traps in your fortress design.&lt;br /&gt;
&lt;br /&gt;
After you're satisfied with the skill level of your trainees (no-tag is a good place to be), move on to training [[mechanic]]s.  Shut down the [[mason's workshop]]s and build [[mechanic's workshop]]s where there is more stone.  Start churning out (no-/low-quality) mechanisms - again, 17 each will give Novice level, another 20 each will give No-Label.  After you've got a decent handful, you may decide to build experience by building levers and linking them all a door.  Don't go too overboard with training mechanics.  Again, no-label is a good place to be, ample - you're just speeding things along a bit.  Mechanics are not usually used enough to warrant going all out.&lt;br /&gt;
&lt;br /&gt;
===Architect(s)===&lt;br /&gt;
Architecture is useful because dwarves trained in it will increase the quality of the structures they design, and so seeing them will cause happy thoughts.  Factor in how easy it is to train up and it's a no-brainer.  Of course, feel free to stop this at any time to attend to more urgent matters.&lt;br /&gt;
&lt;br /&gt;
After you're done with mechanics, switch to [[architecture]] on some of your trainees.  Only a few buildings need architecture, and only one architect can work on any designated structure at a time, regardless the size, so you don't (necessarily) need them all to have it.  If you have one, they will train up as they build - if you have a lot, they will share the tasks and not achieve higher levels unless you stop and specifically give them more dedicated training.&lt;br /&gt;
&lt;br /&gt;
The easiest way to train any number of architects is to turn off their [[masonry]] labor* and designate a bunch of supports (you will eventually need 17/trainee, just to start).  Use the any nearby stone or blocks that is not needed elsewhere - designate one support over one stone if you can, to reduce hauling time.  After they've been designed (and now &amp;quot;need masonry&amp;quot;), ''un''-designate them ({{k|t}}, {{k|x}}.  If you want to actually build them, then keep masonry on, and that would train both architecture and masonry, giving you more net experience.  &lt;br /&gt;
&lt;br /&gt;
''(* Other dwarves with masonry may respond to build the designed supports, and faster than you'd expect, the little masonic ninjas.  If this is a concern, lock your trainees in a room with the stone and let 'em design in peace.)''&lt;br /&gt;
&lt;br /&gt;
===The payoff===&lt;br /&gt;
After the training starts taking hold, you will have a cadre of proficient building designers, proficient masons, skilled mechanics, and (optionally, see below) proficient siege operators or axe-dwarves.  This can happen in as little as 3 years of training.  You can (and should!) continue to train them until they are legendary in all of these, but that is very long term.  In the shorter, 3 year term, you have a rock-solid foundation to react to any construction demand with speed, efficiency, and awesome quality.&lt;br /&gt;
&lt;br /&gt;
===Non-professionals===&lt;br /&gt;
Remember that every dwarf in this crew will have masonry and mechanic labor designated (and possibly carpenter, etc) - for your primary mason's and mechanic's workshops, go into those workshop Profiles and only allow your primary, best-skilled dwarves to respond to work orders there, either by name or skill level, or both.  If you forget to do this, you'll have your trainees jumping in and producing your furniture at lower [[quality]].&lt;br /&gt;
&lt;br /&gt;
===Role in your military===&lt;br /&gt;
Especially if you opt for the wood-cutter approach and they are armed 24/7 with axes, a brief (or not so brief) [[sparring]] session will make them extremely dangerous if ambushed, and create a reserve force to support your full-time military.  Just be careful to train no military skill near [[Soldier#Heroes_and_Champions|Great]] level, as this will remove them permanently from the civilian workforce!  Not even close - remember that combat gives experience quickly. Somewhere between Proficient and Professional should be ample for reserves. This is true for axe or [[wrestler]], both of which can be handy for combatants.&lt;br /&gt;
&lt;br /&gt;
You can also, at your discretion, enable the [[siege operating]] labor to train the engineer corps in the use of artillery.  This is mainly to give them an actual military use, and since cross-training them like this reduces the military's overall impact on your society.  If you've got enough dwarves to make a separate artillery corps, go right ahead.&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Military| }}&lt;br /&gt;
{{Category|Fortress defense}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Announcements.txt&amp;diff=227878</id>
		<title>v0.34:Announcements.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Announcements.txt&amp;diff=227878"/>
		<updated>2016-11-23T14:31:54Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Fixed disambiguation pages link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|03:01, 6 November 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{File|DF/data/init/announcements.txt}}&lt;br /&gt;
The '''announcements.txt''' file can be used to control the types of announcements displayed in Dwarf Fortress and how they are displayed in various modes. This can often be useful to stop recentering on birth announcements, for example.&lt;br /&gt;
&lt;br /&gt;
== Syntax ==&lt;br /&gt;
 ['''ANNOUNCEMENT NAME'''(:''option'')(:''option'')...]&lt;br /&gt;
=== Available options ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Option&lt;br /&gt;
! Description&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|D_D}} or {{text anchor|D_DISPLAY}}&lt;br /&gt;
| Causes the announcement to be displayed at the bottom of the screen in [[Fortress mode]] (and be viewable in the {{k|a}}nnouncements list).&lt;br /&gt;
| The default for [[Announcement#Minor announcements|minor announcements]] including profession changes, [[weather]], job cancellations, and striking new minerals while [[mining]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|A_D}} or {{text anchor|A_DISPLAY}}&lt;br /&gt;
| Causes the announcement to be displayed at the bottom of the screen in [[Adventure mode]] (and be viewable in the {{k|a}}nnouncements list).&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|P}} or {{text anchor|PAUSE}}&lt;br /&gt;
| Pauses the game when the announcement occurs.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|R}} or {{text anchor|RECENTER}}&lt;br /&gt;
| Recenters the game to the location of the announcement when the announcement occurs.&lt;br /&gt;
| Commonly used for [[baby|births]], [[caravan]] arrivals, and [[ambush]]es. Use of this without the [[#PAUSE|pause]] option is not recommended, since your screen will recenter without warning.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BOX}} or {{text anchor|DO_MEGA}}&lt;br /&gt;
| Causes a box to appear in the middle of the screen, requiring {{k|Enter}} to close it.&lt;br /&gt;
| This is often used with [[Announcement#Game-changing announcements|game-changing announcements]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UCR}} or {{text anchor|UNIT_COMBAT_REPORT}}&lt;br /&gt;
| Causes the announcement to appear in all [[reports]]. A new report will be created if none are active.&lt;br /&gt;
| Commonly used for adventure mode combat moves.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UCR_A}} or {{text anchor|UNIT_COMBAT_REPORT_ALL_ACTIVE}}&lt;br /&gt;
| Nearly identical to [[#UCR|UNIT_COMBAT_REPORT]], but does not create a new report if none are active.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of announcements ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Announcement&lt;br /&gt;
! Description/Notes&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REACHED_PEAK}}&lt;br /&gt;
| rowspan=2 | See [[calendar]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ERA_CHANGE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ENDGAME_EVENT_1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ENDGAME_EVENT_2}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_DISCOVERY}}&lt;br /&gt;
| Discovery of [[cavern]]s and their various features&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRUCK_DEEP_METAL}}&lt;br /&gt;
| Striking [[adamantine]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRUCK_MINERAL}}&lt;br /&gt;
| rowspan=2 | Striking a mineral while [[mining]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRUCK_ECONOMIC_MINERAL}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_TWIST_WEAPON}}&lt;br /&gt;
| rowspan=43 | Used in [[combat]], most often in [[adventure mode]] (also in the [[object testing arena|arena]])&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_LET_ITEM_DROP}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_START_CHARGE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_SURPRISE_CHARGE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_JUMP_DODGE_PROJ}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_JUMP_DODGE_STRIKE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_DODGE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_COUNTERSTRIKE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_BLOCK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_PARRY}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_COLLISION}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_DEFENDER_TUMBLES}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_DEFENDER_KNOCKED_OVER}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_ATTACKER_TUMBLES}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_ATTACKER_BOUNCE_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_TANGLE_TOGETHER}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_TANGLE_TUMBLE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_RUSH_BY}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_MANAGE_STOP}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_CHARGE_OBSTACLE_SLAM}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_LOCK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_CHOKEHOLD}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_TAKEDOWN}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_THROW}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_RELEASE_LOCK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_RELEASE_CHOKE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_RELEASE_GRIP}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_STRUGGLE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_RELEASE_LATCH}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_STRANGLE_KO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_WRESTLE_ADJUST_GRIP}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_GRAB_TEAR}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_STRIKE_DETAILS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_STRIKE_DETAILS_2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_ENRAGED}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_STUCKIN}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_LATCH_BP}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_LATCH_GENERAL}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_PROPELLED_AWAY}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_KNOCKED_OUT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_STUNNED}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_WINDED}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMBAT_EVENT_NAUSEATED}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MIGRANT_ARRIVAL_NAMED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MIGRANT_ARRIVAL}}&lt;br /&gt;
| The arrival of [[migrants]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIG_CANCEL_WARM}}&lt;br /&gt;
| rowspan=2 | The [[Main:Digging designation canceled|cancellation]] of a mining task due to potentially dangerous stone.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIG_CANCEL_DAMP}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_DEFENDER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_RESIDENT}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_THIEF}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_THIEF_SUPPORT_SKULKING}}&lt;br /&gt;
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|-&lt;br /&gt;
| {{text anchor|AMBUSH_THIEF_SUPPORT_NATURE}}&lt;br /&gt;
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|-&lt;br /&gt;
| {{text anchor|AMBUSH_THIEF_SUPPORT}}&lt;br /&gt;
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|-&lt;br /&gt;
| {{text anchor|AMBUSH_MISCHIEVOUS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_SNATCHER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_SNATCHER_SUPPORT}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_AMBUSHER_NATURE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_AMBUSHER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_INJURED}}&lt;br /&gt;
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|-&lt;br /&gt;
| {{text anchor|AMBUSH_OTHER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSH_INCAPACITATED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARAVAN_ARRIVAL}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBLE_ARRIVAL}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|D_MIGRANTS_ARRIVAL}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|D_MIGRANT_ARRIVAL}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|D_MIGRANT_ARRIVAL_DISCOURAGED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|D_NO_MIGRANT_ARRIVAL}}&lt;br /&gt;
| The failure of [[migrants]] to show up in Fortress mode&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_TRAP_CATCH}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_TRAP_ROBBED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEF_LEVER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEF_PLATE}}&lt;br /&gt;
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|-&lt;br /&gt;
| {{text anchor|MISCHIEF_CAGE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEF_CHAIN}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIPLOMAT_ARRIVAL}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIAISON_ARRIVAL}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_DIPLOMAT_ARRIVAL}}&lt;br /&gt;
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|-&lt;br /&gt;
| {{text anchor|CAVE_COLLAPSE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIRTH_CITIZEN}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIRTH_ANIMAL}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOOD}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MADE_ARTIFACT}}&lt;br /&gt;
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|-&lt;br /&gt;
| {{text anchor|NAMED_ARTIFACT}}&lt;br /&gt;
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|-&lt;br /&gt;
| {{text anchor|ITEM_ATTACHMENT}}&lt;br /&gt;
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|-&lt;br /&gt;
| {{text anchor|VERMIN_CAGE_ESCAPE}}&lt;br /&gt;
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|-&lt;br /&gt;
| {{text anchor|TRIGGER_WEB}}&lt;br /&gt;
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|-&lt;br /&gt;
| {{text anchor|MOOD_BUILDING_CLAIMED}}&lt;br /&gt;
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|-&lt;br /&gt;
| {{text anchor|ARTIFACT_BEGUN}}&lt;br /&gt;
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|-&lt;br /&gt;
| {{text anchor|MEGABEAST_ARRIVAL}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BERSERK_CITIZEN}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_DEFACES_ENGRAVING}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ENGRAVING_MELTS}}&lt;br /&gt;
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|-&lt;br /&gt;
| {{text anchor|MASTERPIECE_ARCHITECTURE}}&lt;br /&gt;
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|-&lt;br /&gt;
| {{text anchor|MASTERPIECE_CONSTRUCTION}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MASTER_ARCHITECTURE_LOST}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MASTER_CONSTRUCTION_LOST}}&lt;br /&gt;
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|-&lt;br /&gt;
| {{text anchor|ADV_AWAKEN}}&lt;br /&gt;
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|-&lt;br /&gt;
| {{text anchor|ADV_SLEEP_INTERRUPTED}}&lt;br /&gt;
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|-&lt;br /&gt;
| {{text anchor|ADV_REACTION_PRODUCTS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANCEL_JOB}}&lt;br /&gt;
| [[Job]] cancellations&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADV_CREATURE_DEATH}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CITIZEN_DEATH}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_DEATH}}&lt;br /&gt;
| The death of a [[pet]], causing a negative [[thought]] for its owner&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FALL_OVER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAUGHT_IN_FLAMES}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAUGHT_IN_WEB}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIT_PROJECTILE_SLAM_BLOW_APART}}&lt;br /&gt;
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|-&lt;br /&gt;
| {{text anchor|UNIT_PROJECTILE_SLAM}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIT_PROJECTILE_SLAM_INTO_UNIT}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VOMIT}}&lt;br /&gt;
| [[Vomit]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOSE_HOLD_OF_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REGAIN_CONSCIOUSNESS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREE_FROM_WEB}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OVERCOME_PARALYSIS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_STUNNED}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXHAUSTION}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PAIN_KO}}&lt;br /&gt;
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|-&lt;br /&gt;
| {{text anchor|BREAK_GRIP}}&lt;br /&gt;
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|-&lt;br /&gt;
| {{text anchor|NO_BREAK_GRIP}}&lt;br /&gt;
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|-&lt;br /&gt;
| {{text anchor|BLOCK_FIRE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BREATHE_FIRE}}&lt;br /&gt;
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|-&lt;br /&gt;
| {{text anchor|SHOOT_WEB}}&lt;br /&gt;
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|-&lt;br /&gt;
| {{text anchor|PULL_OUT_DROP}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STAND_UP}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MARTIAL_TRANCE}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAT_BREATH}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_ATTACK_STARTS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_ATTACK_ENDS}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_ATTACK_TRAVEL}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GHOST_ATTACK}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAVEL_SITE_DISCOVERY}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAVEL_SITE_BUMP}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADVENTURE_INTRO}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOUND}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_STEALS_OBJECT}}&lt;br /&gt;
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|-&lt;br /&gt;
| {{text anchor|FOUND_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_TRANSFORMATION}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTERACTION_ACTOR}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTERACTION_TARGET}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDEAD_ATTACK}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CITIZEN_MISSING}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_MISSING}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MARKET_CHATTER}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_RAIN_SNOW}}&lt;br /&gt;
| rowspan=2 | The appearance of unusual [[weather]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_CLOUD}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIMPLE_ANIMAL_ACTION}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLOUNDER_IN_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINING_DOWN_TO_SEMI_WILD}}&lt;br /&gt;
| A trained animal has reverted to a semi-wild state (Fortress mode). If the animal is not [[animal trainer|trained]] properly, it will become wild and possibly attack your dwarves.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINING_FULL_REVERSION}}&lt;br /&gt;
| An animal has reverted to a wild state (follows the previous announcement)&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_TRAINING_KNOWLEDGE}}&lt;br /&gt;
| See [[Animal trainer#Taming|Animal trainer]]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKIP_ON_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DODGE_FLYING_OBJECT}}&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{files}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Garbage_dump&amp;diff=227877</id>
		<title>v0.34:Garbage dump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Garbage_dump&amp;diff=227877"/>
		<updated>2016-11-23T14:31:21Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Fixed disambiguation pages link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|22:30, 2 March 2014 (UTC)}}&lt;br /&gt;
{{projects}}{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Stockpile.png|thumb|350px|right|Garbage dumps are used most often for clearing out large areas of leftover stone - for instance, when constructing a [[stockpile]] (note that since the changes made in version 0.34.10, [[mining]] doesn't generate quite so many leftover stones, though the number is still significant).]]&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items designated for dumping - either with by using {{k|k}}-{{k|d}} (one item at a time), or {{k|d}}-{{k|b}}-{{k|d}} (area dumping; note that this designates ''all'' items on the tiles for dumping, even placed [[furniture]]). Garbage dumps are ''not'' the same as [[Refuse#Refuse|refuse]] stockpiles, which can be designated to accept any specific type(s) of refuse, such as animal [[corpse]]s or [[bones]], and then are randomly filled by haulers whenever the items appear on the map.&lt;br /&gt;
&lt;br /&gt;
The garbage dump may be inappropriately named, as it's more of a matter compression zone. The specifics are beyond human understanding, however, dwarves are in fact capable of compressing an infinite amount of matter into only one tile, as long as it is specified as a garbage dump. If for some reason Urist is yet again incapable of locating his favorite pair of cave troll leather socks, he should think to look among the black hole of matter that is the nearest garbage dump, as they could be snugly lodged between a few billion rocks.&lt;br /&gt;
&lt;br /&gt;
Garbage dumps only accept items that have been marked for dumping, require dwarves to have [[refuse hauling]] [[labor]] enabled, and are subject to refuse [[standing orders]] ({{k|o}}-{{k|r}}). Most notably, dwarves will ''not'' dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}). To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a [[cliff]] or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or [[Activity zone#Pit/Pond|pit]]), not onto an [[open space]]. Items dumped into [[magma]] that are not [[magma safe]] will permanently disappear, which is useful for disposing of clutter and increasing [[FPS]]. Otherwise a single tile (either a dump zone, or the ground below the open space) will hold any number of dumped objects. Dumping items into [[magma]] can be [[fun|dangerous]] due to the [[magma mist]] generated when objects fall into magma. It is advised to dump items into magma from a hole several z-levels up to avoid [[Fire|!!Dwarves!!]] running around the fortress.&lt;br /&gt;
&lt;br /&gt;
Dumped items are automatically marked as [[forbid]]den, preventing dwarves from touching them. If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{k|d}}-{{k|b}}-{{k|c}} and tracing the designation over the objects in question. If you designate items for dumping, but forget to mark an active garbage dump, your dwarves will continue hauling / using the item, until an active garbage dump is marked.&lt;br /&gt;
&lt;br /&gt;
If a garbage dump is located next to open space, dwarves will always stand on a garbage dump square when throwing ''into'' that open space, even if it could potentially be done more efficiently.  If a garbage dump is located next to multiple tiles of open space, they seem to prefer the one farthest to the northwest.  If a tile to the north and a tile to the west are the only tiles available, they will throw to the west.  Such garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress. However care must be taken to prevent dwarves and livestock from being struck by falling objects, perhaps with [[traffic]] designations. Dwarves usually throw dumped items in the nearest available garbage dump, although this is not an ironclad rule.  If a nearer zone becomes available after they have already started the job they will ignore it. They also have a preference for open space dumps.&lt;br /&gt;
&lt;br /&gt;
Probably due to a bug, dwarves occasionally ignore items that are meant to be dumped; viewing the item by pressing {{k|k}} then toggling forbid and dump status on, then off again ({{k|f}}-{{k|f}}-{{k|d}}-{{k|d}}) seems to correct this problem. Previously dumped items are regarded as 'refuse' and will not be recognized (or re-dumped) unless 'gather refuse from outside' is enabled in your orders.&lt;br /&gt;
&lt;br /&gt;
Garbage dumps are great space savers because they can hold an infinite number of items on one tile; with some micromanagement they can even compress large, one-item-per-tile [[stockpile]]s into single-tile [[quantum stockpile]]s (although this requires additional work and is usually considered an [[exploit]]). The most common use for garbage dumps is for cleaning away loose stones left in your fortress by your [[miner]]s: mark them for dumping, wait for the jobs to be completed, and then reclaim them ({{k|d}}-{{k|b}}-{{k|c}}) for use by your stonemasons; bonus points if you do this next to a stoneworking workshop and then re-designate the tile as a stone stockpile. If the dump is designated inside a workshop, the workshop will not become cluttered. However, if you put a garbage dump inside a magma workshop with the intent of dumping ores there, make sure the zone does not overlap any open pits of magma you may have carelessly left around, or as per intended behavior, items will be dumped into the magma.&lt;br /&gt;
&lt;br /&gt;
{{Category|Designations}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Silk_farming&amp;diff=227876</id>
		<title>v0.34:Silk farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Silk_farming&amp;diff=227876"/>
		<updated>2016-11-23T14:31:05Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Fixed disambiguation pages link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|19:18, 20 March 2013 (UTC)}}&lt;br /&gt;
{{projects}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Silk farming''' is the process of havesting large quantities of silk from webslinging creatures like [[giant cave spider]]s. Several setups have been devised to farm silk quickly and safely, but successful silk farms have a few traits in common:&lt;br /&gt;
&lt;br /&gt;
# The webslinging creature must be aggressive toward its bait.  Tame giant cave spiders are aggressive toward invaders, while wild spiders and [[forgotten beast|various other untamable creatures]] are aggressive toward most tame animals (with [[cat]]s being a notable exception). Tame spiders are not aggressive toward animals on restraints.&lt;br /&gt;
# The webslinging creature must not be able to reach its bait; if it can, the bait (or creature) will die and no further silk will be generated. Spiders can destroy wooden doors but not stone or metal doors. They cannot pass through forbidden doors or doors that have been &amp;quot;tightly closed&amp;quot;. Other silk-spewing creatures can destroy all non-[[artifact]] doors, requiring drawbridges or walls for containment&lt;br /&gt;
# Web collection cannot occur in sight of wild webslingers or invaders serving as bait; either  will cause dwarves to interrupt collection.  Drawbridges work well to block line of sight in either case, as webs will not prevent them from raising.&lt;br /&gt;
&lt;br /&gt;
==Simple silk farm==&lt;br /&gt;
{{diagram|spaces=yes|color=#888|\&lt;br /&gt;
╔═══════════╗&lt;br /&gt;
║+++++++++++║&lt;br /&gt;
║+++++++++++║&lt;br /&gt;
║+++++++++++╣&lt;br /&gt;
[#0FF][#088]X++++++[#080]╞[#080]═[#080]═[#080]═[#080]╡║&lt;br /&gt;
║++++++[#080]╥[#F00]╬[#F00]╬[#F00]╬[#F00]╬║&lt;br /&gt;
║++++++[#080]║[#F00]╬g[#F00]╬S║&lt;br /&gt;
║++++++[#080]╨[#F00]╬[#F00]╬[#F00]╬[#F00]╬║&lt;br /&gt;
[#0FF][#088]X++++++[#080]╞[#080]═[#080]═[#080]═[#080]╡║&lt;br /&gt;
║+++++++++++╣&lt;br /&gt;
║+++++++++++║&lt;br /&gt;
║+++++++++++║&lt;br /&gt;
╚═══════════╝&lt;br /&gt;
}}&lt;br /&gt;
# Dig out (and optionally smooth) a sufficiently large room (example shown is 11x11).&lt;br /&gt;
# Channel out the &amp;quot;S&amp;quot; square and the &amp;quot;g&amp;quot; square and build retracting bridges over the gaps. Link these bridges to a lever and place a cage trap underneath whichever square will eventually hold the hostile creature. Separate levers for each bridge may also be used. Do not use any creatures with a size of over 1,000,000 as bait! The weight of these creatures will jam the bridge in place. This step is optional, and allows a creature or corpse to be removed from the silk farm and either repositioned or recaptured without military involvement.&lt;br /&gt;
# [[Construction|Construct]] all of the red [[fortification]]s.&lt;br /&gt;
# Build the 3 green [[bridge]]s, all raising lengthwise to form long walls.&lt;br /&gt;
# Construct a [[lever]] somewhere convenient in your fortress and link it to the 3 bridges.&lt;br /&gt;
# Build one of the 2 [[floodgate]]s and link it to the lever. Pull the lever to open the floodgate and allow access to the room, then build the second floodgate and link it to the lever. Pull the lever until both floodgates are closed.&lt;br /&gt;
# Using a pit/pond [[activity zone]] on the Z-level above, drop a tame giant cave spider into the gray &amp;quot;S&amp;quot; square and a hostile creature (such as a goblin) into the gray &amp;quot;g&amp;quot; square. Alternatively, use a hostile spider and a tame creature - the main concern is that the spider must be hostile toward its target.&lt;br /&gt;
&lt;br /&gt;
At this point, the spider will begin blasting the bait creature with webs, and most of the webs will fly through the fortifications and land on the floor to the left. Once enough webs have accumulated, pull the lever to open the chamber for collection and raise the 3 bridges. These bridges enclose both spider and bait, and while the spider will continue to web the bait this does not cause the same lag as the old door method.&lt;br /&gt;
&lt;br /&gt;
Silk can be farmed just as easily from a wild spider with a few changes.  Domesticated [[pet]]s can be used in place of goblins for wild spider, but avoid [[grazer]]s; other animals may need to be replaced when they die of old age.  It's recommended that you place a backup [[cage trap]] to reposition the spider if your first design doesn't meet your needs, but remember that should any webbing fall on the cage trap, it will trap your dwarves as easily as it will the spider.  Wild spiders can be placed via [[lever]]-controlled deconstructing cage (which would have to be placed inside the chamber prior to building the fortifications), or [[Activity zone#Pit/Pond|pit]]ted from above.&lt;br /&gt;
&lt;br /&gt;
Note that tame spiders are hostile to wild animals. This means that you can use a benign wild animal, such as a [[grasshopper man]] or a [[large rat]], as a bait animal, instead of a hostile creature like a [[goblin]]. Dwarves are not as frightened of wild animals as they are of hostiles, and this can make the shutter bridges and surrounding walls entirely unnecessary--the weaver can simply walk up to the webs as the spider shoots them. This may cause the occasional cancel spam when an errant web hits the weaver directly, but there is no real danger.&lt;br /&gt;
&lt;br /&gt;
==Automated silk farm==&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|color=#888|\&lt;br /&gt;
     z             z-1        z-2  &lt;br /&gt;
 ╔══════┼══╗   ╔═════╗      ╔═════╗ &lt;br /&gt;
 ║[#080]╔[#080]═[#080]═[#080]═[#080]╗++++║   ║[#0AA]╔[#0AA]═[#0AA]═[#0AA]═[#0AA]╗┼      ║+++++┼ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║++║[#0F0]^║   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║╠═┼╗   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬[#FF0]╬[#F00]╬[#888]┼╣   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║║++║   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬[#FF0]H[#F00]╬[#CCC]S║   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║║++║   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬[#F00]╬[#F00]╬═╝   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║║++║   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║++║     ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║╠══╝   ║+++++║ &lt;br /&gt;
 ║[#080]╚[#080]═[#080]═[#080]═[#080]╝++║     ║[#0AA]╚[#0AA]═[#0AA]═[#0AA]═[#0AA]╝║      ║+++++║ &lt;br /&gt;
 ╚═══════╝     ╚═════╝      ╚═════╝ &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
# Dig out the three chambers as shown.&lt;br /&gt;
# Smooth and carve the red [[fortification]]s.&lt;br /&gt;
# [[Channel]] out the areas in green and cyan, linking all three levels&lt;br /&gt;
# Build the large green [[bridge]] (retracting) and large cyan bridge (retracting)&lt;br /&gt;
# Construct a [[pressure plate]] in a well-traveled area (or a [[repeater]]) and link it to the green bridge&lt;br /&gt;
# Build a [[lever]] and link it to the cyan bridge&lt;br /&gt;
# Build a [[cage]] containing an *untamed* spider at the gray &amp;quot;S&amp;quot;, and link it to a lever&lt;br /&gt;
# Build a '''non-wooden''' [[door]] above the spider cage, and mark it forbidden and pet-inaccessible&lt;br /&gt;
# Channel the yellow &amp;quot;H&amp;quot;, build a [[hatch cover]] there, and link it to a lever. This will allow you to remove the bait and stop production.&lt;br /&gt;
# Once the hatch cover is linked, construct the yellow fortification&lt;br /&gt;
# Recommended: build a [[cage trap]] on the green &amp;quot;^&amp;quot; to recapture your spider later&lt;br /&gt;
# Evacuate the upper two chambers and forbid their entrance doors&lt;br /&gt;
# Pull the lever linked to the cage to release the spider&lt;br /&gt;
# Pit a *tame* *non-grazing* *hostile* bait animal (such as a dog) onto the yellow hatch from the level above&lt;br /&gt;
# The spider will blast the bait with webs. When the green bridge automatically retracts, the webs will fall and stack on the cyan bridge&lt;br /&gt;
# Pull the lever linked to the cyan bridge to drop the stacked webs to the bottom level for collection&lt;br /&gt;
# Sit back and enjoy your (mostly) automated supply of new silk socks&lt;br /&gt;
&lt;br /&gt;
Note that a simple pit in the harvesting chamber will not work--the bridge is required to cause the &amp;quot;web objects&amp;quot; to drop to the next level (and stack). Because falling items are deadly (a falling web managed to break the spine of one of my aspiring weavers), it is necessary to collect the webs on the &amp;quot;holding&amp;quot; bridge and only drop them into the collection chamber when your weavers are clear. Also, webs &amp;quot;tossed&amp;quot; by the retracting bridge can injure anything they hit, so your bait animal may require occasional replacement. One spider can easily keep several weavers busy, and collecting all the webs provides a great opportunity for [[cross-training]].&lt;br /&gt;
&lt;br /&gt;
==Notes on exotic webslingers==&lt;br /&gt;
&lt;br /&gt;
Farming silk from other [[forgotten beast|procedurally]] [[titan|generated]] creatures is somewhat more difficult and less rewarding. As level 2 [[building destroyer]]s, these creatures can only be contained by [[bridge]]s or [[artifact]] [[door]]ways. They are also immune to [[trap]]s, making positioning in the farm rather more complicated. Finally, without a value modifier, the collected silk will be equivalent in [[value]] to common [[cave spider]] silk. They do still provide a nearly-inexhaustible source of silk thread, and with some effort their webs can also be used to [[cage trap|cage]] other trap immune creatures.&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Wood_cutter&amp;diff=227875</id>
		<title>23a:Wood cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Wood_cutter&amp;diff=227875"/>
		<updated>2016-11-23T14:30:03Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Fixed disambiguation pages link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:21, 28 April 2011 (UTC)}}{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Wood Cutter&lt;br /&gt;
| specialty  = N/A&lt;br /&gt;
| profession = N/A&lt;br /&gt;
| job name   = [[Wood cutting]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Chop down trees}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''wood cutter''' cuts down [[tree]]s to create [[wood]] logs.&lt;br /&gt;
&lt;br /&gt;
To employ a wood cutter, give him the [[wood cutting]] [[labor]], and [[Designations|designate]] some trees for logging using the keys {{k|d}}-{{k|t}}.  &lt;br /&gt;
&lt;br /&gt;
A wood cutter also requires an available [[battle axe]].  The quality or material of the axe has no effect on any aspect of woodcutting - a [[quality|no-quality]] [[copper]] axe is the same as a [[quality|masterwork]] [[steel]] or [[adamantine]] one.  (The same is not true for axes in [[weapon|combat]].)&lt;br /&gt;
&lt;br /&gt;
This skill increases rapidly. With an ample supply of trees, a dedicated wood cutter who does not do his own wood [[hauling]] can reach legendary status in well under a year, and can singlehandedly meet the lumber needs of most types of fortresses. A single [[dwarf]] can also function well as a dedicated wood cutter ''and'' [[Plant gathering|plant gatherer]], provided that this dwarf is not your sole food provider.&lt;br /&gt;
&lt;br /&gt;
A dwarf cannot have both the [[Mining]] and Wood Cutting labors enabled, as doing so would require them to dual-wield an axe and a pick. &lt;br /&gt;
&lt;br /&gt;
Woodcutters are working outdoors where they are in constant danger of being [[ambush]]ed by invaders or attacked by wild animals, but they are also one of the few civilian professions which carry [[weapons]] with them. Thus, it can be helpful to teach them how to use their axes to defend themselves (and others) properly by making them spend a few months as [[axedwarf]]s in your [[military]]. &lt;br /&gt;
&lt;br /&gt;
Setting all dwarves which must work outside to Wood Cutting can be a good idea, as it means they will carry axes with them at all times - though this also means that they will usually interrupt anything they're doing to go chop trees.&lt;br /&gt;
&lt;br /&gt;
Also see [[Axeman]].&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Miner&amp;diff=227874</id>
		<title>23a:Miner</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Miner&amp;diff=227874"/>
		<updated>2016-11-23T14:29:53Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Fixed disambiguation pages link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:16, 28 April 2011 (UTC)}}{{Skill&lt;br /&gt;
| color      = 7:0&lt;br /&gt;
| skill      = Miner&lt;br /&gt;
| profession = Miner&lt;br /&gt;
| job name   = [[Mining]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* [[Dig]]&lt;br /&gt;
* Make [[channel]]&lt;br /&gt;
* Build [[well]]&lt;br /&gt;
* Place [[floodgate]]}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Miners''' are necessary to build any kind of fortress, unless you're planning on living outdoors like one of those foolish [[Elf|elves]]. Miners are dwarves with the &amp;quot;Mining&amp;quot; [[labor]] activated. To get miners to dig out an area, you must {{K|d}}esignate it for mining, and your miners must have [[pick]]s available. Miners are also required for the construction of various buildings, such as [[well]]s, [[channel]]s, and [[floodgate]]s.&lt;br /&gt;
&lt;br /&gt;
If a dwarf carrying a pick is no longer set to Mining, they will drop the pick wherever they happen to be and wander off to a different job. The pick will be retrieved by the next miner in need of it.&lt;br /&gt;
&lt;br /&gt;
The rate at which a miner clears rock and constructs mining-related buildings is dependent on their skill level as well as their agility, which can be seen on their {{K|v}}iew-&amp;gt;{{K|g}}eneral screen. A legendary miner can cut through rock at roughly the same rate that a heavily burdened dwarf normally walks through the halls of your fortress, and is a joy to behold. Cutting through [[ore]] is twice as fast as cutting through [[stone|rock]], while cutting through [[gem]]s depends on miner skill (and possibly attributes). A Novice Miner took twice as long to cut through gems than through rock; a &amp;quot;Very Agile&amp;quot; Accomplished Miner cut through both at about the same speed, and a &amp;quot;Perfectly Agile&amp;quot; Legendary Miner cut through gems 2-3 times faster than rock. The real-time rate of mining is dependent on CPU speed: a Perfectly Agile legendary miner, for example, can mine about FPS×2 squares per minute, or FPS×4 ore squares.&lt;br /&gt;
&lt;br /&gt;
All mining yields vary depending on the material being mined (stone, ore, or gems/coal) and the miner's skill level, with a Dabbling miner having only a 25% chance of yielding anything useful - a Legendary miner will produce usable ore 100% of the time, usable [[gem]]s or [[bituminous coal]] 62.5% (5/8) of the time, or ordinary stone 43.75% (7/16) of the time, and the yields from a less experienced Miner will be reduced accordingly.&lt;br /&gt;
&lt;br /&gt;
The mining skill is unique in that it is the only civilian skill that can be used in combat. Because miners quickly improve their mining skill during the normal course of mining, and because they always carry their picks with them, miners are extremely useful for defense in the early stages of the game. [[Wood cutter]]s also carry their [[battle axe]]s with them at all times, but axes use a special combat skill that is not practiced while doing civilian work. Miners will use their picks as weapons if they are drafted while they are carrying picks, and they are not designated to use any other weapon (i.e., they are instructed to fight [[Wrestling|unarmed]]). Picks make better [[weapon]]s than one might expect - basically, they are spears that do 30% less damage. During this combat, a miner gains mining skill. However, since Mining does not count as a [[military]] skill, your miners will become recruits and receive an unhappy [[thought]] unless they have received other training.&lt;br /&gt;
&lt;br /&gt;
The [[material]] or [[quality]] of a [[pick]] does not affect mining speed, but it does affect [[combat]] strength.&lt;br /&gt;
&lt;br /&gt;
==== Mining behaviour ====&lt;br /&gt;
&lt;br /&gt;
A miner selects squares based on two different situations. When the miner is not currently mining, the square selected is a bit confusing. They seem to in most situations mine the westmost square. After the miner is digging, the next square picked is a random adjacent square to the mined square (not the miner). When there are no squares adjacent to the current square, the next square picked is the same as if the miner was not mining.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Professions}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Tree&amp;diff=227873</id>
		<title>23a:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Tree&amp;diff=227873"/>
		<updated>2016-11-23T14:29:41Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Fixed disambiguation pages link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:25, 26 April 2011 (UTC)}}{{av}}&lt;br /&gt;
'''Trees''' can be found on almost any area. Depending whether trees are scarce or dense, they can be a great renewable source of [[wood]].  The density of growth is determined by the [[biome]], and those are visible on the pre-[[embark]] screen.  Density does not change - there are no climate shifts during game play.&lt;br /&gt;
&lt;br /&gt;
There are many different varieties that grow in various different types of biomes. [[Tower-cap]]s are trees (giant mushrooms, actually) that grow only underground, and are the only ones that do, and then only under special circumstances. All trees are effectively identical, equal in usefulness and value.*&lt;br /&gt;
&lt;br /&gt;
:''(* Note that [[preference]]s can alter a dwarf's perception of the value of items made from a type of wood that they prefer.)''&lt;br /&gt;
&lt;br /&gt;
Different types of trees have their own symbol, such as {{tile|♣|2:0}}, {{tile|♠|2:0}}, {{tile|╞|2:0}} or {{tile|⌠|2:0}}.  Some share the same symbol, but since the only difference is for preferences, this is not a significant problem.  (See table, below, for tree/symbol pairs.)  For most purposes, a tree is a tree.&lt;br /&gt;
&lt;br /&gt;
Deciduous trees will change colour to red or yellow in [[autumn]] ( {{tile|♣|4:1}}, {{tile|♠|6:1}} ), and lose their leaves in [[winter]] ( {{tile|╞|6:0}} ).  This does not affect their usefulness - they may be cut down in any season, and produce the same end result.&lt;br /&gt;
&lt;br /&gt;
Trees are currently not a source of food or other material, so it is not possible to harvest maple syrup, nuts, etc.&lt;br /&gt;
&lt;br /&gt;
===Harvesting / Removing the barrier===&lt;br /&gt;
Trees are a type of [[map tile]] that form a solid barrier, like [[stone]] or [[ore]].  Trees (but not saplings) will block movement and prevent placement of various [[building]]s.&lt;br /&gt;
&lt;br /&gt;
They must be designated for removal from the [[designations|{{Key|d}}esignations menu]] chop {{k|t}}rees, which will instruct [[dwarves]] with the [[wood cutting]] [[labor]] enabled to grab an [[battle axe]] and begin chopping down the tree. Once cut down, they become one [[wood|wood log]], which is movable and can be hauled by enabling the [[wood hauling]] labor on any dwarf and designating a wood [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
Trees ''will not'' be destroyed by [[magma]] or [[fire]] (nor will [[water]] damage them in any way). Saplings are similarly immune to water, but [[magma]] will obviously burn them up quite rapidly.  [[Ballista]] arrows can destroy trees, but [[catapult]] stones will not.&lt;br /&gt;
&lt;br /&gt;
===Tree growth===&lt;br /&gt;
Trees grow from '''saplings''', which start growing randomly on tiles of a suitable biome. Saplings can be killed by heavy traffic.  Dead saplings will remain for some seasons, and then disappear - or heavy traffic will trample them away.  To grow from a sapling to a tree takes 3 years.  Trees do not need to be (and can't be) &amp;quot;planted&amp;quot; - even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. &amp;lt;!--Which is why those elves need to quit bitching about our timber industry.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Saplings will not grow on a tile with items on it (such as stone, food, etc).  Saplings will not grow where a [[road]] has been laid down.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- A given embark area has a limit of &amp;quot;things that can grow on it&amp;quot; - and trees and shrubs compete for this when that maximum is reached.*  Removing shrubs will allow more trees (and shrubs) to be able to grow.  A downside to removing these shrubberies is that most of the saplings in the area will be trampled in the process.&lt;br /&gt;
&lt;br /&gt;
:''(*Tower-caps (and underground shrubs?) do not seem to count toward this limit.) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Elven Diplomats==&lt;br /&gt;
[[Elf|Elven]] [[diplomat]]s eventually come to talk about the &amp;quot;tree situation&amp;quot; in your fort.  The very first visit will merely complain (if you have cut down any trees, otherwise they will congratulate you for leaving the forests alone), and on all subsequent visits the diplomat will want to set a limit to the number of trees &amp;lt;s&amp;gt;butchered&amp;lt;/s&amp;gt; harvested to &amp;lt;s&amp;gt;feed&amp;lt;/s&amp;gt; fuel your &amp;lt;s&amp;gt;earth blighting death machines&amp;lt;/s&amp;gt; industry.  This quota is based on your noble's level of influence (high office quality, high happiness, and high rank of nobility all increase the number of trees you will be allowed to cut down), so it doesn't matter how many trees you actually cut down.&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]], trees gain names near [[elf|elven]] settlements. It is unclear what effect this has on gameplay, if any at all.&lt;br /&gt;
&lt;br /&gt;
==List of Trees ==&lt;br /&gt;
{{Tree table head}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Acacia]]|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Dry Broadleaf Forest&amp;lt;br /&amp;gt;Tropical Grassland&amp;lt;br /&amp;gt;Tropical Savanna&amp;lt;br /&amp;gt;Tropical Shrubland&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|pref=thorns}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Cedar]]|tile={{tile|↨|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Conifer Forest&amp;lt;br /&amp;gt;Tropical Conifer Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|pref=majesty}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Kapok]]|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|pref=buttresses}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Mahogany]]|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|pref=loose inflorescences}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Mangrove]]|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mangrove Swamp&amp;lt;/span&amp;gt;|align=All (Wet)|decid=No|pref=roots}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Maple]]|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Broadleaf Forest&amp;lt;br /&amp;gt;Temperate Grassland&amp;lt;br /&amp;gt;Temperate Savanna&amp;lt;br /&amp;gt;Temperate Shrubland&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|pref=autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Oak]]|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|pref=acorns&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Pine]]|tile={{tile|↑|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga&amp;lt;br /&amp;gt;Temperate Conifer Forest&amp;lt;br /&amp;gt;Tropical Conifer Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Saguaro]]|tile={{tile|╞|2:0}}|hab=&amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Any Desert&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|pref=amazing arms}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Tower-cap]]|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;*Subterranean ''SPECIAL*''&amp;lt;/span&amp;gt;|align=All|decid=No|pref=great size}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Willow]]|tile={{tile|⌠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate&amp;lt;br /&amp;gt;Any Tropical Forest&amp;lt;br /&amp;gt;Tropical Grassland&amp;lt;br /&amp;gt;Tropical Savanna&amp;lt;br /&amp;gt;Tropical Shrubland&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Tropical Freshwater Swamp&amp;lt;br /&amp;gt;Tropical Saltwater Swamp&amp;lt;br /&amp;gt;Tropical Freshwater Marsh&amp;lt;br /&amp;gt;Tropical Saltwater Marsh&amp;lt;/span&amp;gt;|align=All (Wet)|decid=No|pref=sad appearance&amp;lt;br /&amp;gt;fluffy catkins}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trees by Biome==&lt;br /&gt;
Trees in italic are found only near rivers and swamps:&lt;br /&gt;
* Temperate swamps and marshes - [[Oak]], ''[[Willow]]''&lt;br /&gt;
* Tropical swamps and marshes - ''[[Willow]]''&lt;br /&gt;
* Mangrove swamps - ''[[Mangrove]]''&lt;br /&gt;
* Taiga - [[Pine]]&lt;br /&gt;
* Temperate coniferous forest - [[Cedar]], [[Pine]], ''[[Willow]]''&lt;br /&gt;
* Temperate broadleaf forest - [[Maple]], [[Oak]], ''[[Willow]]''&lt;br /&gt;
* Tropical coniferous forest - [[Cedar]], [[Mahogany]], [[Pine]], ''[[Willow]]''&lt;br /&gt;
* Tropical dry broadleaf forest - [[Acacia]], [[Mahogany]], ''[[Willow]]''&lt;br /&gt;
* Tropical moist broadleaf forest - [[Kapok]], [[Mahogany]], ''[[Willow]]''&lt;br /&gt;
* Temperate plains - [[Maple]], [[Oak]], ''[[Willow]]''&lt;br /&gt;
* Tropical plains - [[Acacia]], ''[[Willow]]''&lt;br /&gt;
* Deserts - [[Saguaro]]&lt;br /&gt;
&lt;br /&gt;
For the greatest variety of trees, embark in a tropical coniferous forest if possible.&lt;br /&gt;
&lt;br /&gt;
{{Plants}}&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
{{Category|Trees}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Grimeling&amp;diff=227872</id>
		<title>23a:Grimeling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Grimeling&amp;diff=227872"/>
		<updated>2016-11-23T14:29:30Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Fixed disambiguation pages link.&lt;/p&gt;
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A '''grimeling''' is a dangerous, solitary, predatory, human-sized... ''thing'' that is encountered in evil swamps and marshes. This plant-based &amp;quot;creature&amp;quot; is amphibious, feels no pain, doesn't get stunned, doesn't breathe, doesn't tire, and, perhaps worst, has no body parts to injure, meaning that even the best [[wrestler]]s have little or no chance against it.  It has no internal organs, so [[piercing]] weapons (like [[pick]]s, [[spear]]s or [[bolt]]s) also have considerably less effect than usual.  Since plants don't bleed either, perhaps the best way to deal with one is to gang up on it with [[battle axe]]s and/or [[short sword|sword]]s and hack it back into mulch. At least dead plants don't cause [[miasma]] - well, not this one.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wood_industry&amp;diff=227871</id>
		<title>v0.31:Wood industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wood_industry&amp;diff=227871"/>
		<updated>2016-11-23T14:28:41Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Fixed disambiguation pages link.&lt;/p&gt;
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[[Image:WoodIndustry1.jpg|thumb|500px|Wood Industry Flowchart.]]&lt;br /&gt;
&lt;br /&gt;
The '''wood industry''' deals with the harvesting and use of [[wood]] and wood-related products: [[ash]], [[potash]], [[pearlash]], and [[charcoal]]. Dwarves prefer to use [[stone]] or [[metal]] when possible, due to their durability and variety. Wood is weak by comparison (and usually flammable), but it is a renewable resource and sometimes the only option available for making certain items before the [[metal industry]] starts up.&lt;br /&gt;
&lt;br /&gt;
==Log Production==&lt;br /&gt;
&lt;br /&gt;
===Finding Trees===&lt;br /&gt;
Most [[biome]]s with [[soil]] on the surface have [[tree]]s growing on them. Surface trees will randomly spawn in surface soil. [[caverns#vegetation|Underground trees]] (actually forms of giant fungus) also exist in the [[caverns]] beneath the surface. Underground trees will randomly spawn in any underground muddy soil once the appropriate cavern level is breached. Some rare trees will only grow in certain biomes, or ones with a particular alignment, or underground.&lt;br /&gt;
&lt;br /&gt;
====Tree Farming====&lt;br /&gt;
Tree farming is a matter of patience and luck more than resources or skill, since saplings spawn completely at random. The best that you can do is isolate a suitable area, ensure random dwarves and critters don't trample the saplings, and hope the trees grow. On the surface, this could involve walling off a section of forest or [[dig|digging]] to cut off a wooded area from regular contact, creating an artificial plateau or hill only accessible through some other means (like a [[bridge|draw bridge]] or a locked [[hatch]]). Underground, you'll need to breach at least the first cavern level, and create a room with muddy soil through [[irrigation]] and restrict access to it, giving the saplings a chance to grow.&lt;br /&gt;
&lt;br /&gt;
===Woodcutting===&lt;br /&gt;
Once you have located a source of trees, all you need to get started is a [[dwarf]] and a [[battle axe]]. [[designation|{{Key|d}}esignate]] the [[tree|{{Key|t}}rees]] to be chopped down, and enable the [[wood cutting]] [[labor]] on the dwarf. Provided the dwarf can reach the tree and the axe, the dwarf will go get the axe, go to the tree, and start chopping.  A dwarf with the [[Hauling#Wood_hauling|wood hauling]] labor will then haul the resulting [[log]] back to a [[stockpile|wood stockpile]]. The quality and material of the [[battle axe]] is not relevant to [[wood cutting]] - even a wooden training axe can fell a tree.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Most [[caravan]]s will bring [[logs]], particularly if they are requested. [[Trading]] for logs can save you from having to cut your own, make up the difference if your local area cannot provide enough wood to support your fortress' needs, and can bring varieties of wood that your local biome cannot provide. Note however that trees that only grow in evil biomes ([[glumprong]]) or below the first cavern level ([[Black-cap]], [[Blood thorn]], [[Goblin-cap]], [[Nether-cap]], [[Spore tree]], [[Tunnel tube]]) will never be available for trading, since no trading race lives in an evil biome or penetrates the second cavern level.&lt;br /&gt;
&lt;br /&gt;
====Elves====&lt;br /&gt;
[[Elves]] have a thing for [[tree]]s, and get angry when you cut down too many of them. They'll happily sell you logs though, leading some dwarf economists to believe the elves are really looking to secure a monopoly on wood. Whatever the case, be aware that if you trade with elves they might ask you to restrict the number of trees you chop down.&lt;br /&gt;
&lt;br /&gt;
==A Log Is A Log==&lt;br /&gt;
For the most part, all wood is effectively interchangeable - an [[oak]] log can be used to make all the same things as an [[alder]] log. However, certain woods have distinct properties that may make them more aesthetically pleasing or useful in certain specific applications; they also tend to be more valuable. Since it is not possible to specify which type of wood you want to use to build any given object, you may want to designate special [[stockpile]]s for these rare woods adjacent to the necessary shop, and make them part of a [[burrow]] so that only your most-skilled or [[strange mood|moody]] dwarves have access to them.&lt;br /&gt;
&lt;br /&gt;
===Color===&lt;br /&gt;
Most logs are brown, and any [[furniture]], objects, or [[building]]s made from them will be brown as well. However, some trees will yield logs of a different color, and objects made from those logs will share that color. The following colors besides brown are available: black ([[Black-cap]]), cream ([[Feather tree]]), crimson ([[Blood thorn]]), indigo ([[Nether-cap]]), lemon ([[Fungiwood]]), purple ([[Glumprong]]), red ([[Goblin-cap]]), teal ([[Spore tree]]), violet ([[Tunnel tube]]), and white ([[Tower-cap]]).&lt;br /&gt;
&lt;br /&gt;
===Temperature===&lt;br /&gt;
Wood can catch on [[fire]], and generally should not be used around [[magma]] or [[dragon]]s. [[Nether-cap]]s, however, has a fixed temperate set just around freezing. Items made from nether-caps are both fire and magma safe. Fire can devastate a food stockpile filled with wooden [[barrel|barrels]], so the use of metal or nether cap barrels should be considered if fire is a concern. [[Trap component#Enormous corkscrew|Enormous corkscrews]] and [[pipe section|pipe sections]] made from nether caps are also magma safe and can be used in a magma [[screw pump|pump]] if other magma safe materials are in short supply.&lt;br /&gt;
&lt;br /&gt;
===Weight===&lt;br /&gt;
The [[weight]] of a wood log or wooden object is based on the density of the wood. The average density is ~0.575 g/cm^3, but some species have much higher or lower densities than this average. [[Feather tree]] wood is the lightest in the game, with a density of 0.1 g/cm^3, making it ideal for crafting wooden [[training weapon]]s and items that need to be moved frequently, such as [[bucket]]s, [[barrel]]s, [[crutch]]es, and [[splint]]s. [[Blood thorn]] (1.25 g/cm^3) and [[glumprong]] (1.2 g/cm^3) are the densest woods in the game, and are considered more appropriate for [[ballista]] bolts or other weapons where weight influences damage.&lt;br /&gt;
&lt;br /&gt;
==Uses of Wood==&lt;br /&gt;
Wood [[logs]] may be used directly as a building material, where it is as good as [[stone]] or [[metal]] for most purposes, though generally less valuable. Logs may also be turned into various useful objects at the following workshops:&lt;br /&gt;
&lt;br /&gt;
===[[Bowyer's workshop]]===&lt;br /&gt;
Used for creating wooden [[Crossbow|crossbow]]s&lt;br /&gt;
&lt;br /&gt;
===[[Carpenter's workshop]]===&lt;br /&gt;
Used for creating:&lt;br /&gt;
*Wooden [[Furniture|furniture]]&lt;br /&gt;
*Wooden [[Shield|bucklers and shields]]&lt;br /&gt;
*Wooden [[Training weapon|training weapons]]&lt;br /&gt;
*Wooden [[Weapon#Trap weapon statistics|trap components]]&lt;br /&gt;
*Wooden [[crutch]]es and [[splint]]s&lt;br /&gt;
&lt;br /&gt;
===[[Craftsdwarf's workshop]]===&lt;br /&gt;
Used for creating:&lt;br /&gt;
*Wooden [[Craft|crafts]]&lt;br /&gt;
*Wooden [[Bolt|bolts]]&lt;br /&gt;
*[[Obsidian]] Short Swords&lt;br /&gt;
&lt;br /&gt;
===[[Siege workshop]]===&lt;br /&gt;
Used for creating [[Siege engine|siege engine parts]]&lt;br /&gt;
&lt;br /&gt;
===[[Wood furnace]]===&lt;br /&gt;
Used for creating:&lt;br /&gt;
*[[Ash]]&lt;br /&gt;
*[[Charcoal]]&lt;br /&gt;
&lt;br /&gt;
===[[Machinery]]===&lt;br /&gt;
Used for constructing:&lt;br /&gt;
*[[Screw pump]]&lt;br /&gt;
*[[Axle]]&lt;br /&gt;
*[[Windmill]]&lt;br /&gt;
*[[Water wheel]]&lt;br /&gt;
&lt;br /&gt;
==Wood Products and Related Industries==&lt;br /&gt;
Aside from its use in crafting objects or building, wood may be changed into a variety of substances essential to the [[glass industry|glass]], [[soap]] and [[metal industry|metal]] industries.&lt;br /&gt;
&lt;br /&gt;
===Ash===&lt;br /&gt;
One log of wood can be used to create one [[bar]] of [[ash]] at a [[wood furnace]] by a dwarf with the [[wood burning]] labor enabled. Ash may be turned into either [[lye]] or [[potash]] at an [[ashery]].&lt;br /&gt;
&lt;br /&gt;
===Lye===&lt;br /&gt;
One bar of ash may be used to create one [[bucket]] of [[lye]] at an [[ashery]] by a dwarf with the [[wood burning]] labor enabled. This task requires an unused [[bucket]]. Lye may be combined with [[tallow]] to make [[soap]], or converted into [[potash]].&lt;br /&gt;
&lt;br /&gt;
===Potash===&lt;br /&gt;
One bar of ash or one bucket of lye may be used to create one bar of [[potash]] at an an [[ashery]] by a dwarf with the [[potash maker|potash making]] labor enabled. Potash may be used as [[fertilizer]] on a [[farm plot]], or converted into [[pearlash]] at a [[kiln]].&lt;br /&gt;
&lt;br /&gt;
===Pearlash===&lt;br /&gt;
One bar of potash may be used to create one bar of [[pearlash]] at a [[kiln]] by a dwarf with the [[furnace operator]] labor enabled. This task consumes one bar of [[fuel]] as well.  Alternatively, a [[magma kiln]] can be used, in which case no fuel is required.  Pearlash is used exclusively in the [[glass industry]] for making items out of high-value sorts of [[glass]].&lt;br /&gt;
&lt;br /&gt;
===Charcoal===&lt;br /&gt;
One log of wood can be used to create one [[bar]] of [[charcoal]] at a [[wood furnace]] by a dwarf with the [[wood burning]] labor enabled. Charcoal is a [[fuel]] and is used extensively in the [[metal industry]] and [[glass industry]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Industry}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Insanity&amp;diff=227870</id>
		<title>v0.31:Insanity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Insanity&amp;diff=227870"/>
		<updated>2016-11-23T14:28:28Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Fixed disambiguation pages link.&lt;/p&gt;
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'''Insanity''' describes any of the conditions that cause a [[dwarf]] or other [[creature]] to immediately stop what they were doing and go mad.  Dwarves that are insane are unable to sleep, eat, drink, follow [[orders]] or perform any [[job]].  Insanity is permanent, and comes in three flavors: &amp;quot;Melancholy,&amp;quot; &amp;quot;Stark Raving Mad,&amp;quot; and &amp;quot;Berserk.&amp;quot;  Each of these will inevitably end with the death of the afflicted dwarf. [[Tantrum]]ing may be a sign that the certain dwarf may go insane unless something makes the dwarf happy.&lt;br /&gt;
&lt;br /&gt;
Traveling merchants and their pack animals can also go insane. If this happens, the accompanying guard/s will '''KILL''' the merchant and/or his animals. If this rare case does happen, the merchant's goods will be free for you to take.&lt;br /&gt;
&lt;br /&gt;
:{{gametext|Cilob Nisgakdeler, Merchant has gone berserk!|4:1}}&lt;br /&gt;
:{{gametext|Horse is stricken by melancholy!|1:1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Children]] (even babies) may become insane. This, in a smaller fortress without a military will usually lead to much [[Fun]].&lt;br /&gt;
&lt;br /&gt;
==Causes==&lt;br /&gt;
&lt;br /&gt;
Certain events/conditions can drive a creature to madness. It is impossible to force insanity, but not to foster its growth.&lt;br /&gt;
&lt;br /&gt;
* Entering a [[strange mood]] but failing to complete a legendary [[artifact]] in an appropriate amount of time (this will always cause insanity).&lt;br /&gt;
* Being very [[thought|unhappy]] or miserable for a long time.  Unlike a failed mood, this is not a guaranteed insanity, and dwarves can remain unhappy for many months without snapping.&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
There are three known types of insanity, but a dwarf may only be afflicted by one at a time (one is enough). The [[personality trait|personality]] of the dwarf influences the type of insanity.&lt;br /&gt;
&lt;br /&gt;
:* '''Stark raving mad'''&lt;br /&gt;
:{{gametext|&amp;lt;dwarf&amp;gt; has gone stark raving mad!|3:1}}&lt;br /&gt;
::''Running around babbling!''&lt;br /&gt;
::''Crawling around babbling!''&lt;br /&gt;
:The afflicted will strip naked and drop each of their items one by one. They will then wander your halls aimlessly (or sometimes stick to their [[room]]), babbling incoherently until they eventually die of dehydration or starvation. They do not actively seek out their own deaths, but death does a pretty good job at finding them anyway, as they ignore any and all hazards they encounter while milling about.&lt;br /&gt;
:Dwarves with high '''anxiety''' are more likely to go stark raving mad.&lt;br /&gt;
&lt;br /&gt;
:* '''Melancholy'''&lt;br /&gt;
:{{gametext|&amp;lt;dwarf&amp;gt; is stricken by melancholy!|1:1}}&lt;br /&gt;
::''Stricken by melancholy...''&lt;br /&gt;
:The afflicted is overcome by depression and will seek out ways to end their life, considerably slowing their movement in the process. If they cannot find a [[cliff]] to jump off of or [[water]]/[[magma]] to [[Swimmer#Drowning|drown]]/[[Fire|burn up]] in, they will simply starve themselves to death. Be warned that a melancholy mother may take her baby's life with her own if she still carries it.&lt;br /&gt;
:Dwarves with high '''depression''' are more likely to be stricken by melancholy.&lt;br /&gt;
&lt;br /&gt;
:* '''Berserk'''&lt;br /&gt;
:{{gametext|&amp;lt;dwarf&amp;gt; has gone berserk!|4:1}}&lt;br /&gt;
::''In a berserk rage!''&lt;br /&gt;
:The afflicted attacks friend and foe alike in a blind rage. This can be dangerous if it happens to an experienced dwarf (especially one carrying an [[artifact]] weapon). Luckily, [[Dog|war dogs]] can quickly bring down an unskilled dwarf.&lt;br /&gt;
:Berserk dwarves have also been reported to pull every lever they can find. This may be a mere annoyance or [[Fun|very fun]], depending on your fortress' design.&lt;br /&gt;
:The dwarf in question becomes an enemy to your [[civilization]], meaning it will set off traps and engage your [[military]].&lt;br /&gt;
:Dwarves with high '''anger''' are more likely to go berserk.&lt;br /&gt;
&lt;br /&gt;
==Treatments for Insanity==&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
As stated, there is no cure for a dwarf who has fallen into one of the aforementioned forms of madness.  Preventative measures may be considered, since a dwarf may show certain signs of psychological illness before it has fully taken hold.  Luckily, recent advancements in [[health care]] have led to an exciting new field of medicine specifically meant to improve the overall mental welfare of the sanity impaired.  As with all experimental treatments, efficacy and safety are not guaranteed, but early applications of the listed techniques have yielded promising results.&lt;br /&gt;
&lt;br /&gt;
*The Amontillado Treatment&lt;br /&gt;
*:Initial research indicates that psychotic dwarves may benefit from extended periods of isolation, during which they may turn inward and away from their ecstasy.  Therefore, if the patient has entered their room, locking them inside might be the best thing to do.  If the patient is catatonic, or [[strange mood|remaining stationary for a long period]], then erecting a wall around them is recommended.  Remember to open the door or bring the wall down before the patient succumbs to thirst or starvation.  Alternatively, food and drink (and other items) may be dropped into the room through a [[Activity zone#Pit/Pond|delivery system]] of some sort, but remember that isolation must remain total if full effectiveness is to be achieved.&lt;br /&gt;
*The Colosseum Procedure&lt;br /&gt;
*:Be wary of dwarves who have recently commandeered workshops.  It is a serious sign if the patient is screaming for products that cannot be provided (especially if stockpile records are up-to-date and publicly available).  In cases such as these, the best treatment is to [[Trap#Cage_Trap|ensure they cannot escape the workshop]] in the event they turn violent.  That way, they may be safely relocated to a segregated area where they can work off their aggression harmlessly on the fortress walls.  Be certain to keep them away from [[Dragon|animals]], [[Elf|prisoners]], and [[Noble|other patients]]!  Once the patient has calmed down, they can be brought out and returned to their lives.&lt;br /&gt;
*Animal Therapy&lt;br /&gt;
*:Breakout cases such as above can sometimes be prevented by giving the patient some new pets to take care of.  For reasons uncertain, [[Dog|war dogs]] appear to have the greatest effect (although this may be a matter of availability; researchers have achieved results with [[black bear|bears]], [[tiger]]s, and even [[cow]]s).  If the patient should break at some point, the presence of these animals may be enough to [[fun|tranquilize]] the patient.&lt;br /&gt;
*Group Sessions&lt;br /&gt;
*:It's somewhat common for soldiers to show signs of imminent madness, due to the hardships of life as a warrior.  A widely endorsed suggestion is to surround the patient with their comrades-in-arms, who might provide cheer and a reminder of both duty and the support of friends.  And, should the patient turn violent, they will most likely be subdued with minimal injury (to civilians).&lt;br /&gt;
*Aquatic Cognizance&lt;br /&gt;
*:Every one knows that water helps with aches in joints, what most people don't realize is that in terms of dwarven anatomy, the brain is a joint, thus having a dwarf swim until they recover may help, even more so if their brain is exposed so that the soothing water can affect the joint better.&lt;br /&gt;
*The Winchester Method&lt;br /&gt;
*:In many cases, madness has its roots in a deep feeling of powerlessness experienced by the patient during his schizophrenic delirium, with cases of patients hearing voices of Carps, Elephants and strange stories about [[Main:Boatmurdered|boats being murdered]]. Recent studies show that by safely giving the unfortunate patient the occasion [[Lever|to act on his own initiative]] and make him [[Magma|feel]] the consequences of his actions, dementia can be avoided.&lt;br /&gt;
*Stasis&lt;br /&gt;
*:Sometimes, the patients simply need time to think about their life. A good way of giving them all a long while to think (experts agree) that putting patients into [[Ice|cryo-stasis]] or encasing them in [[Obsidian|carbonite]] is the best way to combat rage, social rejection and [[Noble|other mental issues]].&lt;br /&gt;
&lt;br /&gt;
Any new developments or experimental procedures should be reported to the Mountainhomes immediately for verification and cataloging.  If even a single dwarf is spared the indignity of madness in this way, it will be worth it.&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
{{Category|Justice}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Make_your_own_weapons&amp;diff=227869</id>
		<title>v0.31:Make your own weapons</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Make_your_own_weapons&amp;diff=227869"/>
		<updated>2016-11-23T14:27:34Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Fixed disambiguation pages link.&lt;/p&gt;
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&amp;lt;center&amp;gt;''Please note that this article may be outdated due to changes since version 0.31.18.''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The aim of making their own weapons for most players is to save embark points and/or starting a metal industry early. In older versions anvils required 1000 embark points. So, taking one with you didn't spare much for skills and required items like [[battle axe]]s and [[pick|picks]]. If you don't take an anvil with you, you have to buy one from [[trader|traders]], and if they don't offer some by their first visit, probably wait another year.&amp;lt;br /&amp;gt;Today, anvils are much cheaper and cost only 100 embark points. But you can still save points for other items needed or wanted. Just keep in mind, that you'll need time until axes and pick are ready, and your [[miner]] and [[wood cutter]] will possibly stand around doing nothing useful that time. Also, you'll probably have something else to do than forging in your first year. Think wisely.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, making your own weapons is quite easy. Also, your training axe (which somehow fells trees) can be made at the [[Carpenter's workshop]] (and a better one forged later with the abundance of minerals), so only one copper nugget for a pick, one anvil, and one stone is needed for a minimalist&amp;lt;!-- /survivor --&amp;gt; build.&lt;br /&gt;
&lt;br /&gt;
The embark savings are very high, as buying the default pick and axe costs 112 embark points, the same as the anvil and two copper nuggets (and with the second deal, you get an anvil for making whatever!). The training axes at embark save a lot, only costing 61 with the pick. The anvil, one wood, and one copper nugget only cost 109 points, only 48 points more expensive (and as before, you get an anvil).&lt;br /&gt;
&lt;br /&gt;
Keep in mind that these plans don't include the cost of any skills, or of any reusable tools.  You don't need the skills - an untrained dwarf will produce gear every bit as good as what you buy, although it may take some time.  And the reusable tools, such as an anvil and the stones you need to build the furnaces, are REUSABLE;  you should be bringing the anvil at the very least.&lt;br /&gt;
&lt;br /&gt;
==Bring Bronze Supplies==&lt;br /&gt;
The basic item selection in &amp;quot;Prepare for the journey carefully&amp;quot; comes with two copper picks (at 44 points each), two copper battle axes (68 points each), and an iron anvil.  Since copper ore and cassiterite costs 6 points a piece, and wood costs 3 points per log, you can carry the supplies for SIX bronze items for the cost of one of those copper battle axes:&lt;br /&gt;
* 3 copper ore (any type):  18 points&lt;br /&gt;
* 3 [[cassiterite]]:  18 points&lt;br /&gt;
* 3 wood (to be converted to charcoal and then used to smelt the bronze):  9 points&lt;br /&gt;
* 6 wood (for charcoal, and then to forge each item):  18 points&lt;br /&gt;
* Total:  63 points&lt;br /&gt;
If you've got the patience, then you can add in [[bituminous coal]] at 3 points per piece and save on wood:&lt;br /&gt;
* metal ore as above:  36 points&lt;br /&gt;
* 1 wood (to be converted to charcoal and then used to smelt the first coal):  3 points&lt;br /&gt;
* 1 coal (for coke, and then to smelt the other coal):  3 points&lt;br /&gt;
* 1 coal (for coke, and then to smelt the bronze):  3 points&lt;br /&gt;
* 2 coal (for coke, and then to forge each item):  6 points&lt;br /&gt;
* Total:  51 points&lt;br /&gt;
&lt;br /&gt;
NOTE: If your embark has at least 7 trees, you can skip on bringing any wood. Choose one of your ores and remove the economic designation for it under the &amp;quot;Stones&amp;quot; z-menu, and use it to build your first wood furnace. Deconstruct your wagon to yield 3 logs, and convert one into ash and two into charcoal, then use the ash to make a smelter. Smelt one set of bronze bars, deconstruct the smelter, use the ash for a forge, and make one battle axe. Cut wood as necessary to smelt the rest of your bronze and create the rest of your equipment as necessary. This process takes a little longer, but saves 27 points on wood, or 15 from the coal process, allowing you to bring only the ores and the anvil. Remember to set your ore as economic again!&lt;br /&gt;
&lt;br /&gt;
NOTE: If you don't like the idea of building workshops out of ash, you can bring granite, or other [[magma safe]] rock for 3 embark points.&lt;br /&gt;
&lt;br /&gt;
== Bismuth Is Pretty ==&lt;br /&gt;
If you don't mind spending more, you can replace some of the tin ores with [[bismuthinite]] and make [[bismuth bronze]] items:&lt;br /&gt;
&lt;br /&gt;
* 4 copper ore (any type):  24 points&lt;br /&gt;
* 2 cassiterite:  12 points&lt;br /&gt;
* 2 bismuthinite:  6 points&lt;br /&gt;
* 1 wood (for charcoal, and then to smelt the first coal):  3 points&lt;br /&gt;
* 3 coal (for coke, and then to smelt the other coal):  9 points&lt;br /&gt;
* 3 coal (for coke, and then to smelt the ores into bars):  9 points&lt;br /&gt;
* 1 coal (for coke, and then to smelt the bars to make the bronze):  3 points&lt;br /&gt;
* 2 coal (for coke, and then to forge each item):  6 points&lt;br /&gt;
* Total:  72 points&lt;br /&gt;
&lt;br /&gt;
Unfortunately, what you gain by reducing the cost of your ores, you lose by having to smelt your ores into metal bars before converting them to alloys.&lt;br /&gt;
&lt;br /&gt;
==Steel Supplies are Expensive==&lt;br /&gt;
Unfortunately, iron ores will cost you 24 points each, so if you're hoping to go directly for steel equipment, be prepared to spend:&lt;br /&gt;
* 2 iron ore (any type):  48 points&lt;br /&gt;
* 2 flux (any type):  12 points&lt;br /&gt;
* 2 wood (for charcoal, and then to smelt the iron):  6 points&lt;br /&gt;
* 2 wood (for charcoal, and then to make pig iron):  6 points&lt;br /&gt;
* 2 wood (for charcoal, and then to make the steel):  6 points&lt;br /&gt;
* 2 wood (for charcoal, and then to forge each item):  6 points&lt;br /&gt;
* Total:  84 points&lt;br /&gt;
Coal does help, if your civilization has it:&lt;br /&gt;
* iron ore/flux as above:  60 points&lt;br /&gt;
* 1 wood (for charcoal, and then to smelt coal):  3 points&lt;br /&gt;
* 1 coal (for coke, and then to smelt coal):  3 points&lt;br /&gt;
* 1 coal (for coke, and then to smelt iron/pig iron):  3 points&lt;br /&gt;
* 2 coal (for coke, and then to smelt steel/forge items):  6 points&lt;br /&gt;
* Total:  75 points&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=227868</id>
		<title>v0.31:Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=227868"/>
		<updated>2016-11-23T14:26:52Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Fixed disambiguation pages link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Embark''' is the moment at the very beginning of the game, before actual game play begins (but after [[World generation|generating a world]]), when you and your initial 7 dwarves:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting [[skill|skills]] to each dwarf.&lt;br /&gt;
# Select an initial load of [[supplies|supplies and equipment]].&lt;br /&gt;
# Arrive at the site with your wagon full of supplies.&lt;br /&gt;
&lt;br /&gt;
= Choosing a Site =&lt;br /&gt;
The process of choosing a site in v0.31 is much less involved than prior versions due to the ubiquitous presence of magma, gems, and ore, but that said there are still several considerations to keep in mind, namely aquifers, ore types, wood, climate, and neighbors.&lt;br /&gt;
There is just ONE BIG RULE: when your home civ is too small, you will first recognize after the 2nd winter that you won't get more immigrants, which can be [[Fun|extremely fun]]. Your home civilization will need more than one dwarven place on the map.&lt;br /&gt;
&lt;br /&gt;
[[File:Embark.jpg]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Choose Fortress Location screen shows four separate sections, with three of them being three views of the land at three different levels of magnification: Local, Region, and World. A section of highlighted tiles in the Local view indicates the current embark location within the region. The local view constitutes a 16x16 grid of embark area tiles (each representing 48x48 tiles when you are playing the game) that is within a single region tile.  The world map cannot be directly controlled, and exists only to give you the overall view of where, relative to the rest of the features of the world, the region map is focused on.&lt;br /&gt;
&lt;br /&gt;
The arrow keys control the X cursor in the center &amp;quot;Region&amp;quot; view while {{K|u}}, {{K|m}}, {{K|k}}, and {{K|h}} move the embark location around within the Local view. {{K|Shift}}-{{K|u}}, {{K|m}}, {{K|k}}, and {{K|h}} will resize the embark location.  &lt;br /&gt;
&lt;br /&gt;
The size of the embark location directly affects how much data about a map the game will have to store in your computer's memory, the size of your save files, and correspondingly, will dramatically affect the save and load times for your map, potentially make pathfinding more resource-intensive, and may generally slow your game down.  As such, smaller maps are recommended, especially for less powerful computers.  Remember that each tile on your embark screen is 48x48 tiles large.&lt;br /&gt;
&lt;br /&gt;
On the far right of the screen is a list of local features in the dominant biome. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{Key|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen. The list at the bottom of the biome information indicates the dominant soil/stone composition from top to bottom for the first eight layers.&lt;br /&gt;
&lt;br /&gt;
== Biomes ==&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: [[Biome|biome]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant|plants]], [[creatures|animal species]] and [[climate]]. &lt;br /&gt;
&lt;br /&gt;
In the above image, the biome is &amp;quot;Temperate Savanna&amp;quot;, and the region the biome is part of is given a specific name: &amp;quot;The Jade Horn-Land&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Biomes will also contain only one set of stone layers, though these usually expand beyond a single biome. Your [[dwarves]] will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location in order to understand your [[surroundings]].&lt;br /&gt;
&lt;br /&gt;
=== Climate ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: [[climate]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, whether water will freeze in winter, and how quickly water evaporates. &lt;br /&gt;
&lt;br /&gt;
The climate is displayed as &amp;quot;Temperature: Warm&amp;quot; in the above image.&lt;br /&gt;
&lt;br /&gt;
Very hot and very cold biomes bring their own challenges which may be further compounded with overlapping features, such as a glacier being frozen for half the year, and being devoid of trees, and lacking a river.  Very hot climates may see all its surface water quickly evaporate, making finding a water supply more dangerous, as underground caves filled with hostile creatures may be the only supply of water.&lt;br /&gt;
&lt;br /&gt;
=== Plant Life ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: [[Tree|trees]] and [[Shrub|shrubs]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Seen in the above image as &amp;quot;Trees: Sparse&amp;quot; and &amp;quot;Other Vegetation: Moderate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Trees are useful for the [[wood]] they provide, and wood is a basic building material, important for being the only material that beds can be made of  , and, as metal bins and barrels require three times as much of less common metal resources as wood bins and barrels do, they are preferred materials for that, as well.  Wood is also a renewable source for [[charcoal]], the [[fuel]] used in forges to make metal products in smelters or forges that are not magma-powered, and is needed to make steel even when you have magma forges.  Wood is finally also useful in making [[potash]] for soap or fertilizing farms.&lt;br /&gt;
&lt;br /&gt;
In spite of wood's many uses, it is entirely possible to play in this version without any trees in your biomes, as trees can be farmed in muddied underground areas regardless of how barren the surface is.  Due to the inexpensive nature of wood, it is possible to simply embark with enough wood to last until you are ready to set up tree farming operations underground.  Wood is also a common good that elves, humans, and dwarves alike will sell to you.  &lt;br /&gt;
&lt;br /&gt;
Shrubs can provide some quick food through the [[herbalism]] skill, [[still|brewable materials]], and [[seeds]] for some very helpful above-ground [[Crops|crops]] which are generally only available through trading with Elves.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: [[surroundings]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Surroundings affect how powerful and hostile local wildlife will be, and some forms of plants are available only in specific types of surroundings.&lt;br /&gt;
&lt;br /&gt;
The surroundings of the example image are listed as, &amp;quot;Surroundings: Wilderness&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Any biome can have any set of surroundings; for example a glacier could be haunted, wilderness or mirthful. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil. &lt;br /&gt;
&lt;br /&gt;
There are two axes for surroundings: Savagery and alignment.  Calm and neutral savagery are functionally identical.  Savage lands are like normal lands, except they will frequently have giant or hostile humanoid versions of normal animals, for example you might have a [[Tigerman]] instead of &amp;quot;merely&amp;quot; a [[tiger]] in a savage jungle. &lt;br /&gt;
&lt;br /&gt;
Good biomes are similar to neutral biomes, except have more fanciful (and generally benign) creatures like [[pixie]]s, [[fluffy wambler]]s, or [[unicorn]]s, and are generally no more dangerous than neutral biomes.  Evil biomes are home to many dangerous creatures, often dead vegetation and even including undead versions of normal creatures, making for a far more hostile environment specifically for players who want to face a greater challenge to stay alive, especially early on. Trees might not grow in an evil area.&lt;br /&gt;
&lt;br /&gt;
It is possible to start a fortress that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
=== Layers ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main articles: [[Layer]], [[Ore|ore]] and [[Stone|stone]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the bottom right of the biome view, some of the main features of the site are reported.  In older versions, you used to get a report of the major stone type of each of the top eight layers.  Now, however, you get only reports of ''shallow metal(s)'' and/or ''deep metal(s)''.  You will also be told whether the biome has a thin, or thick, layer of soil on top of it, and whether that soil includes [[clay]].  Deep soil layers make underground farming extremely quick to set up (no [[irrigation]] needed).&lt;br /&gt;
&lt;br /&gt;
Each type of layer stone has certain kinds of ores, gems, and other minerals that will appear within that form of layer.  It is very difficult to produce [[steel]] without a [[sedimentary layer]].  ([[Steel]] makes nearly the [[Metal#Weapon_.26_Armor_Quality|best weapons and armor]], and the materials are fairly easy to acquire if you have sedimentary layers.)&lt;br /&gt;
&lt;br /&gt;
To forge [[steel]], you will need [[iron]] ore, [[flux]] stone, and [[fuel]].  The three ores of [[iron]] (hematite, magnetite, and limonite) can only be found in sedimentary layers, with the exception of hematite, which can occasionally be found in [[igneous extrusive]] layers.  Furthermore, four of the five [[flux]] stones (calcite, chalk, dolomite, and limestone) are also only found in sedimentary layers, as well as both [[coal]] ores (bituminous coal and lignite) for making [[coke]] fuel.&lt;br /&gt;
&lt;br /&gt;
However, since you can no longer tell whether your top layers of stone are sedimentary until you embark, your best bet is to look for ''shallow metals'' (note the plural).  A biome with shallow metals listed has an extremely high chance of containing iron-bearing ores in a sedimentary layer near the surface.  Failing that, you're practically guaranteed to get some copper ore (tetrahedrite).&lt;br /&gt;
&lt;br /&gt;
If you have no sedimentary layers, your only hope to make steel is with:&lt;br /&gt;
* hematite in [[igneous extrusive]] layers&lt;br /&gt;
* marble in [[metamorphic]] layers&lt;br /&gt;
* wood for making [[charcoal]] fuel&lt;br /&gt;
Even if you find and exploit magma for your furnaces, you'll still need the fuel in the smelting process, so you'll be cutting down one tree and burning it to make charcoal for every unit of hematite you are lucky enough to find. Without magma it will be 3 trees per hematite.&lt;br /&gt;
&lt;br /&gt;
=== Aquifer ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: [[aquifer]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An aquifer is a layer of soil or stone saturated with water, and a biome may contain up to 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer, see the [[aquifer|main page]].&lt;br /&gt;
&lt;br /&gt;
== Changing Views ==&lt;br /&gt;
Pressing {{K|Tab}} will cycle the presented information through a variety of different views and panels.&lt;br /&gt;
*Neighbors - other civilizations that are closest to your current location. Proximity increases the chance of interaction, though at present this largely means &amp;quot;nearby goblins are more likely to attack you.&amp;quot;  If any race is not represented on this page, it means that the civilization cannot reach you if you are in that location.  Embarking on an [[island]], or a location completely surrounded by mountains will make it impossible for any civilization but your own dwarven civilization to reach you, as world map travel across oceans or mountains is impossible. If not even &amp;quot;Dwarves&amp;quot; appears, it means that your home civilization is dead, and there will be no [[migrants]] or [[trade]] with your home civilization.  (If this is the case, it is recommended you change to a still-existent civilization unless you want the challenge of having no support from the mountainhomes.)  Races that are hostile to you are represented by a series of red &amp;quot;-&amp;quot; marks.  In vanilla DF, goblins are always hostile, but humans or elves may also be at war with particular dwarven civilizations (and if you choose your starting civilization in the &amp;quot;Your Civilization&amp;quot; screen, they may not be at war with you).&lt;br /&gt;
*Your Civilization - indicates all Dwarven civilizations in the world. {{K|*}} and {{K|-}} will cycle through the civilizations allowing you to choose which your settlers will be embarking from.  Civilization choice will affect who is at war with you, what goods are available for trade and at embark, who your regent will be (considering [[Main:Cacame Awemedinade|one might be surprised by who turns out to be one's regent]]), and if there are any surviving members of your civilization left to migrate to or trade with your fort.  Some of this information is only viewable in [[Legends]] Mode, but you can view accessible goods and materials after hitting {{k|e}}mbark by looking at what items you can choose to embark with.  If you don't like the options, simply {{k|Esc}} to get the main menu and choose Abort Game.  (You will have to find the site again, but it saves you from needing to abandon the fortress).&lt;br /&gt;
*Relative Elevation - Shows the land height relative to the lowest point in the region.&lt;br /&gt;
*Cliff Indicator - Shows the severity of cliffs.  Unless you have turned erosion off, then, with the exception of rivers that cut through mountains, even apparently very steep cliffs will still have ramps that make it perfectly accessible for any creature or even the wagons in caravans.&lt;br /&gt;
&lt;br /&gt;
== Reclaiming a fortress ==&lt;br /&gt;
:''Main article: [[Reclaim fortress mode]]''&lt;br /&gt;
If you [[Reclaim fortress mode|reclaim the site]] of an abandoned fortress you may see goods, materials, and corpses left from the previous effort.  These items will initially be [[forbid|forbidden]] and you will have to [[Reclaim|reclaim items]] before your dwarves will acknowledge their existence, for example to haul them to a graveyard or refuse [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
= Creating Your Settlers =&lt;br /&gt;
&lt;br /&gt;
== Play Now! ==&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of Dwarves with the following profiles:&lt;br /&gt;
&lt;br /&gt;
Updated for 0.31.13:&lt;br /&gt;
* Miner: Adequate Miner&lt;br /&gt;
* Woodworker: Novice Carpenter, Bowyer&lt;br /&gt;
* Woodcutter: Novice Wood Cutter, Brewer, Cook, Grower, Herbalist, Furnace Operator, Wood Burner, Lye Maker, Potash Maker&lt;br /&gt;
* Stoneworker: Novice Engraver, Mason, Mechanic, Building Designer&lt;br /&gt;
* Jeweler: Novice Gem Cutter, Gem Setter, Wood Crafter, Stone Crafter, and Bone Crafter&lt;br /&gt;
* Fisherdwarf: Novice Fisherdwarf&lt;br /&gt;
* Fish Cleaner: Novice Fish Cleaner, Butcher, Tanner, Weaver, Clothier, and Leatherworker&lt;br /&gt;
&lt;br /&gt;
One of these will be randomly flagged as Expedition Leader at the start.&lt;br /&gt;
&lt;br /&gt;
From 0.31.12: The default embark value for a custom embark is 1274: 974 in pre-chosen goods and 300 unassigned. The Play Now! embark only uses 1038 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort since Novice Butcher is hardly better than a Dwarf you manually flagged for the job. &lt;br /&gt;
&lt;br /&gt;
Note:  In 0.31.13, you no longer embark with any medical skills.&lt;br /&gt;
&lt;br /&gt;
== Prepare Carefully ==&lt;br /&gt;
Preparing allows the player to customize their embarking party and supplies by spending a pool of points which is shared between skills and equipment, with each skill rank and equipment item having a set value. The total value of embarking is set at 1,274 points, though all but 300 of these are pre-spent on an array of basic equipment (the same equipment Play Now! uses.) It stands that one should try to maximize the value of their embark by spending all available points.&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;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: [[Skills|skills]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The seven settlers you begin with can be assigned up to ten skill ranks picked from the entire Dwarven skill list, including military, though only a maximum of 5 ranks (giving them a rank of &amp;quot;Proficient&amp;quot;) can be bought in any one skill. Skill ranks are bought from the shared pool at a cost of 5 for the first rank, 6 for the second, 7 for the third, and so on. Maxing out a skill thus costs a total of 35 points. Although this is already fairly involved, between the long skill list and the floating cost, the value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well (or with little functional difference) by a Novice or even a Dabbler as they are by a Legendary. A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbor smelting hematite until the cows come home.&lt;br /&gt;
&lt;br /&gt;
For a more complex example, there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in early game due to the multiple steps required, especially without a magma smelter. Metalworking also skills up slower than woodworking and metal products have a longer base production time than wood products. &lt;br /&gt;
&lt;br /&gt;
From one point of view, the Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to skill up fairly quickly. Even on a strictly functional level even a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgling base. Lastly, once metal production is up and running, it can be agonizingly slow if a Farmer or Peasant has to be re-assigned to learn from scratch, thus a proficient Metalsmith stands to pay off much more in time than starting with a proficient Carpenter.&lt;br /&gt;
&lt;br /&gt;
=== Supplies ===&lt;br /&gt;
&lt;br /&gt;
The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone. &lt;br /&gt;
:* 2 Copper [[pick]]s&lt;br /&gt;
:* 2 Copper battle [[battle axe]]s&lt;br /&gt;
:* 1 Iron [[anvil]] ( or Steel [[anvil]] if your home civilization has no access to iron )&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;
:* 6 bags containing 5x dimple cup, cave wheat, plump helmet, sweet pods, pig tail, and quarry bush [[seed]]s&lt;br /&gt;
:* 15 units of meat (one random type, 10 + 5 units in 2 barrels)&lt;br /&gt;
:* 15 units of fish (one random type, 10 + 5 units in 2 barrels)&lt;br /&gt;
:* 15 units of plump helmets (10 + 5 units in 2 barrels)&lt;br /&gt;
:* 5 pig tail fiber thread&lt;br /&gt;
:* 5 pig tail fiber cloth &lt;br /&gt;
:* 5 pig tail fiber bags&lt;br /&gt;
:* 3 pig tail fiber ropes &lt;br /&gt;
:* 3 wooden buckets &lt;br /&gt;
:* 3 wooden splints &lt;br /&gt;
:* 3 wooden crutches&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;
Lower forest embark sites should definitely consider bringing extra logs to cover the early demand for beds &amp;amp; Co.. Also do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against kobolds and other thieves, and a healthy supply of meat and bones.  You may also want to consider replacing the pig tail fiber items with much cheaper (regular, not giant) cave spider silk items.&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 [[preferences]] and [[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;
== Embark Strategies ==&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: [[Starting build]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The strategies below are suggestions. They are not universal, and many are even contradictory. This is because there is no one true way to play Dwarf Fortress. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.&lt;br /&gt;
&lt;br /&gt;
=== Picking the Right Location ===&lt;br /&gt;
&lt;br /&gt;
'''Need More Dirt (and Its Inverse)''' - three layers of soil before the stone layers begin provides a very large area that can be used to quickly carve out efficient storage rooms, as well as easy construction of large farms and tree farms without the need to flood/muddy large areas of stone.  Remember, the embark screen only lists the first eight layers, and the total number of layers is highly random. More dirt does not necessarily mean less stone.&lt;br /&gt;
&lt;br /&gt;
'''Flowing Water (and Its Inverse)''' - flowing water (river or stream) is a must have for the infinite power it supplies for working machinery and because underground water supplies are too dangerous to tap into. There is no guarantee of infinite water underground, you could embark on a map with completely dry caverns. However, rainier climates will always have murky pools, which with careful management can be refilled from the rain. Infinite power for working machinery can be created using a limited amount of water in a perpetual motion machine. Although, being limited in quantity, murky pools simply do not have the capacity to permanently flood your fortress, while a single mistake with an infinite source can easily do so.&lt;br /&gt;
&lt;br /&gt;
=== Preparation Strategies ===&lt;br /&gt;
&lt;br /&gt;
'''Free Barrels''' - many products are stored in bins, barrels, or bags and do not stack with other items even if they're in the same broad classification. Plump Helmets and Horse Meat come in separate barrels even though they're both food. Purchasing a single item of food (or increasing the number to one above the storage limit of the barrel i.e. 11, 21, 31) will also produce a free barrel for it to be stored in. As barrels have a cost of 10 to buy empty, buying a single unit of cost 2 foodstuffs gets you a value of 5. Anything above cost 2 bought for the express purpose of getting barrels would be better off just buying barrels empty or raw logs. This concept can be extended to many different goods, and for any stored good you were &amp;quot;going to buy anyway&amp;quot; you should avoid buying exactly a containerful. Do not get 20, get 21.&lt;br /&gt;
* Note that meat products from the same animal will store in the same barrel, thus 1 unit of Horse Meat and 1 unit of Horse Tripe will only get you one barrel, not two.&lt;br /&gt;
* Upon arrival you can build a kitchen and prepare lavish meals out of all those single units of meat. This will &amp;quot;compress&amp;quot; your food, and free up some barrels for brewing. Size of stacks of food from cooking is equal to sum of stack sizes of ingredients, so you lose nothing. &lt;br /&gt;
&lt;br /&gt;
'''Cheaper food''' you can bring lots of milk (worth 1 embark point each), build a farmers workshop, and make cheese out of that milk. Combine this with the trick for free barrels, cook lavish meals out of that cheese and meat, and you will get some free barrels, and good quality food for cheap. Making milk into cheese is very fast, and requires no skill ,just enable cheese making on your cook or brewer.  &lt;br /&gt;
* To save on alcohol (you should probably still bring some of it, though) get plump helmets for 4 embark point each. Remember to disable cooking them in z -&amp;gt; Kitchen menu. Build a still, and brew them all, each will make 5 units of alcohol. You can supplement this with gathering and brewing local plants.  &lt;br /&gt;
* Cooking lavish meals out of 1 unit of meat, and full barrels of alcohol made on the spot from plump helmets (known as booze cooking) can produce even more food, but only if one knows how to do it.  &lt;br /&gt;
&lt;br /&gt;
'''Cheap Bags''' - while even the cheapest bags (made from cave spider silk and low-value leather) cost 10 points each, you can instead simply bring several units of [[sand]] costing 1 point each, as each unit of sand will be stored in its own bag made from a randomly selected material (including giant cave spider silk and valuable creature leather).&lt;br /&gt;
&lt;br /&gt;
'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early, an anvil is typically unnecessary and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs (can't really have enough foodstuffs). By the time the Dwarven caravan arrives in the fall, a 100☼ iron anvil, or even a 300☼ steel anvil, should be little more than an inconvenience. This can sometimes be &amp;lt;s&amp;gt;problematic&amp;lt;/s&amp;gt; [[Main:Fun|Fun]] if you are unlucky and the caravan does not bring an anvil.  &lt;br /&gt;
&lt;br /&gt;
'''REALLY Don't Need That''' - For players more familiar with the game. Bring no pre-constructed goods (weapons, buckets, etc.), just the materials to make them with. This requires several (3-10, though you're likely to bring way more) logs, some fire-safe stone, some bars of copper, and an anvil. Upon arrival, build a Wood Furnace and a Forge, make charcoal, then picks for the [[miner]]s and an axe for [[wood cutter]]s. Medical supplies should be unnecessary to start with, because if you need them you're screwed. You may want to bring some [[rope]] (or just [[thread]]) along though. You can start your fortress with just 106☼ worth of items (iron anvil - 100☼, 1 copper nuggets for 1 pick - 6☼, logs can be gathered from deconstructing the wagon and made into 1 training axe - 0☼, fire-safe building material = ash - 0☼, everything else can be made with the raw materials you get from wood-cutting and mining.).&lt;br /&gt;
&lt;br /&gt;
'''Yes, I Do Need That''' - &amp;lt;s&amp;gt;never&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;don't&amp;lt;/s&amp;gt; NEVER leave without alcohol unless you have a [[brewer]] and a way to gather plants early (untrained [[herbalist]]s designated after embarking are enough) or safe water source (preferably flowing).&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
*New players may find the [[Quickstart guide]] useful.&lt;br /&gt;
*The [[Starting build|Starting Build]] article has more detailed embark strategies.&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fox&amp;diff=227867</id>
		<title>v0.31:Fox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fox&amp;diff=227867"/>
		<updated>2016-11-23T14:26:39Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Fixed disambiguation pages link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|19:55, 5 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=yes&lt;br /&gt;
|bone=4&lt;br /&gt;
|meat=6&lt;br /&gt;
|fat=6&lt;br /&gt;
|intestine=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Foxes are mildly dangerous and more of a nuisance than anything else.  A woodsdwarf or [[miner]] armed with an [[battle axe]] or [[pick]] can usually dispatch this animal, but will probably run away first.&lt;br /&gt;
Foxes can only be tamed by the [[Dungeon master]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tree&amp;diff=227866</id>
		<title>v0.31:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tree&amp;diff=227866"/>
		<updated>2016-11-23T14:26:27Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Fixed disambiguation pages link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|21:10, 26 April 2011 (UTC)}}{{Buggy}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Trees''' can be found on almost any playable map. Depending whether trees are scarce or dense, they can be a great renewable source of [[wood]].  The density of growth is determined by the [[biome]], and those are visible on the pre-[[embark]] screen by hitting {{k|F1}}, {{k|F2}} etc.  Density does not change - there are no climate shifts during game play.&lt;br /&gt;
&lt;br /&gt;
There are many different varieties that grow in various different types of biomes. The only difference between different types of trees is the (usually very minor) difference in the weight of the log or item produced, and the color of the wood from underground &amp;quot;trees&amp;quot; - otherwise all trees are identical, equal in usefulness and value.*&lt;br /&gt;
&lt;br /&gt;
:''(* Note that [[preference]]s can alter a dwarf's perception of the value of items made from a type of wood that they prefer.)''&lt;br /&gt;
&lt;br /&gt;
Viewed on their same [[z-level]], many different sub-types of trees have their own symbol, such as {{tile|♣|2:0}}, {{tile|♠|2:0}}, {{tile|¶|2:0}}, {{tile|╞|2:0}} or {{tile|⌠|2:0}}.  Some share the same symbol, but since the only difference is for preferences, this is not a significant problem.  (See table, below, for tree/symbol pairs.)  For most purposes, a tree is a tree.&lt;br /&gt;
&lt;br /&gt;
Trees viewed from one z-level higher look like coloured rectangles ( {{tile|■|2:0}} ), appearing identical to coloured [[block]]s floating in the air. Deciduous trees will change colour to red or yellow in [[autumn]] ( {{tile|♣|4:1}}, {{tile|♠|6:1}} ), and lose their leaves in [[winter]] ( {{tile|╞|6:0}} ) (controlled by the [AUTUMNCOLOR] tag.)  This does not affect their usefulness - they may be cut down in any season, and produce the same end result.&lt;br /&gt;
&lt;br /&gt;
Trees are currently not a source of food or other material, so it is not possible to harvest mangos, maple syrup, nuts, rubber, etc.&lt;br /&gt;
&lt;br /&gt;
===Harvesting or Removing===&lt;br /&gt;
Trees are a type of [[map tile]] that forms a solid barrier, like [[stone]].  Trees (but not saplings) will block movement, and prevent designation of [[channel]]ing, [[wall]]s and other [[construction]]s. Saplings on soil cavern floors will, however, block the construction of farm plots unless there is also a dusting or pile of mud beneath them. [[Caravan]]s can be especially vulnerable to being blocked by trees, since [[wagon]]s require a path 3-tiles wide and cannot pass within 1 tile of a tree.  Trees do not form a floor on the level above them (creatures cannot walk &amp;quot;on top of&amp;quot; trees), though both creatures and items can get stuck on top of trees if they manage to be thrown there.&lt;br /&gt;
&lt;br /&gt;
They must be designated for removal from the {{Key|d}}esignations menu option &amp;quot;chop {{k|t}}rees&amp;quot;, which will instruct [[dwarves]] with the [[wood cutting]] [[labor]] enabled to grab an [[battle axe]] and begin chopping down the tree. Once cut down, they become one [[wood]] log, which is movable and can be hauled by enabling the wood hauling labor on any dwarf and designating a wood [[stockpile]] ([[Wood hauling]] is enabled by default).&lt;br /&gt;
&lt;br /&gt;
===Tree growth===&lt;br /&gt;
Trees grow from '''saplings''', which start growing randomly on tiles of a suitable biome. Saplings can be killed by heavy [[traffic]], but not by flooding - they can survive for extended periods of time and can grow to maturity once the water level drops to 4/7{{verify}} or lower.  Dead saplings will remain for some seasons, and then disappear - or heavy traffic will trample them away.  To grow from a sapling to a tree takes 3 years.  Trees do not need to be (and can't be) &amp;quot;planted&amp;quot; - even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. Sadly, the [[elf|elves]] do not seem to comprehend this.&lt;br /&gt;
&lt;br /&gt;
Saplings will not grow to maturity if their tile contains an item or building (including stockpile designations), though removing the item may cause the tree to spontaneously grow up. Paved [[road]]s and [[farm plot]]s periodically purge all terrain features below them, preventing trees (or shrubs) from growing in unwanted areas. Trees cannot grow on stairs or ramps, making it possible to keep trees out of your plumbing by using {{K|u}}p stairs instead of {{K|d}}igging (this does not reveal the tile above). Above-ground trees will only grow in areas where there is sufficient soil 1 Z-level beneath them (currently observed to be at least 1 unmined tile within a 2-tile radius, similar to [WET] trees and shrubs near rivers and ponds); underground trees not only ignore this restriction for dry subterranean soil (since version 0.31.19) but will also grow on muddy subterranean stone.&lt;br /&gt;
&lt;br /&gt;
==Tree farming==&lt;br /&gt;
&lt;br /&gt;
While it is not possible to plant trees directly, walling off or engineering a patch of muddy soil underground and breaching a [[cavern]] to allow spores in is a decent method of growing trees safely. See [[tree farming]] for more information.&lt;br /&gt;
&lt;br /&gt;
== List of Trees ==&lt;br /&gt;
{{Tree table head}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Acacia]]|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Dry Broadleaf Forest&amp;lt;br /&amp;gt;Tropical Grassland&amp;lt;br /&amp;gt;Tropical Savanna&amp;lt;br /&amp;gt;Tropical Shrubland&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.500|pref=thorns}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Alder]]|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.410|pref=catkins&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Ash (tree)|Ash]]|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.620|pref=flying keys&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Birch]]|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.670|pref=catkins&amp;lt;br /&amp;gt;silver bark&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Black-cap]]|tile={{tile|♠|0:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.650|pref=gloomy appeal}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Blood thorn]]|tile={{tile|╡|4:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;br /&amp;gt;Subterranean Chasm&amp;lt;/span&amp;gt;|align=All|decid=No|wt=1.250|pref=sickening appearance}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Cacao tree]]|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.500|pref=flowers}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Candlenut]]|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.500|pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Cedar]]|tile={{tile|↨|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Conifer Forest&amp;lt;br /&amp;gt;Tropical Conifer Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.380|pref=majesty}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Chestnut]]|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.500|pref=smelly catkins&amp;lt;br /&amp;gt;spiny pods&amp;lt;br /&amp;gt;chestnuts&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Feather tree]]|tile={{tile|♣|7:1}}|hab=Not Freezing|align=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Good&amp;lt;/span&amp;gt; (Dry)|decid=No|wt=0.100|pref=feathery leaves}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Fungiwood]]|tile={{tile|♣|6:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.600|pref=fine grain}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Glumprong]]|tile={{tile|┤|5:0}}|hab=Not Freezing|align=&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Evil&amp;lt;/span&amp;gt; (Dry)|decid=No|wt=1.200|pref=living shadows}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Goblin-cap]]|tile={{tile|♠|4:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.600|pref=stunning color}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Highwood]]|tile={{tile|¶|2:0}}|hab=Not Freezing|align=&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Savage&amp;lt;/span&amp;gt; (Dry)|decid=No|wt=0.500|pref=magnificence}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Kapok]]|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.500|pref=buttresses}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Larch]]|tile={{tile|↑|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga&amp;lt;br /&amp;gt;Temperate Conifer Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.590|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Mango tree]]|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.500|pref=sweet-smelling flowers}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Mahogany]]|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.600|pref=loose inflorescences}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Maple]]|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Broadleaf Forest&amp;lt;br /&amp;gt;Temperate Grassland&amp;lt;br /&amp;gt;Temperate Savanna&amp;lt;br /&amp;gt;Temperate Shrubland&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.755|pref=autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Mangrove]]|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mangrove Swamp&amp;lt;/span&amp;gt;|align=All (Wet)|decid=No|wt=0.500|pref=roots}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Nether-cap]]|tile={{tile|♠|1:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.550|pref=coldness to the touch&amp;lt;br/&amp;gt;(wood has [MAT_FIXED_TEMP:10000])}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Oak]]|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=Yes|wt=0.700|pref=acorns&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Palm]]|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.500|pref=leaves}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Pine]]|tile={{tile|↑|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga&amp;lt;br /&amp;gt;Temperate Conifer Forest&amp;lt;br /&amp;gt;Tropical Conifer Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.560|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Rubber tree]]|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.500|pref=branch shedding}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Saguaro]]|tile={{tile|╞|2:0}}|hab=&amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Any Desert&amp;lt;/span&amp;gt;|align=All (Dry)|decid=No|wt=0.500|pref=amazing arms}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Spore tree]]|tile={{tile|♣|3:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.600|pref=raining spores}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Tower-cap]]|tile={{tile|♠|7:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.600|pref=great size}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Tunnel tube]]|tile={{tile|│|5:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.500|pref=curving trunk}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=[[Willow]]|tile={{tile|⌠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate&amp;lt;br /&amp;gt;Any Tropical Forest&amp;lt;br /&amp;gt;Tropical Grassland&amp;lt;br /&amp;gt;Tropical Savanna&amp;lt;br /&amp;gt;Tropical Shrubland&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Tropical Freshwater Swamp&amp;lt;br /&amp;gt;Tropical Saltwater Swamp&amp;lt;br /&amp;gt;Tropical Freshwater Marsh&amp;lt;br /&amp;gt;Tropical Saltwater Marsh&amp;lt;/span&amp;gt;|align=All (Wet)|decid=No|wt=0.420|pref=sad appearance&amp;lt;br /&amp;gt;fluffy catkins}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; |tile= |hab= |align= |decid= |wt= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Good/evil plants/trees don't appear ([[feather tree]]s, glumprongs, [[sliver barb]]s, and [[Sun berry|sun berries]]){{Bug|4133}}&lt;br /&gt;
&lt;br /&gt;
*Any adventurer landing on top of a tree will be trapped and unable to excape {{Bug|0000521}}&lt;br /&gt;
&lt;br /&gt;
{{Plants}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
{{Category|Trees}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Military_testing&amp;diff=227865</id>
		<title>DF2014:Military testing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Military_testing&amp;diff=227865"/>
		<updated>2016-11-23T14:25:32Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Fixed disambiguation pages link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|19:26, 23 March 2016 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This page on the wiki houses trials run within the game by players, with the intention of arriving at conclusions on how certain combat situations work, or just combat in general.&lt;br /&gt;
&lt;br /&gt;
If you want to know more about how to do your own testing go to the [[object testing arena|Arena]] wiki article. To learn more about the military and how it works in Dwarf Fortress, go to the [[DF2014:Military]] article.&lt;br /&gt;
&lt;br /&gt;
The format in which trials are presented here is by no means a strict rule. Feel free to add and change elements but make sure the information is easy to read and understand. Try to provide any information you think is relevant and useful without digressing too much.&lt;br /&gt;
&lt;br /&gt;
= Standard format for testing trials =&lt;br /&gt;
&lt;br /&gt;
Here's an example of how to present your test's information. If you're not sure how to make tables and stuff, just copy this from the edit page and fill it with your own information.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarf || 6 || Grand Master Swordsdwarf&amp;lt;br&amp;gt; Grand Master Elf-hater || Tower-cap stake&lt;br /&gt;
|-&lt;br /&gt;
| #2: Corinthian Magma Weasel || 6 || -no skills- || -no items-&lt;br /&gt;
|-&lt;br /&gt;
| #3: Tea cup || 6 || Legendary Absurdist || Mustard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 0 || Severed limbs&amp;lt;br&amp;gt;Bruised internal organs || Tired&amp;lt;br&amp;gt;Bored&amp;lt;br&amp;gt;Extreme Pain || Infection&lt;br /&gt;
|-&lt;br /&gt;
| #2: Corinthian Magma Weasel || 3 || Broken nose&amp;lt;br&amp;gt;Broken toes || Nauseous || Severed head&lt;br /&gt;
|-&lt;br /&gt;
| #3: Tea cup || 1 || Cracked handle || -none- || Slippage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
The creatures were placed in tight groups, spaced equally apart. The dwarves died fast from injuries caused by the tea cups the magma weasels were throwing. The weasels died from friendly fire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
The test was meant to test how 3 different sides interact in combat and if any creature uses other creatures as projectiles. As far as this test goes, it seems to be true.&lt;br /&gt;
&lt;br /&gt;
= DF2010 (0.31.16) tests =&lt;br /&gt;
&lt;br /&gt;
=== Dwarves against Skeletal Horses (tested by: plynxis) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarf || 6 || -no skills- || full iron armor (with chain leggings and mail shirt),&amp;lt;br&amp;gt; shield and longsword&lt;br /&gt;
|-&lt;br /&gt;
| #2: Skeletal Horse || 3 || -no skills- || -no items-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 6 || 4 have no injuries&amp;lt;br&amp;gt;2 badly wounded || Unconscious&amp;lt;br&amp;gt;Extreme Pain || -N/A-&lt;br /&gt;
|-&lt;br /&gt;
| #2: Skeletal Horse || 0 || -N/A- || -N/A- || Fatal injuries&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Refers only to those injured.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
I did this test to see if dwarves can survive horses if they've got full iron armor and weapons. The fight was short and it looks like the skeletal horses charge hard and if they hit, they stun and can kill pretty fast if they're not stopped. I tried it 6:3 because I didn't expect the dwarves to survive a 1:1 ratio against the horses anyway. And yes the amount of trials is pathetic :P&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
Even if dwarves are fully equipped, skeletal horses are very hard to deal with without casualties or at least serious injuries. Going up to a herd requires at least double the dwarves (if they're unskilled at least) to make sure you'll win and even then you're very likely to end up with dwarves that need hospitalization.&lt;br /&gt;
&lt;br /&gt;
=== Dwarves against fire imps (tested by: plynxis) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarf || 4 || Grand Master Shield User || iron shield&lt;br /&gt;
|-&lt;br /&gt;
| #2: Fire imp || 6 || -no skills- || -no items-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 4 || -no injuries- || -no tags- || -N/A-&lt;br /&gt;
|-&lt;br /&gt;
| #2: Fire imp || 0 || -N/A- || -N/A- || Fatal damage from shield attacks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
The purpose of this test was to see how shields block fire. In that sense, it was a failure since none of the imps even had the time to attempt fire attacks. The dwarves use their shields as weapons when they don't have an actual weapon in hand and can use it to block at the same time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
Dwarves with shields and the skill to use them can be very deadly and hard to kill as well. That and fire imps are easy to kill :P&lt;br /&gt;
&lt;br /&gt;
=== Dwarves against Dragon (tested by: plynxis) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarf || 4 || Grand Master Shield User || iron shield&lt;br /&gt;
|-&lt;br /&gt;
| #2: Dragon || 1 || -no skills- || -no items-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 0 || -N/A- || -N/A- || Severing of the body when incapable of blocking a biting attack&lt;br /&gt;
|-&lt;br /&gt;
| #2: Dragon || 1 || All toes broken, nose broken&amp;lt;br&amp;gt;Severe bruising on the rest of the body || Pain || -N/A-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
This is a test intended to test fire blocking with shields, in lieu of the previous test which failed at it. Dwarves can block fire breath fine with iron shields and the shields do not get worn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
Again, dwarves capable of using shields properly are very hard to kill. These ones had very high skill and the only way the dragon was able to kill them was by knocking them over or stunning them and following through with a bite, severing them in half.&lt;br /&gt;
&lt;br /&gt;
=== Dwarves against Dragon (2) (tested by: plynxis) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarf || 4 || Grand Master Shield User || chestnut shield&lt;br /&gt;
|-&lt;br /&gt;
| #2: Dragon || 1 || -no skills- || -no items-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 3 || -no injuries- || -no tags- || Severing of the body when incapable of blocking a biting attack&lt;br /&gt;
|-&lt;br /&gt;
| #2: Dragon || 0 || All toes broken, nose broken&amp;lt;br&amp;gt;Severe bruising on the rest of the body&amp;lt;br&amp;gt;Severe bruising of internal organs || Extreme Pain&amp;lt;br&amp;gt;Nauseous || Suffocation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
This test was made to test the effectiveness of non-firesafe material shields against fire. Other than that, the setup is entirely identical to the previous test.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
Shield material does not matter when used by a dwarf it seems and it also never gets worn, so technically a shield of any material is just as adequate for defense. The dwarves again used their shields to attack successfully. Fights with dragons also seem to always include the dragon getting all his toes broken and often his nose. It is also apparent that chance is an important factor when attacks that land by one side (the dragon in this case) are almost always fatal and the other side (the dwarves here) is capable of completely blocking the majority of these attacks. This demonstrated by the fact that in the previous test all dwarves died while in this one the dragon died instead, with all survivors being intact.&lt;br /&gt;
&lt;br /&gt;
=== Dwarves against Skeletal Horses (2) (tested by: plynxis) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarf || 6 || Grand Master Shield User || chestnut shield&lt;br /&gt;
|-&lt;br /&gt;
| #2: Skeletal Horse || 3 || -no skills- || -no items-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 6 || -no injuries- || -no tags- || -N/A-&lt;br /&gt;
|-&lt;br /&gt;
| #2: Skeletal Horses || 0 || -N/A- || -N/A- || Fatal injuries&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
This is a followup of the previous test to examine how effective shields are against skeletal horses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
The dwarves are not only capable of killing the horses, but also prevent any injury to themselves. The horses still push them around a bit, but there is little they can do when dwarves gang up on them. The fight is also, quite short.&lt;br /&gt;
&lt;br /&gt;
=== Dwarves against Horses (tested by: plynxis) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarf || 6 || Skilled Shield User || chestnut shield&lt;br /&gt;
|-&lt;br /&gt;
| #2: Horse || 3 || -no skills- || -no items-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 0 || -N/A- || -N/A- || Fatal injuries&lt;br /&gt;
|-&lt;br /&gt;
| #2: Horses || 3 || Light bruising || -no tags- || -N/A-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
This was done by accident, but serves as a comparison between Skeletal and regular Horses. There seems to be no comparison :P. The intent was to test how capable dwarves are with just a &amp;quot;Skilled&amp;quot; level of expertise with shields rather than Grand Master.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
Contrary to Skeletal Horses, the regular ones are much harder to kill with shields. The important point here however is the immense difference of capability a dwarf has at a low skill level contrary to a high skill level. Dwarves at this level do not have a consistent ability to block attacks and use their shields enough to prevent quick death, especially by horses.&lt;br /&gt;
&lt;br /&gt;
=== Dwarves against Horses (2) (tested by: plynxis) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarf || 6 || Grand Master Shield User || chestnut shield&lt;br /&gt;
|-&lt;br /&gt;
| #2: Horse || 3 || -no skills- || -no items-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 3 || -no injuries- || -no tags- || Fatal injuries&lt;br /&gt;
|-&lt;br /&gt;
| #2: Horses || 0 || -N/A- || -N/A- || Fatal injuries&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
This is intended to test the actual effectiveness of dwarves as grand masters against regular horses, so as to compare to skeletal horses and the previous test that had dwarves using shields at a lower skill level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
Arguably, a higher skill level is a lot more effective, but horses still are very hard to kill without casualties. The difference between fighting a bones-only Horse and an actual muscled Horse is very apparent.&lt;br /&gt;
&lt;br /&gt;
=== Dwarves against Hydra (tested by: plynxis) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarf || 3&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || Grand Master Shield User || chestnut shield&lt;br /&gt;
|-&lt;br /&gt;
| #2: Hydra || 1 || -no skills- || -no items-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;These are the dwarves that survived the previous test. They're completely unharmed, but I thought it good to mention this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 1 || Lost a leg || Tired || Fatal injuries&amp;lt;br&amp;gt;Severing of the body when incapable of blocking a biting attack&lt;br /&gt;
|-&lt;br /&gt;
| #2: Hydra || 1 || Severe bodily bruising&amp;lt;br&amp;gt;Internal organs bruised || Over-Exerted&amp;lt;br&amp;gt;Nauseous || -N/A-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
This test was not completed, but the eventual outcome is fairly obvious. It was begun right after the previous one in order to compare how a stronger monster would fare against grand master shieldwarves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
Like the dragon, the hydra has a very hard time with the dwarves. The fight is long and even though it can kill them all eventually, the damage it takes in the meantime is definitive. A slightly higher number of dwarves might have killed it and even if a whole squad dies, the threat the hydra poses is practically elimintated as it will probably eventually die on its own anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bronze vs. Iron ===&lt;br /&gt;
&lt;br /&gt;
To simulate Fortress mode, 8 battles of 8 vs. 8. Since goblins only use iron, both teams wore iron armour, only difference between the teams being iron vs. bronze short sword.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run: 8'''&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarf || 8 || Proficient Swordsdwarf || Full iron set minus breastplate and shield, iron short sword&lt;br /&gt;
|-&lt;br /&gt;
| #2: Dwarf || 8 || Proficient Swordsdwarf || Full iron set minus breastplate and shield, bronze short sword&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Iron team || 4 lost rounds, 20 of 14 wounded || Severed limbs&amp;lt;br&amp;gt;cuts || Tired&amp;lt;br&amp;gt;Pale&amp;lt;br&amp;gt;Faint || Bleeding&lt;br /&gt;
|-&lt;br /&gt;
| #2: Bronze team || 4 lost rounds, 24 of 21 wounded || Severed limbs&amp;lt;br&amp;gt;cuts || Tired&amp;lt;br&amp;gt;Pale&amp;lt;br&amp;gt;Faint || Bleeding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
Casualty/wounded(bruises and missing tooth/broken noses etc not counting)/intact rates of 67/30/3% for bronze and vs. 72/19/8% for iron would suggest that while bronze might be better in bigger and longer fights, as in all but 1 of the battles the first casualty was for the bronze team. This is probably because all attacks, both edged attacks and both blunt attacks the short sword has were seen to be used and because good part of the attacks that hit armour were deflected(and effectively became blunt attacks), and because bronze as a heavier material works slightly better in blunting, while the iron seems to have a slight edge in edged attacks. This is also supported by the comparably much higher amount of wounded dwarves(presumably having been hit early in the battle, lots of missing feet, at times lower legs, hands, lower arms, ears and noses) in the bronze team, despite them losing less as KIA.&lt;br /&gt;
&lt;br /&gt;
A 52 vs 52 fight was also tested to see how much difference there would be when majority of the kills would be made when dwarves would be tired and suffering from broken bones(presumably the iron team more than bronze), and bronze team slightly more from cuts and missing body parts. The bronze team annihilated the iron team, having only 50% losses. Of its 26 survivors, however, 25(!) were wounded. Only one dwarf remained intact without cuts or body parts missing.&lt;br /&gt;
&lt;br /&gt;
=== Adamantine Axes vs. Silver Hammers (no armor) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run: 10'''&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarf || 10 || Grandmaster All Skills ||   Only silver war hammer&lt;br /&gt;
|-&lt;br /&gt;
| #2: Dwarf || 10 || Grandmaster All Skills ||   Only adamantine battleaxe&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Wins&lt;br /&gt;
|-&lt;br /&gt;
| #1: Hammer team || Won 5 of 10 rounds&lt;br /&gt;
|-&lt;br /&gt;
| #2: Axe team || Won 5 of 10 rounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This study seems to show that (for legendary dwarfs), silver war hammers are about equal with adamantine battleaxes, even with both sides being unarmored. The previous time I ran this test, hammers actually won 6 of the 10 rounds, but this time it was evenly split.&lt;br /&gt;
&lt;br /&gt;
:(Is that because a grandmaster dwarf can disable or kill an unarmored dwarf with just one hit with either weapon?  Might be worth examining the combat logs.) [[User:Bognor|Bognor]] 09:08, 3 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dwarves against Skeletal Horses (3) (tested by: Stormtemplar) ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarfs || 6 ||   Proficient Fighter and swordsdwarf, skilled Dodger, Armor and Shield user&amp;lt;br&amp;gt;  || Full iron armor&amp;amp;Shortsword&lt;br /&gt;
|-&lt;br /&gt;
| #2: Skeletal horse || 6 || None || none&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarfs || 6 || 1 with minor wounds, one with head bruising and some broken parts || 1 unconscious (Dwarf with head bruising) ||&lt;br /&gt;
|-&lt;br /&gt;
| #2: Skeletal horse || 0 ||  ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
Dwarfs began in a line, horses began slightly scattered&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
The test was a test of how a middling military would fare against an equal force of skeletal horses. The dwarfs did excellently with only one badly wounded and one other with a minor wound.&lt;br /&gt;
&lt;br /&gt;
= DF2012 (0.34.02) tests =&lt;br /&gt;
&lt;br /&gt;
=== Maces VS war hammers (tested by: hostergaard) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Human male || 12 || -no skills- || Silver mace&lt;br /&gt;
|-&lt;br /&gt;
| #2: Human male || 12 || -no skills- || Silver warhammer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Macemen || 0 || -N/A- || -N/A- || Getting their skulls jammed trough their heads&lt;br /&gt;
|-&lt;br /&gt;
| #2: Warhammermen || 12 || Some broken hands and fingers. Some smashed open. A few bruises. Some cuts. || 1 Unconscious || -N/A-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
I want to figure out how good the different blunt weapons are in relation to each other. For now I will test with silver only. &lt;br /&gt;
I placed them in two groups on different z-levels with 6 from each side in each group. Each side was ordered in lines (parallel to the y axis) with no space between the individuals. The lines from each side was place right next to each other in each group. Group one had the 6 macemen on left (on the x axis) and the 6 hammermen on the right. Group two had mace on the right and hammer on left.     &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Leaves little doubt that in case of naked men fighting each other with warhammers and maces the hammers win. The hammerman who lost consciousness fought several macemen before fainting.&lt;br /&gt;
&lt;br /&gt;
=== Single Unarmoured/Untrained Dwarf Weapon Test (tested by: RokRokRok) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 5 Each&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 1 || None || Copper Battle Axe&lt;br /&gt;
|-&lt;br /&gt;
| #2: Dwarves || 1 || None || Crossbow (No ammo)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Rounds won !! Injury level !! Worse Health tags !! Cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 4 || Mild Bruising || None || Torn Brain&lt;br /&gt;
|-ea&lt;br /&gt;
| #2: Dwarves || 1 || Cuts || None || Torn Brain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt; I am doing a 1 on 1 with every dwarf weapon to see what weapons are best against what weapons while unskilled. Not counting armor. I will only be recording Injury/Health tags to the winners.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt; A dwarf bash with a crossbow is no match for a dwarf battle axe. No missing limbs, just a few missing teeth. The one time that the crossow killed the battle axe was infact not with a crossow. The battle axe stuck the hand, disarming the crossbow. The disarmed dwarf proceded to knock out the battle axe dwarf, and smash his skull in with his foot.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 1 || None || Copper Battle Axe&lt;br /&gt;
|-&lt;br /&gt;
| #2: Dwarves || 1 || None || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Rounds won !! Injury level !! Worse Health tags !! Cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 5 || Minor to Major Bruising &amp;amp; Cuts, one lost ear || Nauseous, Pale, Pain || None&lt;br /&gt;
|-ea&lt;br /&gt;
| #2: Dwarves || 0 || -N/A- || -N/A- || 3 Torn Brain, 2 Bleeding&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt; This is to see if the one kill was pure luck or if unarmed was better.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt; It was pure luck, but one time an unarmed dwarf managed to get the upper hand, bruising the guts, cutting off the ear, but eventually died from a torn brain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 1 || None || Copper Battle Axe&lt;br /&gt;
|-&lt;br /&gt;
| #2: Dwarves || 1 || None || Copper Mace&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Rounds won !! Injury level !! Worse Health tags !! Cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 2 || 1 with no injuries, 1 with upper leg bruising || -N/A- || 1 Suffocation, 1 Torn Brain, 1 Punch out.&lt;br /&gt;
|-ea&lt;br /&gt;
| #2: Dwarves || 3 || 1 with no injuries, 1 with upper arm bruising, 1 with moderate lower arm/hand cuts &amp;amp; disarmed || -N/A- || 2 Disarmed &amp;amp; Bleed out.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt; Decided to get in detail for injuries since it was pretty evenly matched.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt; Mace won overall. Once the mace was out of the arms, the axe dwarf won two out of three times. Further Tests coming.&lt;br /&gt;
&lt;br /&gt;
= DF2012 (0.34.04) tests =&lt;br /&gt;
&lt;br /&gt;
=== Iron Spears VS Iron Warhammers (tested by: Naryar) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Speardwarves || 9 || -no skills || iron spear&lt;br /&gt;
|-&lt;br /&gt;
| #2: Hammerdwarves || 9 || -no skills- || iron war hammer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Speardwarves || 6 || Minor injuries || None || Brain damage&lt;br /&gt;
|-ea&lt;br /&gt;
| #2: Hammerdwarves || 0 || Brain damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes : Each team was in a 3x1 line. Spears won easily. Now let's try better weapons and skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Speardwarves || 9 || High Master Speardwarf || steel spear&lt;br /&gt;
|-&lt;br /&gt;
| #2: Hammerdwarves || 9 || High Master Hammerdwarf || silver war hammer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Speardwarves || 0 || Brain damage&lt;br /&gt;
|-ea&lt;br /&gt;
| #2: Hammerdwarves || 5 || 3 had multiple fractures, 1 had multiple fractures and a lost hand, 1 had nothing || 1 pale&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
Notes : Each team was right next to each other, no more stacking dwarves like before. Hammerdwarves now won.&lt;br /&gt;
&lt;br /&gt;
=== 3 v 1 Mail Shirts (tested by: Waladil) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 12 || Grand Master Armor User || Steel gauntlets/greaves/high boots/helm, iron battle axe, 1 iron mail shirt&lt;br /&gt;
|-&lt;br /&gt;
| #2: Dwarves || 12 || Grand Master Armor User || Steel gauntlets/greaves/high boots/helm, iron battle axe, 3 iron mail shirts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 0 || || || Suffocation/Bleeding out&lt;br /&gt;
|-ea&lt;br /&gt;
| #2: Dwarves || 12 || Minor cuts and bruises || 3 faint, 1 pale&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
So I've been wanting to test the common knowledge that more armor layering = better, so this is the test I set up. Both sides were identical, except that one team wore three mail shirts rather than one. Using steel as the rest of the armor and iron axes ensured that everything important happened around the iron armor. &lt;br /&gt;
The battle was slow, almost every hit being stopped by armor. Over time, team one's thinner armor let more blows through, and they eventually bled out or suffocated from lung damage.&lt;br /&gt;
This test proved that wearing more armor increases protection. However...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 12 || None || Steel gauntlets/greaves/high boots/helm, iron battle axe, 1 iron mail shirt&lt;br /&gt;
|-&lt;br /&gt;
| #2: Dwarves || 12 || None || Steel gauntlets/greaves/high boots/helm, iron battle axe, 3 iron mail shirts&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 9 || Minor cuts and bruises || Some faint/pale&lt;br /&gt;
|-ea&lt;br /&gt;
| #2: Dwarves || 0 || || || Suffocation/Bleeding out&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This test was very similar to the last, except that the skill of armor user was set to zero. And that reversed the results. While team two was more protected, they were also considerably slower (606 v. 788) and I think they were also quicker to over-exert and pass out. &lt;br /&gt;
&lt;br /&gt;
Overall results: The added armor is only useful at higher levels of training. I didn't calibrate enough to find the actual midpoint, but it seems that the added layers drop off in efficiency and are not as useful, potentially being harmful if the user is unable to handle the weight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Steel vs. Wooden Shield (tested by: apostle602) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 1*11 || Proficient Fighter, Proficient Swordsdwarf, Proficient Shield User, Proficient Armor User || Full adamantine armor set, iron short sword, steel shield&lt;br /&gt;
|-&lt;br /&gt;
| #2: Dwarves || 1*11 || Proficient Fighter, Proficient Swordsdwarf, Proficient Shield User, Proficient Armor User || Full adamantine armor set, iron short sword, cedar shield&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarves || 3 || 2 unscratched, 1 missing both hands and a foot || 1 pale || Bleeding out&lt;br /&gt;
|-ea&lt;br /&gt;
| #2: Dwarves || 9 || Mostly unscratched, 1 with hands cut open || 1 unconscious || Bleeding out&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is a test to determine what would be the best material for shields. Tested with 22 independent dwarves at different places of the arena, it was a long battle and in the end one of the winner dwarves found his way to a still fighting couple, hence total 12 alive dwarves at the end.&lt;br /&gt;
&lt;br /&gt;
Aside from that test I made a couple more with the same idea and always dwarves with heavier shields won only if they bashed opponents with these shields, f.e. if they've lost their weapons.&lt;br /&gt;
&lt;br /&gt;
So at the end the only important parameter for a shield is its weight.&lt;br /&gt;
&lt;br /&gt;
= DF2012 (0.34.11) tests =&lt;br /&gt;
&lt;br /&gt;
=== Axe vs. Spear ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarf || 1 || Grand Master Axedwarf, Grand Master Dodger, Grand Master Armor User || Full steel armor set (3 mail shirts), adamantine battle axe&lt;br /&gt;
|-&lt;br /&gt;
| #2: Dwarf || 1 || Grand Master Speardwarf, Grand Master Dodger, Grand Master Armor User || Full steel armor set (3 mail shirts), adamantine spear&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Axedwarf || 0, 1 || Severed hand, Torn ligaments and tendons, Severed Nerves, Fractured bones, Opened arteries || -N/A-, -no tags- || Bleeding out&lt;br /&gt;
|-ea&lt;br /&gt;
| #2: Speardwarf || 1, 0 || Severed limbs, Torn muscle, Severed Nerves, Open artery || -no tags-, -N/A- || Bleeding out&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt; In the first round, speardwarf got his weapon stuck several times. Axedwarf attacked later, and only twice, missing both times. Speardwarf devastated axedwarf in this round. In the second round, axedwarf charges and topples speardwarf initially, then severs several limbs. Speardwarf landed only one bruising hit. Both made many misses. Axedwarf devastated speardwarf in this round. The victor barely got injured at all in both rounds, and the loser gets mutilated. Because of these polarising results, two rounds were deemed sufficient.&lt;br /&gt;
&lt;br /&gt;
In conclusion, both axes and spears are edged weapons that give a great advantage when making initial lucky strikes/hits against lesser-material armored oponents. The difference seems to be in the types of wounds: Fractured bones and open arteries for spears, and severed limbs for battle axes.&lt;br /&gt;
&lt;br /&gt;
=== Axe vs. Spear (2) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarf || 1 || Grand Master Axedwarf, Grand Master Dodger, Grand Master Armor User || Full adamantine armor set (3 mail shirts), adamantine battle axe&lt;br /&gt;
|-&lt;br /&gt;
| #2: Dwarf || 1 || Grand Master Speardwarf, Grand Master Dodger, Grand Master Armor User || Full adamantine armor set (3 mail shirts), adamantine spear&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Axedwarf || 1 || -no injuries- || -no tags- || -N/A-&lt;br /&gt;
|-ea&lt;br /&gt;
| #2: Speardwarf || 1 || -no injuries- || -no tags- || -N/A-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt; Lots of misses. Every attack that hit got deflected by the armor.&lt;br /&gt;
&lt;br /&gt;
Both axes and spears appear pretty useless against equal or better material armor.&lt;br /&gt;
&lt;br /&gt;
=== Axe vs. Spear (3) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarf || 3 || Grand Master Axedwarf, Grand Master Dodger, Grand Master Armor User || Full steel armor set (3 mail shirts), adamantine battle axe&lt;br /&gt;
|-&lt;br /&gt;
| #2: Dwarf || 3 || Grand Master Speardwarf, Grand Master Dodger, Grand Master Armor User || Full steel armor set (3 mail shirts), adamantine spear&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Axedwarf || 0, 1 || Torn ligaments and tendons, Severed nerves, Fractured bones, Opened arteries, Torn internal organs || -N/A-, -no tags- || Shattered skull and torn brain&lt;br /&gt;
|-ea&lt;br /&gt;
| #2: Speardwarf || 3, 0 || Torn muscle, Severed nerve, Opened arteries, Torn internal organs, Severed limbs || -no tags-, -N/A- || Bleeding out&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt; Lots of misses again, but relatively less. Though the first fight was concluded with speardwarves ganging up on the surviving axedwarves, in each individual fight from the start, speardwarves dominated. In the second fight, the surviving axedwarf was moderately injured to two limbs. Each individual fight was dominated by one side. Speardwarf kills were faster.&lt;br /&gt;
&lt;br /&gt;
Though again polarizing, these results do show that axes and spears are approximately equally good, albeit only when used for the proper targets. If it is organic and is not clad in adamantine (as according to the previous test), spears will kill it faster. If it is not, and has many limbs, then an axe is superior. This makes spears better for regular use, and axes better against BC's and HFS. For a general-purpose weapon, an axe is therefore the best choice, though it may be worth it to specialize.&lt;br /&gt;
&lt;br /&gt;
=== Sword vs Axe (tested by: Terranaunt) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 4&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarf || 5 || Proficient armor user, Proficient Dodger, Proficient Axedwarf|| full iron armor (with mail shirt), iron axe&lt;br /&gt;
|-&lt;br /&gt;
| #2: Dwarf || 5 || Proficient armor user, Proficient Dodger, Proficient Swordsdwarf || full iron armor (with mail shirt), iron sword&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Axedwarf || 0, 3, 1, 4 || Torn muscle, Severed nerve, Opened arteries, Severed limbs, Missing Limbs || -N/A-; Pale, Unconscious; Pale; Pale, Unconscious || Bled to death&lt;br /&gt;
|-&lt;br /&gt;
| #2: Swordswarf || 5, 0, 0, 0 || Torn muscle, Severed nerve, Opened arteries, Severed limbs, Missing Limbs || Pale, -N/A- || Bled to death&lt;br /&gt;
|}&lt;br /&gt;
Third time last axedwarf actually fall into martial trance and finished three remaining sworddwarfs, last sword guy just bled to death while fighting.&lt;br /&gt;
It seems distance on which fighting is started influence outcome, though I'm not sure and this statement requires more tests.&lt;br /&gt;
&lt;br /&gt;
= DF 2014 (v0.40.24) Tests =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sword vs. Axe, with iron armor (Tested by: Gitaxias) ===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarf || 5 || Adequate in all relevant skills || Full iron armor including shield, iron battle axe&lt;br /&gt;
|-&lt;br /&gt;
| #2: Dwarf || 5 || Adequate in all relevant skills || Full iron armor including shield, iron short sword&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Axedwarves || 2 || Severed limbs&amp;lt;br&amp;gt;Bruised internal organs, mangled body parts || Tired, Extreme Pain, Pale || Bled to death&lt;br /&gt;
|-&lt;br /&gt;
| #2: Swordsdwarves || 0 || NA || NA || Head smashed by shield bash&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
In both tests, all 5 swordsdwarves were killed by a single axedwarf after he lost his weapon arm and began favoring shield bashing attacks. No axe attacks appeared to have caused major injury.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
This test was intended to compare the effectiveness of swords and axes against armored targets. It shows fairly conclusively that the battle axe is the inferior weapon against armored targets, and that even if already injured a dwarf using iron shield bashes can still prove extremely deadly against enemies using weapons that cannot reliably penetrate their armor.&lt;br /&gt;
&lt;br /&gt;
=== Sword vs. Axe, with leather armor (Tested by: Gitaxias) ===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 4&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarf || 5 || Adequate in all relevant skills || Full leather armor, wooden shield, iron battle axe&lt;br /&gt;
|-&lt;br /&gt;
| #2: Dwarf || 5 || Adequate in all relevant skills || Full leather armor, wooden shield, iron short sword&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Axedwarves || 0, 0, 4, 0 || Severed limbs, mangled body parts || Extreme Pain, Pale || Beheading or bisection&lt;br /&gt;
|-&lt;br /&gt;
| #2: Swordsdwarves || 5, 5, 0, 5 || Severed limbs, mangled body parts || Extreme Pain, Pale || Beheading or bisection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
In the first and second tests, the swordsdwarves won easily with token or nonexistent injury. In the third test, the axedwarves won with moderate losses. In the fourth test, the swordsdwarves won with moderate losses&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
This test was intended to compare the effectiveness of swords and axes against weakly-armored armored targets. It shows somewhat conclusively that the battle axe is the inferior weapon against such targets targets, but that the disadvantage can be overcome with luck.&lt;br /&gt;
&lt;br /&gt;
=== MASTER-UNARMED vs. Wooden maces +  MASTER-UNARMED vs. 2 Cave spiders===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
2 groups of 8 dwarves 7 tiles away &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarf || 8 || Adequate in all relevant skills || NOTHING&lt;br /&gt;
|-&lt;br /&gt;
| #2: Dwarf || 8 || Adequate in all relevant skills || 2 wooden maces&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: UNARMED MASTERS || 7 ,8 || broken bones, bruising || unconscious nocious || head shot&lt;br /&gt;
|-&lt;br /&gt;
| #2: Master Maces || 0|| extreamley dead || dead || head explosion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
master strikers and wrestlers are better than armed dwarves&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
this was a good piece of evidence that wood weapons are ineffective.&lt;br /&gt;
&lt;br /&gt;
TEST#2&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
2&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
The remains of the previous tests with 2 tiles between them&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Dwarf || See ABOVE || Adequate in all relevant skills || NOTHING&lt;br /&gt;
|-&lt;br /&gt;
| #2: Giant Cave Spider || 2 || NOTHING || NOTHING&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: left overs of last 2 tests || 6, 8 || no change || no change || Bleeding&lt;br /&gt;
|-&lt;br /&gt;
| #2: Giant Cave Spider || 0 || extreamley dead || dead || Brain bruised&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
I had to force the dwarves to do suicide after so i could go to the next test.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Tester's conclusion:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
master strikers and wrestlers are better than Giant Cave spiders&lt;br /&gt;
&lt;br /&gt;
= DF 2016 (v0.42.06) Tests =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== War Hammer material effectiveness comparison (ongoing) (Tested by: Adonkares) ===&lt;br /&gt;
&amp;lt;u&amp;gt;'''Test description:'''&amp;lt;/u&amp;gt; After editing the object testing arena into 896 4x1 duel rooms and 84 5x5 5v5 brawl rooms the premise of gold war hammer superiority was put to trial using a variety of different hammer materials. A program was written to populate the arena more quickly as well as equip the dwarfs. (If anyone has any tips on counting the results quickly or via a program, please let me know.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Acronym explanation:'''&amp;lt;/u&amp;gt; Each test was assigned a number from 1-3. Each row in a table is named after Duel or Group results and is followed by a -s -g -c suffix to denote the material of the weapon equipped. And so 1solo-g means a group of 1v1 dwarf fighters with steel armor and gold hammers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Information:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Creature !! Number !! Skills !! Items &lt;br /&gt;
|-&lt;br /&gt;
| 1solo-s: Dwarf || 1 || Master in Fighter, Hammer, Dodge, Shield and Armor user || Full set of steel armor plus a steel shield, with a silver war hammer&lt;br /&gt;
|-&lt;br /&gt;
| 1solo-g: Dwarf || 1 || Master in Fighter, Hammer, Dodge, Shield and Armor user || Full set of steel armor plus a steel shield, with a gold war hammer&lt;br /&gt;
|-&lt;br /&gt;
| 1group-s: Dwarf || 5 || Master in Fighter, Hammer, Dodge, Shield and Armor user || Full set of steel armor plus a steel shield, with a silver war hammer&lt;br /&gt;
|-&lt;br /&gt;
| 1group-g: Dwarf || 5 || Master in Fighter, Hammer, Dodge, Shield and Armor user || Full set of steel armor plus a steel shield, with a gold war hammer&lt;br /&gt;
|-&lt;br /&gt;
| 2solo-s: Dwarf || 1 || Master in Fighter, Hammer, Dodge, Shield and Armor user || Unarmored, with a silver war hammer&lt;br /&gt;
|-&lt;br /&gt;
| 2solo-c: Dwarf || 1 || Master in Fighter, Hammer, Dodge, Shield and Armor user || Unarmored, with a copper war hammer&lt;br /&gt;
|-&lt;br /&gt;
| 2group-s: Dwarf || 5 || Master in Fighter, Hammer, Dodge, Shield and Armor user || Unarmored, with a silver war hammer&lt;br /&gt;
|-&lt;br /&gt;
| 2group-c: Dwarf || 5 || Master in Fighter, Hammer, Dodge, Shield and Armor user || Unarmored, with a copper war hammer&lt;br /&gt;
|-&lt;br /&gt;
| 3solo-s: Dwarf || 1 || Master in Fighter, Hammer, Dodge, Shield and Armor user || Full iron, with a silver war hammer&lt;br /&gt;
|-&lt;br /&gt;
| 3solo-c: Dwarf || 1 || Master in Fighter, Hammer, Dodge, Shield and Armor user || Full iron, with a copper war hammer&lt;br /&gt;
|-&lt;br /&gt;
| 3group-s: Dwarf || 5 || Master in Fighter, Hammer, Dodge, Shield and Armor user || Full iron, with a silver war hammer&lt;br /&gt;
|-&lt;br /&gt;
| 3group-c: Dwarf || 5 || Master in Fighter, Hammer, Dodge, Shield and Armor user || Full iron, with a copper war hammer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Winners !! Win percentage !! Sample size !! Comments &lt;br /&gt;
|-&lt;br /&gt;
| 1solo-g: Duelists using Gold War Hammer || 56.47% || 1792 || Slight but consistent edge (more adequately flat) for gold hammers, it is reasonable to estimate gold's superiority over silver to be within 3-8% range.&lt;br /&gt;
|-&lt;br /&gt;
| 1group-g: Team of 5 using Gold War Hammer || 55.3% || 168 || Borderline standard error, more tests are needed. Duel results suggest a slight advantage for gold hammers.&lt;br /&gt;
|-&lt;br /&gt;
| 2solo-s: Duelists using Silver War Hammer || 53.57% || 1792 || Slight advantage for silver hammers, sample size too small and falls within standard error. For practical intents and purposes copper is equal to silver when used against unarmored opponents.&lt;br /&gt;
|-&lt;br /&gt;
| 2group-s: Team of 5 using Silver War Hammer || 59.5% || 168 || Sample size too small, more tests are needed. Duel results suggest no noticeable advantage for either material.&lt;br /&gt;
|-&lt;br /&gt;
| 3solo-s: Duelists using Silver War Hammer || 53.01% || 896 || Slight advantage for silver hammers, sample size too small and falls within standard error. For practical intents and purposes copper is equal to silver when used against ironclad opponents.&lt;br /&gt;
|-&lt;br /&gt;
| 3group-s: Team of 5 using Silver War Hammer || 56.5% || 84 || Sample size too small, more tests are needed. Duel results suggest no noticeable advantage for either material.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt; Based on the above 3 tests there's a slight ~5-6% advantage of gold war hammers over silver and by extension copper ones. There is no significant advantage of silver over copper against unarmored and ironclad opponents and whatever advantage there might be it falls within mean error range and requires a bigger sample size. I hope someone found this useful, I sure did when I was doing the tests out of curiosity. In the future I'm planning to include platinum hammers, adamantine armors and increasing the sample size of all tests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scourge versus Whip (Tested By Admiral Obvious) ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Test description:'''&amp;lt;/u&amp;gt; Fiddling around in the arena after installing DF on a public PC which is wiped daily. Attempting to determine which weapon is more effective, and why. Unarmored targets were used for this test. A separate test set will/should be make with armored specimens.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt; Single unskilled human, versus unskilled human, given weapons. Test saved prior to start, and restarted after each result.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Human Male|| 1 || -no skills- || Iron Whip, no armor&lt;br /&gt;
|-&lt;br /&gt;
| #2: Human Male || 1 || -no skills- || Iron Scourge, no armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Human Male || 1 || Chipped Bones || Tired, Extreme Pain || Passing out from broken limb, followed up by head cave in.&lt;br /&gt;
|-&lt;br /&gt;
| #2: Human Male || 9 || None || Tired || Upper spine shattered in the one instance of death, suffocation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Notes:'''&amp;lt;/u&amp;gt; Both humans were placed in the central pit at opposite ends of said pit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt; From what testing that was performed, it seemed that the whip was an easy weapon to parry compared to the scourge. This might be in relation to the weapon velocity modifier, or potentially attack preparation time. It was noticed in this test that the scourge user attempted more successful attacks than the whip user. The scourge rarely &amp;quot;one shot&amp;quot; the enemy, however it did chip bones regularly against an unarmored target. The whip on the other hand, when it landed it's shots were far more devastating to the target than otherwise. Further testing will be done with different materials.&lt;br /&gt;
&lt;br /&gt;
== Adamantine: Test: 2 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt; Single unskilled human, versus unskilled human, given weapons. Test saved prior to start, and restarted after each result.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Human Male|| 1 || -no skills- || Adamantine Whip, no armor&lt;br /&gt;
|-&lt;br /&gt;
| #2: Human Male || 1 || -no skills- || Adamantine Scourge, no armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Human Male || 0 || Sensory and motor nerves severed, lots of parts cut open. || Pale, Severe Bleeding || Crippled due to loss of motor ability, bones almost never damaged. Bleeds to death on every test.&lt;br /&gt;
|-&lt;br /&gt;
| #2: Human Male || 10 || Bruising, occasional broken fingers and toes. || Tired, Pain || Reset of the universe.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt; Adamantine is far too light for a whip to have any noticeable impact against the target, only causing minor bruising, and the occasional shattering of a finger or toe. The Scourge on the other hand, being an edged attack weapon seemed to be like the death of a thousand paper cuts. The scourge rarely inflicted any damage to the bones of the target, but every single successful impact against the target cut into the muscle of the target, and in many cases severed motor, and sensory nerves. Getting killed in this way appeared to be torture, especially considering how long it took to run each one of these tests.&lt;br /&gt;
&lt;br /&gt;
== Platinum: Test: 3 ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Times run:'''&amp;lt;/u&amp;gt; 10&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Initial setup:'''&amp;lt;/u&amp;gt; Single unskilled human, versus unskilled human, given weapons. Test saved prior to start, and restarted after each result.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Number !! Skills !! Items&lt;br /&gt;
|-&lt;br /&gt;
| #1: Human Male|| 1 || -no skills- || Platinum Whip, no armor&lt;br /&gt;
|-&lt;br /&gt;
| #2: Human Male || 1 || -no skills- || Platinum Scourge, no armor&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Side &amp;amp; Creature !! Survived !! Injury level !! Health tags !! Most common cause of death&lt;br /&gt;
|-&lt;br /&gt;
| #1: Human Male || 6 || Many cuts, and broken/fractured bones. || Pale, Severe Bleeding, Severe Pain || Typical death caused by bruising of the brain.&lt;br /&gt;
|-&lt;br /&gt;
| #2: Human Male || 4 || Either completely unharmed, or completely crippled. || Tired, Trouble Breathing || Head &amp;quot;explodes into gore&amp;quot; usually. One other death was caused by ribs puncturing the heart causing a bleedout.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Results:'''&amp;lt;/u&amp;gt; This was a far fairer fight, I assume if I run the test more, the results would average out to be nearly equal. Whip impacts are absolutely devastating, in many instances involving the total collapse of the impacted area. The Scourge is also equally dangerous, but with much less one shot potential, and a quite high tendency to chip, and break bones. The Scourge is inferior in this case compared to the whip, but this is made up with an apparent higher attack frequency.&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quickstart_guide/Preparing_carefully&amp;diff=227864</id>
		<title>Quickstart guide/Preparing carefully</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quickstart_guide/Preparing_carefully&amp;diff=227864"/>
		<updated>2016-11-23T14:24:11Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Fixed 1 disambiguation pages link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:57, 25 February 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{quickstart|advanced=Starting build}}&lt;br /&gt;
&lt;br /&gt;
'''This part is completely optional''' and only applies if you selected &lt;br /&gt;
{{DFtext|Prepare for the journey carefully}}. More in-depth discussion is available on the [[Embark]] and [[Starting build]] wiki pages.&lt;br /&gt;
&lt;br /&gt;
==Preparing Carefully==&lt;br /&gt;
Since we know certain things about our first site, we can choose our [[skill]]s and equipment knowing what to expect. [[Metal industry|Metal]] will be our primary industry. We won't be hit too hard by enemies right off the bat, so we can concentrate on civilian skills and supplies.&lt;br /&gt;
&lt;br /&gt;
==Chopping and Digging==&lt;br /&gt;
Our starting location will have [[wood]], so we don't need to bring a bunch with us. We will need something to chop down [[tree]]s though, and something to [[dig]] with: [[Pick#Picks|picks]] and an [[battle axe]]. One copper axe, and two copper picks should suffice to start.&lt;br /&gt;
&lt;br /&gt;
In order to spend fewer points in this domain you can [[make your own weapons]]! It's quite easy, as soon as you know how metalsmithing works. If you don't you should take already made weapons.&lt;br /&gt;
&lt;br /&gt;
==Food and Drink==&lt;br /&gt;
Sixty [[Alcohol|drinks]] and forty [[food]] should be enough to see you through until you can produce your own, even if you get large waves of [[immigrant]]s right off the bat. Skip dwarven wine, as that's the very first sort of alcohol you will be producing, from [[plump helmet]]s, and you will be making a lot of it.&lt;br /&gt;
&lt;br /&gt;
==Seeds==&lt;br /&gt;
Five to ten of each type of [[seed]] will be enough to start you off farming, though you may want additional plump helmet spawn.&lt;br /&gt;
&lt;br /&gt;
==Medical Supplies==&lt;br /&gt;
As for medical supplies, you can easily make your own [[crutch]]es and [[splint]]s, but you may want to bring along a small amount of [[thread]], [[cloth]], and [[gypsum plaster]] for stitching up dwarves and making casts as these are more difficult to produce initially.&lt;br /&gt;
&lt;br /&gt;
==Other Supplies==&lt;br /&gt;
You want at least one [[rope]], for making a [[well]].  You could produce your own once you have either metalworking or pig-tail farming and processing set up, but you may want a well before that.  They are also useful for chaining animals up near your entrance as a warning system, but this can also be done without ropes in the latest versions (using the [[pasture]] system).&lt;br /&gt;
&lt;br /&gt;
Bring an [[anvil]] to set up your first forge. Without anvils, you have the chicken-and-egg problem that you need an anvil to make an anvil. Therefore it is critical to bring an anvil if you plan to make a forge. Otherwise you will have to wait for a [[caravan]] to show up with one and trade for it, and this could take a long time.&lt;br /&gt;
&lt;br /&gt;
==Animals==&lt;br /&gt;
You also might want to take two or three [[dog]]s and a breeding pair of [[cat]]s. The dogs can help you hunt and fight if you train them, and the cats catch vermin that infest your food supply. However, cats may not be a good choice for beginners due to the risk of a catastrophic [[catsplosion]].  Both can keep dwarves happy as pets. And in a pinch, they can both make a tasty snack.&lt;br /&gt;
&lt;br /&gt;
Female [[Domestic_animal#Comparison_of_domestic_poultry|birds]] can also be brought to produce [[egg]]s, which are another easy means of acquiring food for your dwarves.  Birds are extremely cheap to bring at embark.  (You will eventually need to set up a [[nest box]] for the bird to lay eggs in.)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
As for dwarves, choosing certain skills will make your life much, much easier starting off. It is recommended that you start with dwarves with at least some points in the following skills:&lt;br /&gt;
*[[Mining]]&lt;br /&gt;
*[[Carpentry]]&lt;br /&gt;
*[[Masonry]]&lt;br /&gt;
*[[Architecture|Building Design]]&lt;br /&gt;
*[[Mechanic]]&lt;br /&gt;
*[[Grower|Farming]] (&amp;quot;Grower&amp;quot;)&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
*[[Brewing]]&lt;br /&gt;
&lt;br /&gt;
If you chose a site with flowing water, [[fishing]] can help keep your fort fed early on. If not, [[Ambusher|hunting]] can do the same, but keep in mind that safe hunting requires a lot of micromanagement. Your hunters will happily stalk and attack elephants, cougars, and other dangerous animals before they have the skills necessary to deal with them. Fisherdwarves, on the other hand, really only need to worry about [[alligator]]s and [[crocodile]]s (which may not even appear in your [[biome]]).&lt;br /&gt;
&lt;br /&gt;
[[Leatherworker]] can be another useful skill, especially if you hunt or raise animals. If not, your first caravan will likely show up with tons of cheap leather. Leather makes good armor for your marksdwarves, as it is light weight and won't slow them down too much.&lt;br /&gt;
&lt;br /&gt;
Finally, as your economy will be centered around metals, you should choose a metalworking skill, probably [[armorsmith]] but [[weaponsmith]] is also a good choice.&lt;br /&gt;
&lt;br /&gt;
You will probably want one dwarf with medical skills, and another with crucial social skills. For your doctor, put one point into each of [[wound dresser]], [[diagnosis|diagnostician]], [[surgery|surgeon]], [[bone doctor]], and [[suturing|suturer]]. For your leader-dwarf, put one point into [[judge of intent]], [[appraiser]], [[organizer]], and [[record keeper]].&lt;br /&gt;
&lt;br /&gt;
===Intermediate===&lt;br /&gt;
&lt;br /&gt;
Another way to start out, for intermediate players, is to give one dwarf [[organizer]] skills, one [[record keeper]], one [[diagnostician]], and one [[appraiser]]. The remaining three will be as follows: one dwarf with a melee skill and perhaps [[leader]] skill, one with proficient [[miner]] skill and [[carpenter]], and one with [[mason]] and [[woodcutter]]. This allows for a quick-start fortress with all the starting [[noble]]s, two masons, and one skilled miner. Food stocks should be fine, as you can appoint one of your nobles to be a temporary farmer until the next [[migrant]] wave comes with all the [[peasant]]s and workers.&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Divine_metal&amp;diff=227862</id>
		<title>Divine metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Divine_metal&amp;diff=227862"/>
		<updated>2016-11-23T14:23:15Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Fixed disambiguation pages link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:40, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
{{Metal|name=Divine metal|color=0:0:1&lt;br /&gt;
|ore=&lt;br /&gt;
* N/A&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 300&lt;br /&gt;
* [[Melting point]] None&lt;br /&gt;
* [[Boiling point]] None&lt;br /&gt;
* [[Ignition point]] None&lt;br /&gt;
* [[Solid density]] 1000&lt;br /&gt;
* Liquid [[density]] 1000&lt;br /&gt;
* Molar mass 20000&lt;br /&gt;
* [[Specific heat]] 7500&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|wiki=List of fictional elements, materials, isotopes and atomic particles}}&lt;br /&gt;
'''Divine metals''' are special, procedurally generated [[metal]]s that can be found in [[vault]]s. Divine metals are used as material for items, [[weapon]]s and [[armor]] used by [[angel]]s, who ruthlessly protect the vault's priceless treasures. (Similar [[divine fabric]]s are used by vault guardians for clothing and soft items.)&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
&lt;br /&gt;
Divine metals appear to have identical [[Material definition token|material properties]] and list of items craftable from them; the only difference between them are the name and [[deity]] association.  All divine metals have high yield values of 1000000 and fracture values of 2000000, and perfect strain-at-yield values of 0.  They are extremely light, at only a solid density of 1000, and have a superior max edge of 12000.  They are granted [[sphere]]s matching the associated [[deity]] that has created the metal (and the guardians who wield it), and a descriptive name with the formula of &amp;quot;(adjective) metal&amp;quot; — examples of such are &amp;quot;multicoloured metal&amp;quot;, &amp;quot;pale metal&amp;quot;, and &amp;quot;twisting metal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Overall, their material properties are much better than the corresponding values of [[steel]] and mostly worse to those of [[adamantine]].  They are terrifyingly potent when used for edged weapons, due to their ultra-sharpness, but despite their light weight, even blunt weapons tend to be highly effective (unlike adamantine, which is worthless for blunt weapons).&lt;br /&gt;
&lt;br /&gt;
Weapons and armour made of divine metals may be tested in the [[object testing arena|Arena]].&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = Nabaskel 	 	 	&lt;br /&gt;
| elvish  = Mecalalethi&lt;br /&gt;
| goblin  = Ngungdubsnusm&lt;br /&gt;
| human   = Nirnorigu&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--to make sure this page comes up when searching for a specific divine metal--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List ==&lt;br /&gt;
* rusted metal (blight)&lt;br /&gt;
* twisting metal (chaos)&lt;br /&gt;
* dark metal (darkness)&lt;br /&gt;
* glowing metal (dawn)&lt;br /&gt;
* bright metal (day)&lt;br /&gt;
* pale metal (death)&lt;br /&gt;
* pock-marked metal (deformity)&lt;br /&gt;
* blistered metal (disease)&lt;br /&gt;
* ruddy metal (earth)&lt;br /&gt;
* flickering metal (fire)&lt;br /&gt;
* faceted metal (jewels)&lt;br /&gt;
* shining metal (light)&lt;br /&gt;
* flashing metal (lightning)&lt;br /&gt;
* translucent metal (moon)&lt;br /&gt;
* frosty metal (mountains)&lt;br /&gt;
* slick metal (muck)&lt;br /&gt;
* singing metal (music)&lt;br /&gt;
* black metal (night)&lt;br /&gt;
* multicolored metal (rainbows)&lt;br /&gt;
* clear blue metal (sky)&lt;br /&gt;
* twinkling metal (stars)&lt;br /&gt;
* crashing metal (storms)&lt;br /&gt;
* blazing metal (sun)&lt;br /&gt;
* booming metal (thunder)&lt;br /&gt;
* searing metal (torture)&lt;br /&gt;
* flowing metal (volcanos)&lt;br /&gt;
&lt;br /&gt;
{{Category|Metals}}{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Yellow_bullhead&amp;diff=227861</id>
		<title>Yellow bullhead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Yellow_bullhead&amp;diff=227861"/>
		<updated>2016-11-23T14:22:27Z</updated>

		<summary type="html">&lt;p&gt;NibblesMeKibbles: Removed disambiguation pages link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:54, 9 June 2010 (UTC)}}&lt;br /&gt;
{{verminlookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[File:Vermin-YellowBullhead.JPG|thumb|left|Admired for its whiskers.]]&lt;br /&gt;
&lt;br /&gt;
'''Yellow bullhead''' are a type of aquatic [[vermin]]. They are found in [[temperate]] [[water|freshwater]] [[lake|lakes]] year-round, and are a ready source of [[food]] when [[fish cleaning|cleaned]] at a [[fishery]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>NibblesMeKibbles</name></author>
	</entry>
</feed>