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		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Armor&amp;diff=118255</id>
		<title>v0.31:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Armor&amp;diff=118255"/>
		<updated>2010-06-12T17:02:30Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: /* Types of Protection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Exceptional|09:32, 9 June 2010 (UTC)}}&lt;br /&gt;
Armor is the protective equipment used to reduce/deflect damage coming from enemy weapons. It comes in several pieces, each one protecting certain area. The purpose of each piece is pretty much self-explanatory. Note that the breastplates only protect upper/lower torso areas, while the mail shirts also cover the upper arms. Throat, ears, nose, fingers, lips and teeth are exposed, even in full armor. The 4 best materials for armor are, in that order, {{l|adamantine}}, {{l|steel}}, {{l|bronze}}, {{l|iron}}.&lt;br /&gt;
&lt;br /&gt;
Concerning armored enemies you are likely to meet, it is advisable to equip your military dwarves with at least bronze armor. Testing in the arena shows that armored dwarves have a huge advantage over the unarmored ones, usually taking no casualties while making short work of their enemies. (Well now that is really new and unexpected,sire!)&amp;lt;br&amp;gt; &lt;br /&gt;
It should be noted that armor material is extremely important now, for example fully iron-armored dwarves with iron short swords stand no chances against steel equipped ones. Same material cutting weapons cannot pierce same material armor ( e.g. steel short swords vs steel armor).&lt;br /&gt;
&lt;br /&gt;
It is unclear whether the armor user skill affects combat in any way, since the movement speed and armor penetration looks the same for legendary armor users and untrained users.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types of Protection==&lt;br /&gt;
&lt;br /&gt;
Garments fit on different body parts depending on the item in question, and require different orders based on material sometimes.&lt;br /&gt;
&lt;br /&gt;
They may additionally protect upper and lower arms and legs, depending on the garment. Dwarves do not seem to make a distinction between genders when selecting clothing to wear, so don't be startled when you see males running around in dresses.&lt;br /&gt;
&lt;br /&gt;
There is no real difference between armor and clothing, except that maybe only non-clothing garments may increase the {{L|armor user}} skill.&lt;br /&gt;
&lt;br /&gt;
Note that the availability of specific articles of clothing varies from civilization to civilization.  So one civilization may not be able to make vests, another may not be able to make togas, still another may only be able to not be able to make dresses and cloaks.&lt;br /&gt;
This list only includes equipment Dwarves can potentially manufacture, from the file \raw\objects\entity_default.txt, while other items which exist can never be made by un-modded dwarves such as a head or face veil.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Body Part!!Clothing!!Armor Level*!!Material Size!!{{L|Cloth|Fiber}}/{{L|Silk}}!!{{L|Leather}}!!{{L|Bone}}!!{{L|Shell}}!!{{L|Metal}}!!{{L|Wood}}!!{{L|Size}}!!{{L|Armor#Size, Permit, and layering armor|Permit}}!!Layer&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Head||Cap||+||1||Clothes||Clothes|| || ||Leather|| ||10||15||Over&lt;br /&gt;
|-&lt;br /&gt;
|Helm[S]||1+||2|| ||Leather||Leather||Leather||Chain|| ||30||20||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Hood|| ||2||Clothes||Clothes|| || || || ||10||100||Cover&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;10&amp;quot;|Upper Body||Dress|| || |5 ||Clothes||Clothes|| || || || ||10||50||Under&lt;br /&gt;
|-&lt;br /&gt;
|Shirt|| ||3||Clothes||Clothes|| || || || ||10||50||Under&lt;br /&gt;
|-&lt;br /&gt;
|Tunic|| ||3||Clothes||Clothes|| || || || ||10||50||Under&lt;br /&gt;
|-&lt;br /&gt;
|Toga|| ||5||Clothes||Clothes|| || || || ||30||100||Over&lt;br /&gt;
|-&lt;br /&gt;
|Vest|| ||2||Clothes||Clothes|| || || || ||10||50||Over&lt;br /&gt;
|-&lt;br /&gt;
|Robe|| ||6||Clothes||Clothes|| || || || ||20||100||Over&lt;br /&gt;
|-&lt;br /&gt;
|Coat|| ||5||Clothes||Clothes|| || || || ||20||50||Over&lt;br /&gt;
|-&lt;br /&gt;
|Leather Armor[S]||1||6|| ||Leather|| || || || ||20||50||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Chainmail||2||6|| || || || ||Chain|| ||15||50||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Breastplate[S]||3||9|| || || || ||Plate|| ||20||50||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Cloak|| ||5||Clothes||Clothes|| || || || ||15||150||Cover&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Hands||Gloves|| ||1||Clothes||Clothes|| || || || ||10||10||Under&lt;br /&gt;
|-&lt;br /&gt;
||Gauntlets[S]||2||2|| || ||Chain||Chain||Chain|| ||20||15||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mittens|| ||1||Clothes||Clothes|| || || || ||15||20||Cover&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Lower Body||Trousers|| ||4||Clothes||Clothes|| || || || ||15||30||Over&lt;br /&gt;
|-&lt;br /&gt;
|Leggings[S]||1+||5|| ||Leather||Leather||Leather||Chain|| ||15||30||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Greaves[S]||3||6|| || ||Plate|| ||Plate|| ||15||30||Armor&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Feet||Socks|| ||1||Clothes||Clothes|| || || || ||10||15||Under&lt;br /&gt;
|-&lt;br /&gt;
|Shoes|| ||1||Clothes||Clothes|| || || || ||20||15||Over&lt;br /&gt;
|-&lt;br /&gt;
|Low Boots||1||1|| ||Leather|| || ||Chain|| ||25||15||Armor&lt;br /&gt;
|-&lt;br /&gt;
|High Boots||1+||1|| ||Leather|| || ||Chain|| ||25||15||Armor&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Shield||Buckler||1||2|| ||Buckler|| || ||Buckler||Buckler||NA||NA||NA&lt;br /&gt;
|-&lt;br /&gt;
|Shield||2||4|| ||Shield|| || ||Shield||Shield||NA||NA||NA&lt;br /&gt;
|}&lt;br /&gt;
Some clothing articles may not be crafted in fortresses of a given {{L|civilization}} - only those items marked as 'common' for that civilization may be crafted{{version|0.31.03}}.&lt;br /&gt;
&lt;br /&gt;
[S] = Max one [S] per body slot (e.g. only one plate mail, and no greaves and leggings on top)&lt;br /&gt;
* The armor level of an item with a &amp;quot;+&amp;quot; can be increased by one if made from metal.&lt;br /&gt;
&lt;br /&gt;
===Size, Permit, and layering armor===&lt;br /&gt;
&lt;br /&gt;
The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn.&lt;br /&gt;
&lt;br /&gt;
Under the old system the lowest &amp;quot;permit&amp;quot; value for any given body part is used: for instance, if a dwarf is wearing a dress (permit value: 50) and a total of 50 or more ''size'' worth of clothing on the upper body, it cannot put any more clothing on the upper body.  (This explains why the old {{L|dungeon master}}s tend to wear several cloaks: they arrive at the fortress wearing only a cloak on the upper body (permit 150), and can put on a total of 10 of them, at 15 size each.)&lt;br /&gt;
&lt;br /&gt;
Unfortunately, [LAYER:COVER] items are the only items playing by the old rules.  This much is certain from testing in arena mode.&lt;br /&gt;
&lt;br /&gt;
:*If the item to be add is a [LAYER:COVER] item, add the total item size on the body part, if this sum is '''less than or equal to''' the item's permit value then evaluate as true.&lt;br /&gt;
:*If a [LAYER:ARMOR] item is present or to be added and if the sum of the non [LAYER:COVER] items would be '''less than''' the sum of the [LAYER:ARMOR] size+permit values then evaluate as true.&lt;br /&gt;
:*If one or more items of the same non-[LAYER:COVER] layer as the one being added are present and if the sum of their size values is '''less than''' the smallest permit value then evaluate as true.&lt;br /&gt;
:*If the sum of the size values for all items on the body part are '''less than or equal to''' the permit value of the item about to be added then evaluate as true.&lt;br /&gt;
&lt;br /&gt;
The item is allowed if all rules either evaluate to true or are not applicable.  This is in addition to the rule allowing only one shaped item on a given body part at a time. &lt;br /&gt;
&lt;br /&gt;
Example: A helm(30 size,20 permit) means you can put on a mask(20,10) or two caps(10,20), but only two head veils(10,100).  Any of these configurations can fit 6 additional hoods if desired. &lt;br /&gt;
&lt;br /&gt;
Example: Wearing a cap(10,20) allows only one face veil(10,100), because they are both [LAYER:UNDER], but an additional combined total of up to 9 head veils and hoods is possible.&lt;br /&gt;
&lt;br /&gt;
Note that the armor value of socks and other clothing is unknown under the new system - however, wearing them under &amp;quot;armor&amp;quot; such as boots is recommended for an adventurer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{L|Adventurer mode}}''' follows the arena rules so it is possible to have three chain mail shirts(15,50), a breastplate(20,50), and 25 capes(10,300) on ones upper body plus two caps(or one mask), a helm, and six hoods on ones head.  Confirmation is needed to see if {{L|fortress mode}} follows the old rules or the new arena rules.&lt;br /&gt;
&lt;br /&gt;
=== Other Restrictions ===&lt;br /&gt;
&lt;br /&gt;
In fortress mode, &amp;quot;under&amp;quot; layers cannot be put on over &amp;quot;over&amp;quot; layers, so, for instance, a dwarf cannot put on socks unless it first removes its shoes.  They can wear over layers without putting an under layer on first, which explains their fondness for &amp;quot;going commando&amp;quot; (trousers without loincloth).  Dwarves will only put on the specific armor they are told to put on -- unless they are not told what to wear.&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, you have direct control over what armor you put on, and are only limited by permit and &amp;quot;one only&amp;quot; restrictions.  This means you can wear three suits of chain mail (total size 45) plus another suit of chain or plate on top of them.  On top of this, you can add six cloaks.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
A metal breastplate currently only requires 1 bar of a metal to forge; however, when out of bars, the [[announcement]] seen reads &lt;br /&gt;
:''&amp;quot;Urist McArmorsmith cancels forge &amp;lt;x-metal&amp;gt; breastplate: needs 3 &amp;lt;x-metal&amp;gt; bars.&amp;quot;'' &amp;lt;br /&amp;gt; A similar situation exists with chainmail ([[40d:chain armor]]), but with an announcement re &amp;quot;2 bars&amp;quot;.  Since in 40d a breastplate ([[40d:plate armor]]) required 3 bars and chain required 2, it's a good bet that this can be viewed as a (minor) bug.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In adv and arena mode, putting a pair of socks(or any under-layer foot wear) on before putting on a pair of boots(or any over-layer foot wear) will keep you from putting on the last boot.  So the order sock, sock, boot, boot doesn't work, but changing the order to sock, boot, sock, boot does.  This is a very minor bug.&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Armor&amp;diff=118253</id>
		<title>v0.31 Talk:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Armor&amp;diff=118253"/>
		<updated>2010-06-12T16:50:13Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: /* Toga */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Armor raw changes==&lt;br /&gt;
Main armor types have been renamed to &amp;quot;breastplate&amp;quot; and &amp;quot;mail shirt&amp;quot; respectively.&lt;br /&gt;
Someone with some understanding of armor RAWs should work on the new page. I had to ask just to learn what the [STEP] tags did.&lt;br /&gt;
&lt;br /&gt;
Breastplates have no LBSTEP nor UBSTEP, and now have a simple [ARMORLEVEL:3] in place of all of the old modifiers. They also have no [VALUE] tag.&lt;br /&gt;
&lt;br /&gt;
:The community is still working on figuring out what all the different variables do(if anything there appear to be some placeholders in different parts of different raws), and how materials effect the results.  The current best description is to say that, for armor, adamantine&amp;gt;steel&amp;gt;bronze(bismuth or not)&amp;gt;iron&amp;gt;=copper&amp;gt;everything else and that adding more layers at least doesn't seem to hurt(except for weight/speed considerations).  Some have gone a little further than that(http://www.bay12games.com/forum/index.php?topic=53571.msg1151052#msg1151052). --[[User:PencilinHand|PencilinHand]] 00:09, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Having worked on the problem some I must point out that there is an important difference between having no LBSTEP or UBSTEP and having zero LBSTEP and UBSTEP.  A lot of work still needs to be done, especially with regards to how materials work with armor.  Also, could everybody remember to sign their work [http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki:Community_Portal# like Zorro?]  --[[User:PencilinHand|PencilinHand]] 06:20, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Extensive coverage testing of various armors and UB/LBSTEP reveals some buggy behavior:&lt;br /&gt;
&lt;br /&gt;
-The only way to protect [STANCE], [GRASP], [HEAD], or [UPPERBODY] parts (feet, hands, head, and upperbody) is with armor worn on them specifically(LOWERBODY parts may be protected by armor worn on the UPPERBODY as well as the LOWEBODY).&lt;br /&gt;
&lt;br /&gt;
-[LIMB]s (arms and legs) are correctly protected by armors, pants, gloves, and gauntlets with appropriate UBSTEP and LBSTEP values.  For example, lower arms can be protected by body armor with UPSTEP &amp;gt;=2 as well as gloves with LBSTEP&amp;gt;=1.&lt;br /&gt;
&lt;br /&gt;
-Currently(31.03), the ONLY way to protect parts that are not [LIMB]s,[STANCE]s,[GRASP]s,[HEAD]s or [UPPER/LOWERBODY]s parts (such as facial features, toes, fingers, throat, vestigial wings, any cosmetic custom parts, etc)is by exploiting a bug. You need a robe, or a dress; an UPPERBODY armor with UBSTEP:MAX.  Armor configured this way will protect all [LIMB]s that are do not qualify for LBSTEP coverage, as well as fingers and toes etc, but it will NOT protect, hands, feet, or heads.  Gauntlets, boots, and helms currently protect hands, feet, and heads, but not fingers, toes, or facial features.  This is both counter intuitive, and at odds with toady's comments on the subject.&lt;br /&gt;
&lt;br /&gt;
--[[User:Derigo|Derigo]] 05:15, 11 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==New armor layering rules==&lt;br /&gt;
I added the new rules for layering armor.  It is kind of complicated and I only typed it up so it will need to be presented in a more user friendly format at some point but it is past 2 am here so I am going to bed now.  Also, we need to confirm that these rules hold for fortress mode.  --[[User:PencilinHand|PencilinHand]] 06:20, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
I just thought I'd point out the bar number bug is probably due to the fact that a steel bar is now 150 steel, much like cloth and thread. The smelting reactions require 150 units as input, but the forge reactions appear to be asking for number of bars instead of amount of metal. Input for a breastplate should then be 450 steel instead of 3. --[[User:Dapanman|Dapanman]] 22:00, 1 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Toga==&lt;br /&gt;
i dont see these on the table, yet i can create them in the '[j]obs' menu, in the leatherworks, and in the clothier's shop in both cloth and silk. surely it should be on there?--[[User:DJ Devil|DJ Devil]] 15:23, 28 May 2010 (UTC)&lt;br /&gt;
:i also cant make robes or coats. did anyone check the accuracy of this page before it was put on here..?--[[User:DJ Devil|DJ Devil]] 15:30, 28 May 2010 (UTC)&lt;br /&gt;
::Dunno why you can't make robes or coats - for me, my leatherworks has robes as the third choice, coats at fifth, and yes togas at sixth. Cloth has 'em in the same order, and the same for silk. Not in a position to comment on their protective capabilities, me, but they definitely exist. --[[User:DeMatt|DeMatt]] 16:43, 28 May 2010 (UTC)&lt;br /&gt;
:one possible reason could be that i'm still on 0.31.03, but i cant see that mattering too much - surely they didnt take any items out of that particular release which were in 40d, and then put it back in on 0.31.04? that'd be a bit bizarre.. but i cannot make robes or coats anywhere (i.e. not on the 'jobs' menu, or in the leatherworks, or in the clothier's). the list goes as such;&lt;br /&gt;
* leather armour (only in the leatherworks)&lt;br /&gt;
* dress&lt;br /&gt;
* shirt&lt;br /&gt;
* tunic&lt;br /&gt;
* toga&lt;br /&gt;
* vest&lt;br /&gt;
* cloak&lt;br /&gt;
* leggings (only in the leatherworks)&lt;br /&gt;
* trousers&lt;br /&gt;
* cap&lt;br /&gt;
* helm (only in the leatherworks)&lt;br /&gt;
* hood&lt;br /&gt;
* glove&lt;br /&gt;
* mitten&lt;br /&gt;
* sock (only in the clothier's (both materials))&lt;br /&gt;
* high boot (only in the leatherworks)&lt;br /&gt;
* shoe&lt;br /&gt;
very strange..--[[User:DJ Devil|DJ Devil]] 17:43, 28 May 2010 (UTC)&lt;br /&gt;
:The clothing objects you're able to make depend on your civilization - if you look, they're all in the raws. --[[User:Quietust|Quietust]] 18:00, 28 May 2010 (UTC)&lt;br /&gt;
::sorry, i dont quite understand. by 'civilisation', do you mean the race? i.e. goblin/human/dwarf? or do you mean specifically the settlement my town was created from? and in my raws it has robes and coats in the 'item_armor' file, along with togas, and the other stuff i CAN make.--[[User:DJ Devil|DJ Devil]] 18:15, 28 May 2010 (UTC)&lt;br /&gt;
:He does mean &amp;quot;specifically the settlement&amp;quot;, although the organization is not settlement-specific. Now that I look more closely, my leatherworks is missing &amp;quot;shirt&amp;quot; and &amp;quot;vest&amp;quot;, as is my clothier's shop. So yes, it varies depending on the civilization. You can get an idea of what your chosen civ has access to during the Embark phase. Just go to add a new item, and look at the Bodywear category. --[[User:DeMatt|DeMatt]] 19:46, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I will edit the table to add togas and add a disclaimer about availability being based on civilization.  --[[User:PencilinHand|PencilinHand]] 16:50, 12 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Metal&amp;diff=118249</id>
		<title>v0.31:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Metal&amp;diff=118249"/>
		<updated>2010-06-12T16:35:31Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: /* Weapon &amp;amp; Armor Quality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
'''Metal''' is a {{L|material}} extracted from {{L|ore}} at a {{L|smelter}}, turning the ore into '''bars''' of pure metal. (One {{L|adamantine|special metal}} becomes {{L|wafer}}s instead of bars.) It is sometimes combined with other materials to form an '''alloy''' metal, which is also measured by the bar. An alloy usually improves on the properties of its components to give more uses or increased {{L|Item value|value}}. The metal bars resulting from {{L|smelting}} are used to make items such as {{L|weapon}}s, {{L|armor}}, {{L|furniture}}, and {{L|crafts}} at a {{L|Metalsmith's forge|forge}}. &lt;br /&gt;
&lt;br /&gt;
Smelting pure ores into the corresponding bars raises the base value from that of stone (3) to that of bars (5). This value is then multiplied against the {{L|value#Material multipliers|material multiplier}} of the metal to give the final value for the bar.&lt;br /&gt;
&lt;br /&gt;
==Alloys==&lt;br /&gt;
There are only eleven pure metals in Dwarf Fortress (plus a twelfth {{L|Adamantine|special metal}}).  Many of these can be mixed together to create '''alloys''' of one type or another, of which there are another fourteen.  In some cases making alloys will result in an overall increase in value, or the resultant alloy will be more powerful when used to forge weapons or armor, though many alloys result in no overall increase in utility or {{L|Wealth|created wealth}}. (These increases in value can be compared in the &amp;quot;Difference&amp;quot; column of the below table.)&lt;br /&gt;
&lt;br /&gt;
The main use of these alloys is to allow you to stretch any useful metals you have too few of or to create items with distinct colors (for instance, {{L|rose gold}} is {{L|Color schemes|magenta}}) for furniture, color-coding rooms or levers, or artistic constructions (including {{L|floor}} mosaics). In some cases ({{L|bronze}}, for example) an additional benefit is reduced fuel consumption, as you can create multiple bars of some alloys directly from raw ores with only one {{L|smelter}} task, bypassing the need to first make bars of the pure metals (and thus using only one fuel unit to produce multiple bars).  The number of bars used to create an alloy always equals the number of bars produced: the number of bars input equals the number of bars of output.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 40d article's section on maximizing value not copied over, as it doesn't seem so relevant in DF2010 with increased utility for some alloys and general increases in metal abundance --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For a full chart of recipes for alloys, see {{L|smelting}}.&lt;br /&gt;
&lt;br /&gt;
== List of metals ==&lt;br /&gt;
&lt;br /&gt;
===Pure Metals===&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Adamantine|color={{Tile|≡|3:1}}{{Tile|‼|3:3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source={{L|Raw adamantine}}|notes=Can be used to forge anything except beds; &amp;lt;br/&amp;gt; Blades are 10x sharper than any other material|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5.00|impactfracture=5.00|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Aluminum|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source={{L|Native aluminum}}|notes=|soliddensity=2.70|mp=11188|val=40|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1421|shearyield=20|shearfracture=50|shearelasticity=77&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Bismuth|color={{Tile|≡|5:1}}{{Tile|‼|5:5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:5:1&amp;lt;/span&amp;gt;|source={{L|Bismuthinite}}|notes=Only useful for alloying into {{L|bismuth bronze}}|soliddensity=9.78|mp=10488|val=2|valinc=+1|impactyield=1.08|impactfracture=1.08|impactelasticity=3484|shearyield=30|shearfracture=50|shearelasticity=250&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Copper|color={{Tile|≡|6:0}}{{Tile|‼|6:4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source={{L|Native copper}}, {{L|Malachite}}, {{L|Tetrahedrite}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Gold|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source={{L|Native gold}}|notes=|soliddensity=19.32|mp=11915|val=30|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Iron|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Hematite}}, {{L|Limonite}}, {{L|Magnetite}}|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Lead|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Galena}}|notes=|soliddensity=11.34|mp=10589|val=2|valinc=-3*|impactyield=1.08|impactfracture=1.08|impactelasticity=2348|shearyield=10|shearfracture=12|shearelasticity=179&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Nickel|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Garnierite}}|notes=|soliddensity=8.80|mp=12619|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=660|shearyield=20|shearfracture=160|shearelasticity=26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Platinum|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source={{L|Native platinum}}|notes=|soliddensity=21.40|mp=13182|val=40|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=470|shearyield=100|shearfracture=200|shearelasticity=164&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Silver|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source={{L|Native silver}}, {{L|Horn silver}},&amp;lt;br /&amp;gt;{{L|Galena}} (50%), {{L|Tetrahedrite}} (20%) |notes=Can be used to forge melee weapons and ammunition|soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Tin|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Cassiterite}}|notes=|soliddensity=7.28|mp=10417|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Zinc|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Sphalerite}}|notes=|soliddensity=7.13|mp=10755|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1542|shearyield=50|shearfracture=150|shearelasticity=116&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alloys===&lt;br /&gt;
''(Unless specified, ores of the ingredients may be used instead of bars for alloy reactions)''&lt;br /&gt;
{{DF2010 metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Billon|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Silver}} + {{L|Copper}}|notes=Can be made with [[Tetrahedrite]] or [[Galena]] to be substituted for the [[Silver]] for a high value reaction. |soliddensity=8.93|val=6|valinc=+0|mp=11952|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Bismuth bronze|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=1 {{L|Tin}} + 2 {{L|Copper}} + 1 {{L|Bismuth}} '''!'''|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Black bronze|color={{Tile|≡|5:0}}{{Tile|‼|5:6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:6:0&amp;lt;/span&amp;gt;|source=2 {{L|Copper}} + 1 {{L|Silver}} + 1 {{L|Gold}} '''!'''|notes=|soliddensity=8.93|val=11|valinc=+0|mp=11952|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Brass|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source={{L|Zinc}} + {{L|Copper}}|notes=|soliddensity=8.55|val=7|valinc=+5|mp=11656|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=200|shearfracture=550|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Bronze|color={{Tile|≡|6:0}}{{Tile|‼|6:4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source={{L|Tin}} + {{L|Copper}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Electrum|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source={{L|Silver}} + {{L|Gold}}|notes=|soliddensity=8.65|val=20|valinc=+0|mp=11828|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Fine pewter|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=3 {{L|Tin}} + 1 {{L|Copper}}|notes=|soliddensity=7.28|val=5|valinc=+3|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Lay pewter|color={{Tile|≡|3:0}}{{Tile|‼|3:7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:7:0&amp;lt;/span&amp;gt;|source=2 {{L|Tin}} + 1 {{L|Copper}} + 1 {{L|Lead}} '''!'''|notes=|soliddensity=7.28|val=3|valinc=+1|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Nickel silver|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source= 2 {{L|Nickel}} + 1 {{L|Copper}} + 1 {{L|Zinc}} '''!'''|notes=|soliddensity=8.65|val=3|valinc=+1|mp=11620|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=20|shearfracture=160|shearelasticity=26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Pig iron|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Iron}} + {{L|flux}} stone + [[40d:refined coal|refined coal]] '''!'''|notes=Only used to make {{L|steel}}|soliddensity=7.85|val=10|valinc=+0|mp=12106|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Rose gold|color={{Tile|≡|5:1}}{{Tile|‼|5:5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:5:1&amp;lt;/span&amp;gt;|source=3 {{L|Gold}} + 1 {{L|Copper}} '''!'''|notes=|soliddensity=19.32|val=23|valinc=+0|mp=11915|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Steel|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Iron}} + [[40d:Pig iron|Pig iron]] + {{L|flux}} stone + [[40d:refined coal|refined coal]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1.08|impactfracture=1.08|impactelasticity=675|shearyield=520|shearfracture=860|shearelasticity=500&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Sterling silver|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=3 {{L|Silver}} + 1 {{L|Copper}} '''!'''|notes=|soliddensity=10.49|val=8|valinc=+0|mp=11602|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Trifle pewter|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source=2 {{L|Tin}} + 1 {{L|Copper}}|notes=|react=|soliddensity=7.28|val=4|valinc=+2|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
''Legend:''&lt;br /&gt;
:* '''Tile Color''' corresponds to how items made from that metal are displayed in game, foreground and background colors.&lt;br /&gt;
:*'''Reaction''' indicates the basic recipe for an alloy - this does not include the {{L|fuel}} used in that creation.  See the article for that alloy or {{L|smelting}} for possible alternatives.&lt;br /&gt;
::'''!''' - ''You can use only {{L|bar}}s of metal in this reaction, not ores.&lt;br /&gt;
:*'''Density''' is used to determine the different weight of finished objects.&lt;br /&gt;
:*'''Melting point''' is used to determine if a material is {{L|magma-safe}} or not: magma is 12000°U.&lt;br /&gt;
:*'''{{L|Material value}}''' is what the base value of an object made of this metal is multiplied by to determine its worth.&lt;br /&gt;
:*'''Value difference''' indicates the difference between the average {{L|value}} of the required bars of metals vs. the value of the resulting bars of alloy - what went in vs. what comes out, measured per bar. &amp;quot;+0&amp;quot; indicates that the resulting alloy is a perfectly average value of the component metals. For pure metals, this indicates the difference in value between the metal and the ore, separated with commas in cases where multiple ore values differ.  Values marked with an asterisk denote ores that can yield multiple metals; on average, the difference in value from smelting either {{L|tetrahedrite}} or {{L|galena}} is +1.&lt;br /&gt;
&lt;br /&gt;
== Weapon &amp;amp; Armor Quality ==&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Adamantine|color={{Tile|/|3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source={{L|Raw adamantine}}|notes=Can be used to forge anything except beds; &amp;lt;br/&amp;gt; Blades are 10x sharper than any other material|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5.00|impactfracture=5.00|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Steel|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Iron}} + [[40d:Pig iron|Pig iron]] + {{L|flux}} stone + [[40d:refined coal|refined coal]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1.08|impactfracture=1.08|impactelasticity=675|shearyield=520|shearfracture=860|shearelasticity=500&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=2 {{L|Copper}} + 1 {{L|Tin}} + 1 {{L|Bismuth}} '''!'''|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Bronze|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source={{L|Tin}} + {{L|Copper}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Iron|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Hematite}}, {{L|Limonite}}, {{L|Magnetite}}|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Copper|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source={{L|Native copper}}, {{L|Malachite}}, {{L|Tetrahedrite}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Silver|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source={{L|Native silver}}, {{L|Horn silver}},&amp;lt;br /&amp;gt;{{L|Galena}} (50%), {{L|Tetrahedrite}} (20%) |notes=Can be used to forge melee weapons and ammunition|soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:&lt;br /&gt;
:'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration.&lt;br /&gt;
:'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt; (i.e., GPa).&lt;br /&gt;
:'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt; (i.e., GPa).&lt;br /&gt;
:'''Impact elasticity''': Used for blunt-force combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
:'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; (i.e., MPa).&lt;br /&gt;
:'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; (i.e., MPa).&lt;br /&gt;
:'''Shear elasticity''': Used for cutting calculations in combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Preliminary Analysis'''&lt;br /&gt;
&lt;br /&gt;
It's interesting to note that the material order has been changed from previous versions. Adamantine and Steel still take first and second place respectively, but Bronze is now the third best material in the game. Beyond which, Iron has been demoted and is in a close tie with copper as to being the second worst material. Iron makes negligibly better blunt weapons and possibly better cutting weapons. The cutting weapon evaluation really depends on the importance of the various stats as copper has better shear fracture and shear elasticity than iron. As in older versions however, silver continues to hold steady as the worst material available (no longer beneficial with wooden training weapons being available now).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Best&lt;br /&gt;
! Better&lt;br /&gt;
! Good&lt;br /&gt;
! Fair&lt;br /&gt;
! Poor&lt;br /&gt;
! Terrible&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Armor&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Iron&lt;br /&gt;
| Copper&lt;br /&gt;
| Silver&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Edge Damage&lt;br /&gt;
| Adamantine  &amp;lt;p&amp;gt;(worst for missiles)&lt;br /&gt;
| Steel&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Iron&lt;br /&gt;
| Copper&lt;br /&gt;
| Silver&lt;br /&gt;
| Some Iron weapons seem to perform about equally well as Copper weapons vs Copper armor(IE useless).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunt Damage&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| Silver&lt;br /&gt;
| Bismuth Bronze, Bronze, Copper, Steel, Iron&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Density seems to easily be the dominating factor overshadowing other properties, but blunt weapons perform poorly regardless so ordering is moot.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{Category|Metals}}{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Metal&amp;diff=118248</id>
		<title>v0.31 Talk:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Metal&amp;diff=118248"/>
		<updated>2010-06-12T16:32:25Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: /* Bronze is the new steel? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Field Observations ==&lt;br /&gt;
&lt;br /&gt;
It seems true that materials can't cut anything &amp;quot;tougher&amp;quot; than them. Fights between my small iron-armoured military and Goblins last for ages, since my iron axes mostly bounce off the Goblins' iron armour and the Goblins' copper &amp;amp; silver weapons can't get through my iron armour. Iron pikes have penetrated iron armour, and are th weapons that most consistently do so (logical, since the highest force is being applied in one place). IRON ARMOUR IS NOW INCREDIBLY USEFUL.&lt;br /&gt;
&lt;br /&gt;
Also, on a more theoretical note, the higher impact elasticity and shear elasticity of stel will be counteracted by much higher fracture toughness/strengh. Having a dent put in your breastplate that bruises you is much better than having your breastplate fractured and getting a pike in the ribs.--[[User:Nimblewright|Nimblewright]] 13:32, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Despite having copper, bismuth, and tin, I can't seem to make bismuth bronze.  Despite having copper, gold, and silver I can't seem to make black bronze - are these broken or merely different? --[[User:Squirrelloid|Squirrelloid]] 09:33, 4 April 2010 (UTC)&lt;br /&gt;
:Nevermind, my smelters were slower than i thought, and they'd only smelted 1 copper total so far.  *cracks whip* get back to work you lazy bums! --[[User:Squirrelloid|Squirrelloid]] 10:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Impact elasticity: Used for blunt-force combat; lower is better. This is the raw value.''&lt;br /&gt;
:How sure are we about this? It seems to contradict: [[DF2010:Release_information|&amp;quot;Force from blunt weapons can transcend layers. For instance, a hammer can bruise the skin while breaking the bone underneath. As such, plate armor's benefits are generally ignored by blunt attacks, and leather armor would prove to be more effective.&amp;quot; ]]  Leather as a material has a Impact Elasticity of 5000 meaning, I think, that it is much more elastic...  --[[Special:Contributions/68.117.74.40|68.117.74.40]] 14:15, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The Impact Elasticity number is based on the real life bulk modulus.  The higher the number the greater the pressure that is needed to compress a material a given volume, that is it is the resistance to compressibility.  Intuitively, we would think that we would want a higher rather than lower number for something like a war hammer or maul so they act less like a rubber mallet and more like a hammer.  However, we don't know exactly how Impact Elasticity is used and unless we do we can't draw any conclusions about it.  It would seem a little odd if it is a critical factor in a weapon as in real life it is rarely used except in gas equations as the effect is generally small for solids.  Usually about 1% or less at yield strength for the metals in DF. EDIT: Just to be clear, impact elasticity shares an inverse like relationship with bulk modulus so lower &amp;quot;should be&amp;quot; better.--[[User:PencilinHand|PencilinHand]] 04:36, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I think this is more a question of how accurate the quote from the release info page is -- which is oriented towards how effectively armor can resist/absorb blunt damage before it effects the wearer.  The quote suggests that leather armor would be more effective than 'plate' (metal I suppose).  Let's assume that's true.  While we don't know how the actual combat calculations work we can observe values the calculations use.  The impact values are said to be specific to blunt damage so it's a good bet where the value that makes leather better against blunt damage is.  Comparing material templates between various armor capable metals and leather, the value that stands out the most is impact elasticity (all metals have the same impact fracture/yield &amp;gt;&amp;gt; leather, which makes sense as leather isn't as durable). Impact elasticity is 635 for iron with most other metals being in that ball park and it is actually 50000 for leather.  Climbing out on the branches of the speculation tree, the hypothesis is ''greater elasticity reduces blunt damage directly or disrupts ability of blunt damage to transmit to multiple tissue layers''.  Alas, a brief test of 50+ combats in the arena shows that one's dwarves might as well be naked when wearing leather against iron hammers/maces.  Iron plate (and even mail as the dwarves had to wear shirts to keep their fragile, fragile upper arms in one piece) armor proved to be quite effective with almost every blow simply deflecting.  So it seems that leather armor is not better than iron plate when it comes to blunt damage... at least in this specific case.  --[[User:Deranged Imp|Deranged Imp]] 11:26, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Unfortunately, much more testing is needed.  There are four different elements of the game that are being tested.  The wound system, the armor system, the weapon system, and the material system.  We know that there are deficiencies in the wound system and severe imbalance in the weapon system so it stands to reason that the same is true of armor system so tests on the material system are hideously complicated.  Suppose that the intent is for leather armor to act as an under-layer buffer with metal mail or plate as the over-layer, but for whatever reason the proportions in the armor raws are limiting the material effectiveness.  Measuring the effectiveness of weapons in attacking and armor in defending is complicated because the only way to do that is by interpreting a wound system which doesn't always seem to reflect the extend of the damage done.  Especially if the target has [NOPAIN], [NOSICK], and doesn't bleed.  You can pretty much forget about it killing something if it doesn't bleed as that is seemingly the primary mode of death right now.  Thankfully, arena mode makes tests like this MUCH easier to do than in prior versions.  However, it still requires a lot of effort. --[[User:PencilinHand|PencilinHand]] 13:06, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Material Value vs. Material Multiplier ==&lt;br /&gt;
&lt;br /&gt;
Is there a reason it's Value instead of [[Item_value#Material_multipliers|Material Multiplier]]?&lt;br /&gt;
It seems a bit inconsistent to me.&lt;br /&gt;
[[User:Kiraen|Kiraen]] 06:42, 20 April 2010 (UTC)&lt;br /&gt;
'''Bold text'''&lt;br /&gt;
&lt;br /&gt;
:I think this is a terminology question that might be more appropriate in the discussion page you linked.  In fact, I am sure that is what this is.  --[[User:PencilinHand|PencilinHand]] 04:27, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bronze is the new steel? ==&lt;br /&gt;
&lt;br /&gt;
From the table, it looks like bronze is 'better' than steel for blunt weapons, and maybe almost as good for bladed ones? Am I reading this right? Can someone with more DF/Science knowledge make a chart for the rest of us that lists the metals from best to worst in terms of a) Bladed weapons, b) Blunt weapons, and c) Armor? That would be nice, because that chart now is informative, but not, er, helpful. --[[User:Zombiejustice|Zombiejustice]] 17:24, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well Mr. mysteriouspersonwhoforgotto[http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki:Community_Portal#Z signhisnamelikezoro], that seems like a reasonable request.  I will see what I can do.  --[[User:PencilinHand|PencilinHand]] 17:09, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Whoops! Embarassing. And thank you.&lt;br /&gt;
&lt;br /&gt;
:::I put a table with guidelines for what is better for what.  Unfortunately, in the case of blunt attacks, there is generally very little discernible difference between one metal and another.  More testing needs to be conducted for finer granularity, I am afraid.  --[[User:PencilinHand|PencilinHand]] 02:57, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Does anyone have an idea what materials are best for bolts now? They do piercing damage, so I suppose it is like cutting (steel rules), but the kinetic energy they have may be dependent on the density (the bigger is the mass the less is the impact of air friction and so on, he-he). --[[User:Snus-mumrik|Snus-mumrik]] 17:56, 30 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Bolts and other missiles behave somewhat oddly.  The mechanics behind them work on some interpretation of the kinetic energy formula, F=(m*v^2)/2, where the bow and wielder provide the potential energy that is converted to the kinetic energy of the missile in the form of velocity.  The problem with this is, for something that weighs next to nothing like Adamantine, the velocity becomes unrealistically large(like approaching or exceeding the sound barrier) which breaks the assumption that friction is negligible.  To prevent this from happening Toady put velocity limits in the raws for the missiles that prevent that assumptions from being broken.  The end result is the best materials for missiles roughly follows the edge weapon scale with the exception of Adamantine which is dead last.  I will see what I can do to the table to get it to reflect this.  --[[User:PencilinHand|PencilinHand]] 16:32, 12 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== grumble ==&lt;br /&gt;
&lt;br /&gt;
It would be nice to have the option of making hammers or maces from rose gold, and to save a little fuel &amp;amp; labor by making bismuth bronze from 2 bronze + copper + bismuth. Oh, well. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:216.27.178.205|216.27.178.205]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:1: Sign your comments (&amp;quot;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;quot;). 2: If you really want to, edit reaction_standard.txt and inorganic_metal.txt. 3: Platinum would be even better than rose gold, being denser ''and'' having much lower impact elasticity. --[[User:Quietust|Quietust]] 16:35, 9 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bronze_colossus&amp;diff=108100</id>
		<title>v0.31 Talk:Bronze colossus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bronze_colossus&amp;diff=108100"/>
		<updated>2010-05-10T17:42:39Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: /* Adventure quest : Kill Bronze Colossus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Heavy Defense==&lt;br /&gt;
Seems these guys have gotten an added problem in 2010.  No amount of physical trauma will outright kill it!  In the free arena, I've placed two in there to fight each other, and after hours of pummeling each other, one is all red (except for severed hands and feet and nose), but refuses to die.  Dragonfire does the trick, though.--[[User:Aescula|Aescula]] 20:06, 6 April 2010 (UTC)&lt;br /&gt;
:Yes, but they can be effectively rendered incapable of fighting. I had some experiments with collosi in arena and while they may seem invincible, after some while they turn into torso incapable of any retaliation. Though I suppose they would still scare dwarves, it will give you time to pour some nice, hot magma upon him--[[User:SanDiego|SanDiego]] 12:46, 11 April 2010 (UTC)&lt;br /&gt;
::Must be quite a while, or require adamantine weapons.  Legendary axemen with iron axes can beat him for years without accomplishing that. [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
&lt;br /&gt;
==Wrestlers==&lt;br /&gt;
There's an interesting mechanic (bug? exploit?) involving wrestlers.  I had a legendary wrestler who got attacked by one of these.  They fought for months, and in fact are still fighting.  The colossus seems to have lost the ability to fight - looking back over the logs for the past several months, nothing has happened - and though every part of my wrestler has been destroyed, he is unconscious and bleeding heavily, neither will die.  Further, when I attacked it with my other (20 dwarf) force, the colossus didn't fight back.&lt;br /&gt;
&lt;br /&gt;
That said, it still won't die, but it's incapacitated and is now some kind of frightening punching bag.  I've gotten three dwarfs from &amp;quot;expert&amp;quot; to &amp;quot;axelord&amp;quot; so far.  Not sure how to put this information in the wiki but it belongs here somewhere. [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
&lt;br /&gt;
== Adventure quest : Kill Bronze Colossus ==&lt;br /&gt;
&lt;br /&gt;
I need help. I got a mission to Kill a bronze Colossus but my dwarf can't kill it. I can't even run away! My dwarf already got from skilled to legendary in using the axe. Any suggestions? --[[User:Natti|Natti]] 19:46, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:There is a report that a max stat high legendary thrower can throw things of non-trivial mass with sufficient force to knock the head of a BC off.  This is linked in the article, though others have had difficulty in reproducing it.  --[[User:PencilinHand|PencilinHand]] 17:42, 10 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bronze_colossus&amp;diff=107977</id>
		<title>v0.31:Bronze colossus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bronze_colossus&amp;diff=107977"/>
		<updated>2010-05-10T04:57:56Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo v0.31&lt;br /&gt;
|name=Bronze colossus&lt;br /&gt;
|symbol=C&lt;br /&gt;
|color=6:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* Any land&lt;br /&gt;
|wiki=no&lt;br /&gt;
|butcher=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
:''A gigantic magic statue made of bronze and bent on mayhem.''&lt;br /&gt;
&lt;br /&gt;
A '''bronze colossus''' is a [[:Category:Megabeasts|megabeast]]. When one takes up residence near a fortress, it's up to those within to make an end of it, or it will make an end of them. Upon its death, a bronze colossus becomes a {{L|item value|masterwork}} {{L|bronze}} {{L|statue}} (worth 1500☼), great decoration for a grand entrance hall (only when the death does not include melting).&lt;br /&gt;
&lt;br /&gt;
At the moment{{version|0.31.02}}, bronze colossi are virtually impossible to kill. Wounds that are not instantly fatal do not accumulate to cause death, so typically only killing blows such as head removals will take one down, though presently [http://www.bay12forums.com/smf/index.php?topic=56935.0 only one such feat has been documented](using a {{L|Fluffy wambler}} no less). Bronze colossi, until further patching, are invincible to dwarfs in melee, though the Dwarven Atom Smashing techniques are may work, although this has yet to be tested. Pouring magma on a bronze colossus should kill it, however it will take a long, long time melting unless large amounts of magma are used. A tamed {{L|Dragon}} might also be quite effective, since the colossi can be melted with dragonfire (which is also much faster than small amounts of magma). Freezing or solidifying a bronze colossus in obsidian should kill it.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bronze_colossus&amp;diff=107976</id>
		<title>v0.31:Bronze colossus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bronze_colossus&amp;diff=107976"/>
		<updated>2010-05-10T04:54:56Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: Documentation of a solo dwarf killing a Bronze colossus in Adventure mode by throwing a fluffy wambler at it.....&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo v0.31&lt;br /&gt;
|name=Bronze colossus&lt;br /&gt;
|symbol=C&lt;br /&gt;
|color=6:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* Any land&lt;br /&gt;
|wiki=no&lt;br /&gt;
|butcher=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
:''A gigantic magic statue made of bronze and bent on mayhem.''&lt;br /&gt;
&lt;br /&gt;
A '''bronze colossus''' is a [[:Category:Megabeasts|megabeast]]. When one takes up residence near a fortress, it's up to those within to make an end of it, or it will make an end of them. Upon its death, a bronze colossus becomes a {{L|item value|masterwork}} {{L|bronze}} {{L|statue}} (worth 1500☼), great decoration for a grand entrance hall (only when the death does not include melting).&lt;br /&gt;
&lt;br /&gt;
At the moment{{version|0.31.02}}, bronze colossi are virtually impossible to kill. Wounds that are not instantly fatal do not accumulate to cause death, so typically only killing blows such as head removals will take one down, though presently [http://www.bay12forums.com/smf/index.php?topic=56935.0 only one such feat has been documented](using a {{L|Fluffy wambler}} no less), therefore, helping solidfy the theory that bronze colossi, until further patching, are currently invincible save for possible Dwarven Atom Smashing techniques, although this has yet to be tested. Pouring magma on a bronze colossus should kill it, however it will take a long, long time melting unless large amounts of magma are used. A tamed {{L|Dragon}} might also be quite effective, since the colossi can be melted with dragonfire (which is also much faster than small amounts of magma). Freezing or solidifying a bronze colossus in obsidian should kill it.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Weight&amp;diff=102329</id>
		<title>v0.31:Weight</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Weight&amp;diff=102329"/>
		<updated>2010-05-02T18:55:51Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: /* Weight Calculation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
Weight(Γ) is a strange quality.  Most of time DF can largely ignore weight as it is unimportant.  However, it is critical in determining how fast someone or something moves(due to carry weight restrictions), in damage calculations, and to some degree in temperature calculations.  &lt;br /&gt;
&lt;br /&gt;
In DF2010, weight is displayed as the only fundamental figure associated with an item where value used to also be displayed.  Additionally, how weight is calculated is now more complicated than it once was, as each item category-sometimes even individual items--have their own formula for determining weight.&lt;br /&gt;
&lt;br /&gt;
Note that, for DF, weight and mass are synonymous because in DF gravity--at least currently--is [http://www.bay12games.com/media/df_talk_8_transcript.html always the same both across the whole universe and from world to world] and buoyancy isn't currently modeled.  Starting with DF2010, Toady retooled the weight system so that one urist(Γ) is the same as one kilogram. &lt;br /&gt;
&lt;br /&gt;
==Weight Calculation==&lt;br /&gt;
&lt;br /&gt;
The general form for calculating weight in DF is to take the material density 'd' as found in the raws multiplied by an item constant C.&lt;br /&gt;
&amp;lt;br&amp;gt; W = d*C&lt;br /&gt;
&lt;br /&gt;
The formula for C is [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1386 almost always] the same for all items in the same raw file(such as item_helm or item_pants).  These variations are thought to be caused by bugs, though confirmation is needed.  Note that the displayed weight value is truncated and not rounded after the calculation is done, it is thought that the exact weight is maintained internally.&lt;br /&gt;
&lt;br /&gt;
The following table lists all currently known formulas for finding the value of C.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Formula&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| item_armor&lt;br /&gt;
| (layer size/ material size)/&amp;lt;br&amp;gt; 1 010&lt;br /&gt;
| The divisor may be slightly higher but is consistent with other values.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| item_helm&lt;br /&gt;
| layer size/ 60 000&lt;br /&gt;
| The formula for helms specifically appears to be 1/ 1 010, this is thought to be a bug.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| item_gloves&lt;br /&gt;
| 1/ 100 000&lt;br /&gt;
| Divisor is approximate.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| item_pants&lt;br /&gt;
| layer size/ 5 190 &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| item_shoes&lt;br /&gt;
| layer size/ 7 500&lt;br /&gt;
| The formula for high boots specifically appears to be 1/ 100 000, this is thought to be a bug.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| item_shield&lt;br /&gt;
| 1/ 100 000&lt;br /&gt;
| Divisor is approximate.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| item_ammo&lt;br /&gt;
| size/ 1 000 000&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| item_weapon&lt;br /&gt;
| size/ 1 000 000&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These values are up to date as of this writing {{version|0.31.03}}.&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weight&amp;diff=102328</id>
		<title>v0.31 Talk:Weight</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weight&amp;diff=102328"/>
		<updated>2010-05-02T18:46:31Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: Created page with 'Food, instruments, siege ammo, toys, trap components, and how body part and whole body weight is calculated still needs to be determined.  Any volunteers?  --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Food, instruments, siege ammo, toys, trap components, and how body part and whole body weight is calculated still needs to be determined.  Any volunteers?  --[[User:PencilinHand|PencilinHand]] 18:46, 2 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Weight&amp;diff=102326</id>
		<title>v0.31:Weight</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Weight&amp;diff=102326"/>
		<updated>2010-05-02T18:44:24Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
Weight(Γ) is a strange quality.  Most of time DF can largely ignore weight as it is unimportant.  However, it is critical in determining how fast someone or something moves(due to carry weight restrictions), in damage calculations, and to some degree in temperature calculations.  &lt;br /&gt;
&lt;br /&gt;
In DF2010, weight is displayed as the only fundamental figure associated with an item where value used to also be displayed.  Additionally, how weight is calculated is now more complicated than it once was, as each item category-sometimes even individual items--have their own formula for determining weight.&lt;br /&gt;
&lt;br /&gt;
Note that, for DF, weight and mass are synonymous because in DF gravity--at least currently--is [http://www.bay12games.com/media/df_talk_8_transcript.html always the same both across the whole universe and from world to world] and buoyancy isn't currently modeled.  Starting with DF2010, Toady retooled the weight system so that one urist(Γ) is the same as one kilogram. &lt;br /&gt;
&lt;br /&gt;
==Weight Calculation==&lt;br /&gt;
&lt;br /&gt;
The general form for calculating weight in DF is to take the material density 'd' as found in the raws multiplied by an item constant C.&lt;br /&gt;
&amp;lt;br&amp;gt; W = d*C&lt;br /&gt;
&lt;br /&gt;
The formula for C is [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1386 almost always] the same for all items in the same raw file(such as item_helm or item_pants).  These variations are thought to be caused by bugs, though confirmation is needed.  Note that the displayed weight value is truncated and not rounded after the calculation is done, it is thought that the exact weight is maintained internally.&lt;br /&gt;
&lt;br /&gt;
The following table lists all currently known formulas for finding the value of C.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Formula&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| item_armor&lt;br /&gt;
| (layer size/ material size)/&amp;lt;br&amp;gt; 1 010&lt;br /&gt;
| The divisor may be slightly higher but is consistent with other.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| item_helm&lt;br /&gt;
| layer size/ 60 000&lt;br /&gt;
| The formula for helms specifically appears to be just 1/ 1 010, this is thought to be a bug.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| item_gloves&lt;br /&gt;
| 1/ 100 000&lt;br /&gt;
| Divisor is approximate.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| item_pants&lt;br /&gt;
| layer size/ 5 190 &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| item_shoes&lt;br /&gt;
| layer size/ 7 500&lt;br /&gt;
| The formula for high boots specifically appears to be 1/ 100 000, this is thought to be a bug.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| item_shield&lt;br /&gt;
| 1/ 100 000&lt;br /&gt;
| Divisor is approximate.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| item_ammo&lt;br /&gt;
| size/ 1 000 000&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| item_weapon&lt;br /&gt;
| size/ 1 000 000&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These values are up to date as of this writing {{version|0.31.03}}.&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:PencilinHand&amp;diff=101079</id>
		<title>User:PencilinHand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:PencilinHand&amp;diff=101079"/>
		<updated>2010-04-30T06:22:32Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My Moto ==&lt;br /&gt;
I am just here to help where I can.&lt;br /&gt;
&lt;br /&gt;
== Disclaimer ==&lt;br /&gt;
Never really done the wiki thing before so I am a bit new to everything and am likely to screw something up, so I apologize in advance!&lt;br /&gt;
&lt;br /&gt;
== A Friendly Reminder ==&lt;br /&gt;
Sign your talk entries [http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki:Community_Portal#Z like Zorro!]&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Armor&amp;diff=101078</id>
		<title>v0.31 Talk:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Armor&amp;diff=101078"/>
		<updated>2010-04-30T06:20:53Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Armor raw changes==&lt;br /&gt;
Main armor types have been renamed to &amp;quot;breastplate&amp;quot; and &amp;quot;mail shirt&amp;quot; respectively.&lt;br /&gt;
Someone with some understanding of armor RAWs should work on the new page. I had to ask just to learn what the [STEP] tags did.&lt;br /&gt;
&lt;br /&gt;
Breastplates have no LBSTEP nor UBSTEP, and now have a simple [ARMORLEVEL:3] in place of all of the old modifiers. They also have no [VALUE] tag.&lt;br /&gt;
&lt;br /&gt;
:The community is still working on figuring out what all the different variables do(if anything there appear to be some placeholders in different parts of different raws), and how materials effect the results.  The current best description is to say that, for armor, adamantine&amp;gt;steel&amp;gt;bronze(bismuth or not)&amp;gt;iron&amp;gt;=copper&amp;gt;everything else and that adding more layers at least doesn't seem to hurt(except for weight/speed considerations).  Some have gone a little further than that(http://www.bay12games.com/forum/index.php?topic=53571.msg1151052#msg1151052). --[[User:PencilinHand|PencilinHand]] 00:09, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Having worked on the problem some I must point out that there is an important difference between having no LBSTEP or UBSTEP and having zero LBSTEP and UBSTEP.  A lot of work still needs to be done, especially with regards to how materials work with armor.  Also, could everybody remember to sign their work [http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki:Community_Portal# like Zorro?]  --[[User:PencilinHand|PencilinHand]] 06:20, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==New armor layering rules==&lt;br /&gt;
I added the new rules for layering armor.  It is kind of complicated and I only typed it up so it will need to be presented in a more user friendly format at some point but it is past 2 am here so I am going to bed now.  Also, we need to confirm that these rules hold for fortress mode.  --[[User:PencilinHand|PencilinHand]] 06:20, 30 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bridge&amp;diff=100828</id>
		<title>v0.31 Talk:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bridge&amp;diff=100828"/>
		<updated>2010-04-29T13:05:49Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I can verify that drawbridges still won't raise when a Titan is on them. {{version|31.01}} --[[User:Akhiros|Akhiros]] 07:47, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just noticed the statement, &amp;quot;It is impossible to channel out stone that is directly under a raiseable bridge when its in the raised position.&amp;quot;  I don't think it is a bug, but an implementation choice. --[[User:PencilinHand|PencilinHand]] 13:05, 29 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Room&amp;diff=100139</id>
		<title>v0.31 Talk:Room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Room&amp;diff=100139"/>
		<updated>2010-04-27T14:38:55Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: Created page with 'Do we have a need to originate an article on rooms for DF2010?  It seems that, at most, we might need to modify the information regarding hospitals.  If even that is necessary.  …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do we have a need to originate an article on rooms for DF2010?  It seems that, at most, we might need to modify the information regarding hospitals.  If even that is necessary.  --[[User:PencilinHand|PencilinHand]] 14:38, 27 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Density&amp;diff=98399</id>
		<title>v0.31 Talk:Density</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Density&amp;diff=98399"/>
		<updated>2010-04-24T06:32:14Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: Created page with 'I typed weight and was redirected to density.  I am of the opinion that we need a separate weight article, like the value article, which explains how weight is determined in DF20…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I typed weight and was redirected to density.  I am of the opinion that we need a separate weight article, like the value article, which explains how weight is determined in DF2010.  The formula used for determining the weight of an item is now by category.  For example, as near as I can tell, the formula for the item_pants.txt file is (layer size * material density)/5190, while item_armor.txt is (layer size/ material size )*(material density/1010).  There appears to be some bugs as well, like how everything under item_helms.txt uses (layer size * material density)/60000 EXCEPT for a helm which uses material density/1010.  --[[User:PencilinHand|PencilinHand]] 06:32, 24 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Armor&amp;diff=98151</id>
		<title>v0.31:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Armor&amp;diff=98151"/>
		<updated>2010-04-23T19:14:15Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
Armor is the protective equipment used to reduce/deflect damage coming from enemy weapons. It comes in several pieces, each one protecting certain area. The purpose of each piece is pretty much self-explanatory. Note that the breastplates only protect upper/lower torso areas, while the mail shirts also cover the upper arms. Throat, ears, nose, fingers, lips and teeth are exposed, even in full armor. The 4 best materials for armor are, in that order, {{l|adamantine}}, {{l|steel}}, {{l|bronze}}, {{l|iron}}.&lt;br /&gt;
&lt;br /&gt;
Concerning armored enemies you are likely to meet, it is advisable to equip your military dwarves with at least bronze armor. Testing in the arena shows that armored dwarves have a huge advantage over the unarmored ones, usually taking no casualties while making short work of their enemies. (Well now that is really new and unexpected,sire!)&amp;lt;br&amp;gt; &lt;br /&gt;
It should be noted that armor material is extremely important now, for example fully iron-armored dwarves with iron short swords stand no chances against steel equipped ones. Same material cutting weapons cannot pierce same material armor ( e.g. steel short swords vs steel armor).&lt;br /&gt;
&lt;br /&gt;
It is unclear whether the armor user skill affects combat in any way, since the movement speed and armor penetration looks the same for legendary armor users and untrained users.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bugs&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
A metal breastplate currently only requires 1 bar of a metal to forge; however, when out of bars, the [[announcement]] seen reads &lt;br /&gt;
:''&amp;quot;Urist McArmorsmith cancels forge &amp;lt;x-metal&amp;gt; breastplate: needs 3 &amp;lt;x-metal&amp;gt; bars.&amp;quot;'' &amp;lt;br /&amp;gt; A similar situation exists with chainmail ([[40d:chain armor]]), but with an announcement re &amp;quot;2 bars&amp;quot;.  Since in 40d a breastplate ([[40d:plate armor]]) required 3 bars and chain required 2, it's a good bet that this can be viewed as a (minor) bug.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In adv and arena mode, putting a pair of socks(or any under-layer foot wear) on before putting on a pair of boots(or any over-layer foot wear) will keep you from putting on the last boot.  So the order sock, sock, boot, boot doesn't work, but changing the order to sock, boot, sock, boot does.  This is a very minor bug.&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Metal&amp;diff=97620</id>
		<title>v0.31 Talk:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Metal&amp;diff=97620"/>
		<updated>2010-04-23T02:57:16Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: /* Bronze is the new steel? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Field Observations ==&lt;br /&gt;
&lt;br /&gt;
It seems true that materials can't cut anything &amp;quot;tougher&amp;quot; than them. Fights between my small iron-armoured military and Goblins last for ages, since my iron axes mostly bounce off the Goblins' iron armour and the Goblins' copper &amp;amp; silver weapons can't get through my iron armour. Iron pikes have penetrated iron armour, and are th weapons that most consistently do so (logical, since the highest force is being applied in one place). IRON ARMOUR IS NOW INCREDIBLY USEFUL.&lt;br /&gt;
&lt;br /&gt;
Also, on a more theoretical note, the higher impact elasticity and shear elasticity of stel will be counteracted by much higher fracture toughness/strengh. Having a dent put in your breastplate that bruises you is much better than having your breastplate fractured and getting a pike in the ribs.--[[User:Nimblewright|Nimblewright]] 13:32, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Despite having copper, bismuth, and tin, I can't seem to make bismuth bronze.  Despite having copper, gold, and silver I can't seem to make black bronze - are these broken or merely different? --[[User:Squirrelloid|Squirrelloid]] 09:33, 4 April 2010 (UTC)&lt;br /&gt;
:Nevermind, my smelters were slower than i thought, and they'd only smelted 1 copper total so far.  *cracks whip* get back to work you lazy bums! --[[User:Squirrelloid|Squirrelloid]] 10:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Impact elasticity: Used for blunt-force combat; lower is better. This is the raw value.''&lt;br /&gt;
:How sure are we about this? It seems to contradict: [[DF2010:Release_information|&amp;quot;Force from blunt weapons can transcend layers. For instance, a hammer can bruise the skin while breaking the bone underneath. As such, plate armor's benefits are generally ignored by blunt attacks, and leather armor would prove to be more effective.&amp;quot; ]]  Leather as a material has a Impact Elasticity of 5000 meaning, I think, that it is much more elastic...  --[[Special:Contributions/68.117.74.40|68.117.74.40]] 14:15, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The Impact Elasticity number is based on the real life bulk modulus.  The higher the number the greater the pressure that is needed to compress a material a given volume, that is it is the resistance to compressibility.  Intuitively, we would think that we would want a higher rather than lower number for something like a war hammer or maul so they act less like a rubber mallet and more like a hammer.  However, we don't know exactly how Impact Elasticity is used and unless we do we can't draw any conclusions about it.  It would seem a little odd if it is a critical factor in a weapon as in real life it is rarely used except in gas equations as the effect is generally small for solids.  Usually about 1% or less at yield strength for the metals in DF. EDIT: Just to be clear, impact elasticity shares an inverse like relationship with bulk modulus so lower &amp;quot;should be&amp;quot; better.--[[User:PencilinHand|PencilinHand]] 04:36, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I think this is more a question of how accurate the quote from the release info page is -- which is oriented towards how effectively armor can resist/absorb blunt damage before it effects the wearer.  The quote suggests that leather armor would be more effective than 'plate' (metal I suppose).  Let's assume that's true.  While we don't know how the actual combat calculations work we can observe values the calculations use.  The impact values are said to be specific to blunt damage so it's a good bet where the value that makes leather better against blunt damage is.  Comparing material templates between various armor capable metals and leather, the value that stands out the most is impact elasticity (all metals have the same impact fracture/yield &amp;gt;&amp;gt; leather, which makes sense as leather isn't as durable). Impact elasticity is 635 for iron with most other metals being in that ball park and it is actually 50000 for leather.  Climbing out on the branches of the speculation tree, the hypothesis is ''greater elasticity reduces blunt damage directly or disrupts ability of blunt damage to transmit to multiple tissue layers''.  Alas, a brief test of 50+ combats in the arena shows that one's dwarves might as well be naked when wearing leather against iron hammers/maces.  Iron plate (and even mail as the dwarves had to wear shirts to keep their fragile, fragile upper arms in one piece) armor proved to be quite effective with almost every blow simply deflecting.  So it seems that leather armor is not better than iron plate when it comes to blunt damage... at least in this specific case.  --[[User:Deranged Imp|Deranged Imp]] 11:26, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Unfortunately, much more testing is needed.  There are four different elements of the game that are being tested.  The wound system, the armor system, the weapon system, and the material system.  We know that there are deficiencies in the wound system and severe imbalance in the weapon system so it stands to reason that the same is true of armor system so tests on the material system are hideously complicated.  Suppose that the intent is for leather armor to act as an under-layer buffer with metal mail or plate as the over-layer, but for whatever reason the proportions in the armor raws are limiting the material effectiveness.  Measuring the effectiveness of weapons in attacking and armor in defending is complicated because the only way to do that is by interpreting a wound system which doesn't always seem to reflect the extend of the damage done.  Especially if the target has [NOPAIN], [NOSICK], and doesn't bleed.  You can pretty much forget about it killing something if it doesn't bleed as that is seemingly the primary mode of death right now.  Thankfully, arena mode makes tests like this MUCH easier to do than in prior versions.  However, it still requires a lot of effort. --[[User:PencilinHand|PencilinHand]] 13:06, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Material Value vs. Material Multiplier ==&lt;br /&gt;
&lt;br /&gt;
Is there a reason it's Value instead of [[Item_value#Material_multipliers|Material Multiplier]]?&lt;br /&gt;
It seems a bit inconsistent to me.&lt;br /&gt;
[[User:Kiraen|Kiraen]] 06:42, 20 April 2010 (UTC)&lt;br /&gt;
'''Bold text'''&lt;br /&gt;
&lt;br /&gt;
:I think this is a terminology question that might be more appropriate in the discussion page you linked.  In fact, I am sure that is what this is.  --[[User:PencilinHand|PencilinHand]] 04:27, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bronze is the new steel? ==&lt;br /&gt;
&lt;br /&gt;
From the table, it looks like bronze is 'better' than steel for blunt weapons, and maybe almost as good for bladed ones? Am I reading this right? Can someone with more DF/Science knowledge make a chart for the rest of us that lists the metals from best to worst in terms of a) Bladed weapons, b) Blunt weapons, and c) Armor? That would be nice, because that chart now is informative, but not, er, helpful. --[[User:Zombiejustice|Zombiejustice]] 17:24, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well Mr. mysteriouspersonwhoforgotto[http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki:Community_Portal#Z signhisnamelikezoro], that seems like a reasonable request.  I will see what I can do.  --[[User:PencilinHand|PencilinHand]] 17:09, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Whoops! Embarassing. And thank you.&lt;br /&gt;
&lt;br /&gt;
:::I put a table with guidelines for what is better for what.  Unfortunately, in the case of blunt attacks, there is generally very little discernible difference between one metal and another.  More testing needs to be conducted for finer granularity, I am afraid.  --[[User:PencilinHand|PencilinHand]] 02:57, 23 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Metal&amp;diff=97464</id>
		<title>v0.31:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Metal&amp;diff=97464"/>
		<updated>2010-04-22T17:46:18Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: /* Weapon &amp;amp; Armor Quality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Metal''' is a {{L|material}} extracted from {{L|ore}} at a {{L|smelter}}, turning the ore into '''bars''' of pure metal. (One {{L|adamantine|special metal}} becomes {{L|wafer}}s instead of bars.) It is sometimes combined with other materials to form an '''alloy''' metal, which is also measured by the bar. An alloy usually improves on the properties of its components to give more uses or increased {{L|Item value|value}}. The metal bars resulting from {{L|smelting}} are used to make items such as {{L|weapon}}s, {{L|armor}}, {{L|furniture}}, and {{L|crafts}} at a {{L|Metalsmith's forge|forge}}. &lt;br /&gt;
&lt;br /&gt;
Smelting pure ores into the corresponding bars raises the base value from that of stone (3) to that of bars (5). This value is then multiplied against the {{L|value#Material multipliers|material multiplier}} of the metal to give the final value for the bar.&lt;br /&gt;
&lt;br /&gt;
==Alloys==&lt;br /&gt;
There are only eleven pure metals in Dwarf Fortress (plus a twelfth {{L|Adamantine|special metal}}).  Many of these can be mixed together to create '''alloys''' of one type or another, of which there are another fourteen.  In some cases making alloys will result in an overall increase in value, or the resultant alloy will be more powerful when used to forge weapons or armor, though many alloys result in no overall increase in utility or {{L|Wealth|created wealth}}. (These increases in value can be compared in the &amp;quot;Difference&amp;quot; column of the below table.)&lt;br /&gt;
&lt;br /&gt;
The main use of these alloys is to allow you to stretch any useful metals you have too few of or to create items with distinct colors (for instance, {{L|rose gold}} is {{L|Color schemes|magenta}}) for furniture, color-coding rooms or levers, or artistic constructions (including {{L|floor}} mosaics). In some cases ({{L|bronze}}, for example) an additional benefit is reduced fuel consumption, as you can create multiple bars of some alloys directly from raw ores with only one {{L|smelter}} task, bypassing the need to first make bars of the pure metals (and thus using only one fuel unit to produce multiple bars).  The number of bars used to create an alloy always equals the number of bars produced: the number of bars input equals the number of bars of output.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 40d article's section on maximizing value not copied over, as it doesn't seem so relevant in DF2010 with increased utility for some alloys and general increases in metal abundance --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For a full chart of recipes for alloys, see {{L|smelting}}.&lt;br /&gt;
&lt;br /&gt;
== List of metals ==&lt;br /&gt;
&lt;br /&gt;
===Pure Metals===&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Adamantine|color={{Tile|≡|#0FF}}{{Tile|‼|#0FF|#088}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source={{L|Raw adamantine}}|notes=Can be used to forge anything except beds; &amp;lt;br/&amp;gt; Blades are 10x sharper than any other material|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5.00|impactfracture=5.00|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Aluminum|color={{Tile|≡|#FFF}}{{Tile|‼|#FFF|#CCC}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source={{L|Native aluminum}}|notes=|soliddensity=2.70|mp=11188|val=40|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1421|shearyield=20|shearfracture=50|shearelasticity=77&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Bismuth|color={{Tile|≡|#F0F}}{{Tile|‼|#F0F|#808}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:5:1&amp;lt;/span&amp;gt;|source={{L|Bismuthinite}}|notes=Only useful for alloying into {{L|bismuth bronze}}|soliddensity=9.78|mp=10488|val=2|valinc=+1|impactyield=1.08|impactfracture=1.08|impactelasticity=3484|shearyield=30|shearfracture=50|shearelasticity=250&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Copper|color={{Tile|≡|#880}}{{Tile|‼|#880|#800}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source={{L|Native copper}}, {{L|Malachite}}, {{L|Tetrahedrite}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Gold|color={{Tile|≡|#FF0}}{{Tile|‼|#FF0|#880}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source={{L|Native gold}}|notes=|soliddensity=19.32|mp=11915|val=30|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Iron|color={{Tile|≡|#888}}{{Tile|‼|#888|#CCC}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Hematite}}, {{L|Limonite}}, {{L|Magnetite}}|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Lead|color={{Tile|≡|#888}}{{Tile|‼|#888|#CCC}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Galena}}|notes=|soliddensity=11.34|mp=10589|val=2|valinc=-3*|impactyield=1.08|impactfracture=1.08|impactelasticity=2348|shearyield=10|shearfracture=12|shearelasticity=179&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Nickel|color={{Tile|≡|#CCC}}{{Tile|‼|#CCC|#088}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Garnierite}}|notes=|soliddensity=8.80|mp=12619|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=660|shearyield=20|shearfracture=160|shearelasticity=26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Platinum|color={{Tile|≡|#FFF}}{{Tile|‼|#FFF|#CCC}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source={{L|Native platinum}}|notes=|soliddensity=21.40|mp=13182|val=40|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=470|shearyield=100|shearfracture=200|shearelasticity=164&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Silver|color={{Tile|≡|#FFF}}{{Tile|‼|#FFF|#CCC}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source={{L|Native silver}}, {{L|Horn silver}},&amp;lt;br /&amp;gt;{{L|Galena}} (50%), {{L|Tetrahedrite}} (20%) |notes=Can be used to forge melee weapons and ammunition|soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Tin|color={{Tile|≡|#CCC}}{{Tile|‼|#CCC|#088}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Cassiterite}}|notes=|soliddensity=7.28|mp=10417|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Zinc|color={{Tile|≡|#CCC}}{{Tile|‼|#CCC|#088}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Sphalerite}}|notes=|soliddensity=7.13|mp=10755|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1542|shearyield=50|shearfracture=150|shearelasticity=116&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alloys===&lt;br /&gt;
''(Unless specified, ores of the ingredients may be used instead of bars for alloy reactions)''&lt;br /&gt;
{{DF2010 metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Billon|color={{Tile|≡|#CCC}}{{Tile|‼|#CCC|#088}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Copper}} + {{L|Silver}}|notes=Can be made with [[Tetrahedrite]] or [[Galena]] to be substituted for the [[Silver]] for a high value reaction. |soliddensity=8.93|val=6|valinc=+0|mp=11952|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Bismuth bronze|color={{Tile|≡|#FF0}}{{Tile|‼|#FF0|#880}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=2 {{L|Copper}} + 1 {{L|Tin}} + 1 {{L|Bismuth}} '''!'''|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Black bronze|color={{Tile|≡|#808}}{{Tile|‼|#808|#880}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:6:0&amp;lt;/span&amp;gt;|source=2 {{L|Copper}} + 1 {{L|Silver}} + 1 {{L|Gold}} '''!'''|notes=|soliddensity=8.93|val=11|valinc=+0|mp=11952|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Brass|color={{Tile|≡|#FF0}}{{Tile|‼|#FF0|#880}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source={{L|Zinc}} + {{L|Copper}}|notes=|soliddensity=8.55|val=7|valinc=+5|mp=11656|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=200|shearfracture=550|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Bronze|color={{Tile|≡|#880}}{{Tile|‼|#880|#800}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source={{L|Tin}} + {{L|Copper}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Electrum|color={{Tile|≡|#FF0}}{{Tile|‼|#FF0|#880}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source={{L|Silver}} + {{L|Gold}}|notes=|soliddensity=8.65|val=20|valinc=+0|mp=11828|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Fine pewter|color={{Tile|≡|#FFF}}{{Tile|‼|#FFF|#CCC}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=3 {{L|Tin}} + 1 {{L|Copper}}|notes=|soliddensity=7.28|val=5|valinc=+3|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Lay pewter|color={{Tile|≡|#088}}{{Tile|‼|#088|#CCC}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:7:0&amp;lt;/span&amp;gt;|source=2 {{L|Tin}} + 1 {{L|Copper}} + 1 {{L|Lead}} '''!'''|notes=|soliddensity=7.28|val=3|valinc=+1|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Nickel silver|color={{Tile|≡|#FFF}}{{Tile|‼|#FFF|#CCC}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source= 2 {{L|Nickel}} + 1 {{L|Copper}} + 1 {{L|Zinc}} '''!'''|notes=|soliddensity=8.65|val=3|valinc=+1|mp=11620|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=20|shearfracture=160|shearelasticity=26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Pig iron|color={{Tile|≡|#888}}{{Tile|‼|#888|#CCC}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Iron}} + {{L|flux}} stone + [[40d:refined coal|refined coal]] '''!'''|notes=Only used to make {{L|steel}}|soliddensity=7.85|val=10|valinc=+0|mp=12106|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Rose gold|color={{Tile|≡|#F0F}}{{Tile|‼|#F0F|#808}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:5:1&amp;lt;/span&amp;gt;|source=3 {{L|Gold}} + 1 {{L|Copper}} '''!'''|notes=|soliddensity=19.32|val=23|valinc=+0|mp=11915|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Steel|color={{Tile|≡|#888}}{{Tile|‼|#888|#CCC}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Iron}} + [[40d:Pig iron|Pig iron]] + {{L|flux}} stone + [[40d:refined coal|refined coal]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1.08|impactfracture=1.08|impactelasticity=675|shearyield=520|shearfracture=860|shearelasticity=500&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Sterling silver|color={{Tile|≡|#FFF}}{{Tile|‼|#FFF|#CCC}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=3 {{L|Silver}} + 1 {{L|Copper}} '''!'''|notes=|soliddensity=10.49|val=8|valinc=+0|mp=11602|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Trifle pewter|color={{Tile|≡|#CCC}}{{Tile|‼|#CCC|#088}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source=2 {{L|Tin}} + 1 {{L|Copper}}|notes=|react=|soliddensity=7.28|val=4|valinc=+2|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
''Legend:''&lt;br /&gt;
:* '''Tile Color''' corresponds to how items made from that metal are displayed in game, foreground and background colors.&lt;br /&gt;
:*'''Reaction''' indicates the basic recipe for an alloy - this does not include the {{L|fuel}} used in that creation.  See the article for that alloy or {{L|smelting}} for possible alternatives.&lt;br /&gt;
::'''!''' - ''You can use only {{L|bar}}s of metal in this reaction, not ores.&lt;br /&gt;
:*'''Density''' is used to determine the different weight of finished objects.&lt;br /&gt;
:*'''Melting point''' is used to determine if a material is {{L|magma-safe}} or not: magma is 12000°U.&lt;br /&gt;
:*'''{{L|Material value}}''' is what the base value of an object made of this metal is multiplied by to determine its worth.&lt;br /&gt;
:*'''Value difference''' indicates the difference between the average {{L|value}} of the required bars of metals vs. the value of the resulting bars of alloy - what went in vs. what comes out, measured per bar. &amp;quot;+0&amp;quot; indicates that the resulting alloy is a perfectly average value of the component metals. For pure metals, this indicates the difference in value between the metal and the ore, separated with commas in cases where multiple ore values differ.  Values marked with an asterisk denote ores that can yield multiple metals; on average, the difference in value from smelting either {{L|tetrahedrite}} or {{L|galena}} is +1.&lt;br /&gt;
&lt;br /&gt;
== Weapon &amp;amp; Armor Quality ==&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Adamantine|color={{Tile|*|#0ff|#008080}}&amp;lt;font color=#F9F9F9&amp;gt;3:3:1&amp;lt;/font&amp;gt;|source={{L|Raw adamantine}}|notes=Can be used to forge anything except beds; &amp;lt;br/&amp;gt; Blades are 10x sharper than any other material|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5.00|impactfracture=5.00|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Steel|color={{Tile|*|#808080|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;0:7:1&amp;lt;/font&amp;gt;|source={{L|Iron}} + [[40d:Pig iron|Pig iron]] + {{L|flux}} stone + [[40d:refined coal|refined coal]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1.08|impactfracture=1.08|impactelasticity=675|shearyield=520|shearfracture=860|shearelasticity=500&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Bismuth bronze|color={{Tile|*|#ff0|#808000}}&amp;lt;font color=#F9F9F9&amp;gt;6:6:1&amp;lt;/font&amp;gt;|source=2 {{L|Copper}} + 1 {{L|Tin}} + 1 {{L|Bismuth}} '''!'''|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Bronze|color={{Tile|*|#808000|#800000}}&amp;lt;font color=#F9F9F9&amp;gt;6:4:0&amp;lt;/font&amp;gt;|source={{L|Tin}} + {{L|Copper}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Iron|color={{Tile|*|#808080|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;0:7:1&amp;lt;/font&amp;gt;|source={{L|Hematite}}, {{L|Limonite}}, {{L|Magnetite}}|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Copper|color={{Tile|*|#808000|#800000}}&amp;lt;font color=#F9F9F9&amp;gt;6:4:0&amp;lt;/font&amp;gt;|source={{L|Native copper}}, {{L|Malachite}}, {{L|Tetrahedrite}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Silver|color={{Tile|*|#fff|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;7:7:1&amp;lt;/font&amp;gt;|source={{L|Native silver}}, {{L|Horn silver}},&amp;lt;br /&amp;gt;{{L|Galena}} (50%), {{L|Tetrahedrite}} (20%) |notes=Can be used to forge melee weapons and ammunition|soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:&lt;br /&gt;
:'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration.&lt;br /&gt;
:'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt; (i.e., GPa).&lt;br /&gt;
:'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt; (i.e., GPa).&lt;br /&gt;
:'''Impact elasticity''': Used for blunt-force combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
:'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; (i.e., MPa).&lt;br /&gt;
:'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; (i.e., MPa).&lt;br /&gt;
:'''Shear elasticity''': Used for cutting calculations in combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Preliminary Analysis'''&lt;br /&gt;
&lt;br /&gt;
It's interesting to note that the material order has been changed from previous versions. Adamantine and Steel still take first and second place respectively, but Bronze is now the third best material in the game. Beyond which, Iron has been demoted and is in a close tie with copper as to being the second worst material. Iron makes negligibly better blunt weapons and possibly better cutting weapons. The cutting weapon evaluation really depends on the importance of the various stats as copper has better shear fracture and shear elasticity than iron. As in older versions however, silver continues to hold steady as the worst material available (no longer beneficial with wooden training weapons being available now).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Best&lt;br /&gt;
! Better&lt;br /&gt;
! Good&lt;br /&gt;
! Fair&lt;br /&gt;
! Poor&lt;br /&gt;
! Terrible&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Armor&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Iron&lt;br /&gt;
| Copper&lt;br /&gt;
| Silver&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Edge Damage&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Iron&lt;br /&gt;
| Copper&lt;br /&gt;
| Silver&lt;br /&gt;
| Some Iron weapons seem to perform about equally well as Copper weapons vs Copper armor(IE useless).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunt Damage&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| Silver&lt;br /&gt;
| Bismuth Bronze, Bronze, Copper, Steel, Iron&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Density seems to easily be the dominating factor overshadowing other properties, but blunt weapons perform poorly irregardless so ordering is moot.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{Category|Metals}}{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Metal&amp;diff=97463</id>
		<title>v0.31:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Metal&amp;diff=97463"/>
		<updated>2010-04-22T17:44:28Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: /* Weapon &amp;amp; Armor Quality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Metal''' is a {{L|material}} extracted from {{L|ore}} at a {{L|smelter}}, turning the ore into '''bars''' of pure metal. (One {{L|adamantine|special metal}} becomes {{L|wafer}}s instead of bars.) It is sometimes combined with other materials to form an '''alloy''' metal, which is also measured by the bar. An alloy usually improves on the properties of its components to give more uses or increased {{L|Item value|value}}. The metal bars resulting from {{L|smelting}} are used to make items such as {{L|weapon}}s, {{L|armor}}, {{L|furniture}}, and {{L|crafts}} at a {{L|Metalsmith's forge|forge}}. &lt;br /&gt;
&lt;br /&gt;
Smelting pure ores into the corresponding bars raises the base value from that of stone (3) to that of bars (5). This value is then multiplied against the {{L|value#Material multipliers|material multiplier}} of the metal to give the final value for the bar.&lt;br /&gt;
&lt;br /&gt;
==Alloys==&lt;br /&gt;
There are only eleven pure metals in Dwarf Fortress (plus a twelfth {{L|Adamantine|special metal}}).  Many of these can be mixed together to create '''alloys''' of one type or another, of which there are another fourteen.  In some cases making alloys will result in an overall increase in value, or the resultant alloy will be more powerful when used to forge weapons or armor, though many alloys result in no overall increase in utility or {{L|Wealth|created wealth}}. (These increases in value can be compared in the &amp;quot;Difference&amp;quot; column of the below table.)&lt;br /&gt;
&lt;br /&gt;
The main use of these alloys is to allow you to stretch any useful metals you have too few of or to create items with distinct colors (for instance, {{L|rose gold}} is {{L|Color schemes|magenta}}) for furniture, color-coding rooms or levers, or artistic constructions (including {{L|floor}} mosaics). In some cases ({{L|bronze}}, for example) an additional benefit is reduced fuel consumption, as you can create multiple bars of some alloys directly from raw ores with only one {{L|smelter}} task, bypassing the need to first make bars of the pure metals (and thus using only one fuel unit to produce multiple bars).  The number of bars used to create an alloy always equals the number of bars produced: the number of bars input equals the number of bars of output.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- 40d article's section on maximizing value not copied over, as it doesn't seem so relevant in DF2010 with increased utility for some alloys and general increases in metal abundance --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For a full chart of recipes for alloys, see {{L|smelting}}.&lt;br /&gt;
&lt;br /&gt;
== List of metals ==&lt;br /&gt;
&lt;br /&gt;
===Pure Metals===&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Adamantine|color={{Tile|≡|#0FF}}{{Tile|‼|#0FF|#088}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source={{L|Raw adamantine}}|notes=Can be used to forge anything except beds; &amp;lt;br/&amp;gt; Blades are 10x sharper than any other material|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5.00|impactfracture=5.00|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Aluminum|color={{Tile|≡|#FFF}}{{Tile|‼|#FFF|#CCC}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source={{L|Native aluminum}}|notes=|soliddensity=2.70|mp=11188|val=40|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1421|shearyield=20|shearfracture=50|shearelasticity=77&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Bismuth|color={{Tile|≡|#F0F}}{{Tile|‼|#F0F|#808}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:5:1&amp;lt;/span&amp;gt;|source={{L|Bismuthinite}}|notes=Only useful for alloying into {{L|bismuth bronze}}|soliddensity=9.78|mp=10488|val=2|valinc=+1|impactyield=1.08|impactfracture=1.08|impactelasticity=3484|shearyield=30|shearfracture=50|shearelasticity=250&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Copper|color={{Tile|≡|#880}}{{Tile|‼|#880|#800}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source={{L|Native copper}}, {{L|Malachite}}, {{L|Tetrahedrite}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Gold|color={{Tile|≡|#FF0}}{{Tile|‼|#FF0|#880}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source={{L|Native gold}}|notes=|soliddensity=19.32|mp=11915|val=30|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Iron|color={{Tile|≡|#888}}{{Tile|‼|#888|#CCC}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Hematite}}, {{L|Limonite}}, {{L|Magnetite}}|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Lead|color={{Tile|≡|#888}}{{Tile|‼|#888|#CCC}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Galena}}|notes=|soliddensity=11.34|mp=10589|val=2|valinc=-3*|impactyield=1.08|impactfracture=1.08|impactelasticity=2348|shearyield=10|shearfracture=12|shearelasticity=179&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Nickel|color={{Tile|≡|#CCC}}{{Tile|‼|#CCC|#088}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Garnierite}}|notes=|soliddensity=8.80|mp=12619|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=660|shearyield=20|shearfracture=160|shearelasticity=26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Platinum|color={{Tile|≡|#FFF}}{{Tile|‼|#FFF|#CCC}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source={{L|Native platinum}}|notes=|soliddensity=21.40|mp=13182|val=40|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=470|shearyield=100|shearfracture=200|shearelasticity=164&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Silver|color={{Tile|≡|#FFF}}{{Tile|‼|#FFF|#CCC}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source={{L|Native silver}}, {{L|Horn silver}},&amp;lt;br /&amp;gt;{{L|Galena}} (50%), {{L|Tetrahedrite}} (20%) |notes=Can be used to forge melee weapons and ammunition|soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Tin|color={{Tile|≡|#CCC}}{{Tile|‼|#CCC|#088}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Cassiterite}}|notes=|soliddensity=7.28|mp=10417|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Zinc|color={{Tile|≡|#CCC}}{{Tile|‼|#CCC|#088}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Sphalerite}}|notes=|soliddensity=7.13|mp=10755|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1542|shearyield=50|shearfracture=150|shearelasticity=116&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alloys===&lt;br /&gt;
''(Unless specified, ores of the ingredients may be used instead of bars for alloy reactions)''&lt;br /&gt;
{{DF2010 metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Billon|color={{Tile|≡|#CCC}}{{Tile|‼|#CCC|#088}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source={{L|Copper}} + {{L|Silver}}|notes=Can be made with [[Tetrahedrite]] or [[Galena]] to be substituted for the [[Silver]] for a high value reaction. |soliddensity=8.93|val=6|valinc=+0|mp=11952|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Bismuth bronze|color={{Tile|≡|#FF0}}{{Tile|‼|#FF0|#880}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=2 {{L|Copper}} + 1 {{L|Tin}} + 1 {{L|Bismuth}} '''!'''|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Black bronze|color={{Tile|≡|#808}}{{Tile|‼|#808|#880}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:6:0&amp;lt;/span&amp;gt;|source=2 {{L|Copper}} + 1 {{L|Silver}} + 1 {{L|Gold}} '''!'''|notes=|soliddensity=8.93|val=11|valinc=+0|mp=11952|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Brass|color={{Tile|≡|#FF0}}{{Tile|‼|#FF0|#880}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source={{L|Zinc}} + {{L|Copper}}|notes=|soliddensity=8.55|val=7|valinc=+5|mp=11656|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=200|shearfracture=550|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Bronze|color={{Tile|≡|#880}}{{Tile|‼|#880|#800}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source={{L|Tin}} + {{L|Copper}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Electrum|color={{Tile|≡|#FF0}}{{Tile|‼|#FF0|#880}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source={{L|Silver}} + {{L|Gold}}|notes=|soliddensity=8.65|val=20|valinc=+0|mp=11828|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Fine pewter|color={{Tile|≡|#FFF}}{{Tile|‼|#FFF|#CCC}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=3 {{L|Tin}} + 1 {{L|Copper}}|notes=|soliddensity=7.28|val=5|valinc=+3|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Lay pewter|color={{Tile|≡|#088}}{{Tile|‼|#088|#CCC}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:7:0&amp;lt;/span&amp;gt;|source=2 {{L|Tin}} + 1 {{L|Copper}} + 1 {{L|Lead}} '''!'''|notes=|soliddensity=7.28|val=3|valinc=+1|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Nickel silver|color={{Tile|≡|#FFF}}{{Tile|‼|#FFF|#CCC}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source= 2 {{L|Nickel}} + 1 {{L|Copper}} + 1 {{L|Zinc}} '''!'''|notes=|soliddensity=8.65|val=3|valinc=+1|mp=11620|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=20|shearfracture=160|shearelasticity=26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Pig iron|color={{Tile|≡|#888}}{{Tile|‼|#888|#CCC}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Iron}} + {{L|flux}} stone + [[40d:refined coal|refined coal]] '''!'''|notes=Only used to make {{L|steel}}|soliddensity=7.85|val=10|valinc=+0|mp=12106|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Rose gold|color={{Tile|≡|#F0F}}{{Tile|‼|#F0F|#808}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:5:1&amp;lt;/span&amp;gt;|source=3 {{L|Gold}} + 1 {{L|Copper}} '''!'''|notes=|soliddensity=19.32|val=23|valinc=+0|mp=11915|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Steel|color={{Tile|≡|#888}}{{Tile|‼|#888|#CCC}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source={{L|Iron}} + [[40d:Pig iron|Pig iron]] + {{L|flux}} stone + [[40d:refined coal|refined coal]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1.08|impactfracture=1.08|impactelasticity=675|shearyield=520|shearfracture=860|shearelasticity=500&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Sterling silver|color={{Tile|≡|#FFF}}{{Tile|‼|#FFF|#CCC}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=3 {{L|Silver}} + 1 {{L|Copper}} '''!'''|notes=|soliddensity=10.49|val=8|valinc=+0|mp=11602|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 metal table row|name=Trifle pewter|color={{Tile|≡|#CCC}}{{Tile|‼|#CCC|#088}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source=2 {{L|Tin}} + 1 {{L|Copper}}|notes=|react=|soliddensity=7.28|val=4|valinc=+2|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
''Legend:''&lt;br /&gt;
:* '''Tile Color''' corresponds to how items made from that metal are displayed in game, foreground and background colors.&lt;br /&gt;
:*'''Reaction''' indicates the basic recipe for an alloy - this does not include the {{L|fuel}} used in that creation.  See the article for that alloy or {{L|smelting}} for possible alternatives.&lt;br /&gt;
::'''!''' - ''You can use only {{L|bar}}s of metal in this reaction, not ores.&lt;br /&gt;
:*'''Density''' is used to determine the different weight of finished objects.&lt;br /&gt;
:*'''Melting point''' is used to determine if a material is {{L|magma-safe}} or not: magma is 12000°U.&lt;br /&gt;
:*'''{{L|Material value}}''' is what the base value of an object made of this metal is multiplied by to determine its worth.&lt;br /&gt;
:*'''Value difference''' indicates the difference between the average {{L|value}} of the required bars of metals vs. the value of the resulting bars of alloy - what went in vs. what comes out, measured per bar. &amp;quot;+0&amp;quot; indicates that the resulting alloy is a perfectly average value of the component metals. For pure metals, this indicates the difference in value between the metal and the ore, separated with commas in cases where multiple ore values differ.  Values marked with an asterisk denote ores that can yield multiple metals; on average, the difference in value from smelting either {{L|tetrahedrite}} or {{L|galena}} is +1.&lt;br /&gt;
&lt;br /&gt;
== Weapon &amp;amp; Armor Quality ==&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Adamantine|color={{Tile|*|#0ff|#008080}}&amp;lt;font color=#F9F9F9&amp;gt;3:3:1&amp;lt;/font&amp;gt;|source={{L|Raw adamantine}}|notes=Can be used to forge anything except beds; &amp;lt;br/&amp;gt; Blades are 10x sharper than any other material|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5.00|impactfracture=5.00|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Steel|color={{Tile|*|#808080|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;0:7:1&amp;lt;/font&amp;gt;|source={{L|Iron}} + [[40d:Pig iron|Pig iron]] + {{L|flux}} stone + [[40d:refined coal|refined coal]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1.08|impactfracture=1.08|impactelasticity=675|shearyield=520|shearfracture=860|shearelasticity=500&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Bismuth bronze|color={{Tile|*|#ff0|#808000}}&amp;lt;font color=#F9F9F9&amp;gt;6:6:1&amp;lt;/font&amp;gt;|source=2 {{L|Copper}} + 1 {{L|Tin}} + 1 {{L|Bismuth}} '''!'''|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Bronze|color={{Tile|*|#808000|#800000}}&amp;lt;font color=#F9F9F9&amp;gt;6:4:0&amp;lt;/font&amp;gt;|source={{L|Tin}} + {{L|Copper}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Iron|color={{Tile|*|#808080|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;0:7:1&amp;lt;/font&amp;gt;|source={{L|Hematite}}, {{L|Limonite}}, {{L|Magnetite}}|notes=Can be used to forge all weapons, armor, ammunition, picks, and {{L|anvil}}s|soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Copper|color={{Tile|*|#808000|#800000}}&amp;lt;font color=#F9F9F9&amp;gt;6:4:0&amp;lt;/font&amp;gt;|source={{L|Native copper}}, {{L|Malachite}}, {{L|Tetrahedrite}}|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{DF2010 material metal table row|name=Silver|color={{Tile|*|#fff|#c0c0c0}}&amp;lt;font color=#F9F9F9&amp;gt;7:7:1&amp;lt;/font&amp;gt;|source={{L|Native silver}}, {{L|Horn silver}},&amp;lt;br /&amp;gt;{{L|Galena}} (50%), {{L|Tetrahedrite}} (20%) |notes=Can be used to forge melee weapons and ammunition|soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:&lt;br /&gt;
:'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration.&lt;br /&gt;
:'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt; (i.e., GPa).&lt;br /&gt;
:'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;9&amp;lt;/sup&amp;gt; (i.e., GPa).&lt;br /&gt;
:'''Impact elasticity''': Used for blunt-force combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
:'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; (i.e., MPa).&lt;br /&gt;
:'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; (i.e., MPa).&lt;br /&gt;
:'''Shear elasticity''': Used for cutting calculations in combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Preliminary Analysis'''&lt;br /&gt;
&lt;br /&gt;
It's interesting to note that the material order has been changed from previous versions. Adamantine and Steel still take first and second place respectively, but Bronze is now the third best material in the game. Beyond which, Iron has been demoted and is in a close tie with copper as to being the second worst material. Iron makes negligibly better blunt weapons and possibly better cutting weapons. The cutting weapon evaluation really depends on the importance of the various stats as copper has better shear fracture and shear elasticity than iron. As in older versions however, silver continues to hold steady as the worst material available (no longer beneficial with wooden training weapons being available now).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Best&lt;br /&gt;
! Better&lt;br /&gt;
! Good&lt;br /&gt;
! Fair&lt;br /&gt;
! Poor&lt;br /&gt;
! Terrible&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Armor&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Iron&lt;br /&gt;
| Copper&lt;br /&gt;
| Silver&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Edge Damage&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Iron&lt;br /&gt;
| Copper&lt;br /&gt;
| Silver&lt;br /&gt;
| Some Iron weapons seem to perform about equally well as Copper weapons vs Copper armor(IE useless).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Blunt Damage&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| ---&lt;br /&gt;
| Silver&lt;br /&gt;
| Bismuth Bronze, Bronze, Copper, Steel, Iron&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Density seems to easily be the dominating factor, overshadowing other properties.  Blunt weapons perform poorly irregardless so the ordering is moot.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{Category|Metals}}{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Metal&amp;diff=97413</id>
		<title>v0.31 Talk:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Metal&amp;diff=97413"/>
		<updated>2010-04-22T17:09:24Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: /* Bronze is the new steel? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Field Observations ==&lt;br /&gt;
&lt;br /&gt;
It seems true that materials can't cut anything &amp;quot;tougher&amp;quot; than them. Fights between my small iron-armoured military and Goblins last for ages, since my iron axes mostly bounce off the Goblins' iron armour and the Goblins' copper &amp;amp; silver weapons can't get through my iron armour. Iron pikes have penetrated iron armour, and are th weapons that most consistently do so (logical, since the highest force is being applied in one place). IRON ARMOUR IS NOW INCREDIBLY USEFUL.&lt;br /&gt;
&lt;br /&gt;
Also, on a more theoretical note, the higher impact elasticity and shear elasticity of stel will be counteracted by much higher fracture toughness/strengh. Having a dent put in your breastplate that bruises you is much better than having your breastplate fractured and getting a pike in the ribs.--[[User:Nimblewright|Nimblewright]] 13:32, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Despite having copper, bismuth, and tin, I can't seem to make bismuth bronze.  Despite having copper, gold, and silver I can't seem to make black bronze - are these broken or merely different? --[[User:Squirrelloid|Squirrelloid]] 09:33, 4 April 2010 (UTC)&lt;br /&gt;
:Nevermind, my smelters were slower than i thought, and they'd only smelted 1 copper total so far.  *cracks whip* get back to work you lazy bums! --[[User:Squirrelloid|Squirrelloid]] 10:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Impact elasticity: Used for blunt-force combat; lower is better. This is the raw value.''&lt;br /&gt;
:How sure are we about this? It seems to contradict: [[DF2010:Release_information|&amp;quot;Force from blunt weapons can transcend layers. For instance, a hammer can bruise the skin while breaking the bone underneath. As such, plate armor's benefits are generally ignored by blunt attacks, and leather armor would prove to be more effective.&amp;quot; ]]  Leather as a material has a Impact Elasticity of 5000 meaning, I think, that it is much more elastic...  --[[Special:Contributions/68.117.74.40|68.117.74.40]] 14:15, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The Impact Elasticity number is based on the real life bulk modulus.  The higher the number the greater the pressure that is needed to compress a material a given volume, that is it is the resistance to compressibility.  Intuitively, we would think that we would want a higher rather than lower number for something like a war hammer or maul so they act less like a rubber mallet and more like a hammer.  However, we don't know exactly how Impact Elasticity is used and unless we do we can't draw any conclusions about it.  It would seem a little odd if it is a critical factor in a weapon as in real life it is rarely used except in gas equations as the effect is generally small for solids.  Usually about 1% or less at yield strength for the metals in DF. EDIT: Just to be clear, impact elasticity shares an inverse like relationship with bulk modulus so lower &amp;quot;should be&amp;quot; better.--[[User:PencilinHand|PencilinHand]] 04:36, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I think this is more a question of how accurate the quote from the release info page is -- which is oriented towards how effectively armor can resist/absorb blunt damage before it effects the wearer.  The quote suggests that leather armor would be more effective than 'plate' (metal I suppose).  Let's assume that's true.  While we don't know how the actual combat calculations work we can observe values the calculations use.  The impact values are said to be specific to blunt damage so it's a good bet where the value that makes leather better against blunt damage is.  Comparing material templates between various armor capable metals and leather, the value that stands out the most is impact elasticity (all metals have the same impact fracture/yield &amp;gt;&amp;gt; leather, which makes sense as leather isn't as durable). Impact elasticity is 635 for iron with most other metals being in that ball park and it is actually 50000 for leather.  Climbing out on the branches of the speculation tree, the hypothesis is ''greater elasticity reduces blunt damage directly or disrupts ability of blunt damage to transmit to multiple tissue layers''.  Alas, a brief test of 50+ combats in the arena shows that one's dwarves might as well be naked when wearing leather against iron hammers/maces.  Iron plate (and even mail as the dwarves had to wear shirts to keep their fragile, fragile upper arms in one piece) armor proved to be quite effective with almost every blow simply deflecting.  So it seems that leather armor is not better than iron plate when it comes to blunt damage... at least in this specific case.  --[[User:Deranged Imp|Deranged Imp]] 11:26, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Unfortunately, much more testing is needed.  There are four different elements of the game that are being tested.  The wound system, the armor system, the weapon system, and the material system.  We know that there are deficiencies in the wound system and severe imbalance in the weapon system so it stands to reason that the same is true of armor system so tests on the material system are hideously complicated.  Suppose that the intent is for leather armor to act as an under-layer buffer with metal mail or plate as the over-layer, but for whatever reason the proportions in the armor raws are limiting the material effectiveness.  Measuring the effectiveness of weapons in attacking and armor in defending is complicated because the only way to do that is by interpreting a wound system which doesn't always seem to reflect the extend of the damage done.  Especially if the target has [NOPAIN], [NOSICK], and doesn't bleed.  You can pretty much forget about it killing something if it doesn't bleed as that is seemingly the primary mode of death right now.  Thankfully, arena mode makes tests like this MUCH easier to do than in prior versions.  However, it still requires a lot of effort. --[[User:PencilinHand|PencilinHand]] 13:06, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Material Value vs. Material Multiplier ==&lt;br /&gt;
&lt;br /&gt;
Is there a reason it's Value instead of [[Item_value#Material_multipliers|Material Multiplier]]?&lt;br /&gt;
It seems a bit inconsistent to me.&lt;br /&gt;
[[User:Kiraen|Kiraen]] 06:42, 20 April 2010 (UTC)&lt;br /&gt;
'''Bold text'''&lt;br /&gt;
&lt;br /&gt;
:I think this is a terminology question that might be more appropriate in the discussion page you linked.  In fact, I am sure that is what this is.  --[[User:PencilinHand|PencilinHand]] 04:27, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bronze is the new steel? ==&lt;br /&gt;
&lt;br /&gt;
From the table, it looks like bronze is 'better' than steel for blunt weapons, and maybe almost as good for bladed ones? Am I reading this right? Can someone with more DF/Science knowledge make a chart for the rest of us that lists the metals from best to worst in terms of a) Bladed weapons, b) Blunt weapons, and c) Armor? That would be nice, because that chart now is informative, but not, er, helpful.&lt;br /&gt;
&lt;br /&gt;
:Well Mr. mysteriouspersonwhoforgotto[http://df.magmawiki.com/index.php/Dwarf_Fortress_Wiki:Community_Portal#Z signhisnamelikezoro], that seems like a reasonable request.  I will see what I can do.  --[[User:PencilinHand|PencilinHand]] 17:09, 22 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Item_value&amp;diff=96643</id>
		<title>v0.31 Talk:Item value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Item_value&amp;diff=96643"/>
		<updated>2010-04-21T04:39:55Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: /* Clothing value */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Clothing value==&lt;br /&gt;
Clothing value seems to be almost random, apparently calculated based on the actual properties of the item. For example, a shirt has value 22 and a tunic has value 16, while the only actual difference between them is that a shirt has UBSTEP:MAX and LBSTEP:0 while a tunic has UBSTEP:0 and LBSTEP:1. --[[User:Quietust|Quietust]] 18:37, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think the intrinsic value for different items got reworked along with the weight calculations.  We will need original research to correlate the value calculations I am afraid.  What were you examples made of and what was there anything else interesting about them? Such as quality or decorations?  --[[User:PencilinHand|PencilinHand]] 04:39, 21 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Item_value&amp;diff=96629</id>
		<title>v0.31:Item value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Item_value&amp;diff=96629"/>
		<updated>2010-04-21T04:33:33Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: /* Material multipliers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
'''Value''' is determined by the base value of the object with multipliers for the material it is made out of, the {{L|quality}} of its creation, and any {{L|decoration}}s on it.&lt;br /&gt;
&lt;br /&gt;
The '''final value''' of an item multiplies the '''base value''' of the form of the object (a stone, a statue) by the '''material multiplier''' (granite, gold), and by the '''quality modifier''' (fine, masterful) if any, and then adding any final value for '''decorations'''.&lt;br /&gt;
&lt;br /&gt;
==Base values of items==&lt;br /&gt;
The '''base value''' of an item is determined by the item itself, not what it is made out of. For example, a wood block uses the base value for a block, not the multiplier for 'wooden', and a block of gold ore or any other material would use the ''same'' '''base value''', for a &amp;quot;block&amp;quot;. In both cases, the '''final value''' is then multiplied by the {{L|material}} and/or the {{L|quality}} multiplier(s), if appropriate.&lt;br /&gt;
&lt;br /&gt;
===Items with neither material nor quality===&lt;br /&gt;
&amp;lt;!-- needs verification&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
|-&lt;br /&gt;
|1||{{L|Alcohol|Gutter cruor}}, {{L|Prickle berry wine}}, {{L|Seed}}, {{L|Alcohol|Sewer brew}}, {{L|Alcohol|Swamp whiskey}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|2||{{L|Dwarven ale}}, {{L|Alcohol|Dwarven beer}}, {{L|Alcohol|Dwarven rum}}, {{L|Dwarven wine}}, {{L|Alcohol|Fisher berry wine}}, {{L|Alcohol|Longland beer}}, {{L|River spirits}}, {{L|Strawberry wine}}, {{L|Tuber beer}}&lt;br /&gt;
|-&lt;br /&gt;
|3||{{L|Whip wine}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|5||{{L|Lye}}, {{L|Quarry bush leaves|Quarry bush leaf}}, {{L|Sand}}, {{L|Alcohol|Sunshine}}&lt;br /&gt;
|-&lt;br /&gt;
|10||{{L|Dye|Redroot dye}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|20||{{L|Extracts|Cave spider venom}}, {{L|Milk|Cow's milk}}, {{L|Dye|Dimple dye}}, {{L|Dwarven sugar}}, {{L|Dwarven syrup}}, {{L|Flour|Dwarven wheat flour}}, {{L|Dye|Emerald dye}}, {{L|Flour|Longland flour}}, {{L|Milk|One-humped camel's milk}}, {{L|Extracts|Phantom spider venom}}, {{L|Dye|Sliver dye}}, {{L|Milk|Two-humped camel's milk}}&lt;br /&gt;
|-&lt;br /&gt;
|25||{{L|Flour|Whip vine flour}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|30||{{L|Cheese|Cow cheese}}, {{L|Cheese|One-humped camel's cheese}}, {{L|Cheese|Two-humped camel's cheese}}&lt;br /&gt;
|-&lt;br /&gt;
|50||{{L|Dwarven milk}}, {{L|Mog juice}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|100||{{L|Cheese|Dwarven cheese}}, {{L|Extracts|Giant cave spider venom}}, {{L|Extracts|Giant desert scorpion venom}}, {{L|Golden salve}}, {{L|Gnomeblight}}, {{L|Extracts|Liquid fire}}, {{L|Extracts|Snakeman venom}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The values of tame animals (and pets) are listed {{L|Tame|here}}.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Items with material but without quality===&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
|0||{{L|Severed body part|Body part}}, {{L|Bone}}, {{L|Chunk}}, {{L|Corpse}}, {{L|Fat}}, {{L|Skin|Hide}} (raw), {{L|Shell}}, {{L|Skull}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|1||{{L|Vermin}} (untamed), {{L|Tallow}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|2||{{L|Fish}} (including raw){{verify}}, {{L|Meat}}, {{L|Plant}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|3||{{L|Gem}} (rough), {{L|Log}}, {{L|Ore}}, {{L|Stone}} (both economic and non-economic)&lt;br /&gt;
|-&lt;br /&gt;
|5||{{L|Bar}}, {{L|Block}}, {{L|Gem}} (cut), {{L|Leather}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|6||{{L|Thread}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
|10||{{L|Coin}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|25||{{L|Soap}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Items with both material and quality===&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
|-style=&amp;quot;background-color: #FEE&amp;quot;&lt;br /&gt;
|?||{{L|Arrow}}, {{L|Other weapon|Blowdart}}, {{L|Decoration}}&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;, {{L|Prepared meal}}, {{L|Furniture}}&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;, {{L|Siege engine|Ballista part}}, {{L|Siege engine|Catapult part}}, {{L|Mechanism}}, {{L|Ballista arrow}}, {{L|Animal Trap}}, {{L|Statue}}, {{L|Window}}, Goblet, {{L|Totem|skull totem}}, {{L|vial}}&lt;br /&gt;
|-&lt;br /&gt;
|1||{{L|Bolt}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|5||{{L|Cap}} (metal, leather or cloth)&lt;br /&gt;
|-&lt;br /&gt;
|6||{{L|Sock}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|7||{{L|Cloth}}[4], training sword&lt;br /&gt;
|-&lt;br /&gt;
|8||{{L|Shoe}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|9||{{L|Weapon|Training Spear}}, {{L|Boot|Low boot}}, {{L|Weapon|Mace}}&lt;br /&gt;
|-&lt;br /&gt;
|10||{{L|Cage}}, backpack, quiver, craft, instrument, toy, rope, large gem, {{L|waterskin}}, {{L|Anvil}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|11||{{L|Gauntlet}}&lt;br /&gt;
|-&lt;br /&gt;
|12||{{L|Helm}}, {{L|Boot|High boot}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|14||{{L|Buckler}}, short sword&lt;br /&gt;
|-&lt;br /&gt;
|15||{{L|Armor|Breastplate}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|16||{{L|Clothing|Tunic}}&lt;br /&gt;
|-&lt;br /&gt;
|17||{{L|Weapon|Training Axe}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|18||{{L|Weapon|Spear}}, {{L|Weapon|War hammer}}&lt;br /&gt;
|-&lt;br /&gt;
|20||{{L|Armor|Mail shirt}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|21||{{L|Armor|Leather armor}}&lt;br /&gt;
|-&lt;br /&gt;
|22||{{L|Pick}}, {{L|Clothing|Shirt}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|23||{{L|Leggings}}, {{L|Greaves}}&lt;br /&gt;
|-&lt;br /&gt;
|26||{{L|Clothing|Cloak}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|27||{{L|Clothing|Coat}}, {{L|Shield}}&lt;br /&gt;
|-&lt;br /&gt;
|33||{{L|Clothing|Robe}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|34||{{L|Weapon|Battle axe}}&lt;br /&gt;
|-&lt;br /&gt;
|66||{{L|Trap component|Menacing spike}}, {{L|Trap component|Enormous corkscrew}}, {{L|Trap component|Giant axe blade}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|126||{{L|Trap component|Large, serrated disc}}, {{L|Trap component|Spiked ball}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:[1] &amp;quot;Decorations&amp;quot; include &amp;quot;It is decorated with &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is encircled with bands of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is adorned with hanging rings of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;This object menaces with spikes of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;On this object is an image of &amp;lt;description&amp;gt; in &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is studded with &amp;lt;metal&amp;gt;&amp;quot;. See also the section about {{L|decoration}}s.&lt;br /&gt;
:[3] Except for {{L|ballista|ballista part}}, {{L|catapult|catapult part}}, {{L|mechanism}}, {{L|statue}}, and {{L|window}}, which are listed separately.&lt;br /&gt;
:[4] Cloth items get a free decoration made of the same material. Goods made out of [[cloth]] get the following built in as decorations: the cloth (with quality mod), the {{L|thread}} (without quality), and the {{L|dye}} (with quality).&lt;br /&gt;
&lt;br /&gt;
==Material multipliers==&lt;br /&gt;
The material multiplier of an item is found from the [MATERIAL_VALUE:#] tag in the raws for the material it is made out of. For example, a wood block uses the same material multiplier as a wood log or chest -  that is the material value for wood which is 1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|{{L|Stone}}s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Stone&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||{{L|Bismuthinite}}, {{L|Bituminous coal}}, {{L|Lignite}}, {{L|Stone|Common stone}}&lt;br /&gt;
|-&lt;br /&gt;
|x2||{{L|Cassiterite}}, {{L|Garnierite}}, {{L|Malachite}}, {{L|Native copper}}, {{L|Sphalerite}}, {{L|Calcite}}, {{L|Chalk}}, {{L|Dolomite}}, {{L|Limestone}}, {{L|Marble}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x3||{{L|Tetrahedrite}}, {{L|Obsidian}}&lt;br /&gt;
|-&lt;br /&gt;
|x5||{{L|Galena}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x8||{{L|Hematite}}, {{L|Limonite}}, {{L|Magnetite}}&lt;br /&gt;
|-&lt;br /&gt;
|x10||{{L|Horn silver}}, {{L|Native silver}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x30||{{L|Native gold}}&lt;br /&gt;
|-&lt;br /&gt;
|x40||{{L|Native aluminum}}, {{L|Native platinum}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x250||{{L|Raw adamantine}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|{{L|Gem}}s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Gem&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x2||{{L|Banded agate}}, {{L|Bloodstone}}, {{L|Blue jade}}, {{L|Brown jasper}}, {{L|Carnelian}}, {{L|Chrysocolla}}, {{L|Chrysoprase}}, {{L|Citrine}}, {{L|Dendritic agate}}, {{L|Fire agate}}, {{L|Fortification agate}}, {{L|Gray chalcedony}}, {{L|Lace agate}}, {{L|Lapis lazuli}}, {{L|Lavender jade}}, {{L|Milk quartz}}, {{L|Moonstone}}, {{L|Morion}}, {{L|Moss agate}}, {{L|Onyx}}, {{L|Pink jade}}, {{L|Plume agate}}, {{L|Prase}}, {{L|Pyrite}}, {{L|Rock crystal}}, {{L|Sard}}, {{L|Sardonyx}}, {{L|Schorl}}, {{L|Smoky quartz}}, {{L|Sunstone}}, {{L|Tiger iron}}, {{L|Tigereye}}, {{L|Tube agate}}, {{L|Turquoise}}, {{L|Variscite}}, {{L|White chalcedony}}, {{L|White jade}}, {{L|Yellow jasper}}&lt;br /&gt;
|-&lt;br /&gt;
|x3||{{L|Aventurine}}, {{L|Picture jasper}}, {{L|Rose quartz}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x10||{{L|Amber opal}}, {{L|Bone opal}}, {{L|Cherry opal}}, {{L|Gold opal}}, {{L|Jasper opal}}, {{L|Milk opal}}, {{L|Moss opal}}, {{L|Onyx opal}}, {{L|Pineapple opal}}, {{L|Pipe opal}}, {{L|Prase opal}}, {{L|Resin opal}}, {{L|Shell opal}}, {{L|Wax opal}}, {{L|Wood opal}}, {{L|Clear tourmaline}}&lt;br /&gt;
|-&lt;br /&gt;
|x15||{{L|Fire opal}}, {{L|Jelly opal}}, {{L|Melanite}}, {{L|Pink tourmaline}}, {{L|Red tourmaline}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x20||{{L|Alexandrite}}, {{L|Almandine}}, {{L|Amethyst}}, {{L|Aquamarine}}, {{L|Bandfire opal}}, {{L|Black pyrope}}, {{L|Black zircon}}, {{L|Brown zircon}}, {{L|Cat's eye}}, {{L|Chrysoberyl}}, {{L|Cinnamon grossular}}, {{L|Claro opal}}, {{L|Clear garnet}}, {{L|Crystal opal}}, {{L|Golden beryl}}, {{L|Goshenite}}, {{L|Green jade}}, {{L|Green tourmaline}}, {{L|Green zircon}}, {{L|Harlequin opal}}, {{L|Heliodor}}, {{L|Honey yellow beryl}}, {{L|Kunzite}}, {{L|Levin opal}}, {{L|Morganite}}, {{L|Peridot}}, {{L|Pinfire opal}}, {{L|Pink garnet}}, {{L|Precious fire opal}}, {{L|Purple spinel}}, {{L|Red beryl}}, {{L|Red flash opal}}, {{L|Red grossular}}, {{L|Red pyrope}}, {{L|Red spinel}}, {{L|Red zircon}}, {{L|Rhodolite}}, {{L|Rubicelle}}, {{L|Tanzanite}}, {{L|Topaz}}, {{L|Topazolite}}, {{L|Violet spessartine}}, {{L|White opal}}, {{L|Yellow grossular}}, {{L|Yellow spessartine}}, {{L|Yellow zircon}}&lt;br /&gt;
|-&lt;br /&gt;
|x25||{{L|Clear zircon}}, {{L|Indigo tourmaline}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x30||{{L|Demantoid}}, {{L|Light yellow diamond}}, {{L|Blue garnet}}, {{L|Black opal}}, {{L|Tsavorite}}&lt;br /&gt;
|-&lt;br /&gt;
|x40||{{L|Faint yellow diamond}}, {{L|Emerald}}, {{L|Ruby}}, {{L|Sapphire}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x60||{{L|Black diamond}}, {{L|Blue diamond}}, {{L|Clear diamond}}, {{L|Green diamond}}, {{L|Red diamond}}, {{L|Yellow diamond}}, {{L|Star ruby}}, {{L|Star sapphire}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|{{L|Metal}}s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Metal&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x2||{{L|Bismuth}}, {{L|Copper}}, {{L|Lead}}, {{L|Nickel}}, {{L|Tin}}, {{L|Zinc}}&lt;br /&gt;
|-&lt;br /&gt;
|x3||{{L|Lay pewter}}, {{L|Nickel silver}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x4||{{L|Trifle pewter}}&lt;br /&gt;
|-&lt;br /&gt;
|x5||{{L|Bronze}}, {{L|Fine pewter}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x6||{{L|Billon}}, {{L|Bismuth bronze}}&lt;br /&gt;
|-&lt;br /&gt;
|x7||{{L|Brass}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x8||{{L|Sterling silver}}&lt;br /&gt;
|-&lt;br /&gt;
|x10||{{L|Iron}}, {{L|Pig iron}}, {{L|Silver}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x11||{{L|Black bronze}}&lt;br /&gt;
|-&lt;br /&gt;
|x20||{{L|Electrum}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x23||{{L|Rose gold}}&lt;br /&gt;
|-&lt;br /&gt;
|x30||{{L|Gold}}, {{L|Steel}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x40||{{L|Aluminum}}, {{L|Platinum}}&lt;br /&gt;
|-&lt;br /&gt;
|x300||{{L|Adamantine}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Need to recheck all animals&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|{{L|Animal}}s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Animal&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||{{L|Antman}}, {{L|Batman}}, {{L|Bilou}}, {{L|Black-crested gibbon}}, {{L|Black-handed gibbon}}, {{L|Bonobo}}, {{L|Cat}}, {{L|Cave swallowman|Cave Swallowman}}, {{L|Chimpanzee}}, {{L|Cyclops}}, {{L|Dark gnome}}, {{L|Deer}}, {{L|Dog}}, {{L|Donkey}}, {{L|Dwarf}}, {{L|Elf}}, {{L|Ettin}}, {{L|Fox}}, {{L|Frogman}}, {{L|Gazelle}}, {{L|Giant}}, {{L|Goblin}}, {{L|Gorilla}}, {{L|Gray gibbon}}, {{L|Gremlin}}, {{L|Groundhog}}, {{L|Harpy}}, {{L|Hoary marmot}}, {{L|Horse}}, {{L|Human}}, {{L|Kobold}}, {{L|Lizardman}}, {{L|Mandrill}}, {{L|Minotaur}}, {{L|Mountain gnome}}, {{L|Mountain goat}}, {{L|Mule}}, {{L|Olmman}}, {{L|Orangutan}}, {{L|Phantom spider}}, {{L|Pileated gibbon}}, {{L|Raccoon}}, {{L|Ratman}}, {{L|Rhesus macaque}}, {{L|Siamang}}, {{L|Silvery gibbon}}, {{L|Snakeman}}, {{L|Titan}}, {{L|Troglodyte}}, {{L|White-browed gibbon}}, {{L|White-handed gibbon}}, {{L|Wizard}}&lt;br /&gt;
|-&lt;br /&gt;
|x2||{{L|Beak dog}}, {{L|Fish|Cave fish}}, {{L|Fish|cave lobster}}, {{L|Cow}}, {{L|Elk}}, {{L|Foul blendec}}, {{L|Giant mole}}, {{L|Giant rat}}, {{L|Grimeling}}, {{L|Ice wolf}}, {{L|Large rat}}, {{L|Muskox}}, {{L|Naked mole dog}}, {{L|One-humped camel}}, {{L|Satyr}}, {{L|Two-humped camel}}, {{L|Warthog}}, {{L|Wolf}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x3||All large oceanic creatures ({{L|Walrus}}, {{L|Whale}}, sharks, oceanic fish), {{L|Black bear}}, {{L|Carp}}, {{L|Cheetah}}, {{L|Cougar}}, {{L|Elephant}}, {{L|Giant cheetah}}, {{L|Giant jaguar}}, {{L|Giant leopard}}, {{L|Giant lion}}, {{L|Giant tiger}}, {{L|Grizzly bear}}, {{L|Hippo}}, {{L|Jaguar}}, {{L|Leechman}}, {{L|Leopard}}, {{L|Lion}}, {{L|Longnose gar}}, {{L|Pike (fish)|Pike}}, {{L|Polar bear}}, {{L|Sea monster}}, {{L|Sea serpent}}, {{L|Slugman}}, {{L|Snailman}}, {{L|Strangler}}, {{L|Tiger}}, {{L|Tigerfish}}, {{L|Tigerman}}&lt;br /&gt;
|-&lt;br /&gt;
|x4||{{L|Alligator}}, {{L|Nightwing}}, {{L|Saltwater crocodile}}, {{L|Werewolf}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x5||{{L|Cave crocodile}}, {{L|Giant bat}}, {{L|Giant cave swallow}}, {{L|Giant eagle}}, {{L|Giant olm}}, {{L|Giant toad}}, {{L|Purring maggot}}&lt;br /&gt;
|-&lt;br /&gt;
|x10||{{L|Blizzard man}}, {{L|Fire imp}}, {{L|Giant cave spider}}, {{L|Giant desert scorpion}}, {{L|Ogre}}, {{L|Sasquatch}}, {{L|Troll}}, {{L|Unicorn}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x20||{{L|Frog demon}}, {{L|Tentacle demon}}&lt;br /&gt;
|-&lt;br /&gt;
|x50||{{L|Demon}}, {{L|Dragon}}, {{L|Hydra}}, {{L|Merperson}}&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Need to recheck all plants - some have definitely changed&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|{{L|Plant}}s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Plant&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||{{L|Hide root}}, {{L|Muck root}}, {{L|Prickle berry}}, {{L|Rat weed}}, {{L|Sliver barb}}&lt;br /&gt;
|-&lt;br /&gt;
|x2||{{L|Blade weed}}, {{L|Bloated tuber}}, {{L|Cave wheat}}, {{L|Dimple cup}}, {{L|Fisher berry}}, {{L|Longland grass}}, {{L|Pig tail}}, {{L|Plump helmet}}, {{L|Quarry bush}}, {{L|Rope reed}}, {{L|Sweet pod}}, {{L|Wild strawberry}}, {{L|Sun berry}}, {{L|Whip vine}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x5||{{L|Kobold bulb}}, {{L|Valley herb}}&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|Miscellaneous&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Material&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||{{L|Ash}}{{verify}}, {{L|Wood}}, {{L|Thread|Silk thread}}&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|x2||{{L|Charcoal}}, {{L|Coke}}, {{L|Green glass}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x3||{{L|Potash}}&lt;br /&gt;
|-&lt;br /&gt;
|x4||{{L|Pearlash}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x5||{{L|Clear glass}}, {{L|Soap}}{{verify}}&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|x10||{{L|Crystal glass}}&lt;br /&gt;
|-&lt;br /&gt;
|||&amp;lt;sup&amp;gt;[1]The value of objects made from these materials is also multiplied by the value of their source animal.&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
Item value is further increased by applying the {{L|Item quality|quality}} modifier.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' || style=&amp;quot;padding-right: 20px; padding-left: 15px; text-align: center;&amp;quot; | '''Value &amp;lt;br&amp;gt;Modifier''' || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Item Name || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;mdash;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1&amp;amp;nbsp; ||&lt;br /&gt;
|-&lt;br /&gt;
| -Item Name- || Well-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+ || Finely-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;3&amp;amp;nbsp; ||&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name* || Superior quality || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;4&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡ || Exceptional || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;5&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼ || Masterful || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;12&amp;amp;nbsp; || &lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
| Unique Name || Artifact || style=&amp;quot;text-align:center;&amp;quot; | &amp;amp;times;120&amp;amp;nbsp; ||--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items|*Value]]&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Item_value&amp;diff=96628</id>
		<title>v0.31:Item value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Item_value&amp;diff=96628"/>
		<updated>2010-04-21T04:32:56Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: /* Material multipliers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
'''Value''' is determined by the base value of the object with multipliers for the material it is made out of, the {{L|quality}} of its creation, and any {{L|decoration}}s on it.&lt;br /&gt;
&lt;br /&gt;
The '''final value''' of an item multiplies the '''base value''' of the form of the object (a stone, a statue) by the '''material multiplier''' (granite, gold), and by the '''quality modifier''' (fine, masterful) if any, and then adding any final value for '''decorations'''.&lt;br /&gt;
&lt;br /&gt;
==Base values of items==&lt;br /&gt;
The '''base value''' of an item is determined by the item itself, not what it is made out of. For example, a wood block uses the base value for a block, not the multiplier for 'wooden', and a block of gold ore or any other material would use the ''same'' '''base value''', for a &amp;quot;block&amp;quot;. In both cases, the '''final value''' is then multiplied by the {{L|material}} and/or the {{L|quality}} multiplier(s), if appropriate.&lt;br /&gt;
&lt;br /&gt;
===Items with neither material nor quality===&lt;br /&gt;
&amp;lt;!-- needs verification&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
|-&lt;br /&gt;
|1||{{L|Alcohol|Gutter cruor}}, {{L|Prickle berry wine}}, {{L|Seed}}, {{L|Alcohol|Sewer brew}}, {{L|Alcohol|Swamp whiskey}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|2||{{L|Dwarven ale}}, {{L|Alcohol|Dwarven beer}}, {{L|Alcohol|Dwarven rum}}, {{L|Dwarven wine}}, {{L|Alcohol|Fisher berry wine}}, {{L|Alcohol|Longland beer}}, {{L|River spirits}}, {{L|Strawberry wine}}, {{L|Tuber beer}}&lt;br /&gt;
|-&lt;br /&gt;
|3||{{L|Whip wine}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|5||{{L|Lye}}, {{L|Quarry bush leaves|Quarry bush leaf}}, {{L|Sand}}, {{L|Alcohol|Sunshine}}&lt;br /&gt;
|-&lt;br /&gt;
|10||{{L|Dye|Redroot dye}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|20||{{L|Extracts|Cave spider venom}}, {{L|Milk|Cow's milk}}, {{L|Dye|Dimple dye}}, {{L|Dwarven sugar}}, {{L|Dwarven syrup}}, {{L|Flour|Dwarven wheat flour}}, {{L|Dye|Emerald dye}}, {{L|Flour|Longland flour}}, {{L|Milk|One-humped camel's milk}}, {{L|Extracts|Phantom spider venom}}, {{L|Dye|Sliver dye}}, {{L|Milk|Two-humped camel's milk}}&lt;br /&gt;
|-&lt;br /&gt;
|25||{{L|Flour|Whip vine flour}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|30||{{L|Cheese|Cow cheese}}, {{L|Cheese|One-humped camel's cheese}}, {{L|Cheese|Two-humped camel's cheese}}&lt;br /&gt;
|-&lt;br /&gt;
|50||{{L|Dwarven milk}}, {{L|Mog juice}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|100||{{L|Cheese|Dwarven cheese}}, {{L|Extracts|Giant cave spider venom}}, {{L|Extracts|Giant desert scorpion venom}}, {{L|Golden salve}}, {{L|Gnomeblight}}, {{L|Extracts|Liquid fire}}, {{L|Extracts|Snakeman venom}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The values of tame animals (and pets) are listed {{L|Tame|here}}.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Items with material but without quality===&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
|0||{{L|Severed body part|Body part}}, {{L|Bone}}, {{L|Chunk}}, {{L|Corpse}}, {{L|Fat}}, {{L|Skin|Hide}} (raw), {{L|Shell}}, {{L|Skull}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|1||{{L|Vermin}} (untamed), {{L|Tallow}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|2||{{L|Fish}} (including raw){{verify}}, {{L|Meat}}, {{L|Plant}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|3||{{L|Gem}} (rough), {{L|Log}}, {{L|Ore}}, {{L|Stone}} (both economic and non-economic)&lt;br /&gt;
|-&lt;br /&gt;
|5||{{L|Bar}}, {{L|Block}}, {{L|Gem}} (cut), {{L|Leather}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|6||{{L|Thread}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
|10||{{L|Coin}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|25||{{L|Soap}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Items with both material and quality===&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
|-style=&amp;quot;background-color: #FEE&amp;quot;&lt;br /&gt;
|?||{{L|Arrow}}, {{L|Other weapon|Blowdart}}, {{L|Decoration}}&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;, {{L|Prepared meal}}, {{L|Furniture}}&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;, {{L|Siege engine|Ballista part}}, {{L|Siege engine|Catapult part}}, {{L|Mechanism}}, {{L|Ballista arrow}}, {{L|Animal Trap}}, {{L|Statue}}, {{L|Window}}, Goblet, {{L|Totem|skull totem}}, {{L|vial}}&lt;br /&gt;
|-&lt;br /&gt;
|1||{{L|Bolt}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|5||{{L|Cap}} (metal, leather or cloth)&lt;br /&gt;
|-&lt;br /&gt;
|6||{{L|Sock}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|7||{{L|Cloth}}[4], training sword&lt;br /&gt;
|-&lt;br /&gt;
|8||{{L|Shoe}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|9||{{L|Weapon|Training Spear}}, {{L|Boot|Low boot}}, {{L|Weapon|Mace}}&lt;br /&gt;
|-&lt;br /&gt;
|10||{{L|Cage}}, backpack, quiver, craft, instrument, toy, rope, large gem, {{L|waterskin}}, {{L|Anvil}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|11||{{L|Gauntlet}}&lt;br /&gt;
|-&lt;br /&gt;
|12||{{L|Helm}}, {{L|Boot|High boot}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|14||{{L|Buckler}}, short sword&lt;br /&gt;
|-&lt;br /&gt;
|15||{{L|Armor|Breastplate}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|16||{{L|Clothing|Tunic}}&lt;br /&gt;
|-&lt;br /&gt;
|17||{{L|Weapon|Training Axe}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|18||{{L|Weapon|Spear}}, {{L|Weapon|War hammer}}&lt;br /&gt;
|-&lt;br /&gt;
|20||{{L|Armor|Mail shirt}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|21||{{L|Armor|Leather armor}}&lt;br /&gt;
|-&lt;br /&gt;
|22||{{L|Pick}}, {{L|Clothing|Shirt}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|23||{{L|Leggings}}, {{L|Greaves}}&lt;br /&gt;
|-&lt;br /&gt;
|26||{{L|Clothing|Cloak}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|27||{{L|Clothing|Coat}}, {{L|Shield}}&lt;br /&gt;
|-&lt;br /&gt;
|33||{{L|Clothing|Robe}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|34||{{L|Weapon|Battle axe}}&lt;br /&gt;
|-&lt;br /&gt;
|66||{{L|Trap component|Menacing spike}}, {{L|Trap component|Enormous corkscrew}}, {{L|Trap component|Giant axe blade}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|126||{{L|Trap component|Large, serrated disc}}, {{L|Trap component|Spiked ball}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:[1] &amp;quot;Decorations&amp;quot; include &amp;quot;It is decorated with &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is encircled with bands of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is adorned with hanging rings of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;This object menaces with spikes of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;On this object is an image of &amp;lt;description&amp;gt; in &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is studded with &amp;lt;metal&amp;gt;&amp;quot;. See also the section about {{L|decoration}}s.&lt;br /&gt;
:[3] Except for {{L|ballista|ballista part}}, {{L|catapult|catapult part}}, {{L|mechanism}}, {{L|statue}}, and {{L|window}}, which are listed separately.&lt;br /&gt;
:[4] Cloth items get a free decoration made of the same material. Goods made out of [[cloth]] get the following built in as decorations: the cloth (with quality mod), the {{L|thread}} (without quality), and the {{L|dye}} (with quality).&lt;br /&gt;
&lt;br /&gt;
==Material multipliers==&lt;br /&gt;
The material multiplier of an item is found from the [MATERIAL_VALUE:#] tag in the raws for the material it is made out of. For example, a wood block uses the same material multiplier as a log or chest -  that is the material value for wood which is 1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|{{L|Stone}}s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Stone&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||{{L|Bismuthinite}}, {{L|Bituminous coal}}, {{L|Lignite}}, {{L|Stone|Common stone}}&lt;br /&gt;
|-&lt;br /&gt;
|x2||{{L|Cassiterite}}, {{L|Garnierite}}, {{L|Malachite}}, {{L|Native copper}}, {{L|Sphalerite}}, {{L|Calcite}}, {{L|Chalk}}, {{L|Dolomite}}, {{L|Limestone}}, {{L|Marble}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x3||{{L|Tetrahedrite}}, {{L|Obsidian}}&lt;br /&gt;
|-&lt;br /&gt;
|x5||{{L|Galena}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x8||{{L|Hematite}}, {{L|Limonite}}, {{L|Magnetite}}&lt;br /&gt;
|-&lt;br /&gt;
|x10||{{L|Horn silver}}, {{L|Native silver}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x30||{{L|Native gold}}&lt;br /&gt;
|-&lt;br /&gt;
|x40||{{L|Native aluminum}}, {{L|Native platinum}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x250||{{L|Raw adamantine}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|{{L|Gem}}s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Gem&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x2||{{L|Banded agate}}, {{L|Bloodstone}}, {{L|Blue jade}}, {{L|Brown jasper}}, {{L|Carnelian}}, {{L|Chrysocolla}}, {{L|Chrysoprase}}, {{L|Citrine}}, {{L|Dendritic agate}}, {{L|Fire agate}}, {{L|Fortification agate}}, {{L|Gray chalcedony}}, {{L|Lace agate}}, {{L|Lapis lazuli}}, {{L|Lavender jade}}, {{L|Milk quartz}}, {{L|Moonstone}}, {{L|Morion}}, {{L|Moss agate}}, {{L|Onyx}}, {{L|Pink jade}}, {{L|Plume agate}}, {{L|Prase}}, {{L|Pyrite}}, {{L|Rock crystal}}, {{L|Sard}}, {{L|Sardonyx}}, {{L|Schorl}}, {{L|Smoky quartz}}, {{L|Sunstone}}, {{L|Tiger iron}}, {{L|Tigereye}}, {{L|Tube agate}}, {{L|Turquoise}}, {{L|Variscite}}, {{L|White chalcedony}}, {{L|White jade}}, {{L|Yellow jasper}}&lt;br /&gt;
|-&lt;br /&gt;
|x3||{{L|Aventurine}}, {{L|Picture jasper}}, {{L|Rose quartz}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x10||{{L|Amber opal}}, {{L|Bone opal}}, {{L|Cherry opal}}, {{L|Gold opal}}, {{L|Jasper opal}}, {{L|Milk opal}}, {{L|Moss opal}}, {{L|Onyx opal}}, {{L|Pineapple opal}}, {{L|Pipe opal}}, {{L|Prase opal}}, {{L|Resin opal}}, {{L|Shell opal}}, {{L|Wax opal}}, {{L|Wood opal}}, {{L|Clear tourmaline}}&lt;br /&gt;
|-&lt;br /&gt;
|x15||{{L|Fire opal}}, {{L|Jelly opal}}, {{L|Melanite}}, {{L|Pink tourmaline}}, {{L|Red tourmaline}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x20||{{L|Alexandrite}}, {{L|Almandine}}, {{L|Amethyst}}, {{L|Aquamarine}}, {{L|Bandfire opal}}, {{L|Black pyrope}}, {{L|Black zircon}}, {{L|Brown zircon}}, {{L|Cat's eye}}, {{L|Chrysoberyl}}, {{L|Cinnamon grossular}}, {{L|Claro opal}}, {{L|Clear garnet}}, {{L|Crystal opal}}, {{L|Golden beryl}}, {{L|Goshenite}}, {{L|Green jade}}, {{L|Green tourmaline}}, {{L|Green zircon}}, {{L|Harlequin opal}}, {{L|Heliodor}}, {{L|Honey yellow beryl}}, {{L|Kunzite}}, {{L|Levin opal}}, {{L|Morganite}}, {{L|Peridot}}, {{L|Pinfire opal}}, {{L|Pink garnet}}, {{L|Precious fire opal}}, {{L|Purple spinel}}, {{L|Red beryl}}, {{L|Red flash opal}}, {{L|Red grossular}}, {{L|Red pyrope}}, {{L|Red spinel}}, {{L|Red zircon}}, {{L|Rhodolite}}, {{L|Rubicelle}}, {{L|Tanzanite}}, {{L|Topaz}}, {{L|Topazolite}}, {{L|Violet spessartine}}, {{L|White opal}}, {{L|Yellow grossular}}, {{L|Yellow spessartine}}, {{L|Yellow zircon}}&lt;br /&gt;
|-&lt;br /&gt;
|x25||{{L|Clear zircon}}, {{L|Indigo tourmaline}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x30||{{L|Demantoid}}, {{L|Light yellow diamond}}, {{L|Blue garnet}}, {{L|Black opal}}, {{L|Tsavorite}}&lt;br /&gt;
|-&lt;br /&gt;
|x40||{{L|Faint yellow diamond}}, {{L|Emerald}}, {{L|Ruby}}, {{L|Sapphire}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x60||{{L|Black diamond}}, {{L|Blue diamond}}, {{L|Clear diamond}}, {{L|Green diamond}}, {{L|Red diamond}}, {{L|Yellow diamond}}, {{L|Star ruby}}, {{L|Star sapphire}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|{{L|Metal}}s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Metal&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x2||{{L|Bismuth}}, {{L|Copper}}, {{L|Lead}}, {{L|Nickel}}, {{L|Tin}}, {{L|Zinc}}&lt;br /&gt;
|-&lt;br /&gt;
|x3||{{L|Lay pewter}}, {{L|Nickel silver}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x4||{{L|Trifle pewter}}&lt;br /&gt;
|-&lt;br /&gt;
|x5||{{L|Bronze}}, {{L|Fine pewter}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x6||{{L|Billon}}, {{L|Bismuth bronze}}&lt;br /&gt;
|-&lt;br /&gt;
|x7||{{L|Brass}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x8||{{L|Sterling silver}}&lt;br /&gt;
|-&lt;br /&gt;
|x10||{{L|Iron}}, {{L|Pig iron}}, {{L|Silver}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x11||{{L|Black bronze}}&lt;br /&gt;
|-&lt;br /&gt;
|x20||{{L|Electrum}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x23||{{L|Rose gold}}&lt;br /&gt;
|-&lt;br /&gt;
|x30||{{L|Gold}}, {{L|Steel}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x40||{{L|Aluminum}}, {{L|Platinum}}&lt;br /&gt;
|-&lt;br /&gt;
|x300||{{L|Adamantine}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Need to recheck all animals&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|{{L|Animal}}s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Animal&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||{{L|Antman}}, {{L|Batman}}, {{L|Bilou}}, {{L|Black-crested gibbon}}, {{L|Black-handed gibbon}}, {{L|Bonobo}}, {{L|Cat}}, {{L|Cave swallowman|Cave Swallowman}}, {{L|Chimpanzee}}, {{L|Cyclops}}, {{L|Dark gnome}}, {{L|Deer}}, {{L|Dog}}, {{L|Donkey}}, {{L|Dwarf}}, {{L|Elf}}, {{L|Ettin}}, {{L|Fox}}, {{L|Frogman}}, {{L|Gazelle}}, {{L|Giant}}, {{L|Goblin}}, {{L|Gorilla}}, {{L|Gray gibbon}}, {{L|Gremlin}}, {{L|Groundhog}}, {{L|Harpy}}, {{L|Hoary marmot}}, {{L|Horse}}, {{L|Human}}, {{L|Kobold}}, {{L|Lizardman}}, {{L|Mandrill}}, {{L|Minotaur}}, {{L|Mountain gnome}}, {{L|Mountain goat}}, {{L|Mule}}, {{L|Olmman}}, {{L|Orangutan}}, {{L|Phantom spider}}, {{L|Pileated gibbon}}, {{L|Raccoon}}, {{L|Ratman}}, {{L|Rhesus macaque}}, {{L|Siamang}}, {{L|Silvery gibbon}}, {{L|Snakeman}}, {{L|Titan}}, {{L|Troglodyte}}, {{L|White-browed gibbon}}, {{L|White-handed gibbon}}, {{L|Wizard}}&lt;br /&gt;
|-&lt;br /&gt;
|x2||{{L|Beak dog}}, {{L|Fish|Cave fish}}, {{L|Fish|cave lobster}}, {{L|Cow}}, {{L|Elk}}, {{L|Foul blendec}}, {{L|Giant mole}}, {{L|Giant rat}}, {{L|Grimeling}}, {{L|Ice wolf}}, {{L|Large rat}}, {{L|Muskox}}, {{L|Naked mole dog}}, {{L|One-humped camel}}, {{L|Satyr}}, {{L|Two-humped camel}}, {{L|Warthog}}, {{L|Wolf}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x3||All large oceanic creatures ({{L|Walrus}}, {{L|Whale}}, sharks, oceanic fish), {{L|Black bear}}, {{L|Carp}}, {{L|Cheetah}}, {{L|Cougar}}, {{L|Elephant}}, {{L|Giant cheetah}}, {{L|Giant jaguar}}, {{L|Giant leopard}}, {{L|Giant lion}}, {{L|Giant tiger}}, {{L|Grizzly bear}}, {{L|Hippo}}, {{L|Jaguar}}, {{L|Leechman}}, {{L|Leopard}}, {{L|Lion}}, {{L|Longnose gar}}, {{L|Pike (fish)|Pike}}, {{L|Polar bear}}, {{L|Sea monster}}, {{L|Sea serpent}}, {{L|Slugman}}, {{L|Snailman}}, {{L|Strangler}}, {{L|Tiger}}, {{L|Tigerfish}}, {{L|Tigerman}}&lt;br /&gt;
|-&lt;br /&gt;
|x4||{{L|Alligator}}, {{L|Nightwing}}, {{L|Saltwater crocodile}}, {{L|Werewolf}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x5||{{L|Cave crocodile}}, {{L|Giant bat}}, {{L|Giant cave swallow}}, {{L|Giant eagle}}, {{L|Giant olm}}, {{L|Giant toad}}, {{L|Purring maggot}}&lt;br /&gt;
|-&lt;br /&gt;
|x10||{{L|Blizzard man}}, {{L|Fire imp}}, {{L|Giant cave spider}}, {{L|Giant desert scorpion}}, {{L|Ogre}}, {{L|Sasquatch}}, {{L|Troll}}, {{L|Unicorn}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x20||{{L|Frog demon}}, {{L|Tentacle demon}}&lt;br /&gt;
|-&lt;br /&gt;
|x50||{{L|Demon}}, {{L|Dragon}}, {{L|Hydra}}, {{L|Merperson}}&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Need to recheck all plants - some have definitely changed&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|{{L|Plant}}s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Plant&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||{{L|Hide root}}, {{L|Muck root}}, {{L|Prickle berry}}, {{L|Rat weed}}, {{L|Sliver barb}}&lt;br /&gt;
|-&lt;br /&gt;
|x2||{{L|Blade weed}}, {{L|Bloated tuber}}, {{L|Cave wheat}}, {{L|Dimple cup}}, {{L|Fisher berry}}, {{L|Longland grass}}, {{L|Pig tail}}, {{L|Plump helmet}}, {{L|Quarry bush}}, {{L|Rope reed}}, {{L|Sweet pod}}, {{L|Wild strawberry}}, {{L|Sun berry}}, {{L|Whip vine}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x5||{{L|Kobold bulb}}, {{L|Valley herb}}&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|Miscellaneous&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Material&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||{{L|Ash}}{{verify}}, {{L|Wood}}, {{L|Thread|Silk thread}}&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|x2||{{L|Charcoal}}, {{L|Coke}}, {{L|Green glass}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x3||{{L|Potash}}&lt;br /&gt;
|-&lt;br /&gt;
|x4||{{L|Pearlash}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x5||{{L|Clear glass}}, {{L|Soap}}{{verify}}&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|x10||{{L|Crystal glass}}&lt;br /&gt;
|-&lt;br /&gt;
|||&amp;lt;sup&amp;gt;[1]The value of objects made from these materials is also multiplied by the value of their source animal.&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
Item value is further increased by applying the {{L|Item quality|quality}} modifier.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' || style=&amp;quot;padding-right: 20px; padding-left: 15px; text-align: center;&amp;quot; | '''Value &amp;lt;br&amp;gt;Modifier''' || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Item Name || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;mdash;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1&amp;amp;nbsp; ||&lt;br /&gt;
|-&lt;br /&gt;
| -Item Name- || Well-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+ || Finely-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;3&amp;amp;nbsp; ||&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name* || Superior quality || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;4&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡ || Exceptional || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;5&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼ || Masterful || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;12&amp;amp;nbsp; || &lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
| Unique Name || Artifact || style=&amp;quot;text-align:center;&amp;quot; | &amp;amp;times;120&amp;amp;nbsp; ||--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items|*Value]]&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Item_value&amp;diff=96627</id>
		<title>v0.31:Item value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Item_value&amp;diff=96627"/>
		<updated>2010-04-21T04:32:31Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: /* Material multipliers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
'''Value''' is determined by the base value of the object with multipliers for the material it is made out of, the {{L|quality}} of its creation, and any {{L|decoration}}s on it.&lt;br /&gt;
&lt;br /&gt;
The '''final value''' of an item multiplies the '''base value''' of the form of the object (a stone, a statue) by the '''material multiplier''' (granite, gold), and by the '''quality modifier''' (fine, masterful) if any, and then adding any final value for '''decorations'''.&lt;br /&gt;
&lt;br /&gt;
==Base values of items==&lt;br /&gt;
The '''base value''' of an item is determined by the item itself, not what it is made out of. For example, a wood block uses the base value for a block, not the multiplier for 'wooden', and a block of gold ore or any other material would use the ''same'' '''base value''', for a &amp;quot;block&amp;quot;. In both cases, the '''final value''' is then multiplied by the {{L|material}} and/or the {{L|quality}} multiplier(s), if appropriate.&lt;br /&gt;
&lt;br /&gt;
===Items with neither material nor quality===&lt;br /&gt;
&amp;lt;!-- needs verification&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
|-&lt;br /&gt;
|1||{{L|Alcohol|Gutter cruor}}, {{L|Prickle berry wine}}, {{L|Seed}}, {{L|Alcohol|Sewer brew}}, {{L|Alcohol|Swamp whiskey}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|2||{{L|Dwarven ale}}, {{L|Alcohol|Dwarven beer}}, {{L|Alcohol|Dwarven rum}}, {{L|Dwarven wine}}, {{L|Alcohol|Fisher berry wine}}, {{L|Alcohol|Longland beer}}, {{L|River spirits}}, {{L|Strawberry wine}}, {{L|Tuber beer}}&lt;br /&gt;
|-&lt;br /&gt;
|3||{{L|Whip wine}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|5||{{L|Lye}}, {{L|Quarry bush leaves|Quarry bush leaf}}, {{L|Sand}}, {{L|Alcohol|Sunshine}}&lt;br /&gt;
|-&lt;br /&gt;
|10||{{L|Dye|Redroot dye}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|20||{{L|Extracts|Cave spider venom}}, {{L|Milk|Cow's milk}}, {{L|Dye|Dimple dye}}, {{L|Dwarven sugar}}, {{L|Dwarven syrup}}, {{L|Flour|Dwarven wheat flour}}, {{L|Dye|Emerald dye}}, {{L|Flour|Longland flour}}, {{L|Milk|One-humped camel's milk}}, {{L|Extracts|Phantom spider venom}}, {{L|Dye|Sliver dye}}, {{L|Milk|Two-humped camel's milk}}&lt;br /&gt;
|-&lt;br /&gt;
|25||{{L|Flour|Whip vine flour}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|30||{{L|Cheese|Cow cheese}}, {{L|Cheese|One-humped camel's cheese}}, {{L|Cheese|Two-humped camel's cheese}}&lt;br /&gt;
|-&lt;br /&gt;
|50||{{L|Dwarven milk}}, {{L|Mog juice}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|100||{{L|Cheese|Dwarven cheese}}, {{L|Extracts|Giant cave spider venom}}, {{L|Extracts|Giant desert scorpion venom}}, {{L|Golden salve}}, {{L|Gnomeblight}}, {{L|Extracts|Liquid fire}}, {{L|Extracts|Snakeman venom}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The values of tame animals (and pets) are listed {{L|Tame|here}}.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Items with material but without quality===&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
|0||{{L|Severed body part|Body part}}, {{L|Bone}}, {{L|Chunk}}, {{L|Corpse}}, {{L|Fat}}, {{L|Skin|Hide}} (raw), {{L|Shell}}, {{L|Skull}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|1||{{L|Vermin}} (untamed), {{L|Tallow}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|2||{{L|Fish}} (including raw){{verify}}, {{L|Meat}}, {{L|Plant}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|3||{{L|Gem}} (rough), {{L|Log}}, {{L|Ore}}, {{L|Stone}} (both economic and non-economic)&lt;br /&gt;
|-&lt;br /&gt;
|5||{{L|Bar}}, {{L|Block}}, {{L|Gem}} (cut), {{L|Leather}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|6||{{L|Thread}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
|10||{{L|Coin}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|25||{{L|Soap}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Items with both material and quality===&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
|-style=&amp;quot;background-color: #FEE&amp;quot;&lt;br /&gt;
|?||{{L|Arrow}}, {{L|Other weapon|Blowdart}}, {{L|Decoration}}&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;, {{L|Prepared meal}}, {{L|Furniture}}&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;, {{L|Siege engine|Ballista part}}, {{L|Siege engine|Catapult part}}, {{L|Mechanism}}, {{L|Ballista arrow}}, {{L|Animal Trap}}, {{L|Statue}}, {{L|Window}}, Goblet, {{L|Totem|skull totem}}, {{L|vial}}&lt;br /&gt;
|-&lt;br /&gt;
|1||{{L|Bolt}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|5||{{L|Cap}} (metal, leather or cloth)&lt;br /&gt;
|-&lt;br /&gt;
|6||{{L|Sock}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|7||{{L|Cloth}}[4], training sword&lt;br /&gt;
|-&lt;br /&gt;
|8||{{L|Shoe}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|9||{{L|Weapon|Training Spear}}, {{L|Boot|Low boot}}, {{L|Weapon|Mace}}&lt;br /&gt;
|-&lt;br /&gt;
|10||{{L|Cage}}, backpack, quiver, craft, instrument, toy, rope, large gem, {{L|waterskin}}, {{L|Anvil}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|11||{{L|Gauntlet}}&lt;br /&gt;
|-&lt;br /&gt;
|12||{{L|Helm}}, {{L|Boot|High boot}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|14||{{L|Buckler}}, short sword&lt;br /&gt;
|-&lt;br /&gt;
|15||{{L|Armor|Breastplate}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|16||{{L|Clothing|Tunic}}&lt;br /&gt;
|-&lt;br /&gt;
|17||{{L|Weapon|Training Axe}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|18||{{L|Weapon|Spear}}, {{L|Weapon|War hammer}}&lt;br /&gt;
|-&lt;br /&gt;
|20||{{L|Armor|Mail shirt}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|21||{{L|Armor|Leather armor}}&lt;br /&gt;
|-&lt;br /&gt;
|22||{{L|Pick}}, {{L|Clothing|Shirt}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|23||{{L|Leggings}}, {{L|Greaves}}&lt;br /&gt;
|-&lt;br /&gt;
|26||{{L|Clothing|Cloak}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|27||{{L|Clothing|Coat}}, {{L|Shield}}&lt;br /&gt;
|-&lt;br /&gt;
|33||{{L|Clothing|Robe}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|34||{{L|Weapon|Battle axe}}&lt;br /&gt;
|-&lt;br /&gt;
|66||{{L|Trap component|Menacing spike}}, {{L|Trap component|Enormous corkscrew}}, {{L|Trap component|Giant axe blade}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|126||{{L|Trap component|Large, serrated disc}}, {{L|Trap component|Spiked ball}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:[1] &amp;quot;Decorations&amp;quot; include &amp;quot;It is decorated with &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is encircled with bands of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is adorned with hanging rings of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;This object menaces with spikes of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;On this object is an image of &amp;lt;description&amp;gt; in &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is studded with &amp;lt;metal&amp;gt;&amp;quot;. See also the section about {{L|decoration}}s.&lt;br /&gt;
:[3] Except for {{L|ballista|ballista part}}, {{L|catapult|catapult part}}, {{L|mechanism}}, {{L|statue}}, and {{L|window}}, which are listed separately.&lt;br /&gt;
:[4] Cloth items get a free decoration made of the same material. Goods made out of [[cloth]] get the following built in as decorations: the cloth (with quality mod), the {{L|thread}} (without quality), and the {{L|dye}} (with quality).&lt;br /&gt;
&lt;br /&gt;
==Material multipliers==&lt;br /&gt;
The material multiplier of an item is found from the [MATERIAL_VALUE:#] tag in the raws for material it is made out of. For example, a wood block uses the same material multiplier as a log or chest -  that is the material value for wood which is 1.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|{{L|Stone}}s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Stone&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||{{L|Bismuthinite}}, {{L|Bituminous coal}}, {{L|Lignite}}, {{L|Stone|Common stone}}&lt;br /&gt;
|-&lt;br /&gt;
|x2||{{L|Cassiterite}}, {{L|Garnierite}}, {{L|Malachite}}, {{L|Native copper}}, {{L|Sphalerite}}, {{L|Calcite}}, {{L|Chalk}}, {{L|Dolomite}}, {{L|Limestone}}, {{L|Marble}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x3||{{L|Tetrahedrite}}, {{L|Obsidian}}&lt;br /&gt;
|-&lt;br /&gt;
|x5||{{L|Galena}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x8||{{L|Hematite}}, {{L|Limonite}}, {{L|Magnetite}}&lt;br /&gt;
|-&lt;br /&gt;
|x10||{{L|Horn silver}}, {{L|Native silver}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x30||{{L|Native gold}}&lt;br /&gt;
|-&lt;br /&gt;
|x40||{{L|Native aluminum}}, {{L|Native platinum}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x250||{{L|Raw adamantine}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|{{L|Gem}}s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Gem&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x2||{{L|Banded agate}}, {{L|Bloodstone}}, {{L|Blue jade}}, {{L|Brown jasper}}, {{L|Carnelian}}, {{L|Chrysocolla}}, {{L|Chrysoprase}}, {{L|Citrine}}, {{L|Dendritic agate}}, {{L|Fire agate}}, {{L|Fortification agate}}, {{L|Gray chalcedony}}, {{L|Lace agate}}, {{L|Lapis lazuli}}, {{L|Lavender jade}}, {{L|Milk quartz}}, {{L|Moonstone}}, {{L|Morion}}, {{L|Moss agate}}, {{L|Onyx}}, {{L|Pink jade}}, {{L|Plume agate}}, {{L|Prase}}, {{L|Pyrite}}, {{L|Rock crystal}}, {{L|Sard}}, {{L|Sardonyx}}, {{L|Schorl}}, {{L|Smoky quartz}}, {{L|Sunstone}}, {{L|Tiger iron}}, {{L|Tigereye}}, {{L|Tube agate}}, {{L|Turquoise}}, {{L|Variscite}}, {{L|White chalcedony}}, {{L|White jade}}, {{L|Yellow jasper}}&lt;br /&gt;
|-&lt;br /&gt;
|x3||{{L|Aventurine}}, {{L|Picture jasper}}, {{L|Rose quartz}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x10||{{L|Amber opal}}, {{L|Bone opal}}, {{L|Cherry opal}}, {{L|Gold opal}}, {{L|Jasper opal}}, {{L|Milk opal}}, {{L|Moss opal}}, {{L|Onyx opal}}, {{L|Pineapple opal}}, {{L|Pipe opal}}, {{L|Prase opal}}, {{L|Resin opal}}, {{L|Shell opal}}, {{L|Wax opal}}, {{L|Wood opal}}, {{L|Clear tourmaline}}&lt;br /&gt;
|-&lt;br /&gt;
|x15||{{L|Fire opal}}, {{L|Jelly opal}}, {{L|Melanite}}, {{L|Pink tourmaline}}, {{L|Red tourmaline}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x20||{{L|Alexandrite}}, {{L|Almandine}}, {{L|Amethyst}}, {{L|Aquamarine}}, {{L|Bandfire opal}}, {{L|Black pyrope}}, {{L|Black zircon}}, {{L|Brown zircon}}, {{L|Cat's eye}}, {{L|Chrysoberyl}}, {{L|Cinnamon grossular}}, {{L|Claro opal}}, {{L|Clear garnet}}, {{L|Crystal opal}}, {{L|Golden beryl}}, {{L|Goshenite}}, {{L|Green jade}}, {{L|Green tourmaline}}, {{L|Green zircon}}, {{L|Harlequin opal}}, {{L|Heliodor}}, {{L|Honey yellow beryl}}, {{L|Kunzite}}, {{L|Levin opal}}, {{L|Morganite}}, {{L|Peridot}}, {{L|Pinfire opal}}, {{L|Pink garnet}}, {{L|Precious fire opal}}, {{L|Purple spinel}}, {{L|Red beryl}}, {{L|Red flash opal}}, {{L|Red grossular}}, {{L|Red pyrope}}, {{L|Red spinel}}, {{L|Red zircon}}, {{L|Rhodolite}}, {{L|Rubicelle}}, {{L|Tanzanite}}, {{L|Topaz}}, {{L|Topazolite}}, {{L|Violet spessartine}}, {{L|White opal}}, {{L|Yellow grossular}}, {{L|Yellow spessartine}}, {{L|Yellow zircon}}&lt;br /&gt;
|-&lt;br /&gt;
|x25||{{L|Clear zircon}}, {{L|Indigo tourmaline}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x30||{{L|Demantoid}}, {{L|Light yellow diamond}}, {{L|Blue garnet}}, {{L|Black opal}}, {{L|Tsavorite}}&lt;br /&gt;
|-&lt;br /&gt;
|x40||{{L|Faint yellow diamond}}, {{L|Emerald}}, {{L|Ruby}}, {{L|Sapphire}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x60||{{L|Black diamond}}, {{L|Blue diamond}}, {{L|Clear diamond}}, {{L|Green diamond}}, {{L|Red diamond}}, {{L|Yellow diamond}}, {{L|Star ruby}}, {{L|Star sapphire}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|{{L|Metal}}s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Metal&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x2||{{L|Bismuth}}, {{L|Copper}}, {{L|Lead}}, {{L|Nickel}}, {{L|Tin}}, {{L|Zinc}}&lt;br /&gt;
|-&lt;br /&gt;
|x3||{{L|Lay pewter}}, {{L|Nickel silver}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x4||{{L|Trifle pewter}}&lt;br /&gt;
|-&lt;br /&gt;
|x5||{{L|Bronze}}, {{L|Fine pewter}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x6||{{L|Billon}}, {{L|Bismuth bronze}}&lt;br /&gt;
|-&lt;br /&gt;
|x7||{{L|Brass}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x8||{{L|Sterling silver}}&lt;br /&gt;
|-&lt;br /&gt;
|x10||{{L|Iron}}, {{L|Pig iron}}, {{L|Silver}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x11||{{L|Black bronze}}&lt;br /&gt;
|-&lt;br /&gt;
|x20||{{L|Electrum}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x23||{{L|Rose gold}}&lt;br /&gt;
|-&lt;br /&gt;
|x30||{{L|Gold}}, {{L|Steel}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x40||{{L|Aluminum}}, {{L|Platinum}}&lt;br /&gt;
|-&lt;br /&gt;
|x300||{{L|Adamantine}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Need to recheck all animals&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|{{L|Animal}}s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Animal&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||{{L|Antman}}, {{L|Batman}}, {{L|Bilou}}, {{L|Black-crested gibbon}}, {{L|Black-handed gibbon}}, {{L|Bonobo}}, {{L|Cat}}, {{L|Cave swallowman|Cave Swallowman}}, {{L|Chimpanzee}}, {{L|Cyclops}}, {{L|Dark gnome}}, {{L|Deer}}, {{L|Dog}}, {{L|Donkey}}, {{L|Dwarf}}, {{L|Elf}}, {{L|Ettin}}, {{L|Fox}}, {{L|Frogman}}, {{L|Gazelle}}, {{L|Giant}}, {{L|Goblin}}, {{L|Gorilla}}, {{L|Gray gibbon}}, {{L|Gremlin}}, {{L|Groundhog}}, {{L|Harpy}}, {{L|Hoary marmot}}, {{L|Horse}}, {{L|Human}}, {{L|Kobold}}, {{L|Lizardman}}, {{L|Mandrill}}, {{L|Minotaur}}, {{L|Mountain gnome}}, {{L|Mountain goat}}, {{L|Mule}}, {{L|Olmman}}, {{L|Orangutan}}, {{L|Phantom spider}}, {{L|Pileated gibbon}}, {{L|Raccoon}}, {{L|Ratman}}, {{L|Rhesus macaque}}, {{L|Siamang}}, {{L|Silvery gibbon}}, {{L|Snakeman}}, {{L|Titan}}, {{L|Troglodyte}}, {{L|White-browed gibbon}}, {{L|White-handed gibbon}}, {{L|Wizard}}&lt;br /&gt;
|-&lt;br /&gt;
|x2||{{L|Beak dog}}, {{L|Fish|Cave fish}}, {{L|Fish|cave lobster}}, {{L|Cow}}, {{L|Elk}}, {{L|Foul blendec}}, {{L|Giant mole}}, {{L|Giant rat}}, {{L|Grimeling}}, {{L|Ice wolf}}, {{L|Large rat}}, {{L|Muskox}}, {{L|Naked mole dog}}, {{L|One-humped camel}}, {{L|Satyr}}, {{L|Two-humped camel}}, {{L|Warthog}}, {{L|Wolf}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x3||All large oceanic creatures ({{L|Walrus}}, {{L|Whale}}, sharks, oceanic fish), {{L|Black bear}}, {{L|Carp}}, {{L|Cheetah}}, {{L|Cougar}}, {{L|Elephant}}, {{L|Giant cheetah}}, {{L|Giant jaguar}}, {{L|Giant leopard}}, {{L|Giant lion}}, {{L|Giant tiger}}, {{L|Grizzly bear}}, {{L|Hippo}}, {{L|Jaguar}}, {{L|Leechman}}, {{L|Leopard}}, {{L|Lion}}, {{L|Longnose gar}}, {{L|Pike (fish)|Pike}}, {{L|Polar bear}}, {{L|Sea monster}}, {{L|Sea serpent}}, {{L|Slugman}}, {{L|Snailman}}, {{L|Strangler}}, {{L|Tiger}}, {{L|Tigerfish}}, {{L|Tigerman}}&lt;br /&gt;
|-&lt;br /&gt;
|x4||{{L|Alligator}}, {{L|Nightwing}}, {{L|Saltwater crocodile}}, {{L|Werewolf}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x5||{{L|Cave crocodile}}, {{L|Giant bat}}, {{L|Giant cave swallow}}, {{L|Giant eagle}}, {{L|Giant olm}}, {{L|Giant toad}}, {{L|Purring maggot}}&lt;br /&gt;
|-&lt;br /&gt;
|x10||{{L|Blizzard man}}, {{L|Fire imp}}, {{L|Giant cave spider}}, {{L|Giant desert scorpion}}, {{L|Ogre}}, {{L|Sasquatch}}, {{L|Troll}}, {{L|Unicorn}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x20||{{L|Frog demon}}, {{L|Tentacle demon}}&lt;br /&gt;
|-&lt;br /&gt;
|x50||{{L|Demon}}, {{L|Dragon}}, {{L|Hydra}}, {{L|Merperson}}&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Need to recheck all plants - some have definitely changed&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|{{L|Plant}}s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Plant&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||{{L|Hide root}}, {{L|Muck root}}, {{L|Prickle berry}}, {{L|Rat weed}}, {{L|Sliver barb}}&lt;br /&gt;
|-&lt;br /&gt;
|x2||{{L|Blade weed}}, {{L|Bloated tuber}}, {{L|Cave wheat}}, {{L|Dimple cup}}, {{L|Fisher berry}}, {{L|Longland grass}}, {{L|Pig tail}}, {{L|Plump helmet}}, {{L|Quarry bush}}, {{L|Rope reed}}, {{L|Sweet pod}}, {{L|Wild strawberry}}, {{L|Sun berry}}, {{L|Whip vine}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x5||{{L|Kobold bulb}}, {{L|Valley herb}}&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|Miscellaneous&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Material&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||{{L|Ash}}{{verify}}, {{L|Wood}}, {{L|Thread|Silk thread}}&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|x2||{{L|Charcoal}}, {{L|Coke}}, {{L|Green glass}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x3||{{L|Potash}}&lt;br /&gt;
|-&lt;br /&gt;
|x4||{{L|Pearlash}}&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x5||{{L|Clear glass}}, {{L|Soap}}{{verify}}&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|x10||{{L|Crystal glass}}&lt;br /&gt;
|-&lt;br /&gt;
|||&amp;lt;sup&amp;gt;[1]The value of objects made from these materials is also multiplied by the value of their source animal.&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
Item value is further increased by applying the {{L|Item quality|quality}} modifier.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' || style=&amp;quot;padding-right: 20px; padding-left: 15px; text-align: center;&amp;quot; | '''Value &amp;lt;br&amp;gt;Modifier''' || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Item Name || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;mdash;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1&amp;amp;nbsp; ||&lt;br /&gt;
|-&lt;br /&gt;
| -Item Name- || Well-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+ || Finely-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;3&amp;amp;nbsp; ||&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name* || Superior quality || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;4&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡ || Exceptional || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;5&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼ || Masterful || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;12&amp;amp;nbsp; || &lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
| Unique Name || Artifact || style=&amp;quot;text-align:center;&amp;quot; | &amp;amp;times;120&amp;amp;nbsp; ||--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items|*Value]]&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Metal&amp;diff=96601</id>
		<title>v0.31 Talk:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Metal&amp;diff=96601"/>
		<updated>2010-04-21T04:27:46Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: /* Material Value vs. Material Multiplier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Field Observations ==&lt;br /&gt;
&lt;br /&gt;
It seems true that materials can't cut anything &amp;quot;tougher&amp;quot; than them. Fights between my small iron-armoured military and Goblins last for ages, since my iron axes mostly bounce off the Goblins' iron armour and the Goblins' copper &amp;amp; silver weapons can't get through my iron armour. Iron pikes have penetrated iron armour, and are th weapons that most consistently do so (logical, since the highest force is being applied in one place). IRON ARMOUR IS NOW INCREDIBLY USEFUL.&lt;br /&gt;
&lt;br /&gt;
Also, on a more theoretical note, the higher impact elasticity and shear elasticity of stel will be counteracted by much higher fracture toughness/strengh. Having a dent put in your breastplate that bruises you is much better than having your breastplate fractured and getting a pike in the ribs.--[[User:Nimblewright|Nimblewright]] 13:32, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Despite having copper, bismuth, and tin, I can't seem to make bismuth bronze.  Despite having copper, gold, and silver I can't seem to make black bronze - are these broken or merely different? --[[User:Squirrelloid|Squirrelloid]] 09:33, 4 April 2010 (UTC)&lt;br /&gt;
:Nevermind, my smelters were slower than i thought, and they'd only smelted 1 copper total so far.  *cracks whip* get back to work you lazy bums! --[[User:Squirrelloid|Squirrelloid]] 10:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Impact elasticity: Used for blunt-force combat; lower is better. This is the raw value.''&lt;br /&gt;
:How sure are we about this? It seems to contradict: [[DF2010:Release_information|&amp;quot;Force from blunt weapons can transcend layers. For instance, a hammer can bruise the skin while breaking the bone underneath. As such, plate armor's benefits are generally ignored by blunt attacks, and leather armor would prove to be more effective.&amp;quot; ]]  Leather as a material has a Impact Elasticity of 5000 meaning, I think, that it is much more elastic...  --[[Special:Contributions/68.117.74.40|68.117.74.40]] 14:15, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The Impact Elasticity number is based on the real life bulk modulus.  The higher the number the greater the pressure that is needed to compress a material a given volume, that is it is the resistance to compressibility.  Intuitively, we would think that we would want a higher rather than lower number for something like a war hammer or maul so they act less like a rubber mallet and more like a hammer.  However, we don't know exactly how Impact Elasticity is used and unless we do we can't draw any conclusions about it.  It would seem a little odd if it is a critical factor in a weapon as in real life it is rarely used except in gas equations as the effect is generally small for solids.  Usually about 1% or less at yield strength for the metals in DF. EDIT: Just to be clear, impact elasticity shares an inverse like relationship with bulk modulus so lower &amp;quot;should be&amp;quot; better.--[[User:PencilinHand|PencilinHand]] 04:36, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I think this is more a question of how accurate the quote from the release info page is -- which is oriented towards how effectively armor can resist/absorb blunt damage before it effects the wearer.  The quote suggests that leather armor would be more effective than 'plate' (metal I suppose).  Let's assume that's true.  While we don't know how the actual combat calculations work we can observe values the calculations use.  The impact values are said to be specific to blunt damage so it's a good bet where the value that makes leather better against blunt damage is.  Comparing material templates between various armor capable metals and leather, the value that stands out the most is impact elasticity (all metals have the same impact fracture/yield &amp;gt;&amp;gt; leather, which makes sense as leather isn't as durable). Impact elasticity is 635 for iron with most other metals being in that ball park and it is actually 50000 for leather.  Climbing out on the branches of the speculation tree, the hypothesis is ''greater elasticity reduces blunt damage directly or disrupts ability of blunt damage to transmit to multiple tissue layers''.  Alas, a brief test of 50+ combats in the arena shows that one's dwarves might as well be naked when wearing leather against iron hammers/maces.  Iron plate (and even mail as the dwarves had to wear shirts to keep their fragile, fragile upper arms in one piece) armor proved to be quite effective with almost every blow simply deflecting.  So it seems that leather armor is not better than iron plate when it comes to blunt damage... at least in this specific case.  --[[User:Deranged Imp|Deranged Imp]] 11:26, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Unfortunately, much more testing is needed.  There are four different elements of the game that are being tested.  The wound system, the armor system, the weapon system, and the material system.  We know that there are deficiencies in the wound system and severe imbalance in the weapon system so it stands to reason that the same is true of armor system so tests on the material system are hideously complicated.  Suppose that the intent is for leather armor to act as an under-layer buffer with metal mail or plate as the over-layer, but for whatever reason the proportions in the armor raws are limiting the material effectiveness.  Measuring the effectiveness of weapons in attacking and armor in defending is complicated because the only way to do that is by interpreting a wound system which doesn't always seem to reflect the extend of the damage done.  Especially if the target has [NOPAIN], [NOSICK], and doesn't bleed.  You can pretty much forget about it killing something if it doesn't bleed as that is seemingly the primary mode of death right now.  Thankfully, arena mode makes tests like this MUCH easier to do than in prior versions.  However, it still requires a lot of effort. --[[User:PencilinHand|PencilinHand]] 13:06, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Material Value vs. Material Multiplier ==&lt;br /&gt;
&lt;br /&gt;
Is there a reason it's Value instead of [[Item_value#Material_multipliers|Material Multiplier]]?&lt;br /&gt;
It seems a bit inconsistent to me.&lt;br /&gt;
[[User:Kiraen|Kiraen]] 06:42, 20 April 2010 (UTC)&lt;br /&gt;
'''Bold text'''&lt;br /&gt;
&lt;br /&gt;
:I think this is a terminology question that might be more appropriate in the discussion page you linked.  In fact, I am sure that is what this is.  --[[User:PencilinHand|PencilinHand]] 04:27, 21 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Armor_token&amp;diff=96326</id>
		<title>v0.31:Armor token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Armor_token&amp;diff=96326"/>
		<updated>2010-04-20T18:58:59Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: /* Tokens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
=Tokens=&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Usage&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| ARMORLEVEL&lt;br /&gt;
|&lt;br /&gt;
omitted - clothing&amp;lt;br&amp;gt;&lt;br /&gt;
1 - leather&amp;lt;br&amp;gt;&lt;br /&gt;
2 - chain&amp;lt;br&amp;gt;&lt;br /&gt;
3 - plate&lt;br /&gt;
| All&lt;br /&gt;
| What category this item falls under. Lack of this tag makes this item clothes level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BARRED&lt;br /&gt;
| &lt;br /&gt;
| All&lt;br /&gt;
| Can be crafted out of bone. Randomly generated equipped armor will never be made out of bone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOCKCHANCE&lt;br /&gt;
| value&lt;br /&gt;
| item_shield&lt;br /&gt;
| Tag only present for shields. Affects the block chance of the shield.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHAIN_METAL_TEXT&lt;br /&gt;
| &lt;br /&gt;
| item_pants&lt;br /&gt;
| Metal versions of this item will have &amp;quot;chain&amp;quot; added between the material and item name. Not a valid token for some armor slots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COVERAGE&lt;br /&gt;
| value&lt;br /&gt;
| All&lt;br /&gt;
| Coverage influences how often contaminants get through clothes and temperature effects&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HARD&lt;br /&gt;
| &lt;br /&gt;
| All&lt;br /&gt;
| Item does not {{L|wear}} when worn.  Opposite of [SOFT].  No tag defaults to [HARD].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_&amp;lt;name1&amp;gt;:&amp;lt;name2&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Name 1 - ARMOR, HELM, SHOES, SHIELD, PANTS, GLOVES&amp;lt;br&amp;gt;&lt;br /&gt;
Name 2 - Anything&lt;br /&gt;
| All&lt;br /&gt;
| First name is required to define the item as wearable on that body part. The second can be anything you want to call it. [ITEM_ARMOR:ITEM_ARMOR_PLATEMAIL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYER&lt;br /&gt;
| UNDER, OVER, ARMOR, COVER&lt;br /&gt;
| All&lt;br /&gt;
| How this item is layered. The [LAYER_PERMIT:#] of a [LAYER:ARMOR] item overrides the [LAYER_PERMIT:#] of other items on the same ITEM_&amp;lt;name1&amp;gt;, unless it is a [LAYER:COVER] items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYER_SIZE&lt;br /&gt;
| value&lt;br /&gt;
| All&lt;br /&gt;
| What the size of this item in question is, when it is put on. See {{L|Armor}} for more on item sizes and layering.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYER_PERMIT&lt;br /&gt;
| value&lt;br /&gt;
| All&lt;br /&gt;
| The maximum number of items allowed on that body slot. If the body slot's layer value is over this, no more of this item can be put on. See {{L|Armor}} for more on item sizes and layering.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LBSTEP&lt;br /&gt;
| value or MAX&lt;br /&gt;
|&lt;br /&gt;
item_armor&amp;lt;br&amp;gt;&lt;br /&gt;
item_pants&lt;br /&gt;
| How many steps down the armor protects. Torso armor has this at 1, most leg armor has this at MAX.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER&lt;br /&gt;
| &lt;br /&gt;
| All&lt;br /&gt;
| Item can be made from leather. Randomly generated equipped armor with [LEATHER] will not be made of cloth, unless [SOFT] is also present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_SIZE&lt;br /&gt;
| value&lt;br /&gt;
| All&lt;br /&gt;
| How much material is needed to make the item. Most important with bars. The number of bars required to make the item is the value divided by three.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METAL&lt;br /&gt;
| &lt;br /&gt;
| All&lt;br /&gt;
| Item can be made with metal. Randomly generated equipped armor will always be made out of metal whenever possible.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METAL_ARMOR_LEVELS&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| Metal versions of this item count as one ARMORLEVEL higher. Only present in helms, caps, low boots, and high boots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| singular:plural&lt;br /&gt;
| All&lt;br /&gt;
| What this item will be called ingame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREPLURAL&lt;br /&gt;
| &amp;lt;phrase&amp;gt; of&lt;br /&gt;
|&lt;br /&gt;
item_armor&amp;lt;br&amp;gt;&lt;br /&gt;
item_pants&lt;br /&gt;
| Changes the plural form of this item to &amp;quot;&amp;lt;phrase of&amp;gt; item&amp;quot;. Primarily pertains to the stock screens. Example, &amp;quot;suits of&amp;quot; platemail, &amp;quot;pairs of&amp;quot; trousers, etc. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SCALED&lt;br /&gt;
| &lt;br /&gt;
| All&lt;br /&gt;
| Can be crafted from shell. Randomly generated equipped armor will never be made of shell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHAPED&lt;br /&gt;
| &lt;br /&gt;
| All&lt;br /&gt;
| Only one shaped piece of clothing can be worn on a single body slot at a time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOFT&lt;br /&gt;
| &lt;br /&gt;
| All&lt;br /&gt;
| Item can {{L|wear}} when worn.  Opposite of [HARD]. Randomly generated equipped armor will have an equal probability of being made of leather or cloth, when this token is present and [METAL] is absent.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UBSTEP&lt;br /&gt;
| value, MAX&lt;br /&gt;
| item_armor&lt;br /&gt;
| How many steps up away from upper body the armor protects. Only present on torso armor. Coats/shirts/cloaks have it at MAX; Plate/chain/leather armors and togas/dresses/robes have it at 1; Tunics/capes/vests have it at 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UPSTEP&lt;br /&gt;
| value, MAX&lt;br /&gt;
| All&lt;br /&gt;
| Item protects body parts a step up from where it is. Example, bucklers with an upstep of one, protect the lower arm, but should also protect the upper arm. Unknown what MAX does. Chausses have an upstep of this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STRUCTURAL_ELASTICITY_WOVEN_THREAD&lt;br /&gt;
|&lt;br /&gt;
| item_helm, item_gloves, item_pants, item_shoes, item_armor&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STRUCTURAL_ELASTICITY_CHAIN_METAL&lt;br /&gt;
| &lt;br /&gt;
| item_pants, item_armor&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Armor_token&amp;diff=96324</id>
		<title>v0.31:Armor token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Armor_token&amp;diff=96324"/>
		<updated>2010-04-20T18:57:46Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: Copyed, and modified the old table from 40d.  Added the new STRUCTURAL_ELASTICITY_ tags but left descriptions blank.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Tokens=&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Usage&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| ARMORLEVEL&lt;br /&gt;
|&lt;br /&gt;
omitted - clothing&amp;lt;br&amp;gt;&lt;br /&gt;
1 - leather&amp;lt;br&amp;gt;&lt;br /&gt;
2 - chain&amp;lt;br&amp;gt;&lt;br /&gt;
3 - plate&lt;br /&gt;
| All&lt;br /&gt;
| What category this item falls under. Lack of this tag makes this item clothes level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BARRED&lt;br /&gt;
| &lt;br /&gt;
| All&lt;br /&gt;
| Can be crafted out of bone. Randomly generated equipped armor will never be made out of bone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOCKCHANCE&lt;br /&gt;
| value&lt;br /&gt;
| item_shield&lt;br /&gt;
| Tag only present for shields. Affects the block chance of the shield.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHAIN_METAL_TEXT&lt;br /&gt;
| &lt;br /&gt;
| item_pants&lt;br /&gt;
| Metal versions of this item will have &amp;quot;chain&amp;quot; added between the material and item name. Not a valid token for some armor slots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COVERAGE&lt;br /&gt;
| value&lt;br /&gt;
| All&lt;br /&gt;
| Coverage influences how often contaminants get through clothes and temperature effects&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HARD&lt;br /&gt;
| &lt;br /&gt;
| All&lt;br /&gt;
| Item does not {{L|wear}} when worn.  Opposite of [SOFT].  No tag defaults to [HARD].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_&amp;lt;name1&amp;gt;:&amp;lt;name2&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Name 1 - ARMOR, HELM, SHOES, SHIELD, PANTS, GLOVES&amp;lt;br&amp;gt;&lt;br /&gt;
Name 2 - Anything&lt;br /&gt;
| All&lt;br /&gt;
| First name is required to define the item as wearable on that body part. The second can be anything you want to call it. [ITEM_ARMOR:ITEM_ARMOR_PLATEMAIL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYER&lt;br /&gt;
| UNDER, OVER, ARMOR, COVER&lt;br /&gt;
| All&lt;br /&gt;
| How this item is layered. The [LAYER_PERMIT:#] of a [LAYER:ARMOR] item overrides the [LAYER_PERMIT:#] of other items on the same ITEM_&amp;lt;name1&amp;gt;, unless it is a [LAYER:COVER] items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYER_SIZE&lt;br /&gt;
| value&lt;br /&gt;
| All&lt;br /&gt;
| What the size of this item in question is, when it is put on. See {{L|Armor}} for more on item sizes and layering.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYER_PERMIT&lt;br /&gt;
| value&lt;br /&gt;
| All&lt;br /&gt;
| The maximum number of items allowed on that body slot. If the body slot's layer value is over this, no more of this item can be put on. See {{L|Armor}} for more on item sizes and layering.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LBSTEP&lt;br /&gt;
| value or MAX&lt;br /&gt;
|&lt;br /&gt;
item_armor&amp;lt;br&amp;gt;&lt;br /&gt;
item_pants&lt;br /&gt;
| How many steps down the armor protects. Torso armor has this at 1, most leg armor has this at MAX.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER&lt;br /&gt;
| &lt;br /&gt;
| All&lt;br /&gt;
| Item can be made from leather. Randomly generated equipped armor with [LEATHER] will not be made of cloth, unless [SOFT] is also present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_SIZE&lt;br /&gt;
| value&lt;br /&gt;
| All&lt;br /&gt;
| How much material is needed to make the item. Most important with bars. The number of bars required to make the item is the value divided by three.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METAL&lt;br /&gt;
| &lt;br /&gt;
| All&lt;br /&gt;
| Item can be made with metal. Randomly generated equipped armor will always be made out of metal whenever possible.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METAL_ARMOR_LEVELS&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| Metal versions of this item count as one ARMORLEVEL higher. Only present in helms, caps, low boots, and high boots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| singular:plural&lt;br /&gt;
| All&lt;br /&gt;
| What this item will be called ingame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREPLURAL&lt;br /&gt;
| &amp;lt;phrase&amp;gt; of&lt;br /&gt;
|&lt;br /&gt;
item_armor&amp;lt;br&amp;gt;&lt;br /&gt;
item_pants&lt;br /&gt;
| Changes the plural form of this item to &amp;quot;&amp;lt;phrase of&amp;gt; item&amp;quot;. Primarily pertains to the stock screens. Example, &amp;quot;suits of&amp;quot; platemail, &amp;quot;pairs of&amp;quot; trousers, etc. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SCALED&lt;br /&gt;
| &lt;br /&gt;
| All&lt;br /&gt;
| Can be crafted from shell. Randomly generated equipped armor will never be made of shell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHAPED&lt;br /&gt;
| &lt;br /&gt;
| All&lt;br /&gt;
| Only one shaped piece of clothing can be worn on a single body slot at a time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOFT&lt;br /&gt;
| &lt;br /&gt;
| All&lt;br /&gt;
| Item can {{L|wear}} when worn.  Opposite of [HARD]. Randomly generated equipped armor will have an equal probability of being made of leather or cloth, when this token is present and [METAL] is absent.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UBSTEP&lt;br /&gt;
| value, MAX&lt;br /&gt;
| item_armor&lt;br /&gt;
| How many steps up away from upper body the armor protects. Only present on torso armor. Coats/shirts/cloaks have it at MAX; Plate/chain/leather armors and togas/dresses/robes have it at 1; Tunics/capes/vests have it at 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UPSTEP&lt;br /&gt;
| value, MAX&lt;br /&gt;
| All&lt;br /&gt;
| Item protects body parts a step up from where it is. Example, bucklers with an upstep of one, protect the lower arm, but should also protect the upper arm. Unknown what MAX does. Chausses have an upstep of this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STRUCTURAL_ELASTICITY_WOVEN_THREAD&lt;br /&gt;
|&lt;br /&gt;
| item_helm, item_gloves, item_pants, item_shoes, item_armor&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STRUCTURAL_ELASTICITY_CHAIN_METAL&lt;br /&gt;
| &lt;br /&gt;
| item_pants, item_armor&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Armor_token&amp;diff=96320</id>
		<title>v0.31 Talk:Armor token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Armor_token&amp;diff=96320"/>
		<updated>2010-04-20T18:37:27Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: Created page with 'As far as I can tell, based on Arena testing, many of the old 40d tags are still pertinent and function similarly under the new system(notable exception is the way that [LAYER:AR…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As far as I can tell, based on Arena testing, many of the old 40d tags are still pertinent and function similarly under the new system(notable exception is the way that [LAYER:ARMOR] relates to [LAYER_PERMIT:#]).  There mostly appear to be some deprecated tags(such as [VALUE], [WEIGHT], [BLOCKPOWER] and [SECONDBLOCK]). The only new tags I have spotted so far are [STRUCTURAL_ELASTICITY_WOVEN_THREAD] and [STRUCTURAL_ELASTICITY_CHAIN_METAL].  So I am going to copy most of the old info from the 40d armor token page. --[[User:PencilinHand|PencilinHand]] 18:37, 20 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Combat&amp;diff=96275</id>
		<title>v0.31 Talk:Combat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Combat&amp;diff=96275"/>
		<updated>2010-04-20T15:45:38Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: /* Untrained, unarmed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fighting a forgotten beast, I was getting lots of severs from hits with the flats of blades and pommels of wooden training swords. LOTS of severs. Now, the beast was a quadroped made of snow with a bloated body and a long swinging trunk. Were these severs a bug, or because the beastie was made of snow? --[[User:Zombiejustice|Zombiejustice]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
:Different types of layers provide different types of protection. Snow monsters aren't as hard to damage as, say, an iron man. Not a bug&lt;br /&gt;
&lt;br /&gt;
== Untrained, unarmed ==&lt;br /&gt;
&lt;br /&gt;
Had a thief show up, and sent the 4 closest dwarves to KILL him - untrained, unarmed, plus a (untrained) dog.  After ''four days'' of tag team action, with the gobbo delivering various wounds to the group, they finally bruised him into an early grave.  I had saved the part where the thief arrived, so I ran it a few more times - each time uglier than the next. Red wounds, one lost hand - and each time, days and days for the gobbo to succumb. {{L|wound|Cyan}} lungs/heart/kidneys/etc, every body part yellow or red, and he would still crawl toward the map edge. I guess 4 untrained adults (and the family dog) against one psychotic child armed with a bowie knife is not as good as one might have hoped.&lt;br /&gt;
On the Skill front, one dwarf went from No Skill to Competent Fighter and Wrestler (and Dabbling Striker) - seems that Skill is now more important than anything else (like size or numbers).--[[User:Albedo|Albedo]] 23:52, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Actually, from the reports I have been hearing, the thief having a weapon was also very important.  The long time it took to kill him was because of the untrained nature of those going after him but the reason so many of them were hurt so badly was because he had a knife more than anything else.  --[[User:PencilinHand|PencilinHand]] 15:45, 20 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Attribute&amp;diff=93457</id>
		<title>v0.31 Talk:Attribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Attribute&amp;diff=93457"/>
		<updated>2010-04-15T23:05:04Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: /* Experience? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why is Agility on the attribute page, but every other attribute has its own page?  Should we redirect all the attributes individual pages to here and condense information, or put links here and give agility its own page? --[[User:Squirrelloid|Squirrelloid]] 14:29, 2 April 2010 (UTC)&lt;br /&gt;
:You know, screw it, the page proliferation is ridiculous, I'm consolidating. --[[User:Squirrelloid|Squirrelloid]] 14:39, 2 April 2010 (UTC)&lt;br /&gt;
::Here are strings for mental attributes:&lt;br /&gt;
(snipped since they're in article)&lt;br /&gt;
::[[User:Denspb|Denspb]]&lt;br /&gt;
:::Well, someone saw these and added them while i was screwing around trying to extract them from my dwarves... lol.  Thanks, and pardon the snipping, but it was big --[[User:Squirrelloid|Squirrelloid]] 15:34, 2 April 2010 (UTC)&lt;br /&gt;
(Because we have newbie editors who don't bother to think of the larger picture or look at the old wiki as a pattern. [[Dwarf_Fortress_Wiki:Community_Portal#B|'''B''' is for '''Be Bold''']], Squirrelloid - you're doin' great!)--[[User:Albedo|Albedo]] 19:17, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Experience?==&lt;br /&gt;
Are attributes no longer affected by experience? [[User:Caradhras|Caradhras]] 21:55, 3 April 2010 (UTC)&lt;br /&gt;
:It's not been confirmed either way. --[[User:Briess|Briess]] 21:55, 3 April 2010 (UTC)&lt;br /&gt;
::No, they are no longer affected by experience, my legendary miners did not gain '''any''' experience from the months at work.--[[User:Tarran|Tarran]] 02:35, 4 April 2010 (UTC)&lt;br /&gt;
:Ones physical attributes will improve in Adventure mode, especially noticable between starting with no skills (low to average) versus starting with a full set of skills (high to very high); I don't know if &amp;quot;soul&amp;quot; attributes can improve, but most of the physical ones can.  I imagine it's based on the skill involved, though, so no more ultramighty legendary bookkeepers. [[User:Trorbes|Trorbes]] 23:22, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I have heard reports that the military related skills seem to effect body attributes in fortress and adv. modes(I can confirm adv. mode).  Can anyone else confirm the non-military skills don't effect attributes as [http://www.bay12games.com/dwarves/mantisbt/view.php?id=803 it may be a bug]. --[[User:PencilinHand|PencilinHand]] 23:05, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Impact?==&lt;br /&gt;
I imagine that the soul attributes have to have some impact besides looking pretty, but do we have any idea how significant they are? Are creative dwarves better at making items? --[[User:Vaniver|Vaniver]] 13:41, 10 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Metal&amp;diff=93127</id>
		<title>v0.31 Talk:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Metal&amp;diff=93127"/>
		<updated>2010-04-15T13:21:36Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Despite having copper, bismuth, and tin, I can't seem to make bismuth bronze.  Despite having copper, gold, and silver I can't seem to make black bronze - are these broken or merely different? --[[User:Squirrelloid|Squirrelloid]] 09:33, 4 April 2010 (UTC)&lt;br /&gt;
:Nevermind, my smelters were slower than i thought, and they'd only smelted 1 copper total so far.  *cracks whip* get back to work you lazy bums! --[[User:Squirrelloid|Squirrelloid]] 10:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Impact elasticity: Used for blunt-force combat; lower is better. This is the raw value.''&lt;br /&gt;
:How sure are we about this? It seems to contradict: [[DF2010:Release_information|&amp;quot;Force from blunt weapons can transcend layers. For instance, a hammer can bruise the skin while breaking the bone underneath. As such, plate armor's benefits are generally ignored by blunt attacks, and leather armor would prove to be more effective.&amp;quot; ]]  Leather as a material has a Impact Elasticity of 5000 meaning, I think, that it is much more elastic...  --[[Special:Contributions/68.117.74.40|68.117.74.40]] 14:15, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The Impact Elasticity number is based on the real life bulk modulus.  The higher the number the greater the pressure that is needed to compress a material a given volume, that is it is the resistance to compressibility.  Intuitively, we would think that we would want a higher rather than lower number for something like a war hammer or maul so they act less like a rubber mallet and more like a hammer.  However, we don't know exactly how Impact Elasticity is used and unless we do we can't draw any conclusions about it.  It would seem a little odd if it is a critical factor in a weapon as in real life it is rarely used except in gas equations as the effect is generally small for solids.  Usually about 1% or less at yield strength for the metals in DF. EDIT: Just to be clear, impact elasticity shares an inverse like relationship with bulk modulus so lower &amp;quot;should be&amp;quot; better.--[[User:PencilinHand|PencilinHand]] 04:36, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I think this is more a question of how accurate the quote from the release info page is -- which is oriented towards how effectively armor can resist/absorb blunt damage before it effects the wearer.  The quote suggests that leather armor would be more effective than 'plate' (metal I suppose).  Let's assume that's true.  While we don't know how the actual combat calculations work we can observe values the calculations use.  The impact values are said to be specific to blunt damage so it's a good bet where the value that makes leather better against blunt damage is.  Comparing material templates between various armor capable metals and leather, the value that stands out the most is impact elasticity (all metals have the same impact fracture/yield &amp;gt;&amp;gt; leather, which makes sense as leather isn't as durable). Impact elasticity is 635 for iron with most other metals being in that ball park and it is actually 50000 for leather.  Climbing out on the branches of the speculation tree, the hypothesis is ''greater elasticity reduces blunt damage directly or disrupts ability of blunt damage to transmit to multiple tissue layers''.  Alas, a brief test of 50+ combats in the arena shows that one's dwarves might as well be naked when wearing leather against iron hammers/maces.  Iron plate (and even mail as the dwarves had to wear shirts to keep their fragile, fragile upper arms in one piece) armor proved to be quite effective with almost every blow simply deflecting.  So it seems that leather armor is not better than iron plate when it comes to blunt damage... at least in this specific case.  --[[User:Deranged Imp|Deranged Imp]] 11:26, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Unfortunately, much more testing is needed.  There are four different elements of the game that are being tested.  The wound system, the armor system, the weapon system, and the material system.  We know that there are deficiencies in the wound system and severe imbalance in the weapon system so it stands to reason that the same is true of armor system so tests on the material system are hideously complicated.  Suppose that the intent is for leather armor to act as an under-layer buffer with metal mail or plate as the over-layer, but for whatever reason the proportions in the armor raws are limiting the material effectiveness.  Measuring the effectiveness of weapons in attacking and armor in defending is complicated because the only way to do that is by interpreting a wound system which doesn't always seem to reflect the extend of the damage done.  Especially if the target has [NOPAIN], [NOSICK], and doesn't bleed.  You can pretty much forget about it killing something if it doesn't bleed as that is seemingly the primary mode of death right now.  Thankfully, arena mode makes tests like this MUCH easier to do than in prior versions.  However, it still requires a lot of effort. --[[User:PencilinHand|PencilinHand]] 13:06, 15 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Metal&amp;diff=93117</id>
		<title>v0.31 Talk:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Metal&amp;diff=93117"/>
		<updated>2010-04-15T13:06:26Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Despite having copper, bismuth, and tin, I can't seem to make bismuth bronze.  Despite having copper, gold, and silver I can't seem to make black bronze - are these broken or merely different? --[[User:Squirrelloid|Squirrelloid]] 09:33, 4 April 2010 (UTC)&lt;br /&gt;
:Nevermind, my smelters were slower than i thought, and they'd only smelted 1 copper total so far.  *cracks whip* get back to work you lazy bums! --[[User:Squirrelloid|Squirrelloid]] 10:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Impact elasticity: Used for blunt-force combat; lower is better. This is the raw value.''&lt;br /&gt;
:How sure are we about this? It seems to contradict: [[DF2010:Release_information|&amp;quot;Force from blunt weapons can transcend layers. For instance, a hammer can bruise the skin while breaking the bone underneath. As such, plate armor's benefits are generally ignored by blunt attacks, and leather armor would prove to be more effective.&amp;quot; ]]  Leather as a material has a Impact Elasticity of 5000 meaning, I think, that it is much more elastic...  --[[Special:Contributions/68.117.74.40|68.117.74.40]] 14:15, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The Impact Elasticity number is based on the real life bulk modulus.  The higher the number the greater the pressure that is needed to compress a material a given volume, that is it is the resistance to compressibility.  Intuitively, we would think that we would want a higher rather than lower number for something like a war hammer or maul so they act less like a rubber mallet and more like a hammer.  However, we don't know exactly how Impact Elasticity is used and unless we do we can't draw any conclusions about it.  It would seem a little odd if it is a critical factor in a weapon as in real life it is rarely used except in gas equations as the effect is generally small for solids.  Usually about 1% or less at yield strength for the metals in DF. EDIT: Just to be clear, impact elasticity shares an inverse like relationship with bulk modulus so lower &amp;quot;should be&amp;quot; better.--[[User:PencilinHand|PencilinHand]] 04:36, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I think this is more a question of how accurate the quote from the release info page is -- which is oriented towards how effectively armor can resist/absorb blunt damage before it effects the wearer.  The quote suggests that leather armor would be more effective than 'plate' (metal I suppose).  Let's assume that's true.  While we don't know how the actual combat calculations work we can observe values the calculations use.  The impact values are said to be specific to blunt damage so it's a good bet where the value that makes leather better against blunt damage is.  Comparing material templates between various armor capable metals and leather, the value that stands out the most is impact elasticity (all metals have the same impact fracture/yield &amp;gt;&amp;gt; leather, which makes sense as leather isn't as durable). Impact elasticity is 635 for iron with most other metals being in that ball park and it is actually 50000 for leather.  Climbing out on the branches of the speculation tree, the hypothesis is ''greater elasticity reduces blunt damage directly or disrupts ability of blunt damage to transmit to multiple tissue layers''.  Alas, a brief test of 50+ combats in the arena shows that one's dwarves might as well be naked when wearing leather against iron hammers/maces.  Iron plate (and even mail as the dwarves had to wear shirts to keep their fragile, fragile upper arms in one piece) armor proved to be quite effective with almost every blow simply deflecting.  So it seems that leather armor is not better than iron plate when it comes to blunt damage... at least in this specific case.  --[[User:Deranged Imp|Deranged Imp]] 11:26, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Unfortunately, much more testing is needed.  There are three different elements of the game that are being tested.  The wound system, the armor system, and the weapon system.  We know that there are deficiencies in the wound system and severe imbalance in the weapon system so it stands to reason that the same is true of armor system.  Suppose that the intent is for leather armor to act as an under-layer buffer with mail or plate as the over-layer, but for whatever reason the proportions in the raws are limiting its effectiveness.  Measuring the effectiveness of weapons in attacking and armor in defending is complicated because we know that currently the wound system doesn't always reflect the extend of the damage done.  Especially if the target has [NOPAIN], [NOSICK], and you can pretty much forget about it if it doesn't bleed(seemingly the primary mode of death right now).  Thankfully, arena mode makes tests like this MUCH easier to do than in prior versions.  It still requires a lot of effort, though. --[[User:PencilinHand|PencilinHand]] 13:06, 15 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=92294</id>
		<title>v0.31 Talk:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=92294"/>
		<updated>2010-04-13T18:43:07Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{L|Weight}} now seems to play a significant factor in determining a weapon's effectiveness. A weapon that is very light ''(made of {{L|adamantine}}, for instance)'' will not be as effective as a heavier one.  This needs more research.&lt;br /&gt;
-Moved discussion material to the discussion page&lt;br /&gt;
[[User:Studoku|Studoku]] 03:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately it is a great deal more complicated than just the weight of a weapon.  If the weapon an edge(such as a sword or axe) then the shear values of the material used become important.  On the other hand, mass seems to be much more important to blunt type weapons such as mauls and war hammers.  But it isn't know exactly how any of this works.  It is all very unbalanced right now anyway, partly because Toady intends to add item damage to the combat system in the &amp;quot;soon™&amp;quot;.  Some of the counter intuitive quirks that are observed are because of the incomplete physical modeling.  Some are bugs, others are design decisions that seem to stem from compromises in other parts of DF.  Explanations of how the weapon/armor/wound system work from Toady are needed to understand what is going on, though a broad understanding may be possible on the basis of empirical testing.  Regardless, extensive empirical testing is necessary to establish and test balance issues.  It is all very much still a work in progress, especially given the current rapid rate of bug fix roll outs.  It might not be a bad idea to start by creating creature like format pages for each of the weapons and materials, sense they are all in the raws now.  -[[User:PencilinHand|PencilinHand]] 18:27, 13 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=92280</id>
		<title>v0.31 Talk:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=92280"/>
		<updated>2010-04-13T18:27:11Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{L|Weight}} now seems to play a significant factor in determining a weapon's effectiveness. A weapon that is very light ''(made of {{L|adamantine}}, for instance)'' will not be as effective as a heavier one.  This needs more research.&lt;br /&gt;
-Moved discussion material to the discussion page&lt;br /&gt;
[[User:Studoku|Studoku]] 03:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately it is a great deal more complicated than just the weight of a weapon.  If the the weapon is used to cut(such as a sword or axe) then the shear values of the material used become important.  On the other hand, mass seems to be much more important to blunt type weapons such as mauls and war hammers.  But it isn't know exactly how any of this works.  It is all very unbalanced right now anyway, partly because Toady intends to add item damage to the combat system in the &amp;quot;soon™&amp;quot;.  Some of the counter intuitive quirks that are observed are because of the incomplete physical modeling.  Some are bugs, others are design decisions that seem to stem from compromises in other parts of DF.  Explanations of how the weapon/armor/wound system work from Toady are needed to understand what is going on, though a broad understanding may be possible on the basis of empirical testing.  Regardless, extensive empirical testing is necessary to establish and test balance issues.  It is all very much still a work in progress, especially given the current rapid rate of bug fix roll outs.  It might not be a bad idea to start by creating creature like format pages for each of the weapons and materials, sense they are all in the raws now.  -[[User:PencilinHand|PencilinHand]] 18:27, 13 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Armor&amp;diff=89323</id>
		<title>v0.31 Talk:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Armor&amp;diff=89323"/>
		<updated>2010-04-11T00:09:57Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Main armor types have been renamed to &amp;quot;breastplate&amp;quot; and &amp;quot;mail shirt&amp;quot; respectively.&lt;br /&gt;
Someone with some understanding of armor RAWs should work on the new page. I had to ask just to learn what the [STEP] tags did.&lt;br /&gt;
&lt;br /&gt;
Breastplates have no LBSTEP nor UBSTEP, and now have a simple [ARMORLEVEL:3] in place of all of the old modifiers. They also have no [VALUE] tag.&lt;br /&gt;
&lt;br /&gt;
:The community is still working on figuring out what all the different variables do(if anything there appear to be some placeholders in different parts of different raws), and how materials effect the results.  The current best description is to say that, for armor, adamantine&amp;gt;steel&amp;gt;bronze(bismuth or not)&amp;gt;iron&amp;gt;=copper&amp;gt;everything else and that adding more layers at least doesn't seem to hurt(except for weight/speed considerations).  Some have gone a little further than that(http://www.bay12games.com/forum/index.php?topic=53571.msg1151052#msg1151052). --[[User:PencilinHand|PencilinHand]] 00:09, 11 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Metal&amp;diff=87846</id>
		<title>v0.31 Talk:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Metal&amp;diff=87846"/>
		<updated>2010-04-09T04:36:34Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Despite having copper, bismuth, and tin, I can't seem to make bismuth bronze.  Despite having copper, gold, and silver I can't seem to make black bronze - are these broken or merely different? --[[User:Squirrelloid|Squirrelloid]] 09:33, 4 April 2010 (UTC)&lt;br /&gt;
:Nevermind, my smelters were slower than i thought, and they'd only smelted 1 copper total so far.  *cracks whip* get back to work you lazy bums! --[[User:Squirrelloid|Squirrelloid]] 10:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Impact elasticity: Used for blunt-force combat; lower is better. This is the raw value.''&lt;br /&gt;
:How sure are we about this? It seems to contradict: [[DF2010:Release_information|&amp;quot;Force from blunt weapons can transcend layers. For instance, a hammer can bruise the skin while breaking the bone underneath. As such, plate armor's benefits are generally ignored by blunt attacks, and leather armor would prove to be more effective.&amp;quot; ]]  Leather as a material has a Impact Elasticity of 5000 meaning, I think, that it is much more elastic...  --[[Special:Contributions/68.117.74.40|68.117.74.40]] 14:15, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The Impact Elasticity number is based on the real life bulk modulus.  The higher the number the greater the pressure that is needed to compress a material a given volume, that is it is the resistance to compressibility.  Intuitively, we would think that we would want a higher rather than lower number for something like a war hammer or maul so they act less like a rubber mallet and more like a hammer.  However, we don't know exactly how Impact Elasticity is used and unless we do we can't draw any conclusions about it.  It would seem a little odd if it is a critical factor in a weapon as in real life it is rarely used except in gas equations as the effect is generally small for solids.  Usually about 1% or less at yield strength for the metals in DF. EDIT: Just to be clear, impact elasticity shares an inverse like relationship with bulk modulus so lower &amp;quot;should be&amp;quot; better.--[[User:PencilinHand|PencilinHand]] 04:36, 9 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Metal&amp;diff=87743</id>
		<title>v0.31 Talk:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Metal&amp;diff=87743"/>
		<updated>2010-04-09T03:32:31Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Despite having copper, bismuth, and tin, I can't seem to make bismuth bronze.  Despite having copper, gold, and silver I can't seem to make black bronze - are these broken or merely different? --[[User:Squirrelloid|Squirrelloid]] 09:33, 4 April 2010 (UTC)&lt;br /&gt;
:Nevermind, my smelters were slower than i thought, and they'd only smelted 1 copper total so far.  *cracks whip* get back to work you lazy bums! --[[User:Squirrelloid|Squirrelloid]] 10:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''Impact elasticity: Used for blunt-force combat; lower is better. This is the raw value.''&lt;br /&gt;
:How sure are we about this? It seems to contradict: [[DF2010:Release_information|&amp;quot;Force from blunt weapons can transcend layers. For instance, a hammer can bruise the skin while breaking the bone underneath. As such, plate armor's benefits are generally ignored by blunt attacks, and leather armor would prove to be more effective.&amp;quot; ]]  Leather as a material has a Impact Elasticity of 5000 meaning, I think, that it is much more elastic...  --[[Special:Contributions/68.117.74.40|68.117.74.40]] 14:15, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The Impact Elasticity number is based on the real life bulk modulus.  The higher the number the greater the pressure that is needed to compress a material a given volume, that is it is the resistance to compressibility.  Intuitively, we would think that we would want a higher rather than lower number for something like a war hammer or maul so they act less like a rubber mallet and more like a hammer.  However, we don't know exactly how Impact Elasticity is used and unless we do we can't draw any conclusions about it.  It would seem a little odd if it is a critical factor in a weapon as in real life it is rarely used except in gas equations as the effect is generally small for solids.  Usually about 1% or less at yield strength for the metals in DF. --[[User:PencilinHand|PencilinHand]] 03:32, 9 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bronze_colossus&amp;diff=24065</id>
		<title>40d Talk:Bronze colossus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bronze_colossus&amp;diff=24065"/>
		<updated>2009-07-08T20:41:23Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: /* Adventure mode */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Has anyone managed to see if the collossii still drop nice statues when you kill them with crossbows? --[[User:Frostedfire|Frostedfire]] 18:54, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
They should no matter how you kill them. But I have verified that they still can slaughter about anything and toss it across the screen. And go through an entire army while only getting a scratch on the arm. --[[User:Penguinofhonor|Penguinofhonor]] 16:45, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Good god, I've just lost three champions, two axe lords, and a swordmaster along with about twenty assorted soldiers and guards to one of these guys.  And he heals himself.     --[[User:Neatoburrito|Neatoburrito]] 15:38, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Should it be noted that if you can trap a colossus (via channels filled with water or similar) you can train marksdwarves VERY quickly by using it as a target (since it has no vitals to pierce and heals fast enough to overcome the damage from a couple of attackers). --[[User:Erom|Erom]] 13:49, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
In an unfortunate pit fight mishap (I guess maybe megabeasts escape when you try to dump them into a pit?), I had one of these guys rampage through my base. My quite impressive army of champions put an end to it with not a single scratch on them. The only casualty other than the BC was a war dog who gave his life to save the poor Siege Engineer who was transporting the colossus to the pit. The SE went berserk later due to his injuries though :-(. Watching the whole thing with combat messages on was quite fun! --[[User:Zardus|Zardus]] 03:03, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is it even possible to defeat one of these things without a military?  I let it out of a cage for practice for my wrestler recruits (in retrospect, a bit dumb) and it proceeded to slaughter eighty dwarves and end my fortress.  I recruited everyone in the fortress and he just slung them all into walls until they died.&lt;br /&gt;
--[[User:Dadamh|Dadamh]] 14:55, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== uses ==&lt;br /&gt;
I just got my first megabeast, and instead of a nice hydra or dragon to tame and have guard my fortress, I instead got one of these guys. I'm currently considering one of the following options: 1. put it in a zoo 2. put it in one of my [[unfortunate accident |noble's]] rooms 3. destroy it in magma 4. target practice or 5. just let it sit in a pit until the end of time. Does anyone know anything else better than these to do with this guy? the magam and pit seem to be just a waste, and the zoo might be boring.--[[User:Destor|Destor]] 20:02, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Kill it and install the statue. --[[User:GreyMario|GreyMaria]] 20:17, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
sounds good, but 1. how do  get it to my pit (about 20 z-levels) and 2. there is nothing fun to do with these guys? I can't have it be my fortress defence or something? Anyway, what is your suggestion for killing it. Note, my military consists of 1 speardwarf, and 4 recruits (whom I made after this event, so I would be more prepared.)--[[User:Destor|Destor]] 20:42, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
&lt;br /&gt;
Out of curiosity has anyone gotten around to taking one on in adventure mode as of {{version|0.28.181.40d}}?  I did it with an exceptional copper spear and, aside from a good deal of glancing shots, it wasn't too difficult.  I think my experience is an exception, though as my adventurer is pretty fearsome.  I am hoping to add something about the chances an adventure would have typically and strategies for taking one down.  Kind of like the [[Giant_cave_spider]] entry --[[User:PencilinHand|PencilinHand]] 20:41, 8 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Goblin&amp;diff=5897</id>
		<title>40d:Goblin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Goblin&amp;diff=5897"/>
		<updated>2009-01-29T05:40:59Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: /* Goblin society */   Removed [BUTCHERABLE_NONSTANDARD]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Goblin|symbol=g|color={{COLOR:7:0:0}}|butcher=no|&lt;br /&gt;
bones=6|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|&lt;br /&gt;
biome=&lt;br /&gt;
* In their towers and dark fortresses&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Goblins''' are intelligent [[humanoid]] [[creatures]] that live in dark fortresses in the [[mountain]]s. They are primarily interested in killing [[Dwarf|dwarves]]. They will [[siege]] any sufficiently populous or wealthy fortress, and frequently employ [[troll]]s in their armies to destroy [[door]]s and other [[building]]s.&lt;br /&gt;
&lt;br /&gt;
Occasionally, one or more goblin &amp;quot;snatchers&amp;quot; may arrive if you have [[child]]ren in your fortress. They are stealthy like [[kobold]]s. Detecting them is announced by &amp;quot;Snatcher! Protect the children!&amp;quot;. They will attempt to kidnap any children they come across and carry a [[bag]] with them for this purpose. After a few attempts goblin master [[thief|thieves]] will start showing up – besides being generally more competent, these can also evade [[trap]]s. There is also a small chance of getting the goblin ruler with these thieves, if he is a thief himself. Toady stated in a [[Developer interviews|RPPR interview]] that these children will be raised by the goblins and can eventually show up in future goblin armies.&lt;br /&gt;
&lt;br /&gt;
Independent of this goblins will [[ambush]] your fortress, sending squads of different soldier types. Later, the sieges begin: your primary adversary in an invasion, goblin numbers increase every year once they start attacking, and eventually begin besieging your fortress more than once a year. Fortunately, they are not very bright, and will walk into traps by the hundreds. They may sometimes come riding [[beak dog]]s as cavalry.&lt;br /&gt;
&lt;br /&gt;
Goblins carry somewhat valuable gear. They often wear [[giant cave spider]] [[silk]] [[cloth]]ing, [[iron]] [[armor]], even [[steel]] armor (that can be melted down) and steel [[weapon]]s. Crossbowmen will carry dwarf-usable [[bolt]]s. Goblin clothing is considered &amp;quot;narrow&amp;quot; and dwarves cannot wear it, though it can be used as trade goods.  Goblin [[bone]]s and [[skull]]s are not particularly valuable, although - as with all bones and skulls - the bones can be crafted into bolts and the skulls crafted into [[totem]]s.&lt;br /&gt;
&lt;br /&gt;
Unlike other races, goblin &amp;quot;roads&amp;quot; are underground, and if you get in to one, unless you are ready, it can take a long walk to the other side, and you cannot enter the travel map when walking one. Being underground, they do not show up on the map{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
Starting a fortress with a goblin stronghold in the local area is not for the faint of heart. If you take on this challenge, be careful in choosing a starting position; if your [[wagon]] starts inside the stronghold, your dwarves will probably come to a quick and bloody end. Reclaiming the resulting miasmal pit causes a bloodless eviction of the goblins and leaves one with a broad selection of odd items scattered throughout the now deserted towers{{Version|0.27.169.33g}}.&lt;br /&gt;
&lt;br /&gt;
Because the goblin master thieves can avoid your traps, it's useful to chain a few war [[dog]]s at the entrance. [[Trap#Cage_Trap|Cage traps]] also seem to be more effective than other traps at catching those sneaking goblin masters.&lt;br /&gt;
&lt;br /&gt;
=== Starting Equipment ===&lt;br /&gt;
&lt;br /&gt;
If starting in a goblin fort you should definitely ditch your [[anvil]]. If you have a [[soil]] level you can probably get by bringing less [[food]] and less [[alcohol|booze]], thus allowing you to bring lots of dogs; a large enough pack of dogs should allow you to escape the goblin fort with few casualties, and start building your own army. The dogs will also provide you with a nice source of [[meat]]. &lt;br /&gt;
&lt;br /&gt;
== Goblin society ==&lt;br /&gt;
Goblin society has few laws. Slavery, assault, oath-breaking, and murder are all considered a personal matter between the parties involved. Additionally goblins view all forms of torture as acceptable (and fun).&lt;br /&gt;
&lt;br /&gt;
Goblins do not possess the aptitude for [[grower|growing]], tending more towards [[fishing]], [[hunting]], and [[butcher]]ing livestock for their food sources. Fortunately for goblins their digestive systems can derive as much sustenance from [[bone]]s as from the [[meat]] that came on it.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:GOBLIN]&lt;br /&gt;
	[NAME:goblin:goblins:goblin]&lt;br /&gt;
	[TILE:'g'][COLOR:7:0:0]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;'][GLOWCOLOR:4:0:1]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[INTELLIGENT][LIKES_FIGHTING]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:terrifying features]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[SIZE:6]&lt;br /&gt;
	[FAT:2]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:10]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:ANGER:25:75:100]&lt;br /&gt;
	[PERSONALITY:IMMODERATION:50:75:100]&lt;br /&gt;
	[PERSONALITY:EXCITEMENT_SEEKING:0:60:100]&lt;br /&gt;
	[PERSONALITY:CHEERFULNESS:0:40:90]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:25:50]&lt;br /&gt;
	[PERSONALITY:MODESTY:0:40:90]&lt;br /&gt;
	[PERSONALITY:SYMPATHY:0:25:50]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35907</id>
		<title>40d:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35907"/>
		<updated>2009-01-27T01:30:40Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: /* Elves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|name=Trade depot|key=D&lt;br /&gt;
|job= &lt;br /&gt;
1 of:&lt;br /&gt;
* [[Broker]] noble&lt;br /&gt;
* None (See description)&lt;br /&gt;
|construction=&lt;br /&gt;
3 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Metal bar]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* and 1 of:&lt;br /&gt;
** [[Metalsmithing]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Trade goods with other races.&lt;br /&gt;
}}&lt;br /&gt;
'''Trading''' in Dwarf Fortress first occurs in the first [[autumn]] after establishing your fortress, with the arrival of the [[dwarf|Dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear, because items can always be obtained through trade later, e.g. one can drop the expensive [[anvil]] to bring 500 extra units of [[alcohol|booze]] or purchase additional skills for the expedition party.  New players can [[Your_first_fortress#Trading|look here]] for advice on trading with the first caravan.&lt;br /&gt;
&lt;br /&gt;
== Trade Depot ==&lt;br /&gt;
Building a '''Trade Depot''' ({{K|b}} - {{K|D}}) will allow you the opportunity to trade with caravans that arrive at your fortress. Trade depots can be created from almost any material, and construction requires the [[Architecture]] skill along with the appropriate craft labor ([[Carpentry]], [[Masonry]], or [[Metalsmithing]]). &lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a Trade Depot outside first, it is usually a good idea to move it inside or build fortifications around it to protect caravans and your goods from [[thief|thieves]] and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Hit {{K|q}} to bring up the building interaction mode, and then move your cursor over the Trade Depot to gain access to the following options.&lt;br /&gt;
&lt;br /&gt;
=== Move Goods to/from Depot ===&lt;br /&gt;
{{K|g}}: This command becomes active when a caravan arrives on your map.  Choosing items from this menu will mark them as [PENDING] and [[dwarves]] will begin moving them to the depot (all dwarves regardless of labor settings will move goods to the depot when necessary).  Items that have been brought to the depot are ready for trade and will be marked as [TRADING].  Items nominated for trading will remain at the depot until the caravan leaves, or the [PENDING] / [TRADING] flag is cleared by choosing the item again.  Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal.&lt;br /&gt;
&lt;br /&gt;
=== No trader needed at depot or Trader requested at depot ===&lt;br /&gt;
{{K|r}}: This requests a dwarf to come to the depot. To conduct trades with caravans, a trader must be present at the Trade Depot.  Once requested, a dwarf will make their way to the depot, and remain there until released with this setting, or the dwarf decides to drink, sleep, or eat.&lt;br /&gt;
&lt;br /&gt;
=== Only broker may trade or Anyone may trade ===&lt;br /&gt;
{{K|b}}: This setting determines who will perform the trade.  If '''Only broker may trade''' is active, then only the [[Broker]] [[noble]] will respond to the trader request.  This can become a problem when the broker is sleeping or otherwise occupied, but dwarves with low [[Broker skills]] will receive poorer deals when trading.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
{{K|t}}: This option becomes available once the caravan and your trader are both at the depot. It begins trading.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
After entering the trade menu, select the items to offer from the right, and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting broker has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to make an offer, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the broker's [[Broker skills|skills]] and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the broker.&lt;br /&gt;
&lt;br /&gt;
A good rule of thumb for inexperienced brokers is to give merchants a 50% or better profit. For example, if the desired goods are worth 500☼, make sure their profit is at least 250☼ (which would make the total worth of the offered goods 750☼). This should ensure that the merchants are happy with the trading and that they accept the trade immediately without making ridiculous counteroffers. With more experienced brokers or pleased merchants, even marginally profitable trades can be successful, and counteroffers can be rejected safely, offering the same trade again.&lt;br /&gt;
&lt;br /&gt;
=== Trading cue colors ===&lt;br /&gt;
&lt;br /&gt;
* Items in brown have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* Items in white were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* Items in purple are under a no-export mandate and should not be traded away unless exceptional circumstances (or masochism) push you to do this.&lt;br /&gt;
&lt;br /&gt;
=== Merchant mood ===&lt;br /&gt;
If your broker has Novice or better [[Judge of Intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
=== Seizing items ===&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy stolen goods (marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;naturalized&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&lt;br /&gt;
As a side note, if you remove your trade depot, all the caravan's items will drop to the ground, to be readily hauled away by your dwarves. This does not mark the item as stolen, and the caravan will leave.&lt;br /&gt;
&lt;br /&gt;
===Offering items===&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction. The exact effects are unknown but it is believed that offering goods increases the quantity and variety of trade goods brought by next year's caravan.  Also the [[King]] may require offerings before his arrival.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan once per year, but only if that race considers the fortress site accessible (as denoted on the embark screen).  The exception is dwarves, who always arrive.  Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating [[civilization]], and they may appear from different directions or z-levels each year.  Caravans may leave without trading if it takes too long to reach the trade depot, and they cannot use stairs.  Caravans will embark on their journey exactly one month after their arrival, whether they have succeeded in reaching the depot or not.&lt;br /&gt;
&lt;br /&gt;
=== Wagons ===&lt;br /&gt;
[[Image:Depot alley.png|thumb|right|A depot in the fortress, with a narrow, trapped accessway.]]&lt;br /&gt;
[[Image:Depot accessible.png|thumb|right|Composite image of depot access screen.  Strategically arranged walls and natural obstacles (boulders) force wagons to enter and exit the map immediately to the east of the depot.]]&lt;br /&gt;
All races except elves will send [[wagon]]s with their caravans, which have a much greater capacity for bringing foreign imports and accepting dwarven exports.  Unfortunately, wagons require paths that are three tiles wide to pass.  Wagons may enter the map in a location different from merchants with pack [[animals]], if the point the animals entered was inaccessible to the wagons.  If wagons are unable to find an open path to your trade depot (or if you have not built a depot at all), they will bypass your site and you will only be able to trade for what is available on the pack animals. &lt;br /&gt;
&lt;br /&gt;
Wagons cannot cross [[stair]]s or [[door]]s (even if the doors span an area ordinarily wide enough for the wagon to pass).  Obstructing [[boulder]]s must be smoothed ( {{K|d}} - {{K|s}} ), and [[tree]]s must be cut down ( {{K|d}} - {{K|t}} ).  [[Shrub]]s do not obstruct wagons, and neither do [[ramp]]s, [[bridge]]s, [[road]]s, or [[floor]] tiles. (However, ramps covered by a [[hatch]] do obstruct.)  The impassable tiles of [[workshop]]s and other buildings will obstruct, but the passable tiles of those buildings will not.  Any buildings which are normally passable, including [[restraint]]s and [[trap]]s, will not obstruct wagons either, nor will creatures, whether restrained or free.&lt;br /&gt;
&lt;br /&gt;
To keep trees from growing and blocking a path, you should build roads, bridges, or floor tiles over any [[soil]] tiles that make up part of the path.  Ramps must be used to adjust [[z-level]] elevation.&lt;br /&gt;
&lt;br /&gt;
After a trade depot is built, you can use {{K|D}} to check wagon accessibility.  The display is somewhat misleading: tiles marked in green mean a wagon can ''fit'' in that space, not that it can necessarily reach it from the edge of the map.  Further, the green {{Raw Tile|W|{{COLOR:2:0:1}}|{{COLOR:2:0:0}}}}s only represent where the ''center'' of the wagon can fit -- so a three-tile wide path, which can fit a wagon, will only show up as one-tile wide line of {{Raw Tile|W|{{COLOR:2:0:1}}|{{COLOR:2:0:0}}}}s.  When the route they would take goes over hills (ramps), it's hard to eye whether it is continuous all the way to the edge of the map, so be sure you see the words &amp;quot;depot accessible&amp;quot; on the depot access screen.&lt;br /&gt;
&lt;br /&gt;
As long as you have a three-tile wide path to the depot that reaches ''any'' edge of the map, wagons will be able to reach the depot.  If there is only one path they can take, they will take that path.  You can force them to enter and exit the map in an exact spot -- preferably very near your depot -- by erecting walls or digging channels so that all paths but the one you want them to take are blocked.&lt;br /&gt;
&lt;br /&gt;
=== Liaisons ===&lt;br /&gt;
[[Liaison]]s may be sent with caravans to speak to important dwarves.  They will allow you to choose the type of items that your fortress is interested in, and will focus on bringing more of that kind of item on the next caravan (however those items will also be more expensive).  They will also present you with a list of the items they're willing to pay more for, which will be effective upon their next arrival.&lt;br /&gt;
&lt;br /&gt;
Trade agreements can be viewed at a later time through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liason of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
=== Races ===&lt;br /&gt;
The following races send caravans.&lt;br /&gt;
&lt;br /&gt;
==== [[Dwarves]] ====&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* employs wagons to bring more goods.&lt;br /&gt;
* typically carries [[food]], [[alcohol|booze]], [[leather]], and supplies.  Dwarves alone may carry [[steel]] and steel goods.&lt;br /&gt;
* tends to be well guarded.&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]] (or [[Mayor]]) to negotiate prices.&lt;br /&gt;
* is responsible for the number of immigrants received (when the caravan escapes alive).&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location.&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
&lt;br /&gt;
==== [[elf|Elves]] ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in [[Calendar|spring]].&lt;br /&gt;
* does not send wagons.&lt;br /&gt;
* typically carries [[cloth]], [[rope]], various above ground [[plants]] and their byproducts, [[log]]s, [[wood]]en [[craft]]s &amp;amp; [[weapon]]s, large-sized clothing and [[armor]], and may carry tame [[creatures]].&lt;br /&gt;
* carries more wood logs the smaller a fort's wood stockpile.&lt;br /&gt;
* tends to be unguarded.&lt;br /&gt;
* may send a diplomat who imposes a tree cutting quota.&lt;br /&gt;
* does not accept some items in trade.&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any tree byproducts.  Forbidden items include{{ver|0.28.181.40d}}: &lt;br /&gt;
&lt;br /&gt;
* [[Wood]]en items, and items derived from wood (including [[tower-cap]] logs), such as [[charcoal]] and [[pearlash]]&lt;br /&gt;
* Clear and crystal [[glass]] (because [[pearlash]] is used in their creation)&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]] (made with [[ash]])&lt;br /&gt;
&lt;br /&gt;
Offering or trading forbidden items will cause the caravan to refuse to trade any more that season and will leave immediately.  Additionally you will be called uncouth, crude, and barbaric for suggesting it.  Tragic incidence can befall name callers which if repeated can lead to [[siege|interesting times]] and even great [[fun]]!&lt;br /&gt;
&lt;br /&gt;
However, [[stone]] and [[metal]] items, even when [[charcoal]] is used in production, are acceptable. Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. Different from previous versions, items made of bone and shell are acceptable. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling items from other caravans, as decorated items made out of a non-living material may include decorative materials that were made of living materials.  All items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an &amp;quot;elf kosher&amp;quot; way &amp;amp;mdash; and all dwarves know that elves have terrible memory.&lt;br /&gt;
&lt;br /&gt;
==== [[Human]]s ====&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
* employs wagons to bring more goods.&lt;br /&gt;
* typically carries a very large quantity and variety of goods.&lt;br /&gt;
* tends to be moderately guarded.&lt;br /&gt;
* sends a liaison who will speak with the broker to negotiate prices.&lt;br /&gt;
&lt;br /&gt;
==== [[Goblin]]s ====&lt;br /&gt;
A goblin caravan may arrive if your civilization is at peace with the goblins.&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*does not send wagons&lt;br /&gt;
*tends to be unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animal(s) will only be stunned or rendered unconscious and flee shortly after recovering from the hit. Wagons will collapse if caught in a cave-in, leaving all that it was carrying on the ground as a result. Wagons can also be destroyed by [[ocean]] waves coming up onto the shore if you have settled in the appropriate area. The only difference between collapsing under waves or a cave-in is a higher probably of recovering items if the wagon is destroyed by a wave.&lt;br /&gt;
&lt;br /&gt;
Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Interesting_times&amp;diff=47110</id>
		<title>40d Talk:Interesting times</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Interesting_times&amp;diff=47110"/>
		<updated>2009-01-27T01:29:03Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: /* Reasoning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reasoning ==&lt;br /&gt;
&lt;br /&gt;
I think I did this right.  I added the redirect because I think it adds color and is humorous.  I am a little concerned that I didn't follow rule N, though.  The reference is from [http://http://en.wikipedia.org/wiki/May_you_live_in_interesting_times &amp;quot;May you live in interesting times&amp;quot;], which I thought was appropriate for sieges. --[[User:PencilinHand|PencilinHand]] 18:05, 25 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
: AFAIK, you can put a link inside the wiki and display another text for the link. Like I could make a link to the page of a [[User:PencilinHand|crazy guy]] without the redirect part. (See the source, I link to your user page! ^^ ) --[[User:Karl|Karl]] 21:51, 25 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Eeep, sorry, I am still trying to get a handle on the formatting, features, and what is possible with them.  I think this article redirect thing should be deleted then.  --[[User:PencilinHand|PencilinHand]] 20:29, 26 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Container&amp;diff=17258</id>
		<title>40d Talk:Container</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Container&amp;diff=17258"/>
		<updated>2009-01-26T00:43:56Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: Degrading bags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Changes from the old version of the Wiki==&lt;br /&gt;
1.This new page seems to be about two different things, 'containers' as they refer to bins and barrels (in the casual usage), and 'container' as the game uses (chests and so on.)  Note that the [http://archive.dwarffortresswiki.net/index.php/Containers old wiki] devoted this page exclusively to the latter, to help people understand what was meant when a noble requested a container or when they saw containers on their stocks menu.  That hasn't changed, has it?  Maybe barrels, bins, etc should be excluded from this page. --[[User:Aquillion|Aquillion]] 16:17, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.Is there still the bug where decorated barrels and bags are unusable?  Please confirm.&lt;br /&gt;
&lt;br /&gt;
3.Does anybody know if goblins will still stuff dwarven children into bags? That was always hilarious. Especially watching the bag-children grow up into bag-adults. --[[User:DDouble|DDouble]] 15:30, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
4.What is a &amp;quot;stationary container&amp;quot; mentioned under Bags? --[[User:DDouble|DDouble]] 18:05, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
in reply to 3.Yer the gobbos will stuff dwarf kids into bags, tho I think the kids get outta the bags when the gobbo goes down ;).  &amp;quot;he/she is depressed at being confined.&amp;quot; --[[User:Frostedfire|Frostedfire]] 06:33, 6 February 2008 (EST)&lt;br /&gt;
:In reply to 2, I have several decorated barrels and bags in use. Gem-encrusted masterwork bags being used to hold wild strawberry seed... go figure. -[[User:Fuzzy|Fuzzy]] 12:05, 5 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Compulsive seed storage in bags==&lt;br /&gt;
How do you reserve bags for sand-hauling?  If any empty bags sit in the glass furnaces for even a brief time a food hauler comes by and puts a seed into it, making it unusable for sand collection.  I guess I could have no food haulers, but then food spoils quite quickly in the kitchens. [[User:Julius|Julius]]&lt;br /&gt;
&lt;br /&gt;
:Keep a set of bags away from dwarves who are hauling seeds.  Dwarves will use bags to carry (and hold) seeds, but only if the bags are along the route they're taking to store the seeds.  Although it might seem like it at first, they aren't actually combing your fortress looking for bags to put one seed in.  I put a bag-only stockpile along the little circuit between my sand and my glass furnaces (which is far away from any source of seeds), and have no problems.--[[User:Hobbes|Hobbes]] 11:31, 19 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Tell that to the dwarves who, immediately after I followed your suggestion, ran up four flights of stairs PAST my seed stockpile to steal the empty bag next to the glass furnace. [[User:Zaranthan|Zaranthan]] 20:10, 20 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Will dwarves store seeds in bags built as chests in other dwarves' rooms? Rather, if you build a bag as a chest in a dwarf's room, will other dwarves store seeds in it? If its owner stores seeds in it, will other dwarves eat them? --[[User:Tachyon|Tachyon]] 14:44, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==leather bags==&lt;br /&gt;
i think there's a problem with using these for some tasks, like gathering sand, cos i had a bunch sitting in the workshop (no they werent tasked to be hauled)... anyone else confirm/deny this? [[User:Twiggie|Twiggie]] 20:43, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
*you have a ''valid'' i-zone marked for sand collecting? (one that is placed over a tile that reads &amp;quot;X Sand&amp;quot; (not a wall) and has something other than a zero at 'sand collection (X)'?&lt;br /&gt;
*you have a dwarf with ''glassmaking'' enabled?&lt;br /&gt;
*you queued the task at a glass furnace?&lt;br /&gt;
*possibly bags sitting in the/a workshop might be ignored; they have to be on a furniture pile --[[User:Koltom|Koltom]] 09:54, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== chest vs coffer ==&lt;br /&gt;
&lt;br /&gt;
how much difference in value is there between getting a mason to make a coffer out of a gold nugget and a metalsmith to make a chest from gold metal?&lt;br /&gt;
&lt;br /&gt;
Any time I'm letting a mason near native aluminium or native platinum he's usually quite skilled - so far my metalsmiths are outstripping supply of metal bars very quickly so they are still only as skilled as they were when they migrated.[[User:GarrieIrons|GarrieIrons]] 06:22, 8 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Check the page for [[value]]. It looks like ore has the same value as the metal. --[[User:Strangething|Strangething]] 02:08, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Store your bloody items! ==&lt;br /&gt;
&lt;br /&gt;
My nobles and legendary whatever keep claiming random items and leave them where they lay. Supposedly it might be a problem my dwarves have the same cabinets and coffers since they might have the same room. Anything else I need to know to make my dwarves take care of their bloody belongings? Makes it difficult to place and build things. --[[User:Seaneat|Seaneat]] 13:15, 4 August 2008 (EDT)&lt;br /&gt;
:Indeed, my Tax Collector has about a dozen stone earrings on the floor of her room, but won't put any of them in the two gabbro coffers in her room. Am I missing something? [[User:HeWhoIsPale|HeWhoIsPale]] 16:32, 27 August 2008 (EDT)&lt;br /&gt;
:On that note, do cabinets and coffers have a capacity, or are they wardrobes of holding? [[User:HeWhoIsPale|HeWhoIsPale]] 10:13, 28 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Emptying bags ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to essentially say &amp;quot;move the contents onto the floor or into another container&amp;quot;? As mentioned in an answer above, I have some containers which got decorated and would be worth a great deal in trade, but are currently holding food supplies. I suppose I could just sell the containers with their contents, but that seems somewhat inelegant. -[[User:Fuzzy|Fuzzy]] 12:07, 5 September 2008 (EDT)&lt;br /&gt;
:Have you tried marking the contents for dumping? I think I've used that to empty things out before. --[[User:Bilkinson|Bilkinson]] 14:18, 5 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Degrading bags ==&lt;br /&gt;
&lt;br /&gt;
I am not sure if this should be mentioned here or under [[wear]] but I have noticed that bags of leaves, seeds, dye, etc. stored in barrels, inside,&amp;lt;br&amp;gt;in designated stockpiles are subject to wear, though the contents of the bags and the barrels holding the bags are immune to wear.&amp;lt;br&amp;gt;I am not sure if this is caused by foot traffic(though I suspect it is) or simply time as I made most of my bags in the first 5 years of my fort&amp;lt;br&amp;gt; and I am just noticing this after year 20.  I suggest a comment be added here and in the wear article as a warning, pending further investigation.&amp;lt;br&amp;gt;--[[User:PencilinHand|PencilinHand]] 19:43, 25 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dog&amp;diff=19428</id>
		<title>40d:Dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dog&amp;diff=19428"/>
		<updated>2009-01-26T00:10:19Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: /* Using dogs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Dog|symbol=d|color={{COLOR:6:0:0}}|bones=5|fat=1|skin=Yes|skulls=1|chunks=5|meat=5|biome= Common domestic}}&lt;br /&gt;
&lt;br /&gt;
A [[Dwarf|dwarf's]] best friend, '''dogs''' are the only [[animal]]s that can be [[kennel|trained]] to assist your [[dwarves]] in [[combat]] as either war dogs or hunting dogs. Like all tame [[animal]]s they can serve as an [[butchering|emergency food supply]] and provide you with [[bones]], [[leather]], and [[skulls]]. Note that dogs are the most point-efficient source of [[meat]] and [[fat]] available from the embark screen.&lt;br /&gt;
&lt;br /&gt;
== Using dogs ==&lt;br /&gt;
&lt;br /&gt;
* Dogs left to their own devices will wander around, spending most of their time in [[Meeting hall|meeting areas]], and will attack any [[invader|hostiles]] they see.&lt;br /&gt;
* As with any friendly creature, dogs can spot ambushers and thieves. You can assign dogs to [[cage]]s or [[chain]]s to act as guard dogs.&lt;br /&gt;
* You can [[Assign animal|assign]] a war dog or hunting dog to a dwarf via his dogs menu ({{K|v}}, select dwarf, {{K|p}}, {{K|e}}) to help him in combat. It will follow the dwarf like a [[pet]]. &lt;br /&gt;
** Note: Once a dog is assigned to a dwarf it can not be unassigned nor placed in a [[cage]]{{version|0.27.173.38a}}. However, a wounded dog may be caught in a [[cage trap]]{{version|0.28.181.40d}}.&lt;br /&gt;
**A work-around for this is, when you train the dog, to use the dwarf you want the dog to be assigned to. Unassigned war dogs and hunting dogs follow the dwarf who trained them, while still allowing them to be caged.&lt;br /&gt;
** In addition, it is currently{{version|0.28.181.40d}} impossible to assign war dogs to [[champions]], as their {{K|p}}references menu is blocked with the message &amp;quot;This hero need not work&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Differences between war and hunting dogs ==&lt;br /&gt;
&lt;br /&gt;
War and hunting dogs are trained at the [[kennel]]. War dogs do double damage.&lt;br /&gt;
&lt;br /&gt;
[[Toady One]]: ''&amp;quot;A hunting animal will target the creature its owner is targeting if the owner is hunting, and it will be sneaking without a movement penalty if it is reasonably close to its hunting owner. A hunting animal notices creatures from farther away, although this isn't exactly effective if it decides to target what its owner is targeting. It all needs a bit of work, but that is true of hunting in general.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:DOG]&lt;br /&gt;
	[NAME:dog:dogs:dog]&lt;br /&gt;
	[TILE:'d'][COLOR:6:0:0]&lt;br /&gt;
	[PETVALUE:30][NATURAL]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[COMMON_DOMESTIC][TRAINABLE][PET]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[PREFSTRING:loyalty]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:5]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:puppy:puppies]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10070]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dog&amp;diff=41382</id>
		<title>40d Talk:Dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dog&amp;diff=41382"/>
		<updated>2009-01-26T00:09:50Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==War dog==&lt;br /&gt;
is it  me or can only male dogs become war dogs? i got a bitch that isnt recognized as trainable to war dog status... [[User:Twiggie|Twiggie]] 14:25, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Not at all.  She's probably someone's pet already.  Pet's can't be trained. [[User:Mzbundifund|Mzbundifund]] 13:42 27 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
Is it just for me, or are war dogs completely useless other than cannon fodder when restrained? When I assign them to dwarves they seem somewhat useful as they swarm the enemy. However, when I chain a line of 4-6 dogs at a choke point, 3+ goblins just plow through them unscathed and it seems like the dogs are trying to run from them rather than attack. [[User:Sphexx|Sphexx]]&lt;br /&gt;
:Chained war dogs are very useful to deter theify kobolds and snatchy goblins.  These units ignore traps and stealth everywhere, but dogs chained near the fort entrance will eat them immediately.--[[User:Dadamh|Dadamh]] 16:32, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hunting dogs ==&lt;br /&gt;
&lt;br /&gt;
I was wondering what are the advantages of hunting dogs as opposed to war dogs. As far as i can tell the only one is that theyre weaker. --[[User:Makuus|Makuus]] 17:53, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;It sounds like Hunting dogs behave as if 'harass animals' was set to 'yes.'&amp;quot; --[[User:Kefkakrazy|Kefkakrazy]], from the old wiki. Also, see [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000334 this thread], in which Toady says what exactly hunting and war dogs do in the 2D version.&lt;br /&gt;
:In short, war dogs do double damage and hunting dogs are useless. --[[User:Savok|Savok]] 18:31, 30 May 2008 (EDT)&lt;br /&gt;
::Useless? Doesn't the increased detection range count for anything, like guard duty? ( Ironic that war dogs spot enemies slower... )--[[User:Karpatius|Karp]] 17:45, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Annoying problem with training dogs ==&lt;br /&gt;
&lt;br /&gt;
I have tons of puppies, set to &amp;quot;Unavaliable&amp;quot;, yet I never get any non-pet dogs to train. Is there any way to disable pets? This is getting ridiculous now. --[[User:AlexFili|AlexFili]] 05:46, 4 June 2008 (EDT)&lt;br /&gt;
:unavailable means you can change it to available or ready for slaughter using b for butcher&lt;br /&gt;
: only mature dogs can be trained&lt;br /&gt;
&lt;br /&gt;
::Only mature dogs, that are not in a setup cage(it can be in a stockpile though), can be trained. --[[User:PencilinHand|PencilinHand]] 19:02, 25 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== The Life of a dog ==&lt;br /&gt;
&lt;br /&gt;
A dog amazingly took down a troll by itself and now is dying from injuries. They don't heal right? Oh yeah it was a war dog.--[[User:Seaneat|Seaneat]] 06:14, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
(note, I have deleted two unsigned and very unhelpful comments here)&lt;br /&gt;
Dogs with a caretaker will heal.  Assign the dog to a dwarf (any dwarf will do), and turn on the Animal Care labor on that dwarf.  After that, dogs will heal any wound that dwarves can.&lt;br /&gt;
&lt;br /&gt;
I had a puppy that was wounded in a cave-in once: 2 mangled legs, 1 broken paw, moderate (brown) lower spinal chord injury.  When it grew to a dog, I trained it as a War Dog and assigned it to my Captain of the Guard.  2 seasons later, the dog was fully healed except for the lower spinal chord injury, which didn't seem to slow it down at all.  It went on to kill 4 goblins before I got bored of the game and abandoned the fort. --[[User:ThunderClaw|ThunderClaw]] 17:21, 9 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Puppies ==&lt;br /&gt;
&lt;br /&gt;
Do puppies provide the same items if slaughtered as full grown dogs? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:MrMustard|MrMustard]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:As of currently, yes. They will provide bones, meat, fat, skin, and chunks just like dogs. (I know you meant quantity. People are speculating that the numbers are 2/3 the full-grown animal except for fat.) --[[User:GreyMario|GreyMaria]] 17:11, 9 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I dunno about dogs, but kittens provide 2 meat and 2 bone, instead of 3 each for cats. --[[User:RomeoFalling|RomeoFalling]] 09:53, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Hunting dogs flow==&lt;br /&gt;
&lt;br /&gt;
I can verify that unassigned hunting dogs follow the trainer just like war dogs. --[[User:PencilinHand|PencilinHand]] 19:09, 25 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dog&amp;diff=41381</id>
		<title>40d Talk:Dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dog&amp;diff=41381"/>
		<updated>2009-01-26T00:02:57Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: /* Annoying problem with training dogs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==War dog==&lt;br /&gt;
is it  me or can only male dogs become war dogs? i got a bitch that isnt recognized as trainable to war dog status... [[User:Twiggie|Twiggie]] 14:25, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Not at all.  She's probably someone's pet already.  Pet's can't be trained. [[User:Mzbundifund|Mzbundifund]] 13:42 27 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
Is it just for me, or are war dogs completely useless other than cannon fodder when restrained? When I assign them to dwarves they seem somewhat useful as they swarm the enemy. However, when I chain a line of 4-6 dogs at a choke point, 3+ goblins just plow through them unscathed and it seems like the dogs are trying to run from them rather than attack. [[User:Sphexx|Sphexx]]&lt;br /&gt;
:Chained war dogs are very useful to deter theify kobolds and snatchy goblins.  These units ignore traps and stealth everywhere, but dogs chained near the fort entrance will eat them immediately.--[[User:Dadamh|Dadamh]] 16:32, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hunting dogs ==&lt;br /&gt;
&lt;br /&gt;
I was wondering what are the advantages of hunting dogs as opposed to war dogs. As far as i can tell the only one is that theyre weaker. --[[User:Makuus|Makuus]] 17:53, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;It sounds like Hunting dogs behave as if 'harass animals' was set to 'yes.'&amp;quot; --[[User:Kefkakrazy|Kefkakrazy]], from the old wiki. Also, see [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000334 this thread], in which Toady says what exactly hunting and war dogs do in the 2D version.&lt;br /&gt;
:In short, war dogs do double damage and hunting dogs are useless. --[[User:Savok|Savok]] 18:31, 30 May 2008 (EDT)&lt;br /&gt;
::Useless? Doesn't the increased detection range count for anything, like guard duty? ( Ironic that war dogs spot enemies slower... )--[[User:Karpatius|Karp]] 17:45, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Annoying problem with training dogs ==&lt;br /&gt;
&lt;br /&gt;
I have tons of puppies, set to &amp;quot;Unavaliable&amp;quot;, yet I never get any non-pet dogs to train. Is there any way to disable pets? This is getting ridiculous now. --[[User:AlexFili|AlexFili]] 05:46, 4 June 2008 (EDT)&lt;br /&gt;
:unavailable means you can change it to available or ready for slaughter using b for butcher&lt;br /&gt;
: only mature dogs can be trained&lt;br /&gt;
&lt;br /&gt;
::Only mature dogs, that are not in a setup cage(it can be in a stockpile though), can be trained. --[[User:PencilinHand|PencilinHand]] 19:02, 25 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== The Life of a dog ==&lt;br /&gt;
&lt;br /&gt;
A dog amazingly took down a troll by itself and now is dying from injuries. They don't heal right? Oh yeah it was a war dog.--[[User:Seaneat|Seaneat]] 06:14, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
(note, I have deleted two unsigned and very unhelpful comments here)&lt;br /&gt;
Dogs with a caretaker will heal.  Assign the dog to a dwarf (any dwarf will do), and turn on the Animal Care labor on that dwarf.  After that, dogs will heal any wound that dwarves can.&lt;br /&gt;
&lt;br /&gt;
I had a puppy that was wounded in a cave-in once: 2 mangled legs, 1 broken paw, moderate (brown) lower spinal chord injury.  When it grew to a dog, I trained it as a War Dog and assigned it to my Captain of the Guard.  2 seasons later, the dog was fully healed except for the lower spinal chord injury, which didn't seem to slow it down at all.  It went on to kill 4 goblins before I got bored of the game and abandoned the fort. --[[User:ThunderClaw|ThunderClaw]] 17:21, 9 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Puppies ==&lt;br /&gt;
&lt;br /&gt;
Do puppies provide the same items if slaughtered as full grown dogs? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:MrMustard|MrMustard]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:As of currently, yes. They will provide bones, meat, fat, skin, and chunks just like dogs. (I know you meant quantity. People are speculating that the numbers are 2/3 the full-grown animal except for fat.) --[[User:GreyMario|GreyMaria]] 17:11, 9 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I dunno about dogs, but kittens provide 2 meat and 2 bone, instead of 3 each for cats. --[[User:RomeoFalling|RomeoFalling]] 09:53, 8 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Goblet&amp;diff=24278</id>
		<title>40d:Goblet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Goblet&amp;diff=24278"/>
		<updated>2009-01-25T23:57:13Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: corrected formating, some minor rewording, and some minor suggestions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Goblets''' have no function except as a [[trade]] good{{version|0.28.181.40d}}, mandate item, or collection item - [[dwarves]] will drink directly from a [[barrel]], [[bucket]], [[waterskin]] or [[water]] source.&lt;br /&gt;
Goblets can be manufactured from [[metal]], [[glass]], [[rock]], or [[wood]].  Rock goblets are called mugs.  Wooden goblets are called cups. Goblets will always produce 3 from 1 raw material, are worth the same as other crafts, and are thus a sensible choice for crafting. If you have a legendary stonecrafter, it is a good idea to provide him with a native gold stockpile(native gold mugs have the same value as metal gold mugs) because of the easy quality bonus&lt;br /&gt;
&lt;br /&gt;
Currently{{version|0.28.181.40d}} '''Goblets''' are listed under the All section of the [[trade]] {{k|g}} menu unless they are in bins by default they are grouped with other trade goods such, as [[crafts]].  However, if they are stored by themselves in bins they will be listed simply as finished goods appearing only under the All section and are unidentifiable except possibly by their distance from the trade depot.  In such a situation, it is best to place a dedicated stockpile as close as possible to the trade depot and mass select the closest finished goods bins hoping the bins with the goblets are among them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Warthog&amp;diff=45037</id>
		<title>40d:Warthog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Warthog&amp;diff=45037"/>
		<updated>2009-01-25T23:39:30Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Warthog|symbol=w|color={{COLOR:6:0:0}}|bones=5|chunks=5|meat=5|fat=4|skulls=1|skin=Yes|biome=&lt;br /&gt;
* Tropical Savana&lt;br /&gt;
* Tropical Grassland&lt;br /&gt;
* Tropical Shrubland&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Warthogs''' are glorified pigs preferring hot biomes and are neither remarkable or interesting in any particular way. Dwarfs will interrupt work to run from them if they spot one.  Warthogs will also tend to run from dwarfs so chaos tends to ensue if one or more somehow find their way inside a fortress.  One on one, they are generally no match for a dabbling wrestler.  They usually live in small herds of 3 to 7, though a [[hunter]] will have no trouble with a herd, armed or otherwise.&lt;br /&gt;
&lt;br /&gt;
== Usefulness ==&lt;br /&gt;
They can be trained and used as pets or as a food and leather source.  Warthogs meat, bones, fat, and leather have a [[value]] of 10☼, twice that of [[dogs]], the [[mountain goat]], or a [[cat]] valued at 5☼, but produce less bones, chunks and meat than other more common [[creatures]] such as the [[horse]], [[mule]], and [[donkey]].&lt;br /&gt;
&lt;br /&gt;
Other animals, such as [[elephants]] which are often found along with warthogs, are more valuable.  Warthogs two redeeming qualities are they breed and mature at a rate comparable with a [[dog]] or [[cat]] but are worth more per part, and when butchered produce 3 more [[fat]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|&lt;br /&gt;
[CREATURE:WARTHOG]&lt;br /&gt;
	[NAME:warthog:warthogs:warthog]&lt;br /&gt;
	[TILE:'w'][COLOR:6:0:0]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[MODVALUE:2]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[PREFSTRING:short tempers]&lt;br /&gt;
	[IVORY]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:100]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:HOOF]&lt;br /&gt;
	[SIZE:5]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:STANCE:kick:kicks:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:warthog piglet:warthog piglets]&lt;br /&gt;
	[FAT:4]&lt;br /&gt;
	[BIOME:SAVANNA_TROPICAL]&lt;br /&gt;
	[BIOME:GRASSLAND_TROPICAL]&lt;br /&gt;
	[BIOME:SHRUBLAND_TROPICAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Warthog&amp;diff=45036</id>
		<title>40d:Warthog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Warthog&amp;diff=45036"/>
		<updated>2009-01-25T23:25:00Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Warthog|symbol=w|color={{COLOR:6:0:0}}|bones=5|chunks=5|meat=5|fat=4|skulls=1|skin=Yes|biome=&lt;br /&gt;
* Tropical Savana&lt;br /&gt;
* Tropical Grassland&lt;br /&gt;
* Tropical Shrubland&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Warthogs''' are glorified pigs preferring hot biomes and are neither remarkable or interesting in any particular way. Dwarfs will interrupt work to run from them if they spot one.  Warthogs will also tend to run from dwarfs so chaos tends to ensue if one or more somehow find their way inside a fortress.  One on one, they are generally no match for a dabbling wrestler.  They usually live in small herds of 3 to 7, though a [[hunter]] will have no trouble with a herd, armed or otherwise.&lt;br /&gt;
&lt;br /&gt;
They can be trained and used as pets or as a food and leather source.  Warthogs meat, bones, and leather have a [[value]] of 10☼, slightly more valuable than say [[dogs]], [[mountain goat]], or [[donkey]] value of 5☼, but produce significantly less than other more common [[creatures]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other animals, such as [[elephants]] which are often find along with warthogs, are more valuable.  Warthogs two redeeming qualities are they breed and mature at a rate comparable with a [[dog]] or [[cat]] and when butchered produce 5 fat which when converted to tallow can be used in prepared meals or soap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|&lt;br /&gt;
[CREATURE:WARTHOG]&lt;br /&gt;
	[NAME:warthog:warthogs:warthog]&lt;br /&gt;
	[TILE:'w'][COLOR:6:0:0]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[MODVALUE:2]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[PREFSTRING:short tempers]&lt;br /&gt;
	[IVORY]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:100]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:HOOF]&lt;br /&gt;
	[SIZE:5]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:STANCE:kick:kicks:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:warthog piglet:warthog piglets]&lt;br /&gt;
	[FAT:4]&lt;br /&gt;
	[BIOME:SAVANNA_TROPICAL]&lt;br /&gt;
	[BIOME:GRASSLAND_TROPICAL]&lt;br /&gt;
	[BIOME:SHRUBLAND_TROPICAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35906</id>
		<title>40d:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=35906"/>
		<updated>2009-01-25T23:07:13Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: /* Elves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|name=Trade depot|key=D&lt;br /&gt;
|job= &lt;br /&gt;
1 of:&lt;br /&gt;
* [[Broker]] noble&lt;br /&gt;
* None (See description)&lt;br /&gt;
|construction=&lt;br /&gt;
3 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Metal bar]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* and 1 of:&lt;br /&gt;
** [[Metalsmithing]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Trade goods with other races.&lt;br /&gt;
}}&lt;br /&gt;
'''Trading''' in Dwarf Fortress first occurs in the first [[autumn]] after establishing your fortress, with the arrival of the [[dwarf|Dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear, because items can always be obtained through trade later, e.g. one can drop the expensive [[anvil]] to bring 500 extra units of [[alcohol|booze]] or purchase additional skills for the expedition party.  New players can [[Your_first_fortress#Trading|look here]] for advice on trading with the first caravan.&lt;br /&gt;
&lt;br /&gt;
== Trade Depot ==&lt;br /&gt;
Building a '''Trade Depot''' ({{K|b}} - {{K|D}}) will allow you the opportunity to trade with caravans that arrive at your fortress. Trade depots can be created from almost any material, and construction requires the [[Architecture]] skill along with the appropriate craft labor ([[Carpentry]], [[Masonry]], or [[Metalsmithing]]). &lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a Trade Depot outside first, it is usually a good idea to move it inside or build fortifications around it to protect caravans and your goods from [[thief|thieves]] and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Hit {{K|q}} to bring up the building interaction mode, and then move your cursor over the Trade Depot to gain access to the following options.&lt;br /&gt;
&lt;br /&gt;
=== Move Goods to/from Depot ===&lt;br /&gt;
{{K|g}}: This command becomes active when a caravan arrives on your map.  Choosing items from this menu will mark them as [PENDING] and [[dwarves]] will begin moving them to the depot (all dwarves regardless of labor settings will move goods to the depot when necessary).  Items that have been brought to the depot are ready for trade and will be marked as [TRADING].  Items nominated for trading will remain at the depot until the caravan leaves, or the [PENDING] / [TRADING] flag is cleared by choosing the item again.  Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal.&lt;br /&gt;
&lt;br /&gt;
=== No trader needed at depot or Trader requested at depot ===&lt;br /&gt;
{{K|r}}: This requests a dwarf to come to the depot. To conduct trades with caravans, a trader must be present at the Trade Depot.  Once requested, a dwarf will make their way to the depot, and remain there until released with this setting, or the dwarf decides to drink, sleep, or eat.&lt;br /&gt;
&lt;br /&gt;
=== Only broker may trade or Anyone may trade ===&lt;br /&gt;
{{K|b}}: This setting determines who will perform the trade.  If '''Only broker may trade''' is active, then only the [[Broker]] [[noble]] will respond to the trader request.  This can become a problem when the broker is sleeping or otherwise occupied, but dwarves with low [[Broker skills]] will receive poorer deals when trading.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
{{K|t}}: This option becomes available once the caravan and your trader are both at the depot. It begins trading.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
After entering the trade menu, select the items to offer from the right, and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting broker has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to make an offer, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the broker's [[Broker skills|skills]] and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the broker.&lt;br /&gt;
&lt;br /&gt;
A good rule of thumb for inexperienced brokers is to give merchants a 50% or better profit. For example, if the desired goods are worth 500☼, make sure their profit is at least 250☼ (which would make the total worth of the offered goods 750☼). This should ensure that the merchants are happy with the trading and that they accept the trade immediately without making ridiculous counteroffers. With more experienced brokers or pleased merchants, even marginally profitable trades can be successful, and counteroffers can be rejected safely, offering the same trade again.&lt;br /&gt;
&lt;br /&gt;
=== Trading cue colors ===&lt;br /&gt;
&lt;br /&gt;
* Items in brown have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* Items in white were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* Items in purple are under a no-export mandate and should not be traded away unless exceptional circumstances (or masochism) push you to do this.&lt;br /&gt;
&lt;br /&gt;
=== Merchant mood ===&lt;br /&gt;
If your broker has Novice or better [[Judge of Intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
=== Seizing items ===&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy stolen goods (marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;naturalized&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&lt;br /&gt;
As a side note, if you remove your trade depot, all the caravan's items will drop to the ground, to be readily hauled away by your dwarves. This does not mark the item as stolen, and the caravan will leave.&lt;br /&gt;
&lt;br /&gt;
===Offering items===&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction. The exact effects are unknown but it is believed that offering goods increases the quantity and variety of trade goods brought by next year's caravan.  Also the [[King]] may require offerings before his arrival.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan once per year, but only if that race considers the fortress site accessible (as denoted on the embark screen).  The exception is dwarves, who always arrive.  Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating [[civilization]], and they may appear from different directions or z-levels each year.  Caravans may leave without trading if it takes too long to reach the trade depot, and they cannot use stairs.  Caravans will embark on their journey exactly one month after their arrival, whether they have succeeded in reaching the depot or not.&lt;br /&gt;
&lt;br /&gt;
=== Wagons ===&lt;br /&gt;
[[Image:Depot alley.png|thumb|right|A depot in the fortress, with a narrow, trapped accessway.]]&lt;br /&gt;
[[Image:Depot accessible.png|thumb|right|Composite image of depot access screen.  Strategically arranged walls and natural obstacles (boulders) force wagons to enter and exit the map immediately to the east of the depot.]]&lt;br /&gt;
All races except elves will send [[wagon]]s with their caravans, which have a much greater capacity for bringing foreign imports and accepting dwarven exports.  Unfortunately, wagons require paths that are three tiles wide to pass.  Wagons may enter the map in a location different from merchants with pack [[animals]], if the point the animals entered was inaccessible to the wagons.  If wagons are unable to find an open path to your trade depot (or if you have not built a depot at all), they will bypass your site and you will only be able to trade for what is available on the pack animals. &lt;br /&gt;
&lt;br /&gt;
Wagons cannot cross [[stair]]s or [[door]]s (even if the doors span an area ordinarily wide enough for the wagon to pass).  Obstructing [[boulder]]s must be smoothed ( {{K|d}} - {{K|s}} ), and [[tree]]s must be cut down ( {{K|d}} - {{K|t}} ).  [[Shrub]]s do not obstruct wagons, and neither do [[ramp]]s, [[bridge]]s, [[road]]s, or [[floor]] tiles. (However, ramps covered by a [[hatch]] do obstruct.)  The impassable tiles of [[workshop]]s and other buildings will obstruct, but the passable tiles of those buildings will not.  Any buildings which are normally passable, including [[restraint]]s and [[trap]]s, will not obstruct wagons either, nor will creatures, whether restrained or free.&lt;br /&gt;
&lt;br /&gt;
To keep trees from growing and blocking a path, you should build roads, bridges, or floor tiles over any [[soil]] tiles that make up part of the path.  Ramps must be used to adjust [[z-level]] elevation.&lt;br /&gt;
&lt;br /&gt;
After a trade depot is built, you can use {{K|D}} to check wagon accessibility.  The display is somewhat misleading: tiles marked in green mean a wagon can ''fit'' in that space, not that it can necessarily reach it from the edge of the map.  Further, the green {{Raw Tile|W|{{COLOR:2:0:1}}|{{COLOR:2:0:0}}}}s only represent where the ''center'' of the wagon can fit -- so a three-tile wide path, which can fit a wagon, will only show up as one-tile wide line of {{Raw Tile|W|{{COLOR:2:0:1}}|{{COLOR:2:0:0}}}}s.  When the route they would take goes over hills (ramps), it's hard to eye whether it is continuous all the way to the edge of the map, so be sure you see the words &amp;quot;depot accessible&amp;quot; on the depot access screen.&lt;br /&gt;
&lt;br /&gt;
As long as you have a three-tile wide path to the depot that reaches ''any'' edge of the map, wagons will be able to reach the depot.  If there is only one path they can take, they will take that path.  You can force them to enter and exit the map in an exact spot -- preferably very near your depot -- by erecting walls or digging channels so that all paths but the one you want them to take are blocked.&lt;br /&gt;
&lt;br /&gt;
=== Liaisons ===&lt;br /&gt;
[[Liaison]]s may be sent with caravans to speak to important dwarves.  They will allow you to choose the type of items that your fortress is interested in, and will focus on bringing more of that kind of item on the next caravan (however those items will also be more expensive).  They will also present you with a list of the items they're willing to pay more for, which will be effective upon their next arrival.&lt;br /&gt;
&lt;br /&gt;
Trade agreements can be viewed at a later time through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liason of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
=== Races ===&lt;br /&gt;
The following races send caravans.&lt;br /&gt;
&lt;br /&gt;
==== [[Dwarves]] ====&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* employs wagons to bring more goods.&lt;br /&gt;
* typically carries [[food]], [[alcohol|booze]], [[leather]], and supplies.  Dwarves alone may carry [[steel]] and steel goods.&lt;br /&gt;
* tends to be well guarded.&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]] (or [[Mayor]]) to negotiate prices.&lt;br /&gt;
* is responsible for the number of immigrants received (when the caravan escapes alive).&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location.&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
&lt;br /&gt;
==== [[elf|Elves]] ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in [[Calendar|spring]].&lt;br /&gt;
* does not send wagons.&lt;br /&gt;
* typically carries [[cloth]], [[rope]], various above ground [[plants]] and their byproducts, [[log]]s, [[wood]]en [[craft]]s &amp;amp; [[weapon]]s, large-sized clothing and [[armor]], and may carry tame [[creatures]].&lt;br /&gt;
* carries more wood logs the smaller a fort's wood stockpile.&lt;br /&gt;
* tends to be unguarded.&lt;br /&gt;
* may send a diplomat who imposes a tree cutting quota.&lt;br /&gt;
* does not accept some items in trade.&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any tree byproducts.  Forbidden items include{{ver|0.28.181.40d}}: &lt;br /&gt;
&lt;br /&gt;
* [[Wood]]en items, and items derived from wood (including [[tower-cap]] logs), such as [[charcoal]] and [[pearlash]]&lt;br /&gt;
* Clear and crystal [[glass]] (because [[pearlash]] is used in their creation)&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]] (made with [[ash]])&lt;br /&gt;
&lt;br /&gt;
Offering or trading forbidden items will cause the caravan to refuse to trade any more that season and will leave immediately.  Additionally you will be called uncouth, crude, and barbaric for suggesting it.  Tragic incidence can befall name callers which if repeated can lead to [[interesting times]] and even great [[fun]]!&lt;br /&gt;
&lt;br /&gt;
However, [[stone]] and [[metal]] items, even when [[charcoal]] is used in production, are acceptable. Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. Different from previous versions, items made of bone and shell are acceptable. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling items from other caravans, as decorated items made out of a non-living material may include decorative materials that were made of living materials.  All items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an &amp;quot;elf kosher&amp;quot; way &amp;amp;mdash; and all dwarves know that elves have terrible memory.&lt;br /&gt;
&lt;br /&gt;
==== [[Human]]s ====&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
* employs wagons to bring more goods.&lt;br /&gt;
* typically carries a very large quantity and variety of goods.&lt;br /&gt;
* tends to be moderately guarded.&lt;br /&gt;
* sends a liaison who will speak with the broker to negotiate prices.&lt;br /&gt;
&lt;br /&gt;
==== [[Goblin]]s ====&lt;br /&gt;
A goblin caravan may arrive if your civilization is at peace with the goblins.&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*does not send wagons&lt;br /&gt;
*tends to be unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animal(s) will only be stunned or rendered unconscious and flee shortly after recovering from the hit. Wagons will collapse if caught in a cave-in, leaving all that it was carrying on the ground as a result. Wagons can also be destroyed by [[ocean]] waves coming up onto the shore if you have settled in the appropriate area. The only difference between collapsing under waves or a cave-in is a higher probably of recovering items if the wagon is destroyed by a wave.&lt;br /&gt;
&lt;br /&gt;
Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Interesting_times&amp;diff=47108</id>
		<title>40d Talk:Interesting times</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Interesting_times&amp;diff=47108"/>
		<updated>2009-01-25T23:05:42Z</updated>

		<summary type="html">&lt;p&gt;PencilinHand: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reasoning ==&lt;br /&gt;
&lt;br /&gt;
I think I did this right.  I added the redirect because I think it adds color and is humorous.  I am a little concerned that I didn't follow rule N, though.  The reference is from [http://http://en.wikipedia.org/wiki/May_you_live_in_interesting_times &amp;quot;May you live in interesting times&amp;quot;], which I thought was appropriate for sieges. --[[User:PencilinHand|PencilinHand]] 18:05, 25 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>PencilinHand</name></author>
	</entry>
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