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	<updated>2026-05-13T05:27:38Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Military_tactics&amp;diff=315418</id>
		<title>Military tactics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Military_tactics&amp;diff=315418"/>
		<updated>2026-03-09T14:12:42Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: just tested, the XP go to the leader, even if a squad member is higher skilled&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 0:0&lt;br /&gt;
| skill      = Tactician&lt;br /&gt;
| profession = None&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = &lt;br /&gt;
* Command squads in off-site battles&lt;br /&gt;
| attributes =&lt;br /&gt;
* Analytical Ability &lt;br /&gt;
* Creativity &lt;br /&gt;
* Intuition&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Military tactics''' is a [[military]] [[skill]]. Along with [[leader]] and [[organizer]] skills, it affects [[mission]] simulations on the world map, giving the side with the better tactician a greater chance of victory.&lt;br /&gt;
&lt;br /&gt;
Military tactics of the squad leader determines a [[squad]]'s success chance in pillage and raze [[mission]] battles. The skill skews rolls in battles in opposition to the opponent's tactician skills. A successful pillaging mission where the squad gains a {{DFtext|positional advantage}} over the enemy gives 500 points towards the tactician skill of the [[militia captain]].&lt;br /&gt;
&lt;br /&gt;
Military tactics is an available skill at [[embark]]. When assigning squad members, military tactician appears as a relevant skill for squad-leading nobles/appointments.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ambusher&amp;diff=315417</id>
		<title>Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ambusher&amp;diff=315417"/>
		<updated>2026-03-09T14:05:48Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: /* Raids */ miscounted, it is only 500&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|14:15, 12 February 2023 (CST)}}&lt;br /&gt;
{{v50_skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| graphic    = [[File:hunter_sprite.png]]&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| specialty  = Hunter&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Hunting]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Focus&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense}}&lt;br /&gt;
{{av}}&lt;br /&gt;
''Not to be confused with [[Ambush]].''&lt;br /&gt;
&lt;br /&gt;
The '''ambusher''' skill is what determines how well a unit can sneak without being caught. In fortress mode, [[dwarves]] with the '''hunting''' [[labor]] enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey. Players need a crossbow, a [[quiver]], and [[bolt]]s to successfully hunt. The ambusher skill is listed among the 'misc' skills, the higher the character skill, the closer they can get. Dwarves using the ambush skill move more slowly, but, if successful, cannot be seen by enemies. Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard [[combat]] with their prey, using their [[crossbow]]. The skill is also used by enemy [[thief|thieves]] and [[ambush]]ers raiding your fortress or when you return the favor [[raid]]ing their sites.&lt;br /&gt;
&lt;br /&gt;
The standard load for embarking includes 3 quivers, and any [[immigration|immigrating]] hunters arrive with a full set of proper equipment: a metal crossbow, a quiver, and some bolts. A hunter armed with a crossbow will increase their [[Crossbowman|marksdwarf]], ambusher, and [[archery]] [[skill]]s. Graphically, ambushers will wear green clothes with brown underclothing, gloves and shoes.&lt;br /&gt;
&lt;br /&gt;
Since hunting is employed by players with varying success, and your military will go after any game that looks at them funny anyway, you might be safer doing the good old 'hunt with your military'. After all, your military can be told to pick a specific target, and, more conveniently, to ''stop'', too - one must remove the hunting labor from a hunter to get them to stop.&lt;br /&gt;
&lt;br /&gt;
== Caveats ==&lt;br /&gt;
A dwarf with the hunting labor enabled will sleep outside, causing unhappy thoughts. It may thus be necessary to watch the mood of a full-time hunter and take them off the job in time.&lt;br /&gt;
&lt;br /&gt;
[[Creature|Animals]] suitable to the biome will appear randomly on the edge of a map on each layer. By default, the layers are the surface and each cavern layer; dwarves can hunt wild animals on each of these layers. Only one group of animals will appear at any given time, and as soon as one group leaves another will take its place. This can result in your [[hoary marmot|marmot]] hunter suddenly having an unpleasant chitchat with an [[elephant]], [[giant eagle]], or [[cave dragon|worse]]. However, a seasoned and well-equipped hunter is more than a match for a giant eagle, and can be a good preemptive defense for your above-ground workers.&lt;br /&gt;
&lt;br /&gt;
An unskilled hunter will crawl in ambush mode, making the hunter unable to reach fast animals like badgers. Fortunately, an experienced one will be able to rapidly bring down even swift prey.&lt;br /&gt;
&lt;br /&gt;
Ten novice hunters working together can take down even very large, very fast animals. A highly skilled and agile hunter will be able to single-handedly take down nearly anything.&lt;br /&gt;
&lt;br /&gt;
If you have access to other ranged [[weapon]]s, [[bow]]s and [[blowgun]]s are not considered valid for hunting. Only weapons that use the [[crossbow]]/marksdwarf [[Weapon skill|skill]] work.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
A hunter picks a mark at random, which they then pursue. Hunters seem to switch marks under certain circumstances. As an ambusher gets closer to their prey, there is a greater and greater chance they will be spotted by the animal and stop ambushing. Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking. Generally, when the dwarf is within shooting range, they will move to engage. From there, the ambusher skill has no effect, and only combat skills are used.&lt;br /&gt;
&lt;br /&gt;
You can assign animals [[Animal trainer|trained]] for hunting, like [[dog]]s, to your hunters, which can sneak alongside their masters and attack the hunter's prey. You can also assign war beasts, which are much stronger and can help take down bigger game, but cannot sneak and may rush into combat early.&lt;br /&gt;
&lt;br /&gt;
Upon killing the prey, a hunter will usually carry it home to the [[butcher's shop]] from where a [[butcher]] will then take over, and process the game animal to create many byproducts. The hunter may kill other creatures that are closer to them than the fleeing mark they are intent on catching. They will ignore the accidental carcasses, only bringing home the carcasses they have marked beforehand. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map, if you do not set the refuse orders to 'gather refuse from outside' ([[corpse]]s count as refuse). If you do this and have a good system of [[stockpile|stockpiles]], available dwarf [[hauling|haulers]] and a map free of menacing critters (like with calm [[surroundings]]), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.&lt;br /&gt;
&lt;br /&gt;
Hunters will shoot bolts at carp and other water creatures in a river. They won't recover the dead fish, though.&lt;br /&gt;
&lt;br /&gt;
After a period of time, most hunters will eventually cause the mass [[extinction]] of wild animals in the biomes where your fort is located. There are two ways to prevent this: The first is to ensure that some animals always escape; many animals spawn on the map in groups or herds, and as long as at least one member of this group survives to leave the map later, the population of that creature will not decrease. The second method is to capture the wild animals, breed them, and then either release them back into the biome, or hunt the offspring.&lt;br /&gt;
&lt;br /&gt;
Necromancer hunters will sometimes raise the corpses of their prey, which they will then get attacked by.&lt;br /&gt;
&lt;br /&gt;
== Weapons and tactics ==&lt;br /&gt;
You should consider training hunters in [[wrestling]] in order for them to defend themselves - it will help them to break the jaw-grips that the enemy critter places on them, and will help the dwarf wrestle on their own, and even to place their own jaw grips if both of their hands are incapacitated - the only option if a weapon is dropped or stuck in the animal. You should also consider training them in the [[hammerdwarf]] skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf. Hunters will fight to the death if engaged, but get a job cancellation if they run out of bolts, which will cause them to run away from their target as fast as they can. Without bolts assigned, they may fight with the butt of the crossbow, which functions similarly to a [[war hammer]].&lt;br /&gt;
&lt;br /&gt;
Using your military to hunt can be safer than using mere civilian hunters, particularly if they are agile enough to simply outrun the creatures. Military dwarves will typically be much better protected thanks to their [[armor]], and using them comes with the benefit of training their [[combat skill]]s when they fight their mark. However, this often mangles the corpse of the hunted creature making them unfit to be butchered.&lt;br /&gt;
&lt;br /&gt;
Be warned that hunters will not stop their current hunt if you disable their hunting labor; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially-suicidal results. This may be avoidable by disabling the labor while hunting or returning the kill.&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
[[File:sneak_button_preview.png|right]]In [[adventurer mode]], ambusher skill is gained by moving around while {{Adv menu icon|S}} sneaking is toggled on. Sneak mode will automatically toggle off during sleep/wait and on the first move from fast travel, so in order to ambush random encounters, you should remember to toggle it back on before continuing.&lt;br /&gt;
&lt;br /&gt;
A sneaking character can remain undetected by others so long as they remain out of the other creatures' scope of perception, which varies by sensory organs and [[observer]] skill. Until the character is detected, no [[level of conflict]] is generated between the character and an enemy or timid creature. Entering a friendly creature's scope of perception will generate some social discomfort toward your character. You will be unable to conceal yourself from any creature who detects you, but you will not automatically be revealed to others.&lt;br /&gt;
&lt;br /&gt;
Movement rates at normal or slower [[gait]] are unmodified by stealth, but reduced at gaits faster than walk. Ambushing success is also sharply reduced by quicker gaits. Ambushing skill offsets the sneak penalty for faster gaits, but not the movement rate penalty.&lt;br /&gt;
&lt;br /&gt;
== Raids ==&lt;br /&gt;
When sending your dwarves on raid [[missions]] (not pillaging or razing), the ambusher skill will affect their chances of success in relation to being spotted. A successful raiding mission adds 500 points towards the ambusher skill for every squad member, plus a small amount for each stolen item.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Weapons of hunters might not be assigned properly. Even if a hunter has a quiver and bow and assigned ammo, they may not have the ''right'' bow. Disable their hunting skill so they stockpile their equipment, then re-enable hunting when they're done.&lt;br /&gt;
* Having the Hunter labor toggled on will stop the dwarf from [[sleep]]ing in their [[bedroom]], making them accumulate negative [[thought]]s from having to sleep on the floor (if unsmoothed, apparently). Toggling the Hunter labor off allows them to use their bedrooms properly.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=315316</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=315316"/>
		<updated>2026-03-06T10:57:52Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: /* Overview */ wording: They do not actually travel that way&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:mission_preview.png|right]]'''Missions''' are commands in [[fortress mode]] that send dwarves in military [[squad]]s to visit [[site]]s off your fortress map. Missions are created in the [[Civilization/World Info|World Screen]] (accessed by pressing {{k|Y}} or clicking its icon in the bottom right main fortress view). There are multiple types of missions, such as raids, explorations, and artifact/citizen recovery.&lt;br /&gt;
&lt;br /&gt;
Note: This is all done &amp;quot;off screen&amp;quot; - you have no control of the dwarves' actions once they leave your map, not until (with luck) they return.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[File:dwarf_mission_preview.jpg|thumb|200px|right|Dwarves counting their raided spoils.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by steamingcore''&amp;lt;/small&amp;gt;]]Sites will either let you &amp;quot;click to '''raid'''&amp;quot; or &amp;quot;click to explore&amp;quot; The sites you can &amp;quot;click to raid&amp;quot; are any and only occupied foreign sites, with missions there possibly involving stealing artifacts, animals, things, life from the living and more using various [[#Mission types|mission types]]. (Raid is also misleading term, as it's also a term for a specific mission type and the game will only refer to it as being a raid if you're actually raiding). &lt;br /&gt;
&lt;br /&gt;
An '''exploration''' is essentially a raid on any ''unoccupied'' site. There's fewer options compared to sites you can raid, and all in regards to what to loot from the site and how to free potential prisoners. It's impossible to have combat at unoccupied sites, so don't worry about arming squads sent to explore.&lt;br /&gt;
&lt;br /&gt;
Both raids and explorations are created by opening the civilization/world info map with {{k|Y}}, then by using the mouse, hover over a site to view and/or select it. If the site you are viewing holds or is rumored to hold artifacts or prisoners, these will be listed, along with the distance in time to the site (&amp;quot;a short trip&amp;quot;, &amp;quot;a day's travel&amp;quot;, etc.), the race, population, and your current political state (peace, neutral, allied, etc.). &lt;br /&gt;
&lt;br /&gt;
After selecting a valid site, there will be a top right prompt giving you the mission types and options to select, all detailed further below. After setting your preferred mission type and its options, you can then select [[squads]] (to the left of the prompt) to send on the mission. Unpausing the game with any amount of squads assigned effectively begins the mission, and they will set off as soon as they gather all their equipment. Once they leave through the edge of the local fortress map, the mission cannot be altered. You can also choose to send no squads on a mission, which will not start it and useful for if you want to do it later.&lt;br /&gt;
&lt;br /&gt;
Mission reports will show a more or less direct line to the destination, instead of outlining the path as taken. Thus the report can appear as if the squad had travelled across inaccessible patches like a body of water or high mountains.&lt;br /&gt;
&lt;br /&gt;
If a site is unable to be visited, then the prompt's text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, or locations that are impossible for your squads to reach. (i.e. across oceans/glaciers.) &lt;br /&gt;
&lt;br /&gt;
=== Mission types ===&lt;br /&gt;
&lt;br /&gt;
:* '''Raid''' (default: squads will try to avoid detection)&lt;br /&gt;
:* '''Pillage''' (openly attack)&lt;br /&gt;
:* '''Raze''' (openly attack and destroy site)&lt;br /&gt;
:* '''Demand''' one-time tribute&lt;br /&gt;
:* '''Demand''' ongoing tribute&lt;br /&gt;
:* '''Conquer''' and occupy&lt;br /&gt;
:* '''Demand''' surrender and occupy&lt;br /&gt;
&lt;br /&gt;
Along with additional mission options for raiding, pillaging, and razing:&lt;br /&gt;
&lt;br /&gt;
:* '''Free''' captives that belong to your civilization&lt;br /&gt;
:* '''Release''' other prisoners&lt;br /&gt;
:* '''Take''' important treasures (referring to artifacts)&lt;br /&gt;
:* '''Loot''' other items&lt;br /&gt;
:* '''Steal''' livestock&lt;br /&gt;
&lt;br /&gt;
All of which are toggled via clicking, green being the &amp;quot;toggled on&amp;quot; color. Notably, your dwarves can only carry so many items back to your fortress, so sending more dwarves will generally result in more loot.&lt;br /&gt;
&lt;br /&gt;
'''Neighboring Civilizations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you launch your first squad to crush your enemies and see them driven before you, take a look at your target by hovering over them and check their civilization. Sending a mission against a civilization's site is likely a declaration of war with them (if you get caught and they care enough). So, if you go to war with that tiny, isolated hamlet with a population &amp;lt;10 next to you, you're also going to war with the ''entire'' civilization that site is a part of, near and far. And the map is not static - all those other, larger civilizations are looking to gobble up the smaller ones, just like you might be. Therefore, act fast, but act wisely, and consider your options! If no civilization is listed, then they are simply a local site government with no connected wider civilization, often this is the case with necromancer towers. They can still be at war with you if they declare it or decide to be after surviving your mission against them.&lt;br /&gt;
&lt;br /&gt;
=== Raid ===&lt;br /&gt;
&lt;br /&gt;
In a raid, your dwarves will attempt to sneak in and steal items from the site according to the mission's options. The raiders' [[ambusher]] [[skill]] will affect their chances of success; if they are spotted, then they go into battle as if they were on a [[#Pillage|Pillage]] mission. Each dwarf on the mission will gain experience in ambusher skill, regardless of the outcome, so it may be useful if you want to raise that particular skill quickly. If you send someone to raid a site while they have a baby, the baby will go with them and also gain Ambusher skill.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' &lt;br /&gt;
* Raiding a site of a civilization you are at peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
* A Raid uses the Ambusher skill, probably checking the average of all dwarves on the mission{{verify}} against the defenders site leader's Observer skill.[http://www.bay12forums.com/smf/index.php?topic=177137.msg8183427#msg8183427]&lt;br /&gt;
&lt;br /&gt;
=== Pillage ===&lt;br /&gt;
&lt;br /&gt;
On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing loot according to what's available at the site and your mission options. Pillaging uses the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. &lt;br /&gt;
&lt;br /&gt;
=== Raze ===&lt;br /&gt;
&lt;br /&gt;
When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot according to mission options and site loot, and it also uses the military tactics skill in the same way as pillaging.&lt;br /&gt;
&lt;br /&gt;
=== Tribute ===&lt;br /&gt;
&lt;br /&gt;
Demanding [[Tribute|tribute]] (one-time or ongoing) may result in the site providing goods to your fortress (if successful). They will do so in the form of a caravan that will drop off the goods at your depot and leave. Tribute caravans tend to be relatively small, but they are guarded. You don't have any control on the content of the tribute. What they bring depends on the civilization's available materials, the site's size and tracked items and so forth, and may range from excessively mundane (like a bunch of average quality clothing) to extremely useful (like exotic animals). Notably, tributes are one of the few ways to obtain evil animals tamed by goblins, such as [[beak dog]]s, for instance. Yearly tributes usually happen at the beginning of a season and may be arranged in any season, including winter. Demanding tribute is one of the few ways to &amp;quot;contact&amp;quot; another civilization without triggering an outright war, and therefore ensure that it will send out regular trading caravans afterwards.&lt;br /&gt;
&lt;br /&gt;
=== Conquer ===&lt;br /&gt;
&lt;br /&gt;
Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If your demand of surrender isn't successful, your dwarves will then attempt to openly attack the site. There is no visible drawback to not always demanding surrender beforehand, and taking over sites with minimal bloodshed can be surprisingly easy, especially for the low-population ones.&lt;br /&gt;
&lt;br /&gt;
If successful, occupying a site will make it one of your fortress's [[holding]]s. Note that your forces will remain on-site as occupiers. One of them will then claim the title of administrator of the place, &amp;quot;after a polite discussion with rivals&amp;quot;. (This will be announced in a lovely purple message.) The previous administrator of the place will also likely be killed by your dwarves, as is standard in the conquering mechanics of ''Dwarf Fortress'' (in worldgen and afterwards).&lt;br /&gt;
&lt;br /&gt;
You may request (through a [[messenger]]) that your occupying dwarves come back to your fortress, but the administrator will remain there regardless. Dwarves that you request this way will still have the labor preferences you've enabled for them prior to sending them out, but won't be part of a squad, so you will have to re-enlist them after they come back. There is also no guarantee that they will wear the same equipment as they had when you sent them out, so you may not be that keen on strapping them with very valuable gear after all. Note that [[insurrection]]s are explicitly disabled for your holdings, so at the moment there is no drawback to not requesting every single occupying dwarf to come back to your fortress (apart from FPS concerns). It is, however, a useful way of getting rid of a discontented dwarf or annoying noble without having to arrange for an [[unfortunate accident]] or exiling their entire family. Non-citizens who are resident soldiers and part of your raiding squad can be selected as the administrator of the conquered site. However, your messenger cannot request for non-citizen soldiers to be returned. The occupied site will still be considered one of your holdings even if the administrator is not one of your citizens. It is therefore possible to recover all citizens of a squad who have been sent to demand a surrender and only the militia captain is required to be a citizen.&lt;br /&gt;
&lt;br /&gt;
If merchants belonging to your civilization are visiting a site you have conquered then your messenger can be sent to request that they join your fortress.&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. Particularly hard to find artifacts may take upwards of 3 years to find. &lt;br /&gt;
&lt;br /&gt;
If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Captive citizens can join civilizations that captured them, so your next raid to the same site can be met with your own armor-clad legendary warriors as defenders, leading to unexpected '''fun'''.&lt;br /&gt;
&lt;br /&gt;
You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain &amp;quot;prisoners&amp;quot; that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. {{verify}} Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu or the artifact menu accessible from the world screen via clicking on them in the bottom right. Once you've selected something, it will create a new mission, and allow you to select squads to assign. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
==Loot variation ==&lt;br /&gt;
Depending on the civilization you are raiding/razing, the loot may change. For example, when you are raiding elves, you won't get metal items; you will mostly get grown wood items instead. This also applies to livestock: Raiding [[elves]] may result in the looting of many different types of animals (all tame). When raiding [[goblin]]s, you will, interestingly, be able to obtain [[tame]] [[beak dog]]s, which are only trainable by dwarves, never tamable.&lt;br /&gt;
&lt;br /&gt;
== Mission uses ==&lt;br /&gt;
&lt;br /&gt;
Missions can be put to various uses. Demanding tribute from civilized sites succeeds more often than not and ensures you receive plenty of caravans from that site's parent civilization, on top of the tribute. As there is no functional limit to the number of civilizations you may be in contact with, you may find your trade depot becoming very busy all year round. Your fortress can potentially specialize and rely exclusively on imports for self-sustainability, which was impossible or at least very fragile to do in previous versions. The tributes themselves, while fairly random, often aren't too bad and can easily kickstart animal [[breeding]] programs that your fortress wouldn't have access to otherwise.&lt;br /&gt;
&lt;br /&gt;
Occupying missions are also an indirect way of population control (that nicely contrasts with the previously messy ways one had to resort to in older versions), which is always good for FPS. They also act as a way to get rid of potential troublesome dwarves – often night creatures, necromancers, and unhappy dwarves, since they will either stay at the conquered holding or die in the attempt – out of sight, out of mind. Acquiring a bunch of holdings this way is also relatively quick and easy and lets you fulfill the requirements for a [[baron]]y, [[count]]y, etc. faster.&lt;br /&gt;
&lt;br /&gt;
Artifact looting is also fairly random but is a convenient way to accrue [[wealth]] and fill your [[library]]. Books containing useful [[knowledge]] (currently engineering and medicine) can be used to (slowly) accrue experience and some books have very special effects indeed – see [[secret]]s for a guide on how to determine which books contain the secrets of life and death and thus will turn your dwarves into [[necromancer]]s.&lt;br /&gt;
&lt;br /&gt;
Missions also give you a greater degree of control on how much invasion-related [[fun]] you want – if a civilization gives you too much trouble, you can take the fight to them and attempt to raze their sites. Conversely, if you're getting bored, pillaging a bunch of sites is likely to provoke ''some'' kind of retaliation.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* On the Civilization/World Info screen there is a button titled &amp;quot;missions&amp;quot;. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the report menu accessible from the world screen. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned, hospitalized, or otherwise [[stress|unfit for duty]]. This can be fixed by removing the problem dwarves from the assigned squads. The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
&lt;br /&gt;
* Sending a token dwarf to demand the surrender of a site can initiate contact with a distant civilization, providing an additional yearly trade [[caravan]].   &lt;br /&gt;
&lt;br /&gt;
* Receiving [[tribute]] from a site can establish peace with that civilization, at least temporarily. &lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s on missions still expect their existing [[mandate]]s to be fulfilled, but are unable to issue any new requests.&lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s returning from missions will be unassigned from their rooms.&lt;br /&gt;
&lt;br /&gt;
* Missions to a site will still be carried out if the site has changed ownership. This can lead to [[fun]] when you end up accidentally raiding your ally. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Missions against your parent civilization or your current holdings cannot be created, but any existing missions against those sites can be modified and dispatched. Raiding your parent civilization may start a civil war. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Sieges against your fortress take from a hostile site's population, which will leave that site woefully undefended should you decide to retaliate.&lt;br /&gt;
&lt;br /&gt;
* Some Recover Artifact missions, in which the artifact to be recovered is held by a creature instead of placed at a site, produce no mission report. The [https://www.bay12games.com/dwarves/mantisbt/view.php?id=10367 bug] has been noted on the DF issue tracker&lt;br /&gt;
&lt;br /&gt;
* There is an uncommon bug where squads sent on missions will never return and be forever listed as 'traveling'. To fix this, go to your world screen and cancel the mission the squad was originally sent out to do. Then, cancel their orders in the {{k|q}} military sidebar. The former members of the squad will eventually return to the fortress after a few days (thankfully still carrying their equipment) and it will announce 'XYZ squad has returned' when they do.&lt;br /&gt;
&lt;br /&gt;
* Dwarves who lose their limbs offsite won't actually realize they don't have their limb anymore until they get home, at which point everything they were wearing or holding on it will fall to the ground. {{verify}}&lt;br /&gt;
&lt;br /&gt;
* Conquering a site makes its population's race playable in Adventure mode. This includes [[vault]]s and their [[angel]]s.&lt;br /&gt;
&lt;br /&gt;
== Mission reports ==&lt;br /&gt;
[[Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
== Mission events ==&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Looted treasure from (site)&lt;br /&gt;
* Seized livestock from (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of opponent)&lt;br /&gt;
* The (species and name of combatant) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off/crushed/stabbed out&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
* (Name) spotted (your forces) slipping out of (site) &lt;br /&gt;
* (Your forces) attacked (site government) at (site)&lt;br /&gt;
* (Squad), led by (leader), clashed with (forces)&lt;br /&gt;
* (Your forces) rampaged throughout (site)&lt;br /&gt;
* (Your forces) defeated (site government) and took over (site)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Quest]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Missions may cause military equipment list corruption, frequently leading to crashes. {{bug|11014}}&lt;br /&gt;
*Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|10545}} {{bug|10426}}&lt;br /&gt;
*Dead civilizations' missions never complete. {{bug|10891}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Mission]]&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ambusher&amp;diff=315315</id>
		<title>Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ambusher&amp;diff=315315"/>
		<updated>2026-03-06T10:52:28Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: /* Raids */ Raid: 1,000 XP for everyone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|14:15, 12 February 2023 (CST)}}&lt;br /&gt;
{{v50_skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| graphic    = [[File:hunter_sprite.png]]&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| specialty  = Hunter&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Hunting]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Focus&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense}}&lt;br /&gt;
{{av}}&lt;br /&gt;
''Not to be confused with [[Ambush]].''&lt;br /&gt;
&lt;br /&gt;
The '''ambusher''' skill is what determines how well a unit can sneak without being caught. In fortress mode, [[dwarves]] with the '''hunting''' [[labor]] enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey. Players need a crossbow, a [[quiver]], and [[bolt]]s to successfully hunt. The ambusher skill is listed among the 'misc' skills, the higher the character skill, the closer they can get. Dwarves using the ambush skill move more slowly, but, if successful, cannot be seen by enemies. Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard [[combat]] with their prey, using their [[crossbow]]. The skill is also used by enemy [[thief|thieves]] and [[ambush]]ers raiding your fortress or when you return the favor [[raid]]ing their sites.&lt;br /&gt;
&lt;br /&gt;
The standard load for embarking includes 3 quivers, and any [[immigration|immigrating]] hunters arrive with a full set of proper equipment: a metal crossbow, a quiver, and some bolts. A hunter armed with a crossbow will increase their [[Crossbowman|marksdwarf]], ambusher, and [[archery]] [[skill]]s. Graphically, ambushers will wear green clothes with brown underclothing, gloves and shoes.&lt;br /&gt;
&lt;br /&gt;
Since hunting is employed by players with varying success, and your military will go after any game that looks at them funny anyway, you might be safer doing the good old 'hunt with your military'. After all, your military can be told to pick a specific target, and, more conveniently, to ''stop'', too - one must remove the hunting labor from a hunter to get them to stop.&lt;br /&gt;
&lt;br /&gt;
== Caveats ==&lt;br /&gt;
A dwarf with the hunting labor enabled will sleep outside, causing unhappy thoughts. It may thus be necessary to watch the mood of a full-time hunter and take them off the job in time.&lt;br /&gt;
&lt;br /&gt;
[[Creature|Animals]] suitable to the biome will appear randomly on the edge of a map on each layer. By default, the layers are the surface and each cavern layer; dwarves can hunt wild animals on each of these layers. Only one group of animals will appear at any given time, and as soon as one group leaves another will take its place. This can result in your [[hoary marmot|marmot]] hunter suddenly having an unpleasant chitchat with an [[elephant]], [[giant eagle]], or [[cave dragon|worse]]. However, a seasoned and well-equipped hunter is more than a match for a giant eagle, and can be a good preemptive defense for your above-ground workers.&lt;br /&gt;
&lt;br /&gt;
An unskilled hunter will crawl in ambush mode, making the hunter unable to reach fast animals like badgers. Fortunately, an experienced one will be able to rapidly bring down even swift prey.&lt;br /&gt;
&lt;br /&gt;
Ten novice hunters working together can take down even very large, very fast animals. A highly skilled and agile hunter will be able to single-handedly take down nearly anything.&lt;br /&gt;
&lt;br /&gt;
If you have access to other ranged [[weapon]]s, [[bow]]s and [[blowgun]]s are not considered valid for hunting. Only weapons that use the [[crossbow]]/marksdwarf [[Weapon skill|skill]] work.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
A hunter picks a mark at random, which they then pursue. Hunters seem to switch marks under certain circumstances. As an ambusher gets closer to their prey, there is a greater and greater chance they will be spotted by the animal and stop ambushing. Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking. Generally, when the dwarf is within shooting range, they will move to engage. From there, the ambusher skill has no effect, and only combat skills are used.&lt;br /&gt;
&lt;br /&gt;
You can assign animals [[Animal trainer|trained]] for hunting, like [[dog]]s, to your hunters, which can sneak alongside their masters and attack the hunter's prey. You can also assign war beasts, which are much stronger and can help take down bigger game, but cannot sneak and may rush into combat early.&lt;br /&gt;
&lt;br /&gt;
Upon killing the prey, a hunter will usually carry it home to the [[butcher's shop]] from where a [[butcher]] will then take over, and process the game animal to create many byproducts. The hunter may kill other creatures that are closer to them than the fleeing mark they are intent on catching. They will ignore the accidental carcasses, only bringing home the carcasses they have marked beforehand. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map, if you do not set the refuse orders to 'gather refuse from outside' ([[corpse]]s count as refuse). If you do this and have a good system of [[stockpile|stockpiles]], available dwarf [[hauling|haulers]] and a map free of menacing critters (like with calm [[surroundings]]), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.&lt;br /&gt;
&lt;br /&gt;
Hunters will shoot bolts at carp and other water creatures in a river. They won't recover the dead fish, though.&lt;br /&gt;
&lt;br /&gt;
After a period of time, most hunters will eventually cause the mass [[extinction]] of wild animals in the biomes where your fort is located. There are two ways to prevent this: The first is to ensure that some animals always escape; many animals spawn on the map in groups or herds, and as long as at least one member of this group survives to leave the map later, the population of that creature will not decrease. The second method is to capture the wild animals, breed them, and then either release them back into the biome, or hunt the offspring.&lt;br /&gt;
&lt;br /&gt;
Necromancer hunters will sometimes raise the corpses of their prey, which they will then get attacked by.&lt;br /&gt;
&lt;br /&gt;
== Weapons and tactics ==&lt;br /&gt;
You should consider training hunters in [[wrestling]] in order for them to defend themselves - it will help them to break the jaw-grips that the enemy critter places on them, and will help the dwarf wrestle on their own, and even to place their own jaw grips if both of their hands are incapacitated - the only option if a weapon is dropped or stuck in the animal. You should also consider training them in the [[hammerdwarf]] skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf. Hunters will fight to the death if engaged, but get a job cancellation if they run out of bolts, which will cause them to run away from their target as fast as they can. Without bolts assigned, they may fight with the butt of the crossbow, which functions similarly to a [[war hammer]].&lt;br /&gt;
&lt;br /&gt;
Using your military to hunt can be safer than using mere civilian hunters, particularly if they are agile enough to simply outrun the creatures. Military dwarves will typically be much better protected thanks to their [[armor]], and using them comes with the benefit of training their [[combat skill]]s when they fight their mark. However, this often mangles the corpse of the hunted creature making them unfit to be butchered.&lt;br /&gt;
&lt;br /&gt;
Be warned that hunters will not stop their current hunt if you disable their hunting labor; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially-suicidal results. This may be avoidable by disabling the labor while hunting or returning the kill.&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
[[File:sneak_button_preview.png|right]]In [[adventurer mode]], ambusher skill is gained by moving around while {{Adv menu icon|S}} sneaking is toggled on. Sneak mode will automatically toggle off during sleep/wait and on the first move from fast travel, so in order to ambush random encounters, you should remember to toggle it back on before continuing.&lt;br /&gt;
&lt;br /&gt;
A sneaking character can remain undetected by others so long as they remain out of the other creatures' scope of perception, which varies by sensory organs and [[observer]] skill. Until the character is detected, no [[level of conflict]] is generated between the character and an enemy or timid creature. Entering a friendly creature's scope of perception will generate some social discomfort toward your character. You will be unable to conceal yourself from any creature who detects you, but you will not automatically be revealed to others.&lt;br /&gt;
&lt;br /&gt;
Movement rates at normal or slower [[gait]] are unmodified by stealth, but reduced at gaits faster than walk. Ambushing success is also sharply reduced by quicker gaits. Ambushing skill offsets the sneak penalty for faster gaits, but not the movement rate penalty.&lt;br /&gt;
&lt;br /&gt;
== Raids ==&lt;br /&gt;
When sending your dwarves on raid [[missions]] (not pillaging or razing), the ambusher skill will affect their chances of success in relation to being spotted. A successful raiding mission adds 1,000 points towards the ambusher skill for every squad member.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Weapons of hunters might not be assigned properly. Even if a hunter has a quiver and bow and assigned ammo, they may not have the ''right'' bow. Disable their hunting skill so they stockpile their equipment, then re-enable hunting when they're done.&lt;br /&gt;
* Having the Hunter labor toggled on will stop the dwarf from [[sleep]]ing in their [[bedroom]], making them accumulate negative [[thought]]s from having to sleep on the floor (if unsmoothed, apparently). Toggling the Hunter labor off allows them to use their bedrooms properly.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Military_tactics&amp;diff=315314</id>
		<title>Military tactics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Military_tactics&amp;diff=315314"/>
		<updated>2026-03-06T10:49:04Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: pillage=500 XP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 0:0&lt;br /&gt;
| skill      = Tactician&lt;br /&gt;
| profession = None&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = &lt;br /&gt;
* Command squads in off-site battles&lt;br /&gt;
| attributes =&lt;br /&gt;
* Unknown&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Military tactics''' is a [[military]] [[skill]]. Along with [[leader]] and [[organizer]] skills, it affects [[mission]] simulations on the world map, giving the side with the better tactician a greater chance of victory.&lt;br /&gt;
&lt;br /&gt;
Military tactics determines a [[squad]]'s success chance in pillage and raze [[mission]] battles. The squad member with the highest skill in military tactics is used. The skill skews rolls in battles in opposition to the opponent's tactician skills. A successful pillaging mission gives 500 points towards the tactician skill for the highest-skilled squad member. If all squad members are equally at zero points (first pillage), the [[militia captain]] gains the points.&lt;br /&gt;
&lt;br /&gt;
Military tactics is an available skill at [[embark]]. When assigning squad members, military tactician appears as a relevant skill for squad-leading nobles/appointments.&lt;br /&gt;
&lt;br /&gt;
A mission leader can increase this skill in pillage and raze missions when they gain a {{DFtext|positional advantage}} over the enemy.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Lever&amp;diff=314531</id>
		<title>Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Lever&amp;diff=314531"/>
		<updated>2026-01-30T07:13:49Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: Urist's lever, new description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{V50 machine|name=Lever|key=l&lt;br /&gt;
|icon=[[File:lever_icon.png]]&lt;br /&gt;
|construction=&lt;br /&gt;
* 1 [[Mechanism]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanic|Mechanics]]&lt;br /&gt;
|power=Uses 0 power.&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:lever_anim_v50.gif|right]]A '''lever''' is a building constructed from one [[mechanism]] on an empty tile. It can be built from the Workshops menu, Machines/fluids, Lever ({{Menu icon|b|m|l|sep=-}}).  Once in place, it can be linked to one or more devices such as [[door]]s, [[bridge]]s or [[support]]s, permitting you to control these other devices remotely. Order the lever to be pulled by clicking on it and selecting the Pull lever button. A dwarf with the [[lever operation]] labor will get assigned the job of pulling the lever. This dwarf might be a long way away, and the delay in pulling the lever can result in [[Fun]]. Like workshops, levers can be assigned to a specific dwarf, which will prevent other dwarves from pulling the lever. Levers also make good furniture choices when constructed with high-quality mechanisms.&lt;br /&gt;
&lt;br /&gt;
[[Pressure plate]]s are like levers, but are triggered by creatures or fluids directly rather than by giving an order to a dwarf. If levers are too much [[fun]], a pressure plate may be a better choice. There is more information on trap design [[trap design|here]].&lt;br /&gt;
&lt;br /&gt;
==Activation of the devices==&lt;br /&gt;
When a lever is pulled, the connected device(s) activate. What happens during activation depends on the linked device:&lt;br /&gt;
&lt;br /&gt;
* [[Door]]s, [[hatch]]es, [[floodgate]]s, and [[grate]]s open and close.&lt;br /&gt;
* [[Support]]s collapse, potentially causing a cave-in (pulling the lever again won't re-assemble the support, cave-in or not).&lt;br /&gt;
* [[Bridge]]s raise and lower, or retract and extend, depending on the type of bridge.&lt;br /&gt;
* [[Gear assembly|Gear assemblies]] ''toggle'' between engaged and disengaged (disengaged assemblies can't support other machinery).&lt;br /&gt;
* [[Restraint]]s release the creature assigned to them (leaving the restraint attached to the creature, only recoverable by [[dump]]ing the restraint or killing the creature).&lt;br /&gt;
* [[Cage]]s are deconstructed, releasing their occupants (needless to say, this is irreversible!)&lt;br /&gt;
* [[Spike]]s raise and lower.&lt;br /&gt;
* [[Bars]] retract and extend.&lt;br /&gt;
* [[Track stop]]s deactivate and reactivate.&lt;br /&gt;
&lt;br /&gt;
Different objects take different amounts of time to respond to activation; generally this is only a brief pause, but it can be enough for a charging [[goblin]] to cover more than a few tiles.&lt;br /&gt;
&lt;br /&gt;
==Other uses==&lt;br /&gt;
A lever not linked to anything can still be pulled. This is a rather high-priority job, and it has the effect that the dwarf pulling it will end up near the lever with the &amp;quot;no job&amp;quot; status. If there is not much to do in the fortress and the dwarf does not immediately get a new job, this feature can be used to do low-priority jobs in the vicinity, or on the way back. In Dwarf Fortress parlance this functionality is called ''Urist's lever''; It can be used to convince dwarfs to [[clean]] remote [[cavern]] sections, enter the [[library]] to then discuss or ponder important things, enter the [[temple]] for those who never pray and are unhappy about it, or generally move to a place where they would not go voluntarily, for instance to create an [[unfortunate accident]] for them. If only one dwarf is the target, assign the lever to them.&lt;br /&gt;
&lt;br /&gt;
==Linking==&lt;br /&gt;
One [[mechanism]] is required to construct a lever, and two more are required to '''link''' the lever with a device. You need a dwarf with the [[Mechanic]] labor enabled to link a lever to a device. The link is made by first selecting the lever with the mouse and choosing '''Link lever''', which will bring up a window showing the mechanisms which will be used and which end of the link they will be used on.  Then use the mouse to select the object the lever is to be linked to.&lt;br /&gt;
&lt;br /&gt;
The linkage interface will give you the warning '''Cannot link to &amp;lt;object name&amp;gt;''' if the object is already linked, or tasked to be linked, to the lever in question.  Buildings that are currently forbidden will also show the same warning message. A lever cannot be successfully linked to a locked door, as the dwarves must stand on the door to complete the link. The task will be suspended with a message that they cannot find a path.&lt;br /&gt;
&lt;br /&gt;
Currently (as of 50.04) you cannot choose which specific mechanisms you want to use to connect the device to the lever; they will be automatically chosen in order of the oldest available mechanisms. The quality of a mechanism affects the accuracy of traps, but not the speed of activation. The first mechanism listed is for the device end, the second for the lever end. This is important when working with [[magma]]. One workaround is to order levers be constructed with mechanisms as you build them, but pause the construction of the lever as soon as the mechanism is delivered to the lever location. Then, when you want to use specific mechanisms, you can cancel the lever to make that lever's mechanism drop on the floor and become available for use. Alternatively, you can forbid all of the mechanisms you do not want to use before linking the lever.&lt;br /&gt;
&lt;br /&gt;
A single lever can be linked to any number of valid objects, and each object can have any number of levers controlling it.&lt;br /&gt;
&lt;br /&gt;
There is no way to de-link an object without disassembling either the object, or lever. When using a lever for a single-use purpose (cages or supports), the mechanism in the lever will remain in the lever, but the object and its mechanism will deconstruct. In this manner, a single lever might accumulate many mechanisms. Deconstructing the lever will free all these mechanisms and allow their reuse, so it is advisable to keep your permanent and one-time linkages to separate levers.&lt;br /&gt;
&lt;br /&gt;
In contrast with [[pressure plate]]s, build order does not affect the timing of levers whatsoever.  In any given tick, any levers will send their signals before any furniture receives those signals, thus levers behave as if they'd been built after the furniture they link to.  In rare cases, it is possible for the order of arrival of the dwarf pulling the lever to affect the precise timing of lever-linked devices, as when using a hatch to drop a dwarf-- if the falling dwarf arrived later than the lever pulling dwarf, the dropping dwarf will take an extra tick to fall.&lt;br /&gt;
&lt;br /&gt;
==On/Off vs Open/Close==&lt;br /&gt;
Levers normally have an &amp;quot;on&amp;quot; and &amp;quot;off&amp;quot; state, distinguished by the visual appearance of the lever (see below).  Upon being pulled, the state of the lever changes, and everything they're connected to updates to the ''corresponding'' state of that lever, and does not just ''change'' states (&amp;quot;toggle&amp;quot;).  This becomes important if you have several levers attached to the same device, or one trigger attached to several systems. &lt;br /&gt;
:Example: 2 levers (both in &amp;quot;off&amp;quot; position) are connected to a drawbridge. After pulling the first lever, the bridge will lift. Pulling the second lever tells the bridge to &amp;quot;open&amp;quot;, which it already has done - no visible effect. When it is pulled a second time it will let the bridge down. This in turn requires the ''first'' lever (still in &amp;quot;open/lift&amp;quot; position) to be pulled twice to trigger a change (lift again), and so on.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;on&amp;quot; and &amp;quot;off&amp;quot; state is fixed and dependent on the lever, not the object that lever is linked to.  &lt;br /&gt;
&lt;br /&gt;
In DF Premium,&lt;br /&gt;
* &amp;quot;lever to the left&amp;quot; ([[File:Lever to the left.png]]) is '''on'''&lt;br /&gt;
* &amp;quot;lever to the right&amp;quot; ([[Image:Lever_icon.png]]) is '''off'''&lt;br /&gt;
&lt;br /&gt;
While in DF Classic,&lt;br /&gt;
* &amp;quot;dash to the right&amp;quot; ( {{Tile|ó|7:1}} ) is '''on'''&lt;br /&gt;
* &amp;quot;dash to the left&amp;quot; ( {{Tile|ò|7:1}} ) is '''off'''&lt;br /&gt;
&lt;br /&gt;
Note, however, that gear assemblies are ''the sole exception'' to this: Instead of On/Off triggers, they indeed '''do''' toggle.&lt;br /&gt;
&lt;br /&gt;
Several devices, such as [[floodgate]]s and [[bridge]]s, have a delayed response to all incoming signals, and will not respond to subsequent signals until the first has taken effect.  For instance, if you pull a lever attached to a floodgate on then off in rapid succession, the floodgate will only respond to the first signal, independent of the position the lever rests in eventually.&lt;br /&gt;
&lt;br /&gt;
In the unusual case that a device receives both an on and an off trigger in exactly the same tick, the device will change states -- an open device will close, and a closed device will open.&lt;br /&gt;
&lt;br /&gt;
==On/Off states==&lt;br /&gt;
Objects that can be controlled by levers include:&lt;br /&gt;
&lt;br /&gt;
===== Multiple Uses =====&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;step&amp;quot; is not a step that a dwarf makes, and not based on [[Frames per second|FPS]].  It's one &amp;quot;step&amp;quot; that the game advances.  When paused (via {{k|spacebar}} ), you can manually advance the game &amp;quot;1 step&amp;quot; by hitting the period ( {{k|.}} ) key.&lt;br /&gt;
&lt;br /&gt;
* [[Bridge]] – Activates 100 steps after being triggered (see [[#Bugs|bug]] below)&lt;br /&gt;
** '''On:''' Turns the bridge into either a raised drawbridge, or a retracted bridge, depending on which option was chosen when the bridge was constructed. &lt;br /&gt;
** '''Off:''' Returns the bridge to normal.&lt;br /&gt;
&lt;br /&gt;
* [[Door]] – Activates instantly. Note that once you connect a door, it is either completely open or sealed shut. There is no &amp;quot;''closed, but can be opened by a dwarf''&amp;quot; state anymore.&lt;br /&gt;
** '''On:''' Opens the door. &lt;br /&gt;
** '''Off:''' Closes the door. &lt;br /&gt;
&lt;br /&gt;
* [[Floodgate]] –  Activates 100 steps after being triggered. &lt;br /&gt;
** '''On:''' Opens the floodgate. &lt;br /&gt;
** '''Off:''' Closes the floodgate.&lt;br /&gt;
&lt;br /&gt;
* [[Floor hatch]] – Activates instantly.  Note that, like doors, once you connect a hatch, it is either completely open or sealed shut.&lt;br /&gt;
** '''On:''' Opens the hatch.&lt;br /&gt;
** '''Off:''' Closes the hatch.&lt;br /&gt;
&lt;br /&gt;
* [[Grate]] – Activates 100 steps after being triggered. When it is open, it just disappears. Liquids go through it just the same, but it will no longer function as a floor/wall (depending on its orientation).&lt;br /&gt;
** '''On:''' Opens the grate. &lt;br /&gt;
** '''Off:''' Closes the grate. &lt;br /&gt;
&lt;br /&gt;
* [[Bars]] – Activates 100 steps after being triggered. When it is open, it just disappears. Liquids go through it just the same, but it will no longer function as a floor/wall (depending on its orientation).&lt;br /&gt;
** '''On:''' Opens the bars. &lt;br /&gt;
** '''Off:''' Closes the bars.&lt;br /&gt;
&lt;br /&gt;
* [[Trap|Upright Spear/Spikes]] – Activates 40 steps after being triggered.&lt;br /&gt;
** '''On:''' Retracts spears/spikes.&lt;br /&gt;
** '''Off:''' Extends spears/spikes.&lt;br /&gt;
&lt;br /&gt;
* [[Gear assembly]] – Activates instantly. When it is disengaged, no power goes through it and anything that is being kept up by its presence (like a [[windmill]] right on top of it) falls down.&lt;br /&gt;
** '''On:''' Toggles gear state.&lt;br /&gt;
** '''Off:''' Toggles gear state.&lt;br /&gt;
&lt;br /&gt;
* [[Minecart|Track stop]] – Disables without delay, enables 40 steps after being triggered. When disabled, trackstops behave like the track (or floor) underneath them, and minecarts occupying the tile will not auto-dump or experience friction.&lt;br /&gt;
** '''On:''' Disables the track stop.&lt;br /&gt;
** '''Off:''' Enables the track stop.&lt;br /&gt;
&lt;br /&gt;
===== One-Shot =====&lt;br /&gt;
&lt;br /&gt;
These items, when activated, deconstruct, and/or cannot be triggered again until re-linked.&lt;br /&gt;
&lt;br /&gt;
* [[Cage]] &amp;amp;ndash; Activates instantly. Deconstructs the cage and releases all of its contents. The cage and its attached mechanism will be left on the floor nearby; you recover the [[mechanism]] used on the cage but you do not recover the mechanism used in the lever until you deconstruct the lever itself.&lt;br /&gt;
* [[Restraint]] &amp;amp;ndash; Deconstructs the [[Restraint|chain/rope]] and releases whatever creature it held. The restraint's mechanism will be left on the floor nearby, and the restraint itself will be placed in the creature's inventory (attached to its upper body); again, you recover the [[mechanism]] used on the restraint but you do not recover the mechanism used in the lever until deconstructing the lever itself.&lt;br /&gt;
* [[Support]] &amp;amp;ndash; Deconstructs the support, ideally without a dwarf next to it. Most commonly used to cause controlled [[cave-in]]s. The support's building material and its attached mechanism can both be recovered (unless they happen to get destroyed in said cave-in).&lt;br /&gt;
&lt;br /&gt;
==Keeping track of levers==&lt;br /&gt;
Since pulling the wrong lever can lead to lots of [[fun]], it's worth making sure you know what your levers do.&lt;br /&gt;
&lt;br /&gt;
* From a building controlled by a lever, you can go to &amp;quot;Show linked buildings&amp;quot; to locate the lever it is controlled by;&lt;br /&gt;
* From a lever, you can go to &amp;quot;Show linked buildings&amp;quot; to locate the buildings it controls;&lt;br /&gt;
* Finally, it's helpful to give your levers descriptive names to make them easier to locate.&lt;br /&gt;
&lt;br /&gt;
==Toggling Passages==&lt;br /&gt;
&lt;br /&gt;
Since all activatable devices apart from gear assemblies have predefined &amp;quot;on&amp;quot; and &amp;quot;off&amp;quot; states, you cannot directly link a lever to two doors in such a way that a single lever flip opens one and closes the other. You can, however, make use of the differences between different linkable devices:&lt;br /&gt;
&lt;br /&gt;
* while doors and floodgates prevent passage when &amp;quot;off&amp;quot; and allow passage when &amp;quot;on&amp;quot;, a bridge prevents passage by raising or retracting upon receiving an &amp;quot;on&amp;quot; signal and returns to its passable state when &amp;quot;off&amp;quot;. &lt;br /&gt;
* hatches, floor bars and floor grates can be placed over a channelled-out tile creating a gap in a passage. When closed (switched &amp;quot;off&amp;quot;), those structures now provide a path across the gap, but block passage when switched &amp;quot;on&amp;quot; and opening. Hatches, like doors, react immediately to signals, which makes them particularly useful for this purpose.&lt;br /&gt;
&lt;br /&gt;
So, to &amp;quot;switch&amp;quot; between paths with a single lever, you could connect functionally different devices to it, e.g. a floodgate in one passage and a raising bridge in another. Whenever the lever is switched now, it will send the necessary signals to open one path and at the same time close the other.&lt;br /&gt;
&lt;br /&gt;
If you want to &amp;quot;toggle&amp;quot; two buildings which follow the same switching rules, you will probably need to build a [[Computing|Logic device]] to do the job.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Linked devices that were prevented from operating on a previous trigger may engage immediately on the next trigger.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Category|Machine components}}&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Angel&amp;diff=314530</id>
		<title>Angel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Angel&amp;diff=314530"/>
		<updated>2026-01-30T06:55:03Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: /* Great beast */ breeding!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler|filler=&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:angel_preview.png|right]]'''Angels''' {{Raw Tile|Ä|7:0}} are procedurally-generated [[creature]]s created by [[Deity|deities]] to guard the [[vault]]s erected by [[demon]]s who were twisted into humanoid form in a time before time. Facing them is one form of endgame in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Graphically, the sprites that angels use will be of randomly-generated creatures with random colors that resemble the generated appearance they've been given. This same setup is used for other procedurally-generated creatures, such as [[demon]]s and [[megabeast]]s. The lesser angels, such as the soldiers, will appear as black, shadowy and mysterious-looking creatures.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Bim-sarasti.jpg|thumb|right|300px|&amp;quot;Mudung's Monster, a towering eyeless grasshopper. It has two long, spiral horns and it never appears to be perturbed or surprised by any happening. Its indigo exoskeleton is wrinkled. It was created by the human goddess Mudung Deepperplexes and is of a part with fate.&amp;quot; ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Angels are randomly generated at worldgen, with appearance, arms, armor, and even material determined by the [[sphere]]s of their creator. The term &amp;quot;angel&amp;quot; is used loosely – after all, they are sent by deities that knowingly released [[demon]]s into the world. As such, they are disproportionately associated with &amp;quot;dark&amp;quot; or &amp;quot;violent&amp;quot; spheres like deformity and war, and with fittingly vile appearances, but even those associated with neutral or supposedly-positive spheres tend to be utterly bizarre in appearance. The WAR, VALOR and FORTRESSES spheres boost the natural combat skills of the &amp;quot;'''Warrior'''&amp;quot; angel type to 10 from 6. The sphere effects on body materials work the same way they do for demons etc., so a muck god will more than likely have mud angels, a rainbow god; crystal angels, etc. (there are about 30 spheres with material links). DEATH, MISERY, DARKNESS and NIGHT sphere angels can have dark color alterations.  All angels share certain traits, however; they are [[fanciful]] [[creatures]] who are all able to swim in and [[Amphibious|breathe]] water and [[Building destroyer|destroy buildings]]. Furthermore, they are immune to [[Trapavoid|traps]], [[No Pain|pain]], fear, nausea, [[No Stun|stunning]], [[No Exert|exertion]], dizziness, fevers and any sort of poison. Unlike demons, angels do not seem to be universally immune to [[fire]]. All humanoid angels are able to equip items and freely open unlocked [[door]]s. Some angels have access to a [[syndrome]] called &amp;quot;divine sickness&amp;quot;, whose effects are randomized, but typically include such things as vomiting blood, blisters, numbness and nausea. Others may have [[Creature_token#EXTRAVISION|extravision]], and they can be genderless, or have male and female castes.&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = sedil&lt;br /&gt;
| elvish  = thili&lt;br /&gt;
| goblin  = asmuk&lt;br /&gt;
| human   = idla&lt;br /&gt;
}}&lt;br /&gt;
Dwarves will never have a [[preferences|preference]] for angels, as they possess no {{token|PREFSTRING}}. They possess an unused [[Pet#Pet value|pet value]] of 2,000. Like other procedurally-generated creatures, they are not available to be spawned in the [[object testing arena]].&lt;br /&gt;
&lt;br /&gt;
Even if you kill all the angels inside a vault, they will eventually respawn (no confirmation yet about how long it takes – a cleared vault has been witnessed having its population back in under a month) which makes vaults pretty good high-level item grinding grounds. Try to kill at least one warrior and pick up their gear – your adventure will instantly become much easier. Do note that angels are quite capable of wandering out of their vaults, slaughtering any stragglers, so lingering near one is not a good idea. &lt;br /&gt;
&lt;br /&gt;
Dwarven [[squad]]s can attempt to [[Mission|explore]] a vault in order to recover the slab in it, as it's considered a [[legendary artifact]]. The guardians will defend their lair (and probably slaughter your dwarves) accordingly. However, if you successfully conquer a vault through a fortress mode mission, the warriors become a playable race in adventure mode with dwarven starting setup and ethics. If you do embark on a vault, non-sentient angels appear to become tame livestock - they can be made available as pets or slaughtered and butchered. Warriors (the only intelligent type) remain hostile, but do not appear to leave the vault on their own.&lt;br /&gt;
&lt;br /&gt;
Digging into an &amp;quot;[[unusual volcanic wall]] studded with gems&amp;quot; has a chance to reveal an angel, alongside [[water|several]] [[magma|other]] [[demon|fun]] [[hell|things]].&lt;br /&gt;
&lt;br /&gt;
Overall, they are easier to defeat than demons by reason of their smaller sizes (save for the great beast) and lower chance of having a special ability.&lt;br /&gt;
&lt;br /&gt;
==Angel types==&lt;br /&gt;
[[File:Angel_Size.png|thumb|200px|Estimated size comparison between a group of angels (All made by the same god, Solon) and a dwarf.]]&lt;br /&gt;
Angels come in three categories:&lt;br /&gt;
&lt;br /&gt;
===Humanoid===&lt;br /&gt;
Generic '''humanoids''' ({{Raw Tile|Ä|6:0:0}} or {{Raw Tile|ä|6:0:0}}) serve as highly-randomized bestial angels; though more than a match for most adventurers, they're the least dangerous angels, with &amp;quot;Skilled&amp;quot;-level combat skills and no weapons or armor, though they are able to equip them, given the chance. A vault always contains exactly 50 of them.&lt;br /&gt;
&lt;br /&gt;
===Warrior===&lt;br /&gt;
'''Humanoid warriors''' ({{Raw Tile|Ä|3:0:1}} or {{Raw Tile|ä|3:0:1}}) are sentient foes, with armor and weapons of [[divine metal]] and clothes of [[divine fabric]]. They are guaranteed to have &amp;quot;Talented&amp;quot;-level combat skills. Their size is highly randomized - they can be larger or smaller than an average [[human]] - in some cases, their size difference from the player will be so marginal that the player's adventurer becomes able to use their [[divine fabric|divine clothing]]. A vault always contains exactly 25 of them. In some vaults, but not all of them, these soldiers have names similar to those of civilized creatures, albeit in divine language.&lt;br /&gt;
&lt;br /&gt;
===Great beast===&lt;br /&gt;
The '''great beast''' ({{Raw Tile|Ä|4:0:1}}) is the huge, bestial guardian of the final chamber - only a single one of these powerful foes can be found in a vault. They occupy 10,000,000 cm³, the same size as a [[forgotten beast]], and possess Grand Master [[skill]] in [[wrestling]], [[Combat skill|biting]], striking, kicking, fighter, [[Archery|archer]], dodging and [[observer]], making them almost equivalent in power to a unique demon, if they could have special attacks.&lt;br /&gt;
&lt;br /&gt;
Defeating the beast grants the player access to the [[slab]] related to the vault's demon, allowing them to either bind them to their service or banish them back to the [[Underworld]].&lt;br /&gt;
&lt;br /&gt;
In each of the [[Unusual volcanic wall|pillars below]] one great beast can be found. They will not attack dwarfs but become &amp;quot;current resident&amp;quot;s and mill about the fortress. They will not actively seek out enemies of the fortress, but if they come close they will attack. They might even produce offspring if you get them of different sexes, the little beasts will likewise be Grand Masters, and will be listed as &amp;quot;friendly&amp;quot; under &amp;quot;other residents&amp;quot;. Their description still says they are created by a god(dess), the same one that created the parents.&lt;br /&gt;
&lt;br /&gt;
==Divine language==&lt;br /&gt;
{{Main|Divine language}}&lt;br /&gt;
Angel names are generated using a divine language. The divine language works just like any of the four major languages in the respect that it has its own translation of a set of English words. Unlike the other languages, however, it is generated individually for each world. Each world has only one divine language, meaning that all angels in all vaults in a given world will use the same language.&lt;br /&gt;
&lt;br /&gt;
In the world raws, the divine language is referred to as GEN_DIVINE. By changing an entity's {{token|TRANSLATION|e}} to GEN_DIVINE, it's possible to make them use the same names as the angels.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Example raws (as extracted from world.sav)|[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:HF852 DIVINE_2]&lt;br /&gt;
	[DESCRIPTION:A one-eyed humanoid.  It has large mandibles and it has a rattling exhale.  Its gray skin is leathery.  It was created by the human god Ijat the Gnarled Guts and is of a part with balance, death, deformity, disease and suicide.]&lt;br /&gt;
	[NAME:Dead Minion:Dead Minions:Dead minion]&lt;br /&gt;
	[CASTE_NAME:Dead Minion:Dead Minions:Dead minion]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[SOURCE_HFID:852]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[DIFFICULTY:2]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:4]&lt;br /&gt;
	[NATURAL_SKILL:BITE:4]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:4]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:4]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:4]&lt;br /&gt;
	[NATURAL_SKILL:RANGED_COMBAT:4]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:4]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:4]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[MALE]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:BALANCE]&lt;br /&gt;
	[SPHERE:DEATH]&lt;br /&gt;
	[SPHERE:DEFORMITY]&lt;br /&gt;
	[SPHERE:DISEASE]&lt;br /&gt;
	[SPHERE:SUICIDE]&lt;br /&gt;
	[BODY_SIZE:0:0:70000]&lt;br /&gt;
	[CREATURE_TILE:142]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_LARGE_MANDIBLES:RCP_1_EYE:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_RIBS:RCP_1_EYELID]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[SELECT_MATERIAL:SKIN]&lt;br /&gt;
		[STATE_COLOR:ALL_SOLID:GRAY]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:6:0:0]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
	[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:BITE:BODYPART:BY_CATEGORY:MANDIBLE]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]( [GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:HF852 DIVINE_1]&lt;br /&gt;
	[DESCRIPTION:A large humanoid composed of vomit.  It has wings and its body is bent and misshapen.  It was created by the human god Ijat the Gnarled Guts and is of a part with balance, death, deformity, disease and suicide.]&lt;br /&gt;
	[NAME:Warrior of Deformity:Warriors of Deformity:warrior]&lt;br /&gt;
	[CASTE_NAME:Warrior of Deformity:Warriors of Deformity:warrior]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[SOURCE_HFID:852]&lt;br /&gt;
	[DIFFICULTY:6]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[FEMALE]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:RANGED_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[NATURAL_SKILL:AXE:6]&lt;br /&gt;
	[NATURAL_SKILL:SWORD:6]&lt;br /&gt;
	[NATURAL_SKILL:DAGGER:6]&lt;br /&gt;
	[NATURAL_SKILL:PIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:MACE:6]&lt;br /&gt;
	[NATURAL_SKILL:HAMMER:6]&lt;br /&gt;
	[NATURAL_SKILL:WHIP:6]&lt;br /&gt;
	[NATURAL_SKILL:SPEAR:6]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:BALANCE]&lt;br /&gt;
	[SPHERE:DEATH]&lt;br /&gt;
	[SPHERE:DEFORMITY]&lt;br /&gt;
	[SPHERE:DISEASE]&lt;br /&gt;
	[SPHERE:SUICIDE]&lt;br /&gt;
	[BODY_SIZE:0:0:80000]&lt;br /&gt;
	[CREATURE_TILE:142]&lt;br /&gt;
	[NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TWO_FLIGHTLESS_WINGS:RCP_LOWER_BODY_STINGER]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[TISSUE:UNIFORM_TIS]&lt;br /&gt;
		[TISSUE_NAME:tissue:NP]&lt;br /&gt;
		[TISSUE_MATERIAL:VOMIT]&lt;br /&gt;
		[TISSUE_MAT_STATE:SOLID]&lt;br /&gt;
		[MUSCULAR]&lt;br /&gt;
		[FUNCTIONAL]&lt;br /&gt;
		[STRUCTURAL]&lt;br /&gt;
		[RELATIVE_THICKNESS:1]&lt;br /&gt;
		[CONNECTS]&lt;br /&gt;
		[TISSUE_SHAPE:LAYER]&lt;br /&gt;
		[TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TIS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[NOT_LIVING]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[ODOR_STRING:vomit]&lt;br /&gt;
	[ODOR_LEVEL:90]&lt;br /&gt;
	[COLOR:2:0:0]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[EXTRAVISION]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
		[ENTERS_BLOOD]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
		[SYN_NAME:divine sickness]&lt;br /&gt;
		[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[SYN_IMMUNE_CREATURE:HF852 DIVINE_1:ALL]&lt;br /&gt;
		[SYN_INJECTED]&lt;br /&gt;
		[SYN_CONTACT]&lt;br /&gt;
		[SYN_INHALED]&lt;br /&gt;
		[SYN_INGESTED]&lt;br /&gt;
		[CE_IMPAIR_FUNCTION:SEV:100:PROB:100:START:858:PEAK:1745:END:3188:LOCALIZED:RESISTABLE:SIZE_DELAYS:SIZE_DILUTES]&lt;br /&gt;
		[CE_PAIN:SEV:100:PROB:100:START:343:PEAK:1602:END:4801:RESISTABLE:SIZE_DELAYS:SIZE_DILUTES]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:STING:BODYPART:BY_CATEGORY:STINGER]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:sting:stings]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:5]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]( [GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:HF852 DIVINE_3]&lt;br /&gt;
	[DESCRIPTION:A great pterosaur composed of grime and filth.  It has two long, spiral horns and it has a rattling exhale.  It was created by the human god Ijat the Gnarled Guts and is of a part with balance, death, deformity, disease and suicide.]&lt;br /&gt;
	[NAME:Suicide's Destroyer:Suicide's Destroyers:Suicide's destroyer]&lt;br /&gt;
	[CASTE_NAME:Suicide's Destroyer:Suicide's Destroyers:Suicide's destroyer]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[SOURCE_HFID:852]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[DIFFICULTY:10]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:14]&lt;br /&gt;
	[NATURAL_SKILL:BITE:14]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:14]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:14]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:14]&lt;br /&gt;
	[NATURAL_SKILL:RANGED_COMBAT:14]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:14]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:14]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[FEMALE]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:1250:1250:1250:1250:1250:1250:1250]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:BALANCE]&lt;br /&gt;
	[SPHERE:DEATH]&lt;br /&gt;
	[SPHERE:DEFORMITY]&lt;br /&gt;
	[SPHERE:DISEASE]&lt;br /&gt;
	[SPHERE:SUICIDE]&lt;br /&gt;
	[BODY_SIZE:0:0:10000000]&lt;br /&gt;
	[CREATURE_TILE:142]&lt;br /&gt;
	[NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_LEGS:RCP_TWO_WINGS:RCP_2_HEAD_HORNS:RCP_4_TOES]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[TISSUE:UNIFORM_TIS]&lt;br /&gt;
		[TISSUE_NAME:tissue:NP]&lt;br /&gt;
		[TISSUE_MATERIAL:GRIME]&lt;br /&gt;
		[TISSUE_MAT_STATE:SOLID]&lt;br /&gt;
		[MUSCULAR]&lt;br /&gt;
		[FUNCTIONAL]&lt;br /&gt;
		[STRUCTURAL]&lt;br /&gt;
		[RELATIVE_THICKNESS:1]&lt;br /&gt;
		[CONNECTS]&lt;br /&gt;
		[TISSUE_SHAPE:LAYER]&lt;br /&gt;
		[TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TIS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[NOT_LIVING]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[ODOR_STRING:filth]&lt;br /&gt;
	[ODOR_LEVEL:90]&lt;br /&gt;
	[COLOR:6:0:0]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[EXTRAVISION]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:HORN:BODYPART:BY_CATEGORY:HORN]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:gore:gores]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:5]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:FLY:Maximum Flight Speed:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:FLY:Faster Flight:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:FLY:Fast Flight:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:FLY:Fly:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:FLY:Slow Flight:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:FLY:Hover:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Fastest Walk:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Faster Walk:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Fast Walk:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Slow Walk:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Slowest Walk:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Amphibious}}&lt;br /&gt;
{{Category|Building destroyer}}&lt;br /&gt;
{{Category|HFS}}&lt;br /&gt;
{{Category|Fanciful}}&lt;br /&gt;
{{Category|Learns}}&lt;br /&gt;
{{Category|No Exert}}&lt;br /&gt;
{{Category|No Pain}}&lt;br /&gt;
{{Category|No Stun}}&lt;br /&gt;
[[ru:Angel]]&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Military&amp;diff=314299</id>
		<title>Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Military&amp;diff=314299"/>
		<updated>2026-01-21T15:37:03Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: /* Equipping Soldiers */ fix anchor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:military_sprites_preview.png|right]]The '''military''' is one of the most important aspects of a successful fortress. Even with many [[trap]]s, [[bridge|drawbridges]] and [[magma|other defenses]], your military will still need to fend off [[goblin]] [[siege]]s, [[megabeast]]s, [[titan]]s, and fiendish [[Giant cave spider|underground]] [[Forgotten beast|beasties]]. Using a combination of [[squad|squad orders]] and [[scheduling]], you can set up an elaborate offensive, defensive, or balanced military structure for your [[equipment|well-equipped]] [[soldier]]s to follow. Turning your dwarves from [[immigration|useless migrants]] into bloodthirsty killing machines never hurts (except the enemy, of course).&lt;br /&gt;
&lt;br /&gt;
'''WARNING! Mining, woodcutting, and hunting have a &amp;quot;civilian uniform&amp;quot; that conflicts with ''all'' military equipment. Assigning any dwarf with the mining, woodcutting, or hunting labors enabled to the military is strongly discouraged.'''{{bug|1451}}&lt;br /&gt;
&lt;br /&gt;
The military system is rather extensive and complex, and there is a lot of documentation. Here is a list of key documents categorized by expertise level:&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin-left:1em; margin-top:-20px;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
* '''Beginner:'''&lt;br /&gt;
** [[Attack]] is a ''very'' simple &amp;quot;How to attack a target&amp;quot; guide. This is useful if you don't know anything about the military, and just want to order some (untrained) dwarves to (suicide) attack something, ''now''.&lt;br /&gt;
** [[Military quickstart]] will teach you to set up and train your very first properly-organized squad.&lt;br /&gt;
&lt;br /&gt;
* '''Intermediate:'''&lt;br /&gt;
** [[Squad]]s helps you understand everything about squads.&lt;br /&gt;
** [[Military interface]] contains mostly complete documentation on the ''military screen''.&lt;br /&gt;
** [[Scheduling]] describes the squad scheduling system in more detail.&lt;br /&gt;
** [[Military F.A.Q.]] is a list of frequently asked questions. &lt;br /&gt;
&lt;br /&gt;
* '''Advanced:'''&lt;br /&gt;
** [[Training]] will give you insights about combat training. &lt;br /&gt;
** [[military design|Military Design]] provides specific advice on how to get your soldiers prepared for any threat.&lt;br /&gt;
** [[Security design|Security Design]] will give you specific suggestions on the physical defenses that will defend your military.&lt;br /&gt;
** [[Defense guide|Defense Guide]] is a general overview of threats and considerations for fortress defense.&lt;br /&gt;
** [[Trap design|Trap Design]] contains information on complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one).&lt;br /&gt;
** The [[Advanced Marksdwarf Training Guide|Marksdwarf Training Guide]] is an in-depth guide on getting marksdwarves reliably training, while noting and providing workarounds for bugs related to marksdwarfs, reloading, and ammunition.&lt;br /&gt;
** The [[Military testing|Military Testing]] page contains community tests of different combat scenarios carefully planned out in the [[Object testing arena|Arena]], and results of each. You may find some useful information about results of combat variables contained within.&lt;br /&gt;
&lt;br /&gt;
The rest of this guide contains an overview of military features (with links to associated sections of other documents).&lt;br /&gt;
&lt;br /&gt;
==Quick Reference== &lt;br /&gt;
From the main menu:&lt;br /&gt;
*The '''[[squad]]''' screen is accessible through the {{menu icon|q}} key.&lt;br /&gt;
*The '''[[burrow]]s''' screen is accessible through the {{menu icon|U}} key.&lt;br /&gt;
&lt;br /&gt;
==Creating a Military==&lt;br /&gt;
While it may be confusing to a new player, the military system makes up for its initial impenetrability with its versatility. Using the [[military interface]], squads can be assigned, reordered and restructured at will, dwarves can be set to equip a highly specified uniform along with the rest of their squad or stand out and equip something unique, and you can give incredibly detailed commands and programming to your squads to follow out based on time of year, circumstance, location, and user convenience. That being said, there's a lot to be learned.&lt;br /&gt;
&lt;br /&gt;
===Squads===&lt;br /&gt;
&lt;br /&gt;
{{main|Squad}}&lt;br /&gt;
&lt;br /&gt;
'''Squads''' are the groups of soldiers that make up your military. Your military is led by the appointed '''[[militia commander]]''' (or, if the [[monarch]] is present, the [[general]]), and has many other squads led by '''[[militia captain]]s''' (or [[captain]]s) under them. Creating a squad in the military screen is one of the first things you should do when starting your military.&lt;br /&gt;
&lt;br /&gt;
===Equipping Soldiers===&lt;br /&gt;
&lt;br /&gt;
{{main|Squad#Equipping soldiers}}&lt;br /&gt;
&lt;br /&gt;
Rather than simply pick a level of equipment and hope your dwarves pick up the right stuff, you can select what your dwarf will wear by item type or specific item, or create a new uniform template and apply it to a dwarf or entire squad all at once. This includes the material and color of your soldiers' uniform. For example, you can create identical armored units with intimidating red cloaks or just slap something together based on need and circumstance, up to and including artifact weapons/armor.&lt;br /&gt;
&lt;br /&gt;
==Directing Soldiers==&lt;br /&gt;
&lt;br /&gt;
Getting your military to actually ''do'' something is somewhat difficult. It is possible to give your squads different monthly '''schedules''', create different '''alert levels''' which will cause squads to follow out user-programmed instructions depending on circumstance, give '''direct orders''' to '''attack''' one or more specific targets or '''move''' to a specific location, or follow '''patrol routes''' and '''stations''' with greater accuracy.&lt;br /&gt;
&lt;br /&gt;
There is a clear difference between ''active'' orders and ''passive'' orders-- the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands.&lt;br /&gt;
&lt;br /&gt;
===Active Command===&lt;br /&gt;
&lt;br /&gt;
{{main|Squad#Orders}}&lt;br /&gt;
[[File:DFwikiOrders.png|thumb|right|Orders in the squad menu]]&lt;br /&gt;
In the military, soldiers operate much more like part-time militiamen than full-time warriors. When soldiers are not passively doing their civilian duties or following their schedule programming, they can be actively sent to do small tasks to aggressively defend your fortress. After these orders have been carried out or cancelled, your dwarves will happily return to their passive programming as if they were never interrupted. It is possible to select multiple squads or specific dwarves to carry out these orders.&lt;br /&gt;
&lt;br /&gt;
Your forces can be commanded to carry out two types of orders: '''Move''' orders and '''Attack''' (or '''kill''') orders. Move orders are much like the 'station squad' command in previous versions; your selected dwarves will run to wherever you've sent them. Similarly, attack orders will select an enemy (by location on screen, general area on screen, or list) and send your dwarves charging off that way.&lt;br /&gt;
&lt;br /&gt;
Soldiers following orders will attack any hostiles they encounter on their way to their destination as well as wild animals and whatever other creatures they might encounter, whether you like it or not. As a result it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature.&lt;br /&gt;
&lt;br /&gt;
Orders can be cancelled through the squads screen, but your dwarves tend to be so enthusiastic that they'll just ignore you in their bloodlust. This is likely a bug.&lt;br /&gt;
&lt;br /&gt;
===Passive Command===&lt;br /&gt;
&lt;br /&gt;
{{main|Scheduling}}&lt;br /&gt;
&lt;br /&gt;
The '''alert level''' and '''scheduling''' system is a feature that is both incredibly versatile... and, initially, completely impenetrable. Once you learn the system, though, you will find that you barely need to manage your military at all. Effectively, a schedule is programming for a squad to follow within an alert, broken up by month, and alerts can be quickly and easily swapped in order to apply different schedules of your choosing to different squads of your choosing. Without scheduling, alert levels would do nothing; without alert levels scheduling would be horribly inefficient; the two functions co-exist and rely on each other.&lt;br /&gt;
&lt;br /&gt;
It is possible to give your squads different monthly schedules, create different alert levels which will cause squads to follow out user-programmed instructions depending on circumstance, give direct orders to attack one or more specific targets or move to a specific location, or follow patrol routes and stations with greater accuracy. The entire system (including alert names) is completely configurable, and in time you will find yourself using complicated scheduling to rotate squads between training and defending/patrolling specified areas over the course of a year without any user input, or to start defending the fort entrance or trader route with a few easy key presses. &lt;br /&gt;
&lt;br /&gt;
[[Civilian alert]] levels are also possible - civilians can be restricted by '''[[burrow]]''' to where they can roam should the need to tuck them away into a panic room arise. If a dwarf restricted to a burrow is not there, he will do his best to make the journey.&lt;br /&gt;
&lt;br /&gt;
The scheduling screen is broken up into a list of squads, months, alert types and '''order criteria'''. Each order (applied to one month; multiple orders can be stacked on one month as well) can be given criteria to define how many dwarves within a squad will follow its programming at once, allowing you to make a few dwarves out of the squad active at a time while the rest go about their business or to make the entire squad always active for a matter of the utmost importance, foregoing food, sleep, and booze. You can also choose which positions in a squad the order will prefer to utilize when forcing a squad to follow it.&lt;br /&gt;
&lt;br /&gt;
Four types of orders can be given (as well as the 'inactive' command), defining different types of patrolling or stationary defending. Squads can spar and be given combat demonstrations in the '''[[barracks]]''', defend a '''[[burrow]]''', patrol a '''route''', or defend a single '''station'''. The monthly schedules can be named so as to better suit your needs, and a copy/paste system is available to eliminate some of the tedium in creating fancy scheduling for many months. The display can also be flipped around.&lt;br /&gt;
&lt;br /&gt;
Barracks can serve the needs of multiple specific squads at once. A barracks can be defined as a place to train, sleep, store squad equipment, store individual equipment, or any combination of the above, in any weird overlapping combination of barracks you like. Barracks are necessary for training.&lt;br /&gt;
&lt;br /&gt;
When dwarves are being ordered to train, squad leaders will set up training classes for particular skills, or they will have dwarves spar. Any dwarves in the squad that don't qualify for these will default to individual training. In the current release, training classes are bugged where if a squad leader sets up a training class, he will wait forever (Or until you change his orders) for students, even if nobody shows up. Likewise, if students decide to request a class and the squad leader is doing individual training, they will wait for him to finish, even if they start starving. Thus, at the moment it's best to alternate your forced training schedules with downtime so the longest a dwarf will be stuck waiting is a game month (which isn't long enough to die), or just leave them off duty all the time and have them do individual training only, at least until this issue is fixed.&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions==&lt;br /&gt;
&lt;br /&gt;
{{main|Military F.A.Q.}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* There are still various problems with dwarves not equipping what they should; most notably, dwarves will not remove conflicting clothing to don assigned armor. Toggling to &amp;quot;replace clothing&amp;quot; is recommended, at least temporarily.{{bug|535}} Note, however, that soldiers may unequip clothing before armor for that part is available.&lt;br /&gt;
* Mining, Hunting, and Wood cutting labors have &amp;quot;invisible uniforms&amp;quot; that conflict with military uniforms (and each other).{{bug|1451}}&lt;br /&gt;
* Military dwarves going on duty carry any currently-hauled items with them to training, pickup equipment, and even into battle.{{bug|2561}}&lt;br /&gt;
* If a Marksdwarf claims a stack of bolts in a chest, no other Marksdwarves will take from that chest.&lt;br /&gt;
* Marksdwarves won't pray, which will cause them to get increasingly angry until they go insane.&lt;br /&gt;
* Marksdwarves may not grab bolts if there were no bolts available on squad creation. {{bug|0012008}}&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Military| }}&lt;br /&gt;
[[ru:Military]]&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Library&amp;diff=313318</id>
		<title>Library</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Library&amp;diff=313318"/>
		<updated>2026-01-02T06:55:56Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: /* Library management */ retrieving a book&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Exceptional|10:05, 10 August 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
[[File:library_icon_preview.png|right]]'''Libraries''' are [[location]]s. At a library, [[scholar]]s can write [[book]]s (quires, which are bound into codices, and scrolls) and [[scribe]]s can create copies. Any dwarves in your fortress will go to libraries to read books or idle around, giving them happy [[thought]]s.  You will need bookshelves to store books and chests to store writing materials. To attract visitors to your library, you can buy books from caravans or steal them using missions on the world map. Your dwarves will read books as a form of entertainment.&lt;br /&gt;
&lt;br /&gt;
==Obtaining writing materials==&lt;br /&gt;
[[File:DnD Invisible stalker.png|thumb|illustration of a medieval library]]There are several types of writing materials: scrolls, codex, quire, etc. Here is one setup.&lt;br /&gt;
&lt;br /&gt;
To make paper, you need [[slurry]] which is pressed into paper sheets, then rolled into scrolls or assembled into 'quires' (which are like books without covers.) You can also create a cover for a quire and then bind it, but it's not necessary for producing writing. Scrolls can also be produced for shorter works. There is mention of a bug that will lower the quality of your quires after binding.&lt;br /&gt;
&lt;br /&gt;
=== Making slurry ===&lt;br /&gt;
*Build stoneworker's workshop (Building &amp;gt; Workshops &amp;gt; Stoneworker)&lt;br /&gt;
*Produce stone quern using stoneworkers workshop (input: stone)&lt;br /&gt;
*Build quern (Building &amp;gt; Workshop &amp;gt; Farming &amp;gt; Quern)&lt;br /&gt;
*Add plant stockpile near your quern&lt;br /&gt;
*Have your dwarves gather plants&lt;br /&gt;
*Set a work order for your quern to produce 'slurry' if fewer than 10 'globs' exist. Set &amp;quot;adj&amp;quot; to 'paper-slurry items'. (input: plants)&lt;br /&gt;
(Note: You need a dwarf with the 'Manager' role and an office assigned to use work orders. &lt;br /&gt;
You can do that from Citizens &amp;gt; Nobles and Administrators)&lt;br /&gt;
&lt;br /&gt;
=== Making paper sheets ===&lt;br /&gt;
*Build Mechanics workshop (Building &amp;gt; Workshops &amp;gt; Mechanics)&lt;br /&gt;
*Produce 2 mechanisms from Mechanics workshop&lt;br /&gt;
*Build [[screw press]] near your quern (Building &amp;gt; Workshops &amp;gt; Screw Press, input: 2 mechanisms)&lt;br /&gt;
*Set a work order on your screw press to produce paper if fewer than 10 exist (input: slurry)&lt;br /&gt;
&lt;br /&gt;
[[File:Using a screwpress to make slurries.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
=== Making scrolls (used for shorter works) ===&lt;br /&gt;
*Build a crafts workshop (Building &amp;gt; Workshops &amp;gt; Crafts)&lt;br /&gt;
*Set a work order on your crafts workshop to produce 'scroll rollers' if fewer than 10 exist (input: stone or wood)&lt;br /&gt;
*Set a work order on your crafts workshop to produce scrolls if fewer than 10 exist (input: scroll rollers + paper sheets)(note: The purpose of setting all these work orders with the condition 'if fewer than 10' is so that your dwarves will keep a small stock of items and replace them as needed. You don't end up with overstock like you do if you set the condition to produce infinitely or every day/month.)&lt;br /&gt;
&lt;br /&gt;
=== Making quires (used for longer works) ===&lt;br /&gt;
*Build a crafts workshop (Building &amp;gt; Workshops &amp;gt; Crafts) if you haven't already&lt;br /&gt;
*Set a work order on your crafts workshop to produce 'quires' if fewer than 10 exist (input: paper sheet)&lt;br /&gt;
&lt;br /&gt;
==Setting up a library==&lt;br /&gt;
&lt;br /&gt;
*Create a room and set it as a 'Meeting Area' zone (Zones &amp;gt; Meeting Area)&lt;br /&gt;
*Click 'Zones' again and then click on your meeting area&lt;br /&gt;
*Click the + symbol and then 'New Library'&lt;br /&gt;
*Enjoy your randomly generated library name&lt;br /&gt;
*Click [[File:Mag glass icon.png]] to change your library settings:&lt;br /&gt;
*Increase the desired number of writing materials to 20 (optional)&lt;br /&gt;
*Leave your library public so you can get visiting scholars (optional)&lt;br /&gt;
* Build [[bookcase]]s to store written books, and [[chest]]s to store writing material (blank quires and [[scroll]]s). (not paper sheets, they ''must'' be made into blank scrolls/books ''before'' writing).&lt;br /&gt;
* Build [[table]]s and [[chair]]s.&lt;br /&gt;
* Designate [[scholar]]s and [[scribe]]s as desired (via the {{k|l}} Locations menu).&lt;br /&gt;
Libraries function best as a single activity zone - scholars in separate activity zones cannot discuss topics with each other, even if both zones belong to the same library. Scholars in the same activity zone can discuss topics together, regardless of distance, line of sight, or ability to path to each other. So, with the correct design, a scholar who must be separated from the general population for [[werebeast|whatever]] [[vampire|reason]] can still contribute to the research effort.&lt;br /&gt;
&lt;br /&gt;
[[File:Setting library to public.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Designating scribes and scholars ==&lt;br /&gt;
&lt;br /&gt;
=== Scholars ===&lt;br /&gt;
*Click 'Zones' and then click on your library&lt;br /&gt;
*Click [[File:Mag glass icon.png]] button&lt;br /&gt;
*On the library menu, click the + sign next to scholar&lt;br /&gt;
*Assign a dwarf as a scholar (bonus if they have good writing skills)&lt;br /&gt;
*If your library has desks + chairs + writing materials, your dwarves will eventually write... when they feel like it. Mostly they will chat, learn new topics, and read books until they have decided there's something they want to write about.&lt;br /&gt;
*Assign as many scholars as your fortress can spare to increase the chance of one of them writing&lt;br /&gt;
*After assigning a scholar, check their thoughts to see if they enjoy the role. Some dwarves feel anxious when they learn new things or debate/argue with other scholars. If they don't like the role, they will become unhappy over time.&lt;br /&gt;
*On the 'assign' menu, you can't see if your dwarf has knowledge to write about, but you can see this information on the dwarf's profile under SKILLS &amp;gt; OTHER SKILLS&lt;br /&gt;
&lt;br /&gt;
=== Scribes ===&lt;br /&gt;
*Click 'Zones' and then click on your library&lt;br /&gt;
*Click [[File:Mag glass icon.png]] button&lt;br /&gt;
*On the library menu, click the + sign next to scribe&lt;br /&gt;
*You probably won't need more than one or two scribes as they seem to copy a lot&lt;br /&gt;
*Set 'total number of each to scribe' to decide how many copies you would like of each original work&lt;br /&gt;
*You can sell copies to visiting traders and your scribes will produce more. (note: Finished scrolls are under 'tools' when you move goods to your trading depot.)&lt;br /&gt;
*Sell lots of copies of that book with a funny title to spread your culture across the world&lt;br /&gt;
&lt;br /&gt;
==Obtaining scholars and books==&lt;br /&gt;
If your library permits [[visitor]]s, scholars from civilizations around the world will come to your fort to study, often bringing books of their own. These scholars will engage in various [[topic]]s with your scholars and each other, and will sometimes write their own books while visiting (using your supplies of writing materials in the process). These books effectively become property of your fortress, as the author usually doesn't take their books away upon leaving, although they may take some of your own in return{{Bug|9221}}. Visiting scholars may petition to become a permanent part of your fortress for the purpose of studying. The rate at which they visit your library and apply for residency might be related to the number of books in your library.&lt;br /&gt;
&lt;br /&gt;
If you retire your fort, scholars will continue to visit your library during retirement even if the library does not permit visitors. On unretirement, those scholars will be bugged and unable to behave normally in your fort, so it's best to delete your library activity zone before retirement.&lt;br /&gt;
&lt;br /&gt;
Even with visitors, it takes a long, long time for your scholars to generate much knowledge or write many books in your fort. You can speed up this process by taking books from other libraries, with [[mission]]s or [[adventurer mode|adventurers]]. [[Legends mode]] can show you where the libraries are in your world.&lt;br /&gt;
&lt;br /&gt;
==Getting your dwarves to write==&lt;br /&gt;
Coaxing your dwarves into writing can take some time. While writing-related skills improve the quality of their work, they seem to have more to 'write about' if they have skills like medicine or mechanics. It's much easier to get them write guides about scientific topics than to write poetry or novels. (There's actually an entire technology tree in the background that your dwarves can progress by reading books, chatting, and having breakthroughs.)&lt;br /&gt;
&lt;br /&gt;
==Urist's Lever==&lt;br /&gt;
It was [http://www.bay12forums.com/smf/index.php?topic=156319.420 discovered] that by putting an unlinked lever in the back of a library, assigning only the [[scholar]]s and [[scribe]]s to use it, then assigning them to pull the lever, with high priority on repeat... due to the vagaries of dwarven psychology, they will find themselves unable to resist reading, writing, or pondering something. This is a good way to increase the productivity of your fortresses' best and brightest.&lt;br /&gt;
&lt;br /&gt;
==Library management==&lt;br /&gt;
In vanilla DF, it's rather difficult to get information about the books you own: who wrote them, how many copies you own, what topics they cover, etc. Fortunately, [http://www.bay12forums.com/smf/index.php?topic=170462.0 there's a DFHack script] that makes all that very clear.&lt;br /&gt;
&lt;br /&gt;
Visiting scholars will sometimes steal the books they're carrying when they leave, even books they did not write. If you unassign the tables (but not the chairs) from your library, the visitors can produce books but cannot touch them, but your own dwarves can still interact with them normally. The tables should still physically be in the library, just not within the painted library zone. (To unassign a section of library, click 'Zone' and then 'library' and use the eraser icon.) You can also have separate libraries, one with bookcases for your citizens, and one with writing materials for visitors. Your own scholars can then be assigned to the public library to allow discussions with visitors. With separate libraries, if a visitor brings a book you can obtain it by [[justice|interrogating them]]. This will make them drop hauled items.&lt;br /&gt;
&lt;br /&gt;
Once your library is well-known enough, you'll start getting foreign scholars petitioning to join your fortress. A visiting necromancer may write a book that contains the 'secrets of life and death.' Any dwarf who reads this type of book will become a necromancer, which has... pretty serious consequences. You will need to find and forbid these books if you want to prevent this, or just sit back and wait for the Fun to happen.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
[[File:Humanlibrary_43.PNG|200px|thumb|right|The study area of a human library]]&lt;br /&gt;
[[File:Humanlibrary2_43.PNG|200px|thumb|right|An upper floor of a human library, dedicated to storing books]]&lt;br /&gt;
&lt;br /&gt;
In the rest of the world, libraries are generated [[structure]]s that can be found in human [[town]]s and dwarven [[fortress]]es. Like the libraries in fortress mode, they will be frequented by scholars who spend their days discussing scholarly topics. The number of books and scholars in a given generated library depends on the history of the site. A library found in a town with a poor history may be almost empty of books and scholars alike.&lt;br /&gt;
&lt;br /&gt;
The ground floor in a generated library is typically used as a study area, and furnished with chairs, tables and a container with usable writing materials. A [[ramp]]-staircase connects the ground floor to higher floors as well as a basement. Basements and higher floors are typically used to store the books, and contain several bookcases. Libraries found in fortresses only have two floors, while those found in towns can span many stories high.&lt;br /&gt;
&lt;br /&gt;
Libraries have an effect in world gen, based on the original and copied books that are there.  Every year, each library gets five turns to pick a book.  If the book has a poetic/music/dance form, it has a chance to make that form well-known in the entire parent civ, as a form of cultural diffusion.  If the book promotes a value at a certain level, it makes a roll against the author's skill roll when they wrote the book.  The local site civ can have their values shifted by 1-2 points (it takes 10 or more to change the visible text for the value), and the parent civ can also be shifted a point, and all sites under the parent civ have a chance to be shifted a point as well.  &lt;br /&gt;
&lt;br /&gt;
See also: https://www.reddit.com/r/dwarffortress/comments/zoj727/how_to_create_a_library_fortress/&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = koshosh&lt;br /&gt;
| elvish  = dethara&lt;br /&gt;
| goblin  = ruspdo&lt;br /&gt;
| human   = adith&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Locations}}&lt;br /&gt;
{{Category|Scholarship}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
&lt;br /&gt;
[[Fr:Bibliothèque (library)]]&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Justice&amp;diff=313317</id>
		<title>Justice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Justice&amp;diff=313317"/>
		<updated>2026-01-02T06:53:06Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: /* Happiness management */ also a temple&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:dwarf_justice.png|thumb|When you forget the Baron's demands for 3 flutes.&amp;lt;br /&amp;gt;''Art by MK01'']]&lt;br /&gt;
&lt;br /&gt;
The '''justice''' system is present to punish criminals. Justice is administered by a [[sheriff]] or [[captain of the guard]], and is used to deal with criminal acts committed in the fortress by citizens or [[visitor]]s; for example, dwarves disobeying their betters, breaking furniture, starting fights, etc. &lt;br /&gt;
&lt;br /&gt;
== Screen ==&lt;br /&gt;
[[File:Opening Justice Menu.png|thumb|Click scales icon or press j on the keyboard.]]&lt;br /&gt;
To get to the justice screen, click the Justice menu button or press {{k|j}}&lt;br /&gt;
=== Open cases tab ===&lt;br /&gt;
The Open cases tab has a list of the open cases on the left from oldest to most recent. On the right, details about the selected case are provided, including the injured party (if applicable), the case status ({{DFtext|Unsolved.|3:1}}), and the witnesses who reported the crime. There are two buttons which allow the player to [[Justice#Interrogation|interrogate]] or [[Justice#Punishments|convict]] a creature.&lt;br /&gt;
&lt;br /&gt;
=== Closed cases tab ===&lt;br /&gt;
The Closed cases tab, similarly to the open cases tab, has a list of the closed cases on the left from oldest to most recent, with details on the right. However, there are no buttons, and the case status is described as {{DFtext|Convicted: Urist McDidntMakeFlutes, Craftsdwarf.|5:1}}&lt;br /&gt;
&lt;br /&gt;
=== Cold cases tab ===&lt;br /&gt;
The Cold cases tab is the same as the open cases tab, but only includes cases older than one year.&lt;br /&gt;
&lt;br /&gt;
=== Fortress guard tab ===&lt;br /&gt;
The Fortress guard tab contains information on the [[fortress guard]] if it exists. At the top is shown the total number of combined [[Cage|cages]] plus [[Restraint|restraints]] in the [[dungeon]] out of the number requested by the fortress guard (approximately one tenth the population). Note that [[Chain|chains]] includes both ropes and chains.&lt;br /&gt;
&lt;br /&gt;
The rest of the tab is a list of members of the fortress guard, including the cases assigned to each member.&lt;br /&gt;
&lt;br /&gt;
=== Convicts tab ===&lt;br /&gt;
The Convicts tab consists of a list on the left of everybody who has been convicted of a crime. On the right, pending sentence(s) for the selected creature are displayed, along with all the crimes they have ever been convicted of.&lt;br /&gt;
&lt;br /&gt;
=== Intelligence tab ===&lt;br /&gt;
The Intelligence tab shows information gathered about hostile [[Intrigue|plots]] via [[Justice#Interrogation|interrogation]].&lt;br /&gt;
&lt;br /&gt;
== Crimes ==&lt;br /&gt;
[[File:Justice screen.png|thumb|In-game screenshot]]&lt;br /&gt;
&lt;br /&gt;
* '''Violation of Production Order''' - failing to produce items [[mandate]]d by a [[noble]].&lt;br /&gt;
* '''Violation of Export Prohibition''' - selling items to a caravan which a [[noble]] forbade the export of.&lt;br /&gt;
* '''Violation of Job Order''' - failing to complete [[guild]] jobs [[mandate]]d by the [[mayor]] &lt;br /&gt;
* '''Conspiracy to Slow Labor''' - deliberately slowing down the workflow of the fortress by delaying jobs (currently does not happen)&lt;br /&gt;
* '''Murder''' - killing a fellow dwarf or tame [[animal]]; alternatively, being caught [[vampire|sucking blood]] out of another dwarf.&lt;br /&gt;
* '''Disorderly Conduct''' - attacking another dwarf during a [[tantrum]].&lt;br /&gt;
* '''Building destruction''' -- destroying a [[building]] during a [[tantrum]].&lt;br /&gt;
* '''Vandalism''' - toppling [[furniture]] during a [[tantrum]].&lt;br /&gt;
* '''Theft''' - a dwarf stole an [[artifact]].&lt;br /&gt;
* '''Robbery''' - exact deed is unknown&lt;br /&gt;
* '''Blood-drinking''' - being caught sucking blood out of another dwarf. not in use&lt;br /&gt;
* '''Embezzlement''' - exact deed is unknown&lt;br /&gt;
* '''Attempted murder''' - exact deed is unknown&lt;br /&gt;
* '''Kidnapping''' - exact deed is unknown&lt;br /&gt;
* '''Attempted kidnapping''' - exact deed is unknown&lt;br /&gt;
* '''Attempted theft''' - exact deed is unknown&lt;br /&gt;
* '''Treason''' - exact deed is unknown&lt;br /&gt;
* '''Espionage''' - an [[agent]] infiltrated your fortress as a [[visitor]], as part of a larger plot (for example, to steal an [[artifact]], or to corrupt a [[noble]]).&lt;br /&gt;
* '''Bribery''' - exact deed is unknown&lt;br /&gt;
&lt;br /&gt;
If a [[vampire]] is caught feeding on another dwarf, even if the victim survives, it is still considered a murder. The vampire will typically make a false report, to try to frame another dwarf. Witnesses will also sometimes make false reports to try and frame dwarves they have [[grudge]]s against. &lt;br /&gt;
&lt;br /&gt;
In some cases, the player has to convict a criminal or suspect, in others, criminals are convicted without player input. In case of mandate infractions, the player is generally not asked for input, while murderers must be convicted by the player. Practically anybody can be blamed for a murder, including tame animals and long-dead persons. However, the populace will feel [[Thought#Justice|affronted]] at particularly nonsensical convictions.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Violating an export ban&amp;quot; happens when a banned item is sold to a merchant and a merchant leaves the map with it.  In this case, the criminal is NOT the trader who authorized the sale, but the hapless hauler who brought the good to the trade depot.  It can happen when a noble decides to ban an export '''after''' you've already traded away a relevant item.  Yeah, that's lame, but one way to mitigate it is to not perform trades unless there is an active mandate, and then obey it.  You'll have a lower risk of the noble making a NEW mandate between the time that the merchants arrive and depart if one is already in place.  If you've sold an item that subsequently becomes banned, but the merchants haven't left yet, you can also eat your pride and pay to buy it back.&lt;br /&gt;
&lt;br /&gt;
If your dwarves start throwing [[tantrum]]s, then you'll see the harsher crimes, as they let off steam by throwing items around, breaking furniture, toppling doors, and punching fellow dwarves who are just trying to clean up the mess - instead of punches, sometimes, they may use the weapons they're carrying.  Suddenly, keeping those axe lords happy seems a bit more high priority, eh?&lt;br /&gt;
&lt;br /&gt;
Dwarves and others are also variously tempted by e.g. the opportunity to embezzle or accept bribes using the power of their positions. If their personality and values aren't up to the challenge, they may eventually fall to temptation and undertake corrupt activities in an ongoing fashion, which will make them a target for both law enforcement and blackmail.&lt;br /&gt;
&lt;br /&gt;
== Interrogation ==&lt;br /&gt;
[[File:Investigation.png|thumb|Crime investigation at work.  Do note that you might not be able to interview the deceased.]]&lt;br /&gt;
&lt;br /&gt;
Dwarves and friendly visitors can also be interrogated as the suspects of crimes, in which case they are escorted by the Captain of the Guard to their office and questioned. If the interrogation is successful (which is determined by the Captain's various [[Social_skill|social skills]] against the target's) the target will confess what they know, whether that is a crime they themselves have committed or their membership of a particular scheming or other villainous organisation, and possibly the names of other members of said organisations; the results are detailed in a [[report]] and the target is listed in the Actors tab of the justice menu.&lt;br /&gt;
Interrogating an innocent dwarf does not have any negative effects, so if you're unsure of a culprit, you could interrogate the entire fort without any repercussions other than lost work time.&lt;br /&gt;
&lt;br /&gt;
You can (and probably should) investigate all new arrivals (immigrants and visitors), as some of them may be there to commit a crime (espionage, theft, etc) or may be under a false name that is guilty of another crime.  To do so, there needs to be at least one Open case in the Justice &amp;gt; Open cases menu.  You can click &amp;quot;Interrogate&amp;quot; and then scroll down to the target of investigation.  This may result in newly reported crimes in the Open cases tab, and it will result in new data in the Intelligence tab.&lt;br /&gt;
&lt;br /&gt;
== Punishments ==&lt;br /&gt;
Dwarves who misbehave can receive punishments if a [[sheriff]] has been assigned. &lt;br /&gt;
&lt;br /&gt;
In increasing order of severity (at least, that's what the dwarves think):&lt;br /&gt;
# Beating by a [[fortress guard]] (more dangerous than it sounds, see below)&lt;br /&gt;
# Imprisonment for a period of time.&lt;br /&gt;
# Hammering by the [[Hammerer]].&lt;br /&gt;
&lt;br /&gt;
The punishment for a crime, or series of crimes, will be issued by the [[sheriff]] or by a member of the [[fortress guard]]. If the crime calls for imprisonment, then the guard will try to put the prisoner in [[jail]]; if no jails are available, the guard will &amp;quot;downgrade&amp;quot; the punishment to a beating, giving the criminal a happy thought for getting a reduced punishment and the injured party (i.e. the dwarf injured by the criminal, if one exists) an unhappy thought for justice not being properly served. If the crime calls for hammer strikes, then the hammerer will attach the prisoner to a restraint before carrying out the sentence; if no justice restraints are available, the punishment will be downgraded to a beating. All punishments will give the criminal an unhappy thought (and the guard/Hammerer a happy thought).&lt;br /&gt;
&lt;br /&gt;
Note that it is usually not a good idea to train your guards to physical perfection, if you want your dwarves to survive beatings:&lt;br /&gt;
Punches to the head have a very high fatality rate, possibly due to a bug {{bug|2907}}. Therefore it is wise to ensure that any criminals scheduled for beating are fitted with a metal helm as quickly as possible (if you want them to live). Even without headstrikes, beatings can easily result in broken bones or organ damage, making prison sentences a less risky option.&lt;br /&gt;
&lt;br /&gt;
Punishments are performed sequentially; a criminal who has been sentenced to jail time ''and'' a hammering will not be hammered until the entire jail term has been served.&lt;br /&gt;
&lt;br /&gt;
If the criminal is a [[visitor]], it is entirely possible for them to run away from your fortress before punishment is delivered.&lt;br /&gt;
&lt;br /&gt;
The level of punishment is determined by the civilisation's [[ethics]].&lt;br /&gt;
* PUNISH_SERIOUS will result in either a beating or a month in prison.&lt;br /&gt;
* PUNISH_CAPITAL will result in either 8 months in prison or 50 hammerstrikes.&lt;br /&gt;
&lt;br /&gt;
== Cages and chains ==&lt;br /&gt;
Designate a new dungeon by going to {{k|z}}ones, select Dungeon, and then highlight the area of your future dungeon/prison.  Once designated, the {{k|j}}ustice &amp;gt; Fortress guard screen will show you how many jail cells are available in the dungeon.&lt;br /&gt;
&lt;br /&gt;
Jails can be made out of either cages or chains, and each has its own advantages and disadvantages.&lt;br /&gt;
&lt;br /&gt;
Chains:&lt;br /&gt;
* Pro - prisoners can still walk to adjacent tiles to eat, drink, sleep, and admire furniture, keeping them happy&lt;br /&gt;
* Con - prisoners throwing [[tantrum]]s can break their chains and attack anybody nearby (including the haulers refilling their food/drink stockpiles)&lt;br /&gt;
&lt;br /&gt;
Cages:&lt;br /&gt;
* Pro - unhappy prisoners cannot do any damage to themselves or others&lt;br /&gt;
* Con - prisoners require other citizens to give them food and water, or they will die&lt;br /&gt;
&lt;br /&gt;
== Happiness management ==&lt;br /&gt;
A dwarf or other creature that is carelessly tied up in a dank dungeon is subject to several unhappy thoughts. Most can be avoided or offset with some care:&lt;br /&gt;
&lt;br /&gt;
Putting food and booze stockpiles right next to the chain allows for happy thoughts from both instead of having to drink water when (if) someone finally brings some. Don't forget that all civilized dwarves like using a mug/goblet. &lt;br /&gt;
Decorating your jail with numerous valuable engravings and furniture is helpful too. This includes the chain itself -- prisoners will be happier being shackled with a shiny [[diamond]]-[[decoration|encrusted]] [[gold]] chain than tied up with a boring old [[pig tail]] rope. Finally, with a bed and a table next to a chair all within a square of the chain itself, negative thoughts approach zero.  You can even add a beautiful water well and a soap stockpile so the dwarf can bathe and drink water if necessary. The entire jail can double as a temple; Many a dwarf came happier out of prison than they were before because finally they have time to pray.&lt;br /&gt;
&lt;br /&gt;
== Backlog ==&lt;br /&gt;
Dwarven justice has no statute of limitations, so if you've delayed appointing the &amp;quot;executive&amp;quot; nobility for some time, there might be a long list of delinquents and open sentences pending. The law will swiftly proceed to chaining up all delinquents and, once all chains are occupied, beating up any remaining free &amp;quot;criminals&amp;quot;. Therefore, beatings are avoided only by constructing restraints first, and possibly way more than recommended.&lt;br /&gt;
&lt;br /&gt;
== Exemption ==&lt;br /&gt;
Creatures are exempt from the justice system if they are any of the following:&lt;br /&gt;
&lt;br /&gt;
* Dead&lt;br /&gt;
* [[Insane]]&lt;br /&gt;
* In a [[strange mood]]&lt;br /&gt;
* A [[child]] or a [[baby]]&lt;br /&gt;
* Non-humanoid (animals are exempt)&lt;br /&gt;
* A local position holder with {{token|PUNISHMENT_EXEMPTION|po}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
[[File:Courtroom.png|thumb|A typical (not really) dwarven court.]]&lt;br /&gt;
In the Dwarven justice system, the Dwarves are oppressed by two separate yet equally obstinate nobles: the sheriff, who investigates crimes, and the hammerer, who beats the living %#(* out of the offenders.  These are their stories.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thank the [[deity|gods]] I only got assigned a long-term jail time followed by a hammering. My partner in crime was assigned to a guard beating, poor bastard's head got pulped after one punch.&amp;quot; -Urist Mc. Murderhobo.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = imketh | elvish = leÿa | goblin = aka | human = takru}}&lt;br /&gt;
&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
[[ru:Justice]]&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cleaning&amp;diff=310516</id>
		<title>Cleaning</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cleaning&amp;diff=310516"/>
		<updated>2025-08-15T06:38:02Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: easier method&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Labor&lt;br /&gt;
| labor = Cleaning&lt;br /&gt;
| tasks =&lt;br /&gt;
* Clean&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
'''Cleaning''' is a type of [[labor]] used by [[dwarves]] in order to clean tiles. In order for dwarves to perform this task, it must be enabled inside the labor menu's Other Jobs tab. Dwarves clean a 3x3 tile area at a time, removing contaminants such as [[vomit]], [[blood]], and broken [[arrow]]s. Cleaning is enabled by default in all dwarves.&lt;br /&gt;
&lt;br /&gt;
Dwarves automatically clean interior floors of [[contaminant]]s other than [[mud]]. Creatures can track and spread blood, ichor, and various hostile extracts across floors (though direct tracking is disabled in fortress mode by default in v0.43.05). Dwarves also clean melted ice off the beautiful [[ice|frozen]] (Inside) ground when ice melts in places where the [[temperature]] is conveniently high enough. [[Rain]] will clean any tiles exposed to it (typically outdoors tiles,) and natural or generated [[mist]] will clean any creature passing through it and gradually wash the tile it is in. It is not possible to manually order dwarves to clean up specific tiles.&lt;br /&gt;
&lt;br /&gt;
In order to initiate a cleaning task, a dwarf needs to be idle 'near' a mess (within X tiles on the same z-level). You can encourage cleaning by ensuring that dwarves with the appropriate labor regularly complete jobs in the vicinity. Defining a meeting area might get the dwarves to clean that area more often. An effective way to get an area clean is to select a dwarf for the task, remove all their professions except Cleaning, and assign them to a small [[burrow]] designated around the area to be cleaned. Burrowing a dwarf with only Cleaning assigned will keep an area much cleaner than it would remain on its own.&lt;br /&gt;
&lt;br /&gt;
A method requiring less micromanagement is to build [[lever]]s in the remote corners of the map, also in the [[cavern]]s. If the dwarf building it, or the dwarf later pulling it, happens to have &amp;quot;no job&amp;quot; on their way back they will clean whatever lays in their path. This works only during periods when there is not much to do in the fortress; Any task taken on the return trip will prevent cleaning. &lt;br /&gt;
&lt;br /&gt;
What also works is creating a small &amp;quot;nothing&amp;quot; stockpile (ie, one without any item type selected). Dwarves will quickly clean the surface under the stockpile, even if it is outside.&lt;br /&gt;
&lt;br /&gt;
Dwarves occasionally clean themselves, using any water source, and [[soap]] if available (see bug below.) They will do so even if they are restricted from the cleaning labor.  Any blood and other substances will be washed to the floor to spread to other dwarves and animals; barefoot creatures, like animals, children, and many dwarves, can become afflicted with possibly-poisonous substances washed off another's body, clothing or weapons. A grating beneath the dwarf will permit washed substances to drain.&lt;br /&gt;
&lt;br /&gt;
==Cleaning Your Dwarves==&lt;br /&gt;
&lt;br /&gt;
[[File:Dwarven_Bathtub.PNG|thumb|right|A simple Dwarven Bathtub constructed out of [[microcline]].  For style points, construct the ramps out of soap.]]&lt;br /&gt;
&lt;br /&gt;
Given the number of diseases carried by forgotten beasts and the risks of infection, and the threat of evil [[weather]] in evil biomes, it's a good idea to try to keep your dwarves clean.  However, this might be a little less important if tracking contaminants is disabled.  Even without tracking, dirty dwarves are more likely to get infected if they're injured.&lt;br /&gt;
&lt;br /&gt;
While dwarves do a decent job of keeping themselves clean with a water source and soap, they don't always bathe immediately and pets and livestock can't wash themselves. Fortress cleanliness can be helped along in a few ways, such as by setting up a Dwarven Bathtub as described below, by creating a [[waterfall]] in an area that your dwarves will walk through, or using complex [http://www.bay12forums.com/smf/index.php?topic=34407.0 mist generation schemes].&lt;br /&gt;
&lt;br /&gt;
===Dwarven Bathtub===&lt;br /&gt;
&lt;br /&gt;
A simple method to clean your denizens is the [[User:Uristocrat/Dwarven_Bathtub|Dwarven Bathtub]], but note that while these will remove and contain infectious contaminants, the contaminants themselves remain dangerous.  Because of this, Dwarven Bathtubs set up without complex sealing, washing, and draining functions will keep the contagion inside them, potentially exposing dwarves and objects to contaminants and contaminated water each time they pass through.  A single &amp;quot;pile of forgotten beast extract&amp;quot;, sitting inside a Dwarven Bathtub in a high traffic area, can easily infect your entire fort as each dwarf walks through it. &lt;br /&gt;
&lt;br /&gt;
Combine a Dwarven Bathtub with a [[mist|mister]] suspended above it to form a Dwarven Shower.  The tub ensures that visitors are clean, while the mist destroys contaminants in the tub and gives happy thoughts.&lt;br /&gt;
&lt;br /&gt;
To set up a basic Dwarven Bathtub, just make a [[channel]] and fill it with 3/7 water via a [[Activity_zone#Pit.2FPond|pond zone]], being careful to remove or deactivate the zone before it gets too full.  If you do it outdoors in one of the warmer biomes, build a roof over it so that the water tiles become {{DFtext|Inside|6:0}} to prevent evaporation.  Be careful not to put these outside in any biome which freezes, because freezing water will kill anyone in the tub when it freezes over.  They should be safe from freezing so long as all the tiles with water show up as {{DFtext|Subterranean|0:1}} when you look at them. Because [[Noble|nobody]] would want that to happen!  The warmer biomes don't have this worry.&lt;br /&gt;
&lt;br /&gt;
One of these across each fortress entrance, each cavern entrance and the hospital entrance will go a long way towards keeping contamination under control.  If you need to clean specific civilian dwarves, create a lever that does nothing at the end of a hallway on the far side of a Dwarven Bathtub, assign the lever to that dwarf (this part requires a [[Manager]] noble), and order the lever to be pulled.  This also works to clean contaminated pets, if you find the pet owner and order them to pull the lever. Unowned animals, of course, can just be butchered or thrown into the tub (change your pond zone to a pit zone and drop them in). Military dwarves can simply be stationed on the other side of the tub.&lt;br /&gt;
&lt;br /&gt;
===Dwarven Shower===&lt;br /&gt;
Regularly dropping small amounts of water on passing dwarves is a great way to keep them clean. The design below uses water from an aquifer above and empties into a [[portable drain]] below, making it completely unpowered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:shower-buffer.png|aquifer buffer level&lt;br /&gt;
File:shower-flow.png|flow control level&lt;br /&gt;
File:shower-hall.png|shower hall level&lt;br /&gt;
File:shower-basin.png|catch basin level&lt;br /&gt;
File:shower-drain.png|drain level&lt;br /&gt;
&amp;lt;/gallery&amp;gt;{{Translation| dwarven = lecad | elvish = reya | goblin = ustu | human = enil}}&lt;br /&gt;
&lt;br /&gt;
The diagonal access in the middle image (&amp;quot;shower hall level&amp;quot;) prevents any chance of muddying nearby tiles in the hallway.&lt;br /&gt;
&lt;br /&gt;
==Cleaning Your Items==&lt;br /&gt;
&lt;br /&gt;
If a dangerous extract/blood/poison kills your dwarves, it will most likely leave traces of the deadly substance on their items. These items can be cleaned by having flowing water or mist go over them. A single 1x1 square with water pumping into and out of it will suffice. For ease of use, you can specify a dump zone on top of the 1x1 square of water, and have your dwarves dump all contaminated items right there.&lt;br /&gt;
Once the water has flowed over the items, you can un-dump the items and start using them again safely. Make sure your dwarves carrying these items wear gloves!&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*There is currently a bug leading to spam of messages &amp;quot;cannot clean self&amp;quot; whenever soap is available; the only known workaround is to ensure that all of your soap is stored in chests in your hospital.&lt;br /&gt;
&lt;br /&gt;
{{Labors}}&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Antman&amp;diff=310097</id>
		<title>Antman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Antman&amp;diff=310097"/>
		<updated>2025-06-30T18:26:13Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: building destroyers, just learned this the hard way&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=Ant_man_sprite.png&lt;br /&gt;
|portrait=antman_portrait.png&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Antmen''' are one of the many [[Creature|races]] of underground tribal [[animal people]] found living in small groups on any [[cavern]] level. They can be thought of as humanoid versions of the common [[ant]], but are not formed in the way of most [[animal people]] as variations of their base creatures. The antman is more like the [[serpent man]], [[reptile man]], [[amphibian man]], and [[rodent man]] in this regard.&lt;br /&gt;
&lt;br /&gt;
Antmen form worker, soldier, drone and queen castes. Antmen workers are the most common antmen, no larger than a [[kobold]]. The all-male drones are the same size as workers and are additionally capable of flight. Soldiers can grow to be almost as large as a [[dwarf]]. The queen, as big as a [[lion]], is the only breeding female among antmen. Oddly enough, Antmen queens give live birth instead of laying eggs.&lt;br /&gt;
&lt;br /&gt;
Despite being labelled as hostile in the unit list, antmen initially found in the caverns will ignore your citizens unless provoked. They will usually be observed carrying wooden [[spear]]s, [[blowgun]]s and [[shield]]s, although they are sometimes seen using metal items instead. These can range from [[copper]] to [[steel]], and are presumably caused by a bug. Depending on which other subterranean creatures they have access to, their [[blowdart]]s will be covered in different [[syndrome|poisons]], which can vary from mildly annoying [[cave spider]] venom to highly [[fun|dangerous]] [[giant cave spider]] toxins. You can preemptively check for poisons by selecting a [[blowgunner]], looking in their items tab and viewing their blowdarts.&lt;br /&gt;
&lt;br /&gt;
Antmen may launch [[ambush|group attacks]] on your fort. When this happens, all tribesmen on the map will become hostile, even if they were peaceful minutes prior to the invasion. They may arrive with [[pet]]s and [[mount]]s, some of which will be able to fly or easily catch up to your fleeing civilians. These invaders, unlike their above-ground counterparts, will not leave after some time has passed, even if your fort is completely sealed off from the caverns, nor will they prevent migrants, caravans or other invaders from arriving; including more waves of antmen. Because of this, several unchallenged assaults from them can quickly cause your game's FPS to drop to single-digit levels, thus making your fort completely unplayable. &lt;br /&gt;
&lt;br /&gt;
Antman workers are level-2 [[building destroyer]]s, and their ability is not currently bugged like that of [[forgotten beast]]s. A locked stone door will last about one day in-game.&lt;br /&gt;
&lt;br /&gt;
Compared to most humanoids, antmen have an extremely short lifespan, allowing a patient player to simply wait for them to die of old age rather than confront them. As previously mentioned, antmen drones can fly, meaning that they will be able to fly over your walls, or through gaps in your floors and ceilings, so plan your defenses accordingly. This can also make them marginally harder to hit than other creatures of their size.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] antmen for their ''mystery''.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}} &lt;br /&gt;
Although Antmen do not appear to have any notable writing system, humans frequently attempt to get their signatures, citing them as being some sort of great heroes. Records on their supposed escapades are found solely in human codices, often pitted against some sort of Beeman. To date, no Beemen have been discovered by dwarf-kind. Additionally, many humans believe that antmen are capable of shrinking. No evidence of this has been discovered, either.&lt;br /&gt;
&lt;br /&gt;
[[File:ant_man.jpg|thumb|150px|center|Still afraid of giant magnifying glasses.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Devilingo''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|SUBTERRANEAN_ANIMAL_PEOPLES}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Appraiser&amp;diff=309243</id>
		<title>Appraiser</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Appraiser&amp;diff=309243"/>
		<updated>2025-05-04T08:14:51Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: first caravan also has fewer items&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| graphic    = [[File:appraiser_sprite.png]]&lt;br /&gt;
| skill      = Appraiser&lt;br /&gt;
| specialty  = [[Trader]]&lt;br /&gt;
| profession = [[Administrator]]&lt;br /&gt;
| job name   = Admin/Noble&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Value items at [[Depot]]&lt;br /&gt;
* Value items in the fortress&lt;br /&gt;
* Track wealth and trade info&lt;br /&gt;
| attributes =&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Memory&lt;br /&gt;
* Intuition&lt;br /&gt;
}}&lt;br /&gt;
The '''appraiser''' [[skill]] relates to [[trading]] and item [[value]] estimation and [[zone]] value estimation. In order to see your fortress' monetary value estimates in the [[Status]] bar, as well as any individual item values from your [[Record keeper|stockpile records]], your [[broker]] must be at least a [[Skill#Skill level names|Novice]] (level 1) appraiser. (Note that this is not necessary for the display of item [[quality]], which can always be seen via the indicators bracketing the item names.)&lt;br /&gt;
&lt;br /&gt;
The [[trade depot]]'s current operator gains [[experience]] in the appraiser skill the first time the trading screen is opened for each caravan visit, but the item valuations in the trade depot are determined by your broker's appraiser skill, not the current trade depot operator's. (You can, however, reassign the position of broker to your fortress representative to display item values at the depot.) Appraiser has no associated assignable [[labor]]s. Graphically, they wear all-black clothing.&lt;br /&gt;
&lt;br /&gt;
A good way to train another dwarf is to assign them as the fortress' broker, make them go to the trade depot and {{k|t}}rade, then exit and assign the &amp;quot;main&amp;quot; broker again and make them do the actual trading. This is a very effective way of training the skill, as simply opening the trade interface will instantly turn a completely inexperienced dwarf into a Skilled appraiser (level 4), in the case of dwarf merchants. Don't expect the same gain when trading with [[Elf|elves]] or the very first dwarf caravan, as they bring far fewer goods.&lt;br /&gt;
&lt;br /&gt;
(Note: Each of your broker's successes/failures is recorded in the world log and on the dwarf's [[thoughts and preferences]] screen, and can be reflected in any later [[engraving]]s in your fortress. To avoid this, use a special [[burrow]] for your depot and broker to isolate it.)&lt;br /&gt;
&lt;br /&gt;
The Appraiser skill also impacts the '''precision''' of your value estimations, even outside of trading; with only middling Appraisers (or worse), the listed value of your items will be rounded to one significant figure, and the rounding will be rather erratic depending on the type of item. For better or for worse, this tends to round the value of items up, sometimes to an insane degree. Of course, since you host all trades you engage in, the [[merchants]] will have no choice but to accept that your 140-dwarfbuck [[gems]] are actually 1000 dwarfbucks apiece, for example. On the other hand, [[megabeasts]] will accept those marked-up valuations as well{{verify}} .&lt;br /&gt;
&lt;br /&gt;
A [[Broker]] must be assigned in the Nobles (menu) for [[Zones]] to have their value accurately displayed. Like items, the accuracy of the zone's value depends on the Appraiser skill, which in this case is particularly relevant to Temples and Guildhalls:&lt;br /&gt;
&lt;br /&gt;
[[Temple]] (default value thresholds):&lt;br /&gt;
* 0–2,000☼ → Shrine&lt;br /&gt;
* 2,000–10,000☼ → Temple&lt;br /&gt;
* +10,000☼ → Temple Complex &lt;br /&gt;
&lt;br /&gt;
[[Guildhall]]  (default value thresholds):&lt;br /&gt;
* 0–2,000☼ → Meeting Place&lt;br /&gt;
* 2,000–10,000☼ → Guildhall&lt;br /&gt;
* +10,000☼ → Grand Guildhall&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Noble Skills}}&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=308929</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=308929"/>
		<updated>2025-04-03T09:36:40Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: /* Ethics */ elves are actually annoyed by rain&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|11:04, 25 February 2023 (CST)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=Elf_sprite.png&lt;br /&gt;
|portrait=elf_portrait.png&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}} &lt;br /&gt;
&lt;br /&gt;
'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;smelly, stuck-up, arrogant [[tree]]-fondling hippies&amp;lt;/s&amp;gt; intelligent [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (centered around trees, and the worship of elemental [[force]]s that permeate the forests, as opposed to the [[deities]] worshipped by other races). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
By default, they are often allies of [[dwarves]] and [[humans]], however, elves' conflicting view on nature compared to other races, can create tension between them and their erstwhile allies. Elves often prefer using grown wood (and sometimes glass) for their weapons and armor, which do very little damage and offers little protection respectively compared to metal. If you go to war with them, you'll find that their primary danger comes from their numbers, archers, and dangerous tamed animals that may [[Mount|accompany]] them.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, &amp;lt;s&amp;gt;hippie wagons&amp;lt;/s&amp;gt; elven caravans arrive in late spring, bringing only [[plant]]s and their own &amp;quot;grown&amp;quot; [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to not offer any wooden objects/animal-derived goods, [[#Trading|see here for specifics]]. You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to angrily refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
Elves appear as usually thin and/or frail humanoids similar to humans, but with pointy ears,having no facial hair, but, rarely,at least stubble. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease, and also like with goblins this tends to result in high populations. Their life of harmony with the land and its wild beauty and creatures (due to elven civs possessing the {{token|AT_PEACE_WITH_WILDLIFE|e}} token) leads to them often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elven language|elven language]].&lt;br /&gt;
&lt;br /&gt;
Some &amp;lt;s&amp;gt;stupid, useless, tree-fondling traitors&amp;lt;/s&amp;gt; ''highly misguided'' dwarves [[Preferences|like]] elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
Once your fort has a [[baron]], elven civilizations in diplomatic contact send a [[Diplomat#Elven diplomats|diplomat]] to [[Meeting|meet]] with them approximately halfway through the first month in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
If this is their first visit to your fort and you aren't at war with their civilization, the diplomat will either congratulate you for your respect for the trees, or, in the more-likely event that you've cut even one down, chastise you for your disrespect. At some point, the diplomat may revisit your fortress to establish a treecutting quota, requesting that the dwarves keep the amount of trees cut down to a variable quota. It is possible to negotiate for a higher number, and the quota seems to be affected by your noble's [[Room#Quality|office quality]], [[stress]], and [[social skill]]s. If the player agrees to a treecutting quota, it will be visible after selecting the elves in [[Civilization and World Info|the Civilizations screen]], {{k|shift-Y}}. This quota lasts until the next year's meeting, and keeping to it will improve [[Diplomacy|diplomatic relations]], while violating it will worsen them and can lead to all-out [[war]]. If the player rejects any quota at all, this also damages relations. However, agreeing and sticking to a quota in one year and then denying any agreement in the next, will keep the relationship in a state of &amp;quot;alliance&amp;quot;, allowing your dwarves to raze entire forests every second year without the elves getting unhappy about it.&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. The elves also do not care if you damage saplings that haven't yet properly developed a trunk. Elves do, however, care about [[Tree#Underground trees|tree-like subterranean fungus]] like [[tower-cap]]s and [[tunnel tube]]s; cutting fungus &amp;quot;trees&amp;quot; down does count toward your quota.&lt;br /&gt;
&lt;br /&gt;
In addition to haggling over tree-cutting quotas, these meetings work like any other diplomatic [[meeting]]. Your [[Civilization and World Info|civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to declare [[war]] or sue for peace.&lt;br /&gt;
&lt;br /&gt;
=== Elven caravans  ===&lt;br /&gt;
Friendly elven civilizations send a [[caravan]] in late spring bringing a mix of natural trade goods, such as tamed animals, plant clothes, and various [[Wood#Grown_wood|grown wood]] objects.&lt;br /&gt;
&lt;br /&gt;
==== Trading ====&lt;br /&gt;
{{main|Trading#Unacceptable items|l1=Unacceptable items}}&lt;br /&gt;
Elven traders are very picky about what items they will accept, and consider most items made from wood or animal byproducts to be unethical, often rejecting items merely for requiring wood or ash in their preparation. Offering them even one of these items, either in a trade or as a gift, will cause their trader to insult you and leave in a huff, ending trading for that year and damaging your diplomatic relationship with their [[civilization]]. In general, items made from [[stone]], [[metal]], [[Gem|gemstone]], non-woody [[plant]]s, or [[silk]] are acceptable, as are live animals or &amp;quot;grown&amp;quot; wooden items (generally only available from elves), but even these items can be rendered taboo with inappropriate «[[decoration]]s» or by containing or being contained in an inappropriate item.&lt;br /&gt;
&lt;br /&gt;
The [[Trading]] article has specific info on [[Trading#Unacceptable items|taboo]] and [[Trading#Acceptable items|accepted]] items.&lt;br /&gt;
&lt;br /&gt;
==== Stock====&lt;br /&gt;
[[File:grown_weapon_sprites_preview.png|thumb|142px|right|Some sprites of naturally grown elven weapons. Standard wooden weapons also use these sprites.]]Elven caravans will never have stone, metal, or animal products. What you can expect in an average elven caravan:&lt;br /&gt;
* [[Wood]]en [[log]]s: Always useful, unless you are in a forest [[biome]] and already drowning in wooden logs. The quantity depends on how many logs you have already: lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
* [[Plant]]-based [[food]], both from [[crop]]s and picked from [[tree]]s. These can be handy for avoiding negative [[thought]]s from eating or drinking the same old thing, or satisfying a dwarf's unusual [[preference]]. They can also be a source of [[seed]]s for your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]].&lt;br /&gt;
* Wooden containers: [[chest]]s, [[cage]]s, [[bucket]]s, and [[barrel]]s. These are usually cheap if not decorated and useful in bulk, but even if you don't have access to wood and don't want to waste metal, there are stone, clay, and glass alternatives that you can easily make on your own.&lt;br /&gt;
* Soil types: [[sand]] in bags, various types of [[clay]]. They don't bring enough of either for large-scale production of either [[ceramic]] or [[glass]], and neither of these are very important to have in small quantities. A bit of sand can be used to make raw glass, which is occasionally demanded by dwarves in a [[strange mood]], but other races can sell you that cheaply without needing an intervening step.&lt;br /&gt;
* [[Bag]]s and [[rope]]s made from plant cloth. A few extra bags never hurt, but plant cloth bags are a bit expensive.&lt;br /&gt;
* A few above-ground tame animals in wooden cages. It may be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring animals from the environment surrounding their settlements, so you may be able to guess what they will bring next. Elves who live in [[Surroundings|savage]] [[Biome|tropical]] lands bring the best ones. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
* Caged tame [[vermin]]. These are only even slightly useful for pleasing dwarves with a [[preference]] for that specific type of vermin, and they may even [[Hateable|annoy other dwarves]]. The vermin itself is probably worthless, but the possibly-useful cage comes included.&lt;br /&gt;
* [[Plant fiber]] [[thread]], [[cloth]], and [[clothing]]. These are mainly useful for jumpstarting or replacing a [[textile industry]]. Elves wear and sell the same-sized clothing as dwarves, and may sell cosmetically-different &amp;quot;foreign&amp;quot; clothes items like turbans, skirts, or sandals.&lt;br /&gt;
* Plant cloth [[quiver]]s. Dwarves can't make quivers out of plant cloth, but they can easily make them out of [[leather]]. &lt;br /&gt;
* Wooden [[crutch]]es and [[Health care#Splints|splint]]s. Easy to make, but just as easy to forget, and they're fairly cheap.&lt;br /&gt;
* Wooden [[armor]] and [[weapon]]s. This includes weapons and armor dwarves can't normally make out of wood, but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Training|train]] with before making proper weapons, but that's probably not worth bothering with.&lt;br /&gt;
* [[Bow]]s and [[arrow]]s, both made of wood. While dwarves can't make bows, it's very easy to make your own superior [[crossbow]]s and [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most weapons bought from traders. Unfortunately, bows use a separate [[combat skill]] from crossbows, can't be used for [[hunting]], and leave you reliant on trade with or [[Goblinite|scavenging from]] non-dwarven civilizations for [[arrow]] ammunition. &lt;br /&gt;
* Miscellaneous other [[finished goods]] made from wood or plant fiber. These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that instrument ''parts'' are useless, since your dwarves do not know how to assemble them into a completed instrument unless they already knew how to make that instrument in the first place.&lt;br /&gt;
&lt;br /&gt;
Unless you have a shortage of something, the main unique goods elves can bring are foreign plants (especially ones you can then grow yourself), foreign tame animals (especially large war-trainable carnivores), or possibly foreign instruments or new books. Everything else is relatively easy to produce on your own, and as with all traders, any dwarf with any amount of relevant crafting [[skill]] at all will make as-good- or better-[[quality]] items.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions; otherwise, they are identical to the wood items that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality value|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition, and romance, but they do not especially respect commerce and have a dislike for self-control. However, even an elf will be &amp;quot;annoyed caught in the rain&amp;quot;, as inconsistent as that may be.&lt;br /&gt;
&lt;br /&gt;
(Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.)&lt;br /&gt;
&lt;br /&gt;
As ghastly as the concept may be, elven cultures have become more powerful since the days of [[Main:Tholtig|Tholtig Cryptbrain]], and it is entirely possible for one or more dwarven civilizations to be extinct due to elven aggression. What elves lack in engineering, crafting, intelligence, bravery, skill, or hygiene, they make up for in raw, unwashed numbers, and once-mighty dwarven civilizations may crumble to the hordes. Even more troubling is their employment of [[Mercenary|mercenaries]], often much better equipped than the elves themselves. Embarking with (possibly homeless wandering survivor) dwarves claiming to be from that civilization is possible, but always starts at war with the elves that claimed the lives of those tragically unfortunate dwarves' friends, and you may not get migrants.&lt;br /&gt;
&lt;br /&gt;
==In combat==&lt;br /&gt;
Elves by themselves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves. &lt;br /&gt;
During [[Siege#Elven_sieges|sieges]] their archers and potential numbers (like goblins, their ageless immortality means very high populations) can still be dangerous, and perhaps the greatest threat they pose is if they bring tamed animals along with them, which may range from easily dispatched creatures to [[Giant elephant|huge]][[Tiger| sources]][[unicorn| of]][[Grizzly bear| fun]] depending upon what animals their civ has access to, which in theory can include any exotic land animal including giant variants.&lt;br /&gt;
&lt;br /&gt;
==Community outlook==	&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the ''wood-elven'', or &amp;quot;elves as stuck-up jerks who live in trees&amp;quot; stereotype (which is especially noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said stuck-up jerks trying to tell their dwarves how to live their lives and who will gladly ambush &amp;lt;s&amp;gt;and likely eat&amp;lt;/s&amp;gt; dwarven children while they play in the woods. &lt;br /&gt;
However, due to their wooden weaponry only being ''really'' effective on said children and unarmed dwarves, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one - many gruesome stories involve at least one elf as the victim. The elves' nigh-religious devotion to trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. &lt;br /&gt;
&lt;br /&gt;
Unlike many other fantasy settings, ''Dwarf Fortress'' elves don't really have any redeeming characteristics (they aren't any more attractive than a dwarf, human or goblin, [http://tolkiengateway.net/wiki/Celebrimbor aren't good smiths], and don't have any superhuman abilities beyond biological [[immortality]], a peculiar ability to walk through grass and other ground covering plants without disturbing them, and a (currently) off-screen ability to &amp;quot;shape&amp;quot; wood via magic), though most long-time players play their antics for laughs, resulting in them essentially being the community's collective chew-toys. Many players will take on a Tolkien (''or, more likely, Warhammer Fantasy'')-esque dwarven spirit of hatred towards elves, slaughtering them for their actions against dwarven kind; or perhaps, compelled by some god of murder for the simple glee of the resulting elven blood rain. Being compared to an elf is particularly insulting, as it implies you're an unwashed, tree-loving, cannibalistic hippie (''or, as [[Dwarf#Community_outlook|some have said]], the kind of being that's prone to sitting around and living '''in''' the world, rather than acting upon it''). That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well-known and beloved characters.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=308928</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=308928"/>
		<updated>2025-04-03T09:32:16Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: /* Diplomats */ alternate years&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|11:04, 25 February 2023 (CST)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=Elf_sprite.png&lt;br /&gt;
|portrait=elf_portrait.png&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}} &lt;br /&gt;
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'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;smelly, stuck-up, arrogant [[tree]]-fondling hippies&amp;lt;/s&amp;gt; intelligent [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (centered around trees, and the worship of elemental [[force]]s that permeate the forests, as opposed to the [[deities]] worshipped by other races). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
By default, they are often allies of [[dwarves]] and [[humans]], however, elves' conflicting view on nature compared to other races, can create tension between them and their erstwhile allies. Elves often prefer using grown wood (and sometimes glass) for their weapons and armor, which do very little damage and offers little protection respectively compared to metal. If you go to war with them, you'll find that their primary danger comes from their numbers, archers, and dangerous tamed animals that may [[Mount|accompany]] them.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, &amp;lt;s&amp;gt;hippie wagons&amp;lt;/s&amp;gt; elven caravans arrive in late spring, bringing only [[plant]]s and their own &amp;quot;grown&amp;quot; [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to not offer any wooden objects/animal-derived goods, [[#Trading|see here for specifics]]. You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to angrily refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
Elves appear as usually thin and/or frail humanoids similar to humans, but with pointy ears,having no facial hair, but, rarely,at least stubble. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease, and also like with goblins this tends to result in high populations. Their life of harmony with the land and its wild beauty and creatures (due to elven civs possessing the {{token|AT_PEACE_WITH_WILDLIFE|e}} token) leads to them often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elven language|elven language]].&lt;br /&gt;
&lt;br /&gt;
Some &amp;lt;s&amp;gt;stupid, useless, tree-fondling traitors&amp;lt;/s&amp;gt; ''highly misguided'' dwarves [[Preferences|like]] elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
Once your fort has a [[baron]], elven civilizations in diplomatic contact send a [[Diplomat#Elven diplomats|diplomat]] to [[Meeting|meet]] with them approximately halfway through the first month in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
If this is their first visit to your fort and you aren't at war with their civilization, the diplomat will either congratulate you for your respect for the trees, or, in the more-likely event that you've cut even one down, chastise you for your disrespect. At some point, the diplomat may revisit your fortress to establish a treecutting quota, requesting that the dwarves keep the amount of trees cut down to a variable quota. It is possible to negotiate for a higher number, and the quota seems to be affected by your noble's [[Room#Quality|office quality]], [[stress]], and [[social skill]]s. If the player agrees to a treecutting quota, it will be visible after selecting the elves in [[Civilization and World Info|the Civilizations screen]], {{k|shift-Y}}. This quota lasts until the next year's meeting, and keeping to it will improve [[Diplomacy|diplomatic relations]], while violating it will worsen them and can lead to all-out [[war]]. If the player rejects any quota at all, this also damages relations. However, agreeing and sticking to a quota in one year and then denying any agreement in the next, will keep the relationship in a state of &amp;quot;alliance&amp;quot;, allowing your dwarves to raze entire forests every second year without the elves getting unhappy about it.&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. The elves also do not care if you damage saplings that haven't yet properly developed a trunk. Elves do, however, care about [[Tree#Underground trees|tree-like subterranean fungus]] like [[tower-cap]]s and [[tunnel tube]]s; cutting fungus &amp;quot;trees&amp;quot; down does count toward your quota.&lt;br /&gt;
&lt;br /&gt;
In addition to haggling over tree-cutting quotas, these meetings work like any other diplomatic [[meeting]]. Your [[Civilization and World Info|civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to declare [[war]] or sue for peace.&lt;br /&gt;
&lt;br /&gt;
=== Elven caravans  ===&lt;br /&gt;
Friendly elven civilizations send a [[caravan]] in late spring bringing a mix of natural trade goods, such as tamed animals, plant clothes, and various [[Wood#Grown_wood|grown wood]] objects.&lt;br /&gt;
&lt;br /&gt;
==== Trading ====&lt;br /&gt;
{{main|Trading#Unacceptable items|l1=Unacceptable items}}&lt;br /&gt;
Elven traders are very picky about what items they will accept, and consider most items made from wood or animal byproducts to be unethical, often rejecting items merely for requiring wood or ash in their preparation. Offering them even one of these items, either in a trade or as a gift, will cause their trader to insult you and leave in a huff, ending trading for that year and damaging your diplomatic relationship with their [[civilization]]. In general, items made from [[stone]], [[metal]], [[Gem|gemstone]], non-woody [[plant]]s, or [[silk]] are acceptable, as are live animals or &amp;quot;grown&amp;quot; wooden items (generally only available from elves), but even these items can be rendered taboo with inappropriate «[[decoration]]s» or by containing or being contained in an inappropriate item.&lt;br /&gt;
&lt;br /&gt;
The [[Trading]] article has specific info on [[Trading#Unacceptable items|taboo]] and [[Trading#Acceptable items|accepted]] items.&lt;br /&gt;
&lt;br /&gt;
==== Stock====&lt;br /&gt;
[[File:grown_weapon_sprites_preview.png|thumb|142px|right|Some sprites of naturally grown elven weapons. Standard wooden weapons also use these sprites.]]Elven caravans will never have stone, metal, or animal products. What you can expect in an average elven caravan:&lt;br /&gt;
* [[Wood]]en [[log]]s: Always useful, unless you are in a forest [[biome]] and already drowning in wooden logs. The quantity depends on how many logs you have already: lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
* [[Plant]]-based [[food]], both from [[crop]]s and picked from [[tree]]s. These can be handy for avoiding negative [[thought]]s from eating or drinking the same old thing, or satisfying a dwarf's unusual [[preference]]. They can also be a source of [[seed]]s for your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]].&lt;br /&gt;
* Wooden containers: [[chest]]s, [[cage]]s, [[bucket]]s, and [[barrel]]s. These are usually cheap if not decorated and useful in bulk, but even if you don't have access to wood and don't want to waste metal, there are stone, clay, and glass alternatives that you can easily make on your own.&lt;br /&gt;
* Soil types: [[sand]] in bags, various types of [[clay]]. They don't bring enough of either for large-scale production of either [[ceramic]] or [[glass]], and neither of these are very important to have in small quantities. A bit of sand can be used to make raw glass, which is occasionally demanded by dwarves in a [[strange mood]], but other races can sell you that cheaply without needing an intervening step.&lt;br /&gt;
* [[Bag]]s and [[rope]]s made from plant cloth. A few extra bags never hurt, but plant cloth bags are a bit expensive.&lt;br /&gt;
* A few above-ground tame animals in wooden cages. It may be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring animals from the environment surrounding their settlements, so you may be able to guess what they will bring next. Elves who live in [[Surroundings|savage]] [[Biome|tropical]] lands bring the best ones. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
* Caged tame [[vermin]]. These are only even slightly useful for pleasing dwarves with a [[preference]] for that specific type of vermin, and they may even [[Hateable|annoy other dwarves]]. The vermin itself is probably worthless, but the possibly-useful cage comes included.&lt;br /&gt;
* [[Plant fiber]] [[thread]], [[cloth]], and [[clothing]]. These are mainly useful for jumpstarting or replacing a [[textile industry]]. Elves wear and sell the same-sized clothing as dwarves, and may sell cosmetically-different &amp;quot;foreign&amp;quot; clothes items like turbans, skirts, or sandals.&lt;br /&gt;
* Plant cloth [[quiver]]s. Dwarves can't make quivers out of plant cloth, but they can easily make them out of [[leather]]. &lt;br /&gt;
* Wooden [[crutch]]es and [[Health care#Splints|splint]]s. Easy to make, but just as easy to forget, and they're fairly cheap.&lt;br /&gt;
* Wooden [[armor]] and [[weapon]]s. This includes weapons and armor dwarves can't normally make out of wood, but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Training|train]] with before making proper weapons, but that's probably not worth bothering with.&lt;br /&gt;
* [[Bow]]s and [[arrow]]s, both made of wood. While dwarves can't make bows, it's very easy to make your own superior [[crossbow]]s and [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most weapons bought from traders. Unfortunately, bows use a separate [[combat skill]] from crossbows, can't be used for [[hunting]], and leave you reliant on trade with or [[Goblinite|scavenging from]] non-dwarven civilizations for [[arrow]] ammunition. &lt;br /&gt;
* Miscellaneous other [[finished goods]] made from wood or plant fiber. These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that instrument ''parts'' are useless, since your dwarves do not know how to assemble them into a completed instrument unless they already knew how to make that instrument in the first place.&lt;br /&gt;
&lt;br /&gt;
Unless you have a shortage of something, the main unique goods elves can bring are foreign plants (especially ones you can then grow yourself), foreign tame animals (especially large war-trainable carnivores), or possibly foreign instruments or new books. Everything else is relatively easy to produce on your own, and as with all traders, any dwarf with any amount of relevant crafting [[skill]] at all will make as-good- or better-[[quality]] items.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions; otherwise, they are identical to the wood items that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality value|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition, and romance, but they do not especially respect commerce and have a dislike for self-control.&lt;br /&gt;
&lt;br /&gt;
(Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.)&lt;br /&gt;
&lt;br /&gt;
As ghastly as the concept may be, elven cultures have become more powerful since the days of [[Main:Tholtig|Tholtig Cryptbrain]], and it is entirely possible for one or more dwarven civilizations to be extinct due to elven aggression. What elves lack in engineering, crafting, intelligence, bravery, skill, or hygiene, they make up for in raw, unwashed numbers, and once-mighty dwarven civilizations may crumble to the hordes. Even more troubling is their employment of [[Mercenary|mercenaries]], often much better equipped than the elves themselves. Embarking with (possibly homeless wandering survivor) dwarves claiming to be from that civilization is possible, but always starts at war with the elves that claimed the lives of those tragically unfortunate dwarves' friends, and you may not get migrants.&lt;br /&gt;
&lt;br /&gt;
==In combat==&lt;br /&gt;
Elves by themselves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves. &lt;br /&gt;
During [[Siege#Elven_sieges|sieges]] their archers and potential numbers (like goblins, their ageless immortality means very high populations) can still be dangerous, and perhaps the greatest threat they pose is if they bring tamed animals along with them, which may range from easily dispatched creatures to [[Giant elephant|huge]][[Tiger| sources]][[unicorn| of]][[Grizzly bear| fun]] depending upon what animals their civ has access to, which in theory can include any exotic land animal including giant variants.&lt;br /&gt;
&lt;br /&gt;
==Community outlook==	&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the ''wood-elven'', or &amp;quot;elves as stuck-up jerks who live in trees&amp;quot; stereotype (which is especially noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said stuck-up jerks trying to tell their dwarves how to live their lives and who will gladly ambush &amp;lt;s&amp;gt;and likely eat&amp;lt;/s&amp;gt; dwarven children while they play in the woods. &lt;br /&gt;
However, due to their wooden weaponry only being ''really'' effective on said children and unarmed dwarves, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one - many gruesome stories involve at least one elf as the victim. The elves' nigh-religious devotion to trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. &lt;br /&gt;
&lt;br /&gt;
Unlike many other fantasy settings, ''Dwarf Fortress'' elves don't really have any redeeming characteristics (they aren't any more attractive than a dwarf, human or goblin, [http://tolkiengateway.net/wiki/Celebrimbor aren't good smiths], and don't have any superhuman abilities beyond biological [[immortality]], a peculiar ability to walk through grass and other ground covering plants without disturbing them, and a (currently) off-screen ability to &amp;quot;shape&amp;quot; wood via magic), though most long-time players play their antics for laughs, resulting in them essentially being the community's collective chew-toys. Many players will take on a Tolkien (''or, more likely, Warhammer Fantasy'')-esque dwarven spirit of hatred towards elves, slaughtering them for their actions against dwarven kind; or perhaps, compelled by some god of murder for the simple glee of the resulting elven blood rain. Being compared to an elf is particularly insulting, as it implies you're an unwashed, tree-loving, cannibalistic hippie (''or, as [[Dwarf#Community_outlook|some have said]], the kind of being that's prone to sitting around and living '''in''' the world, rather than acting upon it''). That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well-known and beloved characters.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wood_cutter&amp;diff=308927</id>
		<title>Wood cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wood_cutter&amp;diff=308927"/>
		<updated>2025-04-03T09:25:04Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: rm part of the micromanagement: After a single Wood cutting demonstration in the guild hall this is no longer reliable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork}}&lt;br /&gt;
{{v50_skill&lt;br /&gt;
| color      = 6:1&lt;br /&gt;
| graphic    = [[File:woodcutter_sprite_preview.png]]&lt;br /&gt;
| skill      = Wood Cutter&lt;br /&gt;
| specialty  = Woodcutter&lt;br /&gt;
| profession = [[Woodworker]]&lt;br /&gt;
| job name   = Wood Cutting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Chop down trees&lt;br /&gt;
| workshop   =&lt;br /&gt;
* None, but needs [[axe]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;!-- To prevent confusion:&lt;br /&gt;
 - &amp;quot;Wood Cutter&amp;quot; - title case, name of skill&lt;br /&gt;
 - &amp;quot;Wood Cutting&amp;quot; - title case, name of labor&lt;br /&gt;
 - &amp;quot;woodcutter&amp;quot; - normal case, any dwarf cutting trees&lt;br /&gt;
 - &amp;quot;woodcutting&amp;quot; - normal case, the activity of cutting trees --&amp;gt;&lt;br /&gt;
'''Wood Cutter''' is a [[skill]] that allows a dwarf to chop down [[tree]]s with an [[axe]], turning them into [[wood]] logs. As wood is an essential resource, this is an important skill. As with other skills, it's developed with practice. Higher levels of the skill make felling trees quicker.&lt;br /&gt;
&lt;br /&gt;
A dwarf must be selected in the '''Woodcutters''' [[work detail]] in order to chop down trees. It's a subset of &amp;quot;woodworking&amp;quot;, together with [[carpentry]] and [[crossbow-making]]. This labor is also mutually exclusive with [[mining]], because, like mining it requires a tool to be equipped, and thus has a uniform attached to it.&lt;br /&gt;
&lt;br /&gt;
Most dwarves get a happy [[thought]] from felling a tree, but not all, and some even feel unhappy about it; depending on how much they [[Personality value#NATURE|value nature]]. You can check the thoughts of a woodcutter immediately after a tree was felled, and remove the worker from this type of work if they are not &amp;quot;satisfied felling a tree&amp;quot;. This is a bit of micromanagement, but few fortresses can afford wasting possible good thoughts.&lt;br /&gt;
&lt;br /&gt;
If you [[embark]] using the &amp;quot;Play Now!&amp;quot; option, one of the seven settlers will be a Novice Wood Cutter in the appropriate work detail. Graphically, any individual assigned as a woodcutter will be wearing a yellow tunic.&lt;br /&gt;
&lt;br /&gt;
== Cutting down trees ==&lt;br /&gt;
&lt;br /&gt;
Trees need to be designated to be cut down. (Specifically, designating any of the trunk tiles of a tree will do.)&lt;br /&gt;
&lt;br /&gt;
# Select &amp;quot;Set tree chopping orders&amp;quot; (in the bottom bar, or press {{Menu icon|l}}).&lt;br /&gt;
# Click on the starting point (one corner of the desired triangle).&lt;br /&gt;
# Click (again) on the opposite corner of the desired rectangle to be cut. The trunk tiles of the trees that were in the rectangle should be highlighted, indicating that they will be chopped down.&lt;br /&gt;
#* Tiles can also be designated by using the keyboard cursor if enabled.&lt;br /&gt;
&lt;br /&gt;
After the trees are designated, any idle dwarf with the Wood Cutting work detail enabled, and an axe equipped, will start chopping them down. As with other tasks, the most recently designated target is processed first.&lt;br /&gt;
&lt;br /&gt;
[[Image:tree-kills-woodcutter.png|400px|thumb|And you thought that your job was bad.]]&lt;br /&gt;
&lt;br /&gt;
Trees can be cut from any point, not only from ground level, but in all cases, after the dwarf is done cutting, the tree transforms into a pile of logs that fall to the ground in a direction opposite from where the cutter was standing. The logs are not treated as falling objects--they cannot hurt any creatures they land on--but any objects previously sitting upon the tree (e.g. logs from previously felled trees, bolts, corpses, etc.) will fall with standard ''Dwarf Fortress'' lethality.&lt;br /&gt;
&lt;br /&gt;
== Axes ==&lt;br /&gt;
A dwarf needs to have an equipped edged [[axe]] to chop down trees. If a dwarf has the Wood Cutting work detail enabled but doesn't have an axe, they will pick up any available one from a stockpile. Thankfully, any immigrant that arrives with the wood cutting labor enabled will be carrying an axe {{Verify|how does this apply for the new work detail system?}}.&lt;br /&gt;
&lt;br /&gt;
There are no special axes for woodcutting; dwarves use standard [[battle axe]]s. Creatures large enough to wield [[great axe]]s and [[halberd]]s can use them for woodcutting as well; however, due to {{bugl|5812}}, no dwarf can equip either weapon. Unlike [[weapon|axes in combat]] though, the quality or material of an axe appears to have no effect on any aspect of wood cutting - a [[quality|no-quality]] [[copper]] axe is the same as a masterwork [[steel]] or [[adamantine]] axe. However, wood cutters will no longer use axes without edges, such as wooden [[training weapon|training axe]]s.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it is not currently possible to assign woodcutters the same axe to use in the [[military]] as to use in civilian labor{{bug|1451}}.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Any part of the tree's &amp;quot;trunk&amp;quot; can be cut to bring the entire tree down. There is no &amp;quot;pruning&amp;quot; of tree limbs in ''Dwarf Fortress''.&lt;br /&gt;
** If you are unable to designate a tree to be cut down, check the higher levels. If an upper level of the tree is already designated for cutting, the &amp;quot;ground-level&amp;quot; trunk will not also be designated, and the tree will not be cut down unless that higher-level branch can be accessed.&lt;br /&gt;
* Felled trees fall safely, but any objects that were previously supported by the tree will fall downward, with standard ''Dwarf Fortress'' lethality. Care must be taken to ensure that the woodcutters do not kill other friendly creatures.&lt;br /&gt;
** Sometimes dwarves or livestock can get stuck in trees.  Cutting down the tree in this case is generally a bad idea, since the creature will take a lot of damage on impact with the ground.  Build a staircase up to the branches and try to coax the creature out first.&lt;br /&gt;
* If the tile in the z-level under the tree's trunk is mined out first, cutting the tree down will remove the ground (floor) tile, creating a hole.&lt;br /&gt;
* A single fully-grown tree can provide well over ten logs, making a wood-powered metal industry possible in a well-forested [[biome]], if not always infinitely sustainable.&lt;br /&gt;
* Many products can be made with materials other than wood.  Wood cutting is a skill you could probably turn off and on as necessary, unless you need a continuous supply of wood for beds, charcoal, ash, or siege weapon parts and ammo.&lt;br /&gt;
* As felling trees is usually done away from your fortress, it is an inherently dangerous activity in hostile areas, and care must be taken to ensure that the woodcutters are not killed by hostile [[creature]]s or [[ambush]]ed.  It may be helpful to assign woodcutters a [[war animal]] or other work animal.&lt;br /&gt;
* [[Herbalist]]s can gather fruit and nuts from a lot of trees.  [[Stepladder]]s aid this process. However, clear-cutting a large area will lower your food production if you rely a lot on herbalists.  Underground &amp;quot;trees&amp;quot; (being the current in-game model for fungi) do not produce fruit.&lt;br /&gt;
* Wood production can be sped up if the woodcutters are excluded from a [[haul|wood hauling]] work detail, so they can focus on cutting more trees instead of hauling the logs from the last one to the nearest wood [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
==== Woodcutting and the military: ====&lt;br /&gt;
There are several quirks, tricks and outright bugs found in the area overlapping woodcutters and axedwarves...&lt;br /&gt;
&lt;br /&gt;
* Due to a bug, the wood cutting labor conflicts with military uniforms. A military dwarf with wood cutting enabled will drop his uniform when transitioning to civilian duty. To avoid problems it is recommended you keep your military and wood cutters separate.&lt;br /&gt;
* If you remove the woodcutting labor of your only woodcutter, his axe may be taken by the military, as well as all axes made subsequently. If you then assign the woodcutting labor to other dwarves, they will do nothing, as they cannot equip axes. To solve this, disband your military temporarily; the woodcutters will pick up axes, and you can then re-make your military squads.&lt;br /&gt;
* There is bug where, if you had an axedwarf in the military, and then remove them from their squad, no other dwarf will pick up that axe for woodcutting. Go to your s{{k|q}}uads menu and disband that squad - that will free up the axe(s) for woodcutting duty. &lt;br /&gt;
* Again - it's best if you can keep your woodcutters/woodcutting axes separate from your axedwarves/military axes.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
In order to relieve the brainless monotony (aka: dwarven bliss) experienced by wood cutters, the diminutive log choppers often engage in competitive singing whilst whacking away at their arboreal nemeses, such that raucous renditions of the perpetually popular tune &amp;quot;I am a lumberjack and I'm OK&amp;quot; can be heard echoing throughout the timbered valleys found near their fortresses at ever increasing levels of volume.  The overall loudness of the rendition is apparently the most critical value used to determine the winner.  Unfortunately, this singing is fairly detrimental to overall harvesting productivity, as by the time most singers lay in to the third verse of the song, they have either convulsed into blithering (and debilitating) laughter, or they have run off to taunt the elves with their massive tooth picks whilst wearing their best cross dressing outfits (see further). &lt;br /&gt;
&lt;br /&gt;
Sadly, wood cutters often fall victim to raiding goblins, as their cacophonous singing leads the goblins straight to them just as they are in a state of vocal euphoria, and are thus easy prey for the grimy gobbos. That said, there have been instances when their singing has soothed the savagery of nearby beasts, but reports of this are scarce as most dwarves are unwilling to admit their feat, for fear that it might be seen as undwarflike (aka cowardly). &lt;br /&gt;
&lt;br /&gt;
Some dwarves have been known to carry on their person very large toothpicks, with which they clean their rather massive molars. These toothpicks are crafted by the woodcutters (in their off hours), sometimes using an entire tree to manufacture a single pick. Wood cutters take significant pride in the size of their toothpicks, which, in a pinch, can often double for poles used in pole vaulting contests (another popular dwarven pastime, an event usually called the 'Pole-Toss'). Thus the origin of the phrases &amp;quot;Go toss your pole&amp;quot; and &amp;quot;Is that a lumberjack's toothpick in your pocket or are you just happy to see me?&amp;quot; are explained.&lt;br /&gt;
&lt;br /&gt;
Despite rumors, no [[giant]] has become a lumberjack. Much less one named Paul.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;br /&gt;
[[ru:Wood cutter]]&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Butcher&amp;diff=308926</id>
		<title>Butcher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Butcher&amp;diff=308926"/>
		<updated>2025-04-03T09:23:40Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: rm part of the micromanagement: After a single Butchery demonstration in the guild hall, this is no longer reliable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork}}&lt;br /&gt;
{{v50_skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| graphic    = [[File:farmer_sprite_icon.png]]&lt;br /&gt;
| graphicmargin = 106px&lt;br /&gt;
| graphicmargin = 107px&lt;br /&gt;
| skill      = Butcher&lt;br /&gt;
| profession = [[Farmer]]&lt;br /&gt;
| job name   = [[Butchery]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Butcher [[animal]]&lt;br /&gt;
| workshop = &lt;br /&gt;
* [[Butcher's shop]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:dwarf_butcher_preview.jpg|thumb|210px|right|When he smells like dead lamb, you know he didn't miss work.]]'''Butchers''' do the dirty job of killing tame animals and processing animal [[corpse]]s, skeletons and body parts for [[meat]], [[fat]], [[skin]], [[bone]]s, [[skull]]s, and many other objects, at the [[Butcher's Shop]].&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
The work of a butcher is divided into two categories: '''slaughtering''' and '''butchering'''. While both produce the same results (food and raw materials), they have distinctly different inputs - butchering is done on dead wild creatures (and takes a significant amount of time to perform), while slaughtering is done on live tame/trained creatures (and is instantaneous).&lt;br /&gt;
&lt;br /&gt;
Most dwarves do not mind the grim work, but some get an unhappy [[thought]] from it, and a few even feel happy about it. Check the thoughts of a butcher immediately after a creature was slaughtered or butchered. It is a bit of micromanagement to find a dwarf who is &amp;quot;satisfied after slaughtering an animal&amp;quot;, but few fortresses can afford wasting possible good thoughts.&lt;br /&gt;
&lt;br /&gt;
=== Slaughtering ===&lt;br /&gt;
To slaughter an animal, go to the {{Menu icon|u}} ([[Creatures]]) screen, then the [[Unit_list#Pets.2FLivestock_Tab|Pets/Livestock tab]] and click on [[File:Df steam butcher button.png|The slaughter button]] to flag (or un-flag) for slaughtering. Assuming you have enabled &amp;quot;Slaughter any marked animal&amp;quot; in your [[Standing_orders#Automated_Workshops|Standing orders]], a {{DFtext|Slaughter {name of the animal} (Tame)|3:1}} job will be queued to the next available [[Butcher's Shop]]. A butcher will then take the job and walk up to the animal, lead it to the butcher's shop, then strike down the creature. As mentioned above, slaughtering living animals is ''instantaneous'' - the moment the dwarf sets foot in the workshop, the animal dies and its body is split into individual parts. If &amp;quot;No automatic slaughter&amp;quot; is ''enabled'' in standing orders, then nothing at all will happen, since the &amp;quot;slaughter animal&amp;quot; job cannot be added manually. If multiple creatures are flagged for slaughtering, only one slaughter job ''per workshop'' at a time will be created. Only tame/trained creatures can be slaughtered.&lt;br /&gt;
&lt;br /&gt;
=== Butchering ===&lt;br /&gt;
If &amp;quot;Automatically butcher carcasses&amp;quot; is enabled in your [[Standing_orders#Automated_Workshops|standing orders]], then any valid corpse located either in a stockpile or within 43 squares of a butcher's shop, will be automatically queued for butchering. During this job, the butcher will pick up the corpse, haul it to the workshop, and then slowly process it into individual parts at a speed based on skill level and [[clutter]] (which can take a long time for particularly large creatures such as [[forgotten beast]]s). If a [[Ambusher|hunter]] successfully kills their target, they will haul the corpse and place it directly inside an appropriate butcher's shop, but unless your butcher happens to be idle at the moment, the corpse will likely be removed from the workshop and placed in a stockpile.&lt;br /&gt;
&lt;br /&gt;
Certain exceptionally [[Size|large]] species of [[vermin]], like [[creepy crawler]]s, can also be butchered for a small amount of meat. Any caught live ones are automatically queued for butchering: a dwarf will carry an [[animal trap]] containing one to a butcher's shop and butcher the vermin inside as if it were a corpse. Only live untamed vermin can be butchered this way, dwarves will not butcher [[tame]] ones or the [[remains]] of one.&lt;br /&gt;
&lt;br /&gt;
Dwarves will not butcher the corpses of sapient creatures (due in part to the {{token|EAT_SAPIENT_OTHER|ethics|UNTHINKABLE}} [[ethics|ethic]]), and the corpses of tame creatures cannot be butchered (they must be slaughtered while still alive).&lt;br /&gt;
&lt;br /&gt;
The type and number of objects produced from butchering a creature varies greatly, since not all creatures have the same parts. See each animal's page for a breakdown of what each animal can produce. Note that while a butcher's shop also has the &amp;quot;Extract from dead animal&amp;quot; task, this requires a certain type of living trapped vermin, and it is not done by a butcher, but by an [[animal dissector]].&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode==&lt;br /&gt;
How to butcher in [[adventurer mode]]:&lt;br /&gt;
&lt;br /&gt;
# If the corpse is in your inventory, {{k|d}}rop it or equip it by {{k|r}}emoving it.&lt;br /&gt;
# If the corpse is on the ground, move onto its tile.&lt;br /&gt;
# Equip a cutting implement or, alternatively, drop it on your tile. This can be any object with a sharp edge (i.e.has an EDGE attack type), from bladed [[Weapon|weapons]] and [[Tool|tools]], up to [[Bolt|bolts]] and [[Knapper|sharpened rocks]].&lt;br /&gt;
# Press {{k|x}} to open the action menu. Then select &amp;quot;{{k|b}}utcher&amp;quot;, press {{k|→}} and select the corpse that you want to butcher, press {{k|→}} again and pick the tool that you want to use.&amp;lt;br /&amp;gt;[[File:Butchery_adv_action_menu.PNG]]&lt;br /&gt;
&lt;br /&gt;
You will then proceed to butcher the corpse, dropping all of the products on your tile; also note that small animals, like [[raven]]s, cannot be butchered.  The tool used for butchery will also be covered in the [[blood]] of the creature being butchered. Ergo, butchering [[Titan|certain]] [[Forgotten beast|creatures]] can have [[Syndrome|fun]] results.&lt;br /&gt;
&lt;br /&gt;
==Effect of skill==&lt;br /&gt;
A butcher's skill affects the speed of butchery, which can be important for processing a large number of corpses before they begin to [[rot]]. Note that butcher shops can become [[clutter|cluttered]] quickly, because most animals create a large number of different items of different categories when butchered, so make sure that you have nearby stockpiles for [[refuse]], raw [[skin|hide]]s, [[meat]], prepared organs and [[fat]]. To minimize the amount of [[miasma]] created, in case the rotting parts are not removed fast enough, a butcher's shop should always be blocked by a [[door]].&lt;br /&gt;
&lt;br /&gt;
Of course, placing the butcher's shop outside will prevent any and all miasma generated by rotting, but the dwarves won't haul the inedible parts away unless their global orders allow &amp;quot;Workers gather outdoor refuse&amp;quot; ({{menu icon|y}} -&amp;gt; Standing orders -&amp;gt; Refuse and dumping, second option)&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
If your butcher keeps cancelling jobs with &amp;quot;Needs butcherable unrotten nearby item&amp;quot;, check the following:&lt;br /&gt;
&lt;br /&gt;
*The corpse isn't rotten&lt;br /&gt;
*The corpse is in a stockpile, or within 20 tiles of the butcher shop&lt;br /&gt;
*The corpse is large enough for butchering{{bug|0874}}&lt;br /&gt;
*The corpse wasn't sapient, tame or trained&lt;br /&gt;
*Your butcher can access the corpse and workshop&lt;br /&gt;
*The corpse isn't currently tasked for a job (such as hauling to a stockpile)&lt;br /&gt;
*The butcher workshop isn't restricted to take from a stockpile that doesn't contain the corpse&lt;br /&gt;
&lt;br /&gt;
==Butchering sapients==&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
In the current version of the game, it isn't possible to butcher sapient creatures due to dwarven ethics forbidding it. In addition, the game is currently programmed to force the player (regardless of race or game mode) to not be able to use the returns of a butchered sapient creature (i.e. you can't eat [[goblin]] meat in adventurer mode, regardless of if you're playing a dwarf or an [[elf]] or an [[alligator man]]){{bug|9171}}. Butchered undead are not subject to this restriction. Discussion on the subject may be found in this [http://www.bay12forums.com/smf/index.php?topic=161408.90 Bay 12 forums thread].&lt;br /&gt;
&lt;br /&gt;
While it is possible to mod ethics to allow the butchering of sapients for the dwarven civilization, ethics itself only plays its role during world generation, meaning you still won't get the option to butcher sapients in actual gameplay. The only way to reliably butcher sapients and use their returns is with the utility [[DFHack]], as demonstrated [http://www.bay12forums.com/smf/index.php?topic=161408.msg7455623#msg7455623 here]. Or you can simply eat the bones if the corpse has rotted away.&lt;br /&gt;
&lt;br /&gt;
==Detailed butchering yields calculations==&lt;br /&gt;
&lt;br /&gt;
Yields are calculated on a per part, per layer basis. Each tissue layer on a part is considered individually, even if multiple layers of the same part are made of the exact same materials. (footnote 1)&lt;br /&gt;
&lt;br /&gt;
Step 1: Get the base volume of the tissue layer&lt;br /&gt;
&lt;br /&gt;
The base volume of a tissue layer is based on what percent of its body part volume it represents (based on the layer's RELATIVE_THICKNESS compared to the RELATIVE_THICKNESS of all other layers), which is based on what percent of the whole body's unmodified base volume (defined with BODY_SIZE) that the part represents (based on the part's RELSIZE compared to the RELSIZE of all other parts).&lt;br /&gt;
&lt;br /&gt;
Only these aspects - the relsizes of body parts, the base body size, and the relative thickness of a tissue layer compared to others on its part - are what are considered at this stage. Things like whether the layer thickens with strength, if the part has size modifiers, etc. aren't factored in here. This is an important thing to note: they have no impact on the relative base volumes of parts in this calculation! (footnote 2)&lt;br /&gt;
&lt;br /&gt;
Even if a layer is now missing (like fat having melted off), its defined relative thickness is still factored in to the calculations - the volume of muscle on a part doesn't suddenly increase because the fat layer is gone or anything like that.&lt;br /&gt;
&lt;br /&gt;
Step 2: Apply modifiers to each tissue layer's base volume to get its modified volume&lt;br /&gt;
There are multiple different modifiers that affect the base volume to get the modified volume. Because these modifications happen after relsizes and such have been considered, they don't impact the volume / yields of any of the other layers on its body part, or any other body parts.&lt;br /&gt;
&lt;br /&gt;
Each of these modifiers is applied as a multiplier to the base volume.&lt;br /&gt;
&lt;br /&gt;
=== Body Modifiers ===&lt;br /&gt;
The HEIGHT, BROADNESS, and LENGTH of the creature's whole body is used as a modifier. The values for these can be set using the BODY_APPEARANCE_MODIFIER token (whenever these tokens are omitted, the default values are 100).&lt;br /&gt;
&lt;br /&gt;
Modifier = (Body Height / 100) *(Body Broadness / 100) * (Body Length / 100)&lt;br /&gt;
&lt;br /&gt;
=== Body Part Modifiers ===&lt;br /&gt;
The HEIGHT, BROADNESS, and LENGTH of the body part are used as a modifier. The values for these can be set using the BP_APPEARANCE_MODIFIER token after selecting the part (whenever these tokens are omitted, the default values are 100).&lt;br /&gt;
&lt;br /&gt;
Modifier = (Part Height / 100) * (Part Broadness / 100) * (Part Length / 100)&lt;br /&gt;
&lt;br /&gt;
Stronk and chonk - THICKENS_ON_STRENGTH and THICKENS_ON_ENERGY_STORAGE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the tissue has the THICKENS_ON_STRENGTH or THICKENS_ON_ENERGY_STORAGE tokens, modifiers based on the creature's stats are applied.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
* If a layer has just THICKENS_ON_STRENGTH, the multiplier is the creature's STRENGTH/1000.&lt;br /&gt;
  &lt;br /&gt;
 &lt;br /&gt;
* If a layer has just THICKENS_ON_ENERGY_STORAGE, the multiplier is the creature's fat amount / 250,000. Because a creature's &amp;quot;normal&amp;quot; fat level is 500,000, you'll likely notice adding this token to a tissue will double the yields from that tissue, as that value gives a 2x multiplier.&lt;br /&gt;
   &lt;br /&gt;
&lt;br /&gt;
* If a layer has both THICKENS_ON_STRENGTH and THICKENS_ON_ENERGY_STORAGE, the multiplier is the mean average of the two multipliers combined (so the multiplier is: (Strength/1000 + Fat amount/250,000) / 2). This means that it some cases, you could end up getting lower item yields having both tokens than just having one.&lt;br /&gt;
&lt;br /&gt;
=== Other Modifiers ===&lt;br /&gt;
The amount of a layer that's remaining after some of it has been lost does have some impact on its yield volume, however I didn't purposely investigate it. I'd assume that the % of layer that's remaining is used as a modifier. I did test what happens when a layer is fully gone, however - it yields 0 of its item, regardless of the special clauses (see: later).&lt;br /&gt;
&lt;br /&gt;
Step 3: Get the item yields&lt;br /&gt;
The number of items yielded from butchering the tissue layer is based on a simple formula (however, there are some special cases that can modify the number of items):&lt;br /&gt;
&lt;br /&gt;
Number of items = Modified volume / 25,000 (rounded down)&lt;br /&gt;
&lt;br /&gt;
In cases where the yield from this calculation is 0, there are two special clauses that can apply, based on the body part's size, and the modified volume of the tissue.&lt;br /&gt;
&lt;br /&gt;
    Volume Clause: If the modified volume of a layer is at least 260, any yield of 0 is changed to 1.&lt;br /&gt;
    Part Size Clause: If the size of the body part that the tissue layer is a part of is at least 260, any yield of 0 is changed to 1. A layer could in practice represent even a tiny fraction of a volume unit, and yet still yield 1 item just because its part is 260 or bigger.&lt;br /&gt;
&lt;br /&gt;
=== Butcher Items ===&lt;br /&gt;
What items are actually yielded from butchering a tissue layer is based on the material it's made from. There are some specially-coded cases based on the materials tokens - for example, materials with the MEAT token will yield meat, materials with the BONE token will yield bone. The token BUTCHER_SPECIAL can be used to set the item yield to be any particular item you desire.&lt;br /&gt;
&lt;br /&gt;
The item count isn't at all impacted by the size of the item being produced. If a layer's modified volume is big enough to yield 40 items, it'll yield 40 meat or 40 statues all the same.&lt;br /&gt;
Items with standard dimensions (e.g. BARS, THREAD, CLOTH) seem to be produced at those standard dimensions. For example, with a BUTCHER_SPECIAL:THREAD:NONE material that has a modified volume large enough for an item yield of 10, a stack of 10 thread items will be produced, each item being at 15000 dimensions.&lt;br /&gt;
&lt;br /&gt;
=== Extra Butcher Objects/NOMEAT, NOBONES etc. ===&lt;br /&gt;
Extra butcher objects don't impact the yields of butchering layers associated with the parts at all. They also don't care if the part they're attached to is big enough to yield at least 1 item if it was butchered regularly. So, an extra butcher object that's attached to a body part whose volume is below 260 will still drop its item, even if butchering the layers on that part might not yield anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So how do the creature tokens such as NOMEAT and the like factor into yields for their items? They don't at all. Perhaps the tokens affect fort-mode butchering, or the tokens are depreciated from an old version, or they're not supposed to have anything to do with butchering and handle something like whether entries show up in the stockpiles screen or not.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*A dead tame animal that was not slaughtered cannot be butchered.{{bug|1180}} This includes tame animals killed due to age, starvation, or combat.&lt;br /&gt;
*Butchering returns of sentient creatures are unusable, regardless of adventurer's ethics.{{bug|9171}}&lt;br /&gt;
*Some animals can be too small to be butchered, such as [[buzzard]]s, [[rabbit]]s, and [[barn owl]]s.{{bug|0874}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = lokast&lt;br /&gt;
| elvish  = uwale&lt;br /&gt;
| goblin  = slust&lt;br /&gt;
| human   = rashcat&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=308925</id>
		<title>Zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=308925"/>
		<updated>2025-04-03T09:11:52Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: /* What counts towards room value */ artifacts in display cases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork}}&lt;br /&gt;
{{av}} &lt;br /&gt;
[[Image:Zones menu v50.03.png|right]]&lt;br /&gt;
'''Zones''' are areas where your citizens will work, socialize, rest, or perform specific duties, such as [[fishing]], dumping objects, or collecting [[water]].&lt;br /&gt;
Zones are optional for the performance of certain tasks (fishing, collecting water) but obligatory for others (dumping), and are used primarily to keep dwarves out of [[fun|danger]].&lt;br /&gt;
&lt;br /&gt;
Zones can be placed in any [[revealed tile]], including in [[open space]], over a [[river]], or on top of a [[building]] or [[stockpile]]. They are placed in one of three ways: rectangular, draw, or (for some zones) multi. From within the Zones [[menu]] ({{k|z}}), selecting the zone type will open the zone creation menu. From here, you can select whether to create a zone in a rectangle (at which point you click the two corners for the zone), draw (where clicking adds single squares to the zone). You can enable erasing at any time and use rectangle and draw to remove squares from the zone. The number shown indicates how many selected floor tiles can be used for that type of zone.&lt;br /&gt;
&lt;br /&gt;
Unlike [[stockpiles]], multiple zones can overlap.&lt;br /&gt;
&lt;br /&gt;
For select zone types, you can change from Paint to Multi mode, in which you can draw a rectangle over multiple rooms, and each room valid for that zone type will be a separate zone. The number shown is the number of zones created in the last rectangle drawn, and the undo button will only undo the last rectangle created.&lt;br /&gt;
&lt;br /&gt;
Some zones can be further specified into [[locations]] after creation. To do this, first create the relevant zone, then click the Add Location button (+) to further specify it as a location. Multiple zones can be added to a single location, allowing them to span multiple rooms.&lt;br /&gt;
&lt;br /&gt;
In some cases (pen/pasture, pit/pond) additional orders can then be set from the same menu. The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile. The size of a zone is unlimited.&lt;br /&gt;
&lt;br /&gt;
== Zone Types ==&lt;br /&gt;
&lt;br /&gt;
=== Meeting area ===&lt;br /&gt;
[[File:meeting_icon_preview.png|right]]'''Meeting area zones''' are zones in which idle dwarves and animals will congregate. After a meeting area is designated, it can be left as is, or it can be made into a [[tavern]], [[temple]], [[library]], [[guildhall]] or [[hospital]]. Additionally, [[immigration|immigrants]] will collect at a meeting area until their &amp;quot;migrant&amp;quot; status wears off. Note that the [[wagon (embark)|wagon]] you [[embark|arrive with]] constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings, it is important to do so, so as to get your dwarves and animals out of danger quickly. It is a good idea to have at least one meeting area of one form or another: It allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable within the fortress. A meeting area filled with dwarves increases the [[social skill]]s of idlers. It makes idle dwarves a little less idle. Because almost every dwarf visits a meeting area at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting area exposed to sunlight will additionally prevent dwarves from becoming [[cave adaptation|cave-adapted]]. Note that having dwarves socialize will often result in them forming [[relationship]]s.&lt;br /&gt;
&lt;br /&gt;
It is not advisable to have animals mill around in crowded meeting areas for a prolonged time, as they will pick fights with dwarves and other animals. While this may be negligible in the case of a hen, it also applies to your [[Dog#War dogs|war dogs]] (although this can be partly beneficial, since all your dwarves will get combat experience from being bitten occasionally, especially the children, who mill around constantly).&lt;br /&gt;
&lt;br /&gt;
If the meeting area is made a guildhall or a temple, the icon of the zone will change depending on the room's quality. For a guildhall, the icons are [[File:meeting_quality0_sprite.png|19px]] and [[File:meeting_quality1_sprite.png|19px]]. For a temple, the icons are [[File:temple_quality0_sprite.png|20px]], [[File:temple_quality1_sprite.png|20px]] and [[File:temple_quality2_sprite.png|20px]]. Dwarves may petition for these types of rooms of varying qualities.&lt;br /&gt;
&lt;br /&gt;
=== Office ===&lt;br /&gt;
{{main|Office}}&lt;br /&gt;
&lt;br /&gt;
[[File:office_medium_icon.png|right]]An office is a zone required by some [[Noble|nobles]], and requires a [[chair]]. [[Manager|Managers]] will use the chair to validate and check [[work orders]]. A [[bookkeeper]] will use the office to update the [[stock]]records and increase the precision of the records. A dwarf with an office assigned will sometimes [[eat]] in their own office if there is no communal [[dining hall]] designated in the fortress, but this does not provide any happy [[thought]], no matter how [[Room value|luxuriously decorated]] the office may be, and may even generate a bad thought if the chair doesn't have a [[table]] adjacent to it.&lt;br /&gt;
&lt;br /&gt;
=== Bedroom ===&lt;br /&gt;
{{main|Bedroom}}&lt;br /&gt;
&lt;br /&gt;
[[File:bedroom_medium_icon.png|right]]A bedroom is a zone where a single dwarf (and possibly their spouse and children) will sleep and store their belongings in. Requires a [[bed]]. A cabinet can be built for the dwarf to store their [[Wear|old]] clothing; and a chest for dwarves to store their belongings like [[coins]], [[Finished Goods|rings, scepters]] etc. A dwarf with no cabinet, or with low [[Personality facet#ORDERLINESS|orderliness]] personality facet will scatter their old clothing everywhere.&lt;br /&gt;
&lt;br /&gt;
=== Dormitory ===&lt;br /&gt;
{{main|Dormitory}}&lt;br /&gt;
&lt;br /&gt;
[[File:bedroom_medium_icon.png|right]]A dormitory is a zone containing multiple [[Bed|beds]] where all dwarves that do not have a bedroom assigned to them will sleep. However, sleeping in a dormitory will generate a negative [[thought]] (embarrassed after sleeping without a proper room).&lt;br /&gt;
&lt;br /&gt;
=== Dining hall ===&lt;br /&gt;
{{main|Dining hall}}&lt;br /&gt;
&lt;br /&gt;
[[File:dining_medium_icon.png|right]]A Dining Hall is a zone where dwarves go to eat. Requires one or more [[Table|tables]].&lt;br /&gt;
&lt;br /&gt;
=== Barracks ===&lt;br /&gt;
{{main|Barracks}}&lt;br /&gt;
&lt;br /&gt;
[[File:barracks_medium_icon.png|right]]A barracks zone is a zone where a [[military]] will go to sleep, train, or store their equipment.&lt;br /&gt;
&lt;br /&gt;
=== Pen/Pasture ===&lt;br /&gt;
{{main|Pasture}}&lt;br /&gt;
&lt;br /&gt;
[[File:pasture_medium_icon.png|right]]A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually from the zone information menu. Dwarves will drag the assigned animals to the pen or pasture automatically. Domestic animals tend to aggregate at [[meeting area]]s instead, as will herbivorous ones, which will probably lead to starvation, unless your meeting area is overgrown with [[grass]] or fungi for some reason. '''Any tame creature with the &amp;quot;grazer&amp;quot; token in the raws should be assigned to a pasture.  This includes mules, cows, goats, horses, yaks, unicorns etc.'''  Animals will not typically wander out of their assigned pasture even if it is not walled in, however animals will abandon their posts and will have to be dragged back to them if they are threatened by enemies, and an exposed pasture may lead to premature slaughter at the hands of invaders. Since pets can be assigned to pen/pastures and a zone can be created under a [[dwarven atom smasher]], this is one of the easiest ways to prevent [[catsplosion]]s.&lt;br /&gt;
&lt;br /&gt;
=== Archery range ===&lt;br /&gt;
{{main|Archery range}}&lt;br /&gt;
&lt;br /&gt;
[[File:archery_medium_icon.png|right]]An archery range is used by [[marksdwarves]] (or [[Bow|bowdwarves]] and [[blowgun|blowgunners]] by editing the raw). A marksdwarf will pick up bolts nearest to them And then shoot at the target. Upon depleting the bolts, the markdwarf will gain a happy thought(feels pleasure after practicing at an archery range). The marksdwarf's XP gain by practicing in an archery range is only [[Experience|half the amount]] compared to using a [[Advanced Marksdwarf Training Guide|live target]]. but it has the advantages of  being easy to set up and needing much less micromanagement. Note that markdwarves cannot shoot adjacent to the [[archery target]]. and there must be at least 1 tile of walkable perimeter that is from the target in order for archery practice to happen.&lt;br /&gt;
&lt;br /&gt;
=== Pit/Pond ===&lt;br /&gt;
{{TipBox2|titlebg=#c00|textbg=#ffd|[[File:warning_icon.png|25px]]&amp;amp;nbsp;Warning!|There have been multiple reports of hostile creatures escaping confinement while pitting. In previous versions, only &amp;quot;thief&amp;quot; type creatures, flyers, or large creatures like titans would escape using this system. The 0.40 behavior is still being investigated. Use of forbidden tightly closed hatches above every hole appears to prevent escape. &lt;br /&gt;
See [[Mass pitting]] for more. If there are walls under the hole's edges rather than open space, they will allow [[Climber|grabbing and climbing]], so you may want to dig out an overhang, or at least [[Smoothing|smooth]] these walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:pit_medium_icon.png|right]]A Pit/Pond requires a [[ramp]] or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole, such that the zone designation is floating in the open space above the floor of the pit/pond.  By default, the zone will be a pit.  To toggle between pit and pond, press corresponding icon in zone information menu.&lt;br /&gt;
&lt;br /&gt;
Creatures can be assigned to a pit/pond. If the creature is [[cage]]d, a dwarf will release it from the cage (rather than bringing the cage to the pit). The dwarf will lead the beast to the pit and throw it in. If the pit is a ramp rather than a hole, the creature will then wander back out, as it will if the pit has some other exit path (which would include straight back up the hole for flying creatures). Note that some (or possibly all?) hostile creatures may escape on being released from their cage, possibly attacking the dwarf who opened the cage. &lt;br /&gt;
Additionally, dwarves refuse to pit dwarves, hostile or not.&lt;br /&gt;
{{Colored Notice Box||See [[Mass pitting]] for more information on pit design involving hostile creatures.}}&lt;br /&gt;
&lt;br /&gt;
The only real difference between a pit and a pond is that dwarves will attempt to fill a pond with [[water]], carried by [[bucket]] from a water source. They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  This works even if there is a forbidden [[floor hatch]] covering the hole. Each bucketful increases the depth of the water in the tile below by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds. Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7. Specifying a pond zone is one technique used for [[irrigation]], in order to make [[mud]] for [[farming]] on areas without soil. Currently, no matter how large the designated pond area, only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area).&lt;br /&gt;
&lt;br /&gt;
To make obsidian or cleanse stagnant water with fresh water, the pond zone must be designated an extra tile above the magma/stagnant pool, so that the water falls for a full tile before contacting the surface.&lt;br /&gt;
&lt;br /&gt;
If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty; this may be undesirable, although otherwise-idle dwarves performing this task won't be making any friends.  Only dwarves with the [[Hauling#Water_hauling|Water hauling]] labor enabled will fill ponds.&lt;br /&gt;
&lt;br /&gt;
Artificial ponds are considered to be the same as Murky Pools - you'll only catch pond fish from them (i.e. turtles). If you want to catch river fish, you must fish from the river's original tiles (or perform some DFHack trickery to mark your new tiles as being part of the river).&lt;br /&gt;
&lt;br /&gt;
=== Garbage Dump ===&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
[[File:trash_medium_icon.png|right]]Garbage dump zones are areas in which dwarves will throw items marked for dumping - either by manual setting of dump status from item information menu, or {{k|i}} - {{k|p}} (bulk dumping; note that this designates ''all'' items on the tiles for dumping, even built [[furniture]] and items inside [[Storage|container]]s). Garbage dumps are ''not'' the same as [[Refuse#Refuse|refuse]] stockpiles, which can be designated to accept specific type(s) of refuse, such as animal [[corpse]]s or [[bones]], and then are automatically filled by haulers whenever the items appear on the map. Despite the name, garbage dump zones are useful for many things beyond [[garbage disposal]]; they can create [[quantum stockpile]]s, transport materials to a job site, send items to the [[trade depot]] when no caravan is present, [[trap design#Falling_debris_trap|drop rocks]] on enemies below, and numerous other uses.&lt;br /&gt;
&lt;br /&gt;
Be aware that if a garbage zone is designated beside a cliff or hole (any open space, either natural or dwarf-made), garbage will be thrown into the open space. If a dump is designated over a [[ramp]] to the next level down, some dwarves may walk down the ramp to dump their items, while others may just toss their items down from above and onto those dwarves, injuring or killing them.&lt;br /&gt;
&lt;br /&gt;
The garbage dump may be inappropriately named, as it's more of a matter compression zone. The specifics are beyond human understanding; however, dwarves are in fact capable of compressing an infinite amount of matter into only one tile, as long as it is specified as a garbage dump. If, for some reason [[Main:Urist|Urist]] is yet again incapable of locating his favorite pair of, say, troll fur socks, he should think to look among the black hole of matter that is the nearest garbage dump, as they could be snugly lodged between a few billion rocks.&lt;br /&gt;
&lt;br /&gt;
=== Water source ===&lt;br /&gt;
[[File:water_medium_icon.png|right]]Dwarves will use these zones to draw water, to satisfy booze-less [[thirst]], to tend to another thirsty dwarf (with the Give Water job), or to fill a [[#Pit/Pond|Pond zone]]. Only tiles ''adjacent'' to water qualify as usable water sources - thus, if you want to place a single-tile zone, place the zone onto a ground tile next to the water, not over the water itself. This zone should ''not'' be used with [[well]]s - this is redundant, as they are already considered their own water source.&lt;br /&gt;
&lt;br /&gt;
If this zone does not exist, any water source can be used. If at least one water source zone exists, then dwarves will only get water from these zones.&lt;br /&gt;
&lt;br /&gt;
Remember that natural bodies of water usually contain aquatic wildlife, some of which may attack your dwarves, or at least spook civilians, and interrupt their tasks. Often it may be best to simply designate a safe body of water as a water source so dwarves aren't allowed to drink/fish anywhere else.&lt;br /&gt;
&lt;br /&gt;
Normally, creatures cannot attack any dwarves through a [[well]] so long as the well is not on the same z-level as the top of the lake/river, thus building one will allow your dwarves safe access to water inhabited by vicious animals (as long as those can't climb).&lt;br /&gt;
&lt;br /&gt;
When dangerous fish are found in the river, one solution is to dig an artificial [[channel]] and place a [[grate]] between it and the river proper, as fish cannot swim through grates, but grates still allow water through. However, beware [[Grate#Bugs|the bug with flow and ''wall'' grates]] - taking water via U-shaped tunnel capped with ''floor'' grates may be safer. If you use a completely isolated smooth reservoir filled with [[pump]]-filtered water, it may still need protection, since the dwarf operating a pump stands right next to its water source tile.&lt;br /&gt;
Placing floor grates over the river or channel may also protect dwarves by preventing them from falling in.&lt;br /&gt;
&lt;br /&gt;
[[Carp]] and other non-[[vermin]] fish suffocate if they are not in water, so in some situations it might be possible to pump the water out of a lake or pond. Conversely, an open water body (river or sea) not only cannot be subjected to temporary drainage, but even if there isn't anything dangerous right now, it may arrive later.&lt;br /&gt;
&lt;br /&gt;
=== Animal Training ===&lt;br /&gt;
{{main|Animal Training}}&lt;br /&gt;
[[File:animaltraining_medium_icon.png|right]]An animal training zone allows [[Animal trainer|animal training]]. Animals cannot be trained, unless they are in a training zone or [[pasture]], or on a [[restraint]]. To be tamed, they must be in a [[cage]]. &lt;br /&gt;
&lt;br /&gt;
For making an animal training zone, it is advisable to create a small room with a [[Door|tightly shut door]]. The training zone should be combined with a pasture to keep in wild animals. This will make sure your animals don't escape when they are not being trained.&lt;br /&gt;
&lt;br /&gt;
=== Dungeon ===&lt;br /&gt;
{{main|Jail}}&lt;br /&gt;
[[File:dungeon_medium_icon.png|right]]A dungeon is a room designed for [[justice|dwarven justice]]; and in each room, there must be 1 metal [[cage]]  or a [[Restraint|rope/chain]]. Once the prisoner is selected to be imprisoned via the justice screen. the [[fortress guard]]/[[sheriff]] will chain or lock the creature in the selected chain or cage. The prisoner will continuously generate a bad thought while being imprisoned. so with some micromanagement, you can save the poor innocent [[cheese maker]] who violated the [[mayor]]'s export ban, from being overly stressed out, by deconstructing the chain as soon as they were chained up. A chain is recommended over a cage, as the chained up creature can still have access to the 8 tiles adjacent to the chain, granting them access to bed, food stockpile, chair and table, as well as allowing the prisoner to admire the chain if they were made from valuable metal like [[gold]] and [[platinum]]. While a caged prisoner is fully dependent on idle dwarves to deliver them food and drink (and only water instead of alcohol are delivered!). So they are more likely to starve to death than chained prisoners (provided you designate a food &amp;amp; drink stockpile within that can be reached by the chained prisoner). Plus, sleeping on a cage floor is, as expected, [[Stress|not very pleasant]].&lt;br /&gt;
&lt;br /&gt;
=== Tomb ===&lt;br /&gt;
{{main|Tomb}}&lt;br /&gt;
[[File:tomb_medium_icon.png|right]]A tomb is designated to a specific dwarf, or a pet's corpse, to be buried or memorialized in order to prevent the appearance of [[ghosts]]. A tomb zone can only accommodate one dwarf. The primary function of tombs is to keep nobles happy: certain nobles demand their own tomb, and the more self-important the noble is, the higher the quality they will require. In some circumstances a noble will get an unhappy thought if an &amp;quot;inferior&amp;quot; dwarf has a higher-quality tomb, however it is unclear what quality threshold the tomb must be to trigger the thought. Also, a noble that demands a tomb also generates a bad thought at the end of every year if the tomb is yet to be built for them, or did not reach their [[Room value|desired rank]]. Nobles may also store certain favored objects in their tombs. It is unclear on how the game considers a dwarf to be properly buried in a tomb if they have multiple lost body parts, like teeth.&lt;br /&gt;
&lt;br /&gt;
=== Fishing ===&lt;br /&gt;
[[File:fishing_medium_icon.png|right]]Dwarves will preferably use these zones when [[fishing]], using them up until their supply is exhausted before moving on to the next water source. As with water sources, only tiles ''adjacent'' to water qualify as usable tiles. Far-flung fisherdwarves fishing in a distant [[river]] or [[pool]] are a serious defensive liability in case of an attack, so designating a safer fishing zone and, optionally, restricting non-zone fishing in the [[standing orders]] menu will help keep your fisherdwarves safe. Dwarves can fish through a [[grate]] or even a [[well]], provided there is water in the tile 1 z-level below the activity zone.&lt;br /&gt;
&lt;br /&gt;
The [[Captured live fish|capture live fish]] job can ''only'' be carried out at a designated fishing zone.&lt;br /&gt;
&lt;br /&gt;
=== Gather Fruit ===&lt;br /&gt;
[[File:gather_medium_icon.png|right]]This will automate plant-gathering jobs in this area, necessary if you want your dwarves to collect fruit from the floor or trees. If there are fruit-bearing trees in the designated area, a dwarf will fetch a [[stepladder]] to climb into the tree. The ladder-using dwarf will drop harvested fruit to the ground for others to collect and haul. The details can be set in a sub-menu.&lt;br /&gt;
&lt;br /&gt;
=== Sand collection ===&lt;br /&gt;
{{main|Glass industry#Collecting sand}}&lt;br /&gt;
[[File:sandpit_medium_icon.png|right]]A '''sand collection''' zone allows dwarves with the [[item hauling]] labor active to fill an unused [[bag]] with [[sand]] for use in the [[glass industry]]. The 'collect sand' task is created at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
=== Clay collection ===&lt;br /&gt;
{{main|Ceramic industry#Clay collection}}&lt;br /&gt;
[[File:claypit_medium_icon.png|right]]A '''clay collection''' zone allows dwarves with the [[item hauling]] labor active to create [[clay]] for use in the [[ceramic industry]]. The 'collect clay' task is created at a [[kiln]].&lt;br /&gt;
&lt;br /&gt;
== Quality and value ==&lt;br /&gt;
&lt;br /&gt;
Most dwarves don't have high expectations when it comes to rooms - a communal [[dining room]] and [[dormitory]] are enough for the general populace, though making that dining room high-quality and giving them individual quarters will give them happy [[thoughts]], helping to avoid [[tantrum]]s.&lt;br /&gt;
[[Nobles]], on the other hand, require rooms of a particular minimum quality that contain certain [[furniture]].  Not meeting these demands will cause [[Emotion|stressful thoughts]], and may prevent them from functioning at their full capacity. &lt;br /&gt;
The thoughts generated by more impressive zones will have a stronger stress–relieving value than the thoughts generated by plain or unimpressive zones.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bedroom name&lt;br /&gt;
! Dining room name&lt;br /&gt;
! Office Name&lt;br /&gt;
! Grave Name&lt;br /&gt;
! Numeric Value&lt;br /&gt;
|-&lt;br /&gt;
| Meager Quarters&lt;br /&gt;
| Meager Dining Room&lt;br /&gt;
| Meager Office&lt;br /&gt;
| Grave&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| Modest Quarters&lt;br /&gt;
| Modest Dining Room&lt;br /&gt;
| Modest Office&lt;br /&gt;
| Servant's Burial Chamber&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 100&lt;br /&gt;
|-&lt;br /&gt;
| Quarters&lt;br /&gt;
| Dining Room&lt;br /&gt;
| Office&lt;br /&gt;
| Burial Chamber&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Decent Quarters&lt;br /&gt;
| Decent Dining Room&lt;br /&gt;
| Decent Office&lt;br /&gt;
| Tomb&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
| Fine Quarters&lt;br /&gt;
| Fine Dining Room&lt;br /&gt;
| Splendid Office&lt;br /&gt;
| Fine Tomb&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1000&lt;br /&gt;
|-&lt;br /&gt;
| Great Bedroom&lt;br /&gt;
| Great Dining Room&lt;br /&gt;
| Throne Room&lt;br /&gt;
| Mausoleum&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1500&lt;br /&gt;
|-&lt;br /&gt;
| Grand Bedroom&lt;br /&gt;
| Grand Dining Room&lt;br /&gt;
| Opulent Throne Room&lt;br /&gt;
| Grand Mausoleum&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 2500&lt;br /&gt;
|-&lt;br /&gt;
| Royal Bedroom&lt;br /&gt;
| Royal Dining Room&lt;br /&gt;
| Royal Throne Room&lt;br /&gt;
| Royal Mausoleum&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10000&lt;br /&gt;
|}&lt;br /&gt;
Note: unassigned (or communal) rooms may be referenced by other descriptors, such as the happy thought &amp;quot;... dined in a legendary dining room ...&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: (* See forum thread{{cite forum|124938.msg4169446#msg4169446}} for full discussion)&lt;br /&gt;
&lt;br /&gt;
=== What counts towards room value ===&lt;br /&gt;
&lt;br /&gt;
Room value can be loosely-split in to 3 categories: furniture (everything that is a placeable object goes here, including doors), walls, and floors&lt;br /&gt;
&lt;br /&gt;
A room's furniture value is calculated by counting every item of furniture in the room and adding all their values up. Due to the quality-value nerf in v50, furniture is a less effective way to pump up a room's value.&lt;br /&gt;
&lt;br /&gt;
[[Display furniture]] counts towards room value. However, the items ''displayed in it'' only count if the dwarf has a preference for them. So if your king likes [[sword]]s then any sword in a display case will count towards room value, and any [[crossbow]], no matter how valuable, won't.&lt;br /&gt;
&lt;br /&gt;
Wall and floor values are also calculated by adding all the individual tiles of walls and floor, but first we have to calculate the individual values.&lt;br /&gt;
&lt;br /&gt;
=== Value calculation ===&lt;br /&gt;
The formula for calculating this value has changed significantly from prior versions of Dwarf Fortress. Thanks to research by TBTerra{{cite reddit|zzqlfu}}, the new formula has been discovered (and included here with only minor edits).&lt;br /&gt;
&lt;br /&gt;
* '''Material value''' - The value given to an item, floor, wall etc due to the material it is made from. ''Common material types:'' Natural spaces like sky, water, or magma are 1, wood is 1, rocks are 1–3, ores/metals are 2–40, gems are 2–60&lt;br /&gt;
* '''Pre v50 quality multiplier''' - This is still used in some places.&lt;br /&gt;
* '''Current quality multiplier''' - This is used for items.&lt;br /&gt;
* '''Quality bonus''' - a flat bonus added after the multiplier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right; margin:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Quality&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Quality multiplier&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Quality bonus&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Pre v50&lt;br /&gt;
! Current&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -well crafted-&lt;br /&gt;
| 2&lt;br /&gt;
| 1.1&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +finely crafted+&lt;br /&gt;
| 3&lt;br /&gt;
| 1.2&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | *superior*&lt;br /&gt;
| 4&lt;br /&gt;
| 4/3 ≈ 1.3&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ≡exceptional≡&lt;br /&gt;
| 5&lt;br /&gt;
| 1.5&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ☼masterful☼&lt;br /&gt;
| 12&lt;br /&gt;
| 2.0&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Artifact&lt;br /&gt;
| 120&lt;br /&gt;
| 20.0&lt;br /&gt;
| 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Values of floor tiles ===&lt;br /&gt;
&lt;br /&gt;
The value of an individual floor tile depends on if it's the original cave floor, a smoothed cave floor, or a placed floor. Placed floors have the highest value of the three types of floor.&lt;br /&gt;
&lt;br /&gt;
;raw cave floor&lt;br /&gt;
:1 × material value&lt;br /&gt;
;Smooth cave floor&lt;br /&gt;
:4 × material value&lt;br /&gt;
;placed cave floor&lt;br /&gt;
:7 × material value&lt;br /&gt;
&lt;br /&gt;
Additionally if the floor is engraved you add an extra 10 × material value × old quality multiplier.&lt;br /&gt;
&lt;br /&gt;
=== Values of wall tiles ===&lt;br /&gt;
&lt;br /&gt;
Again value depends on whether its original stone, smoothed stone, or placed wall. (Boulders, bars, and blocks of the same material type all have the same value.)&lt;br /&gt;
&lt;br /&gt;
;original wall&lt;br /&gt;
:1 × material value&lt;br /&gt;
;smoothed wall&lt;br /&gt;
:5 × material value&lt;br /&gt;
;placed wall&lt;br /&gt;
:9 × material value&lt;br /&gt;
&lt;br /&gt;
Engraving with walls is slightly complex. In order for an engraved wall to add its engraving to the room value, the room must contain both the wall itself and the location the engraver was standing when it was engraved. This means that an engraved wall shared between two zones will only add its value to one of those zones.&lt;br /&gt;
&lt;br /&gt;
The value of a wall engraving is 10 × old quality multiplier × material value of the most common building material used in the room’s walls and floors.&lt;br /&gt;
&lt;br /&gt;
=== Overlapping Rooms ===&lt;br /&gt;
[[File:overlapping_zones_preview.png]]{{clear}}&lt;br /&gt;
When room designations such that they share floor tiles, the label of some zones in that same area will be renamed to &amp;quot;Overlapping (Zone)&amp;quot; in red text. When selecting an overlapped area, the player is able to select the zone layers with clickable arrows on either side of the zone name. Zones in this state have their values set to 0{{cite reddit|13097u3/comment/jhwgm0e}}. There is no difference in value between a piece of furniture shared by two rooms, or by forty.&lt;br /&gt;
&lt;br /&gt;
Sharing walls is fine however, and sharing doors is allowed as long as the room contains a wall adjacent to the door. When sharing a door, the floor tile it is on is also shared.&lt;br /&gt;
&lt;br /&gt;
[[Locations]] have individual values ​​and are therefore not affected by overlapping zones (eg. A ''Dining Hall/Tavern'' overlapping a ''Meeting Hall/Temple'' will have both Dining and Meeting halls value to 0, but the Temple and the Tavern will share the same values{{cite forum|181632.msg8475740#msg8475740}}.&lt;br /&gt;
&lt;br /&gt;
=== Building optimally (assuming you don't have infinite resources) ===&lt;br /&gt;
&lt;br /&gt;
If you are limited on your high-value materials (or have lots of rooms you wish to improve) and don't want to abuse wall sharing or other glitches, here's how best to use those high value mats:&lt;br /&gt;
&lt;br /&gt;
# Use your high-value materials on floor tiles, not furniture. A decently-engraved floor has a value of 37–57 × material value; the only thing that gets close to that is the mechanisms in levers.&lt;br /&gt;
# The floors of doors that go between rooms you wish to increase are of particular importance as they will count for both rooms.&lt;br /&gt;
# If you’re okay with it looking a bit odd, use as many different low value materials (basic stones or woods) to make the rest of the floor/walls, such that your most-common material type is the high-value one, which is then used for calculations in ''all'' your wall engravings. (Tip: If the room is 4×5 or larger, just using a high-value material for the floor tiles will mean it will be the most-common material regardless of the walls' materials.)&lt;br /&gt;
# Engravings are tedious to redo (For a natural floor, you will need to carve tracks and smooth over before re-engraving. For constructed floors, you will need to build a wall, then carve fortifications, remove the fortification and replace the floor). To minimize the extra work of redoing engravings, leave your highest-value tiles to be done by your most experienced engraver so they will have a high quality on the first try.&lt;br /&gt;
&lt;br /&gt;
=== Abusing game mechanics to boost room value with non-contiguous rooms ===&lt;br /&gt;
&lt;br /&gt;
Since version 50, there is nothing that requires a room to be a single connected piece. This, combined with wall sharing, allows for some… less than fair cheesing of platinum walls that are somehow owned by every single bedroom. And with a trick in the “how to break room value” section, you can have every room royal quality for as little as 4 platinum and 6 basic wood/stone&lt;br /&gt;
&lt;br /&gt;
=== Breaking room value ===&lt;br /&gt;
&lt;br /&gt;
So you don’t care about using glitches and non–contiguous rooms. Here’s the way you break room value with minimal effort and resources:&lt;br /&gt;
&lt;br /&gt;
# Make a line of wall with a 1 tile gap on either side (if your engravers are really good this might only need to be 2–3 long).&lt;br /&gt;
# Make the lines of floor either side of this wall out of the most valuable material you can (aluminum or platinum are great, steel and gold also work), and have your best engraver engrave them.&lt;br /&gt;
# Place doors on top of all those engraved tiles, what sort doesn’t really matter, as they will be adding 10–100 value to 2–3k value floor tiles.&lt;br /&gt;
# For every room add the doors and the wall (this is a convenient rectangle). The wall makes the doors shareable, and the doors make the engraved floor shareable.&lt;br /&gt;
# For optimal results hide this to the south east of your area, otherwise the zone icons can get rather confusing.&lt;br /&gt;
&lt;br /&gt;
You can also assign arbitrary stretches of space on the same z level, such as sky, magma, or water, as part of the zone to increase value. Because the standard 4×4 embark contains 192×192=36864 tiles, each with a value of one, designating one entire z level of sky would instantly create a royal quality zone.&lt;br /&gt;
&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Zones}}&lt;br /&gt;
[[ru:Zones]]&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ice&amp;diff=308609</id>
		<title>Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ice&amp;diff=308609"/>
		<updated>2025-03-16T07:48:23Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: /* Freezing, thawing, and dying */ wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Mineral|name=Ice|tile=█|icon=•|color=3:0:1&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Construction]]&lt;br /&gt;
|location=&lt;br /&gt;
* [[Glacier]]&lt;br /&gt;
* Frozen bodies of [[water]]&lt;br /&gt;
|properties={{Stonelookup/aux2|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|WATER}}}}}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Ice''' is frozen [[water]], appearing as a light blue stone which can be found by mining through an ice wall (such as that created when a river freezes).  Ice boulders and objects made of ice will melt after some time when exposed to warmer temperatures (such as [[Subterranean|below ground]]), giving it rather limited use; ice boulders can even melt while being carried by your dwarves, causing them to drop the item and resulting in a smear of water on the floor beneath them.&lt;br /&gt;
&lt;br /&gt;
It is possible to build [[construction|constructions]] out of ice, even underground (provided your dwarves move quickly enough to finish construction before the ice melts). These constructions are then stable even as temperature rises. Pillars of ice walls can even be built within rooms that are later flooded with [[magma]] (though the walls become &amp;quot;warm&amp;quot;, they will not melt, due to constructions not currently being able to melt and/or burn{{cite|dev page|http://www.bay12games.com/dwarves/dev.html}}).&lt;br /&gt;
&lt;br /&gt;
Attempts to build underground [[workshop|workshops]], paved roads, or other non-construction [[building|buildings]] out of ice will usually result in the ice melting immediately, the message &amp;quot;The dwarves were unable to complete the [workshop_name]&amp;quot;, and the workshop construction being canceled completely. Ice buildings can be constructed aboveground during freezing weather, though they will melt during the spring/summer thaw, or if their central tile is warmed (e.g. by fresh homeotherm [[corpse]]s in an ice [[butcher's shop]]). &lt;br /&gt;
&lt;br /&gt;
Ice cannot be used to craft, nor is it possible to create [[door]]s, [[hatch]]es, and other crafts from it.&lt;br /&gt;
&lt;br /&gt;
The game refers to ice boulders as &amp;quot;ice&amp;quot;.  It does not appear in any stockpile options or via the manager, so it cannot be moved by designating a stockpile, but only by [[dump]]ing it. Alternatively, and probably much faster, simply designate a [[construction]], such as a wall, to be built underground with the ice blocks, and then later deconstruct it at your leisure (assuming the area remains cold enough). &lt;br /&gt;
&lt;br /&gt;
Melted ice boulders cannot be used as a water source.&lt;br /&gt;
&lt;br /&gt;
A boulder of ice is worth 3☼ if traded, and weighs 92Γ.&lt;br /&gt;
&lt;br /&gt;
== Casting ice ==&lt;br /&gt;
[[File:ice_v50_preview.png|thumb|150px|right|Ice in the premium version.]]&lt;br /&gt;
[[File:Icebridge.png|right|thumb|An ice bridge cast in place across a chasm, in ASCII mode.]]&lt;br /&gt;
Only one fill pond job will be created for each pond zone, so multiple pond zones will speed up casting. These additional zones can simply overlap each other, or you can separate them into distinct areas, such as a series of 10×1 zones. Once any pond zone is completely cast, you will start getting cancellation notifications that they cannot fill the pond. At that point, you can just delete the zone and the fill pond job goes away on its own.&lt;br /&gt;
&lt;br /&gt;
The first layer of cast ice requires two buckets of water per tile: the first bucket makes an ice floor on the layer below, while the second bucket makes an ice wall on the lower layer and an ice floor on the level above. Subsequent layers require only one bucket per tile (since the ice floor already exists).&lt;br /&gt;
&lt;br /&gt;
Make your water source as close as possible to the construction site. It needs to be underground so it doesn't freeze, but closer means things get cast from ice more quickly.&lt;br /&gt;
&lt;br /&gt;
Water in buckets will last for a surprisingly long time before freezing in the bucket as a chunk of ice - it's really not an issue unless the bucket is dropped and left outside. If the bucketful of water does freeze, just order the ice to be dumped, and the chunks of ice will be taken to your garbage zone. Note that this is affected by the temperature &amp;amp;mdash; for example, water in buckets in a glacier [[biome]] will freeze much more quickly than if the same water and buckets are in a cold temperate biome.&lt;br /&gt;
&lt;br /&gt;
Put your bucket stockpile right next to the water source, and produce a large number of buckets to ensure there is always another bucket to be filled.&lt;br /&gt;
&lt;br /&gt;
You can cast ice over a ledge. First the ice floor, and then the ice wall, is cast at the Z-level right below the pond zone. This means if you're dumping buckets of water off of a 2 Z-level high wall, you will be forming a solid ice roof and the area underneath will be completely ice free, and even safe to walk over as the ice is being cast over their heads.&lt;br /&gt;
&lt;br /&gt;
Cast ice may &amp;quot;float&amp;quot; entirely unsupported for an extended length of time, however, it will eventually [[cave-in]] when support is checked.&lt;br /&gt;
&lt;br /&gt;
You can cast ice walls on the edge of the map, however the edge tiles can only be cleared of ice by melting. The effects on creatures spawning there are unknown.&lt;br /&gt;
&lt;br /&gt;
== Freezing, thawing, and dying ==&lt;br /&gt;
If water freezes, any creature on the water tile will be cast in ice and die instantly. This also applies if the tile has only 1/7 water on it and would otherwise be completely safe to walk on. At least the body can be retrieved by mining the ice block. &lt;br /&gt;
&lt;br /&gt;
Due to the intricacies of dwarven physics, ice can be a [[fun|formidable enemy]], particularly on maps that thaw in stages: If you have shallow surface water, for instance remnants of a drained murky pool, all the 1/7 water will freeze into ice walls. Once spring approaches, the ice walls will melt into 7/7 water. The water will scatter into the surroundings, filling tiles with 1/7 water. About half of the water will soon freeze again into damp ice walls, and then thaw again into 7/7 water. This process can flood and freeze a significant part of the surface, creating conditions much worse than a [[siege]].&lt;br /&gt;
&lt;br /&gt;
If a frozen [[murky pool]] thaws, it will also do so instantly.  Any dwarf standing on the ice will plunge into the water and drown (unless they have Adequate or better [[swimming]] skill, the fall will [[status icon|stun]] them).  To reduce the chance of this happening, you can use [[traffic]] designations: mark the ice as restricted, and put a high traffic ring around the perimeter of the pool.  Or, if you don't need to [[fish]] from it, you can [[construction|construct]] a [[wall]] around it or a [[floor]] over it.&lt;br /&gt;
&lt;br /&gt;
Running magma under unmined ice will melt it. This appears to be the best way to turn large amounts of ice into water to use as a water source, when all you have is ice and magma.&lt;br /&gt;
&lt;br /&gt;
Creatures that are extremely hot, such as [[Magma man|magma men]], will melt unmined ice around them, which can potentially lead to [[fun]].&lt;br /&gt;
&lt;br /&gt;
== Constructing around ice ==&lt;br /&gt;
Using the &amp;quot;smooth stone&amp;quot; and &amp;quot;carve fortification&amp;quot; designations works as normal with ice. However, if an [[aquifer]] or other source of water is present next to your new fortification, it will immediately freeze into an ice wall when the water flows into it.&lt;br /&gt;
&lt;br /&gt;
The freezing/thawing of ice deconstructs anything occupying the same space as the block of ice, including floor hatches, grates, wells and supports built in the z-level above it (because the frozen ice wall below creates an implied frozen ice floor above). It also has the potential to trap dwarves in ice, instantly killing them. Extreme care must be taken when releasing water from behind ice blocks.&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
As in fortress mode, an adventurer standing in a water tile as it freezes will be killed.  However, it is possible to walk across frozen oceans to reach islands and continents that otherwise would be inaccessible.&lt;br /&gt;
&lt;br /&gt;
=== Drinking ice ===&lt;br /&gt;
Water carried in any container carried by an adventurer will freeze, if brought to a cold enough area.  Frozen water cannot (obviously enough) be drunk to fulfill thirst needs, so it is necessary to thaw it.&lt;br /&gt;
# Press {{adv menu icon|g}} and select &amp;quot;Make Campfire&amp;quot;&lt;br /&gt;
# Interact {{adv menu icon|I}} with either the ice in your inventory, or a container with ice inside&lt;br /&gt;
# Select the option to &amp;quot;Heat ice near campfire&amp;quot;&lt;br /&gt;
# The ice will melt into drinkable water, which may be {{adv menu icon|e}} eaten&lt;br /&gt;
&lt;br /&gt;
You can also obtain a drinkable water supply from melting snow in the same fashion.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
If a structure is supported by ice which then melts seasonally, the game does not check to see if the structure should collapse, resulting in a building hovering over the now-melted ice.{{bug|227}}&lt;br /&gt;
&lt;br /&gt;
Removing an ice ramp can create &amp;quot;void&amp;quot; tiles.{{bug|1981}} Casting ice in the tile and then channeling the tile can remove the &amp;quot;void&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
When an ice boulder melts underground, it becomes an item named &amp;quot;water&amp;quot; that differs from regular water thus: it has no liquid level, does not leave mud when it evaporates, is cyan rather than blue, and dwarves eventually remove it with a &amp;quot;clean&amp;quot; job. {{Bug|360}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Glacier]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ushil&lt;br /&gt;
| elvish  = ocima&lt;br /&gt;
| goblin  = uslang&lt;br /&gt;
| human   = isdi&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|WATER}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Map tiles}}&lt;br /&gt;
[[ru:Ice]]&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ice&amp;diff=308608</id>
		<title>Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ice&amp;diff=308608"/>
		<updated>2025-03-16T07:46:58Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: Just experienced this first hand...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Mineral|name=Ice|tile=█|icon=•|color=3:0:1&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Construction]]&lt;br /&gt;
|location=&lt;br /&gt;
* [[Glacier]]&lt;br /&gt;
* Frozen bodies of [[water]]&lt;br /&gt;
|properties={{Stonelookup/aux2|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|WATER}}}}}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Ice''' is frozen [[water]], appearing as a light blue stone which can be found by mining through an ice wall (such as that created when a river freezes).  Ice boulders and objects made of ice will melt after some time when exposed to warmer temperatures (such as [[Subterranean|below ground]]), giving it rather limited use; ice boulders can even melt while being carried by your dwarves, causing them to drop the item and resulting in a smear of water on the floor beneath them.&lt;br /&gt;
&lt;br /&gt;
It is possible to build [[construction|constructions]] out of ice, even underground (provided your dwarves move quickly enough to finish construction before the ice melts). These constructions are then stable even as temperature rises. Pillars of ice walls can even be built within rooms that are later flooded with [[magma]] (though the walls become &amp;quot;warm&amp;quot;, they will not melt, due to constructions not currently being able to melt and/or burn{{cite|dev page|http://www.bay12games.com/dwarves/dev.html}}).&lt;br /&gt;
&lt;br /&gt;
Attempts to build underground [[workshop|workshops]], paved roads, or other non-construction [[building|buildings]] out of ice will usually result in the ice melting immediately, the message &amp;quot;The dwarves were unable to complete the [workshop_name]&amp;quot;, and the workshop construction being canceled completely. Ice buildings can be constructed aboveground during freezing weather, though they will melt during the spring/summer thaw, or if their central tile is warmed (e.g. by fresh homeotherm [[corpse]]s in an ice [[butcher's shop]]). &lt;br /&gt;
&lt;br /&gt;
Ice cannot be used to craft, nor is it possible to create [[door]]s, [[hatch]]es, and other crafts from it.&lt;br /&gt;
&lt;br /&gt;
The game refers to ice boulders as &amp;quot;ice&amp;quot;.  It does not appear in any stockpile options or via the manager, so it cannot be moved by designating a stockpile, but only by [[dump]]ing it. Alternatively, and probably much faster, simply designate a [[construction]], such as a wall, to be built underground with the ice blocks, and then later deconstruct it at your leisure (assuming the area remains cold enough). &lt;br /&gt;
&lt;br /&gt;
Melted ice boulders cannot be used as a water source.&lt;br /&gt;
&lt;br /&gt;
A boulder of ice is worth 3☼ if traded, and weighs 92Γ.&lt;br /&gt;
&lt;br /&gt;
== Casting ice ==&lt;br /&gt;
[[File:ice_v50_preview.png|thumb|150px|right|Ice in the premium version.]]&lt;br /&gt;
[[File:Icebridge.png|right|thumb|An ice bridge cast in place across a chasm, in ASCII mode.]]&lt;br /&gt;
Only one fill pond job will be created for each pond zone, so multiple pond zones will speed up casting. These additional zones can simply overlap each other, or you can separate them into distinct areas, such as a series of 10×1 zones. Once any pond zone is completely cast, you will start getting cancellation notifications that they cannot fill the pond. At that point, you can just delete the zone and the fill pond job goes away on its own.&lt;br /&gt;
&lt;br /&gt;
The first layer of cast ice requires two buckets of water per tile: the first bucket makes an ice floor on the layer below, while the second bucket makes an ice wall on the lower layer and an ice floor on the level above. Subsequent layers require only one bucket per tile (since the ice floor already exists).&lt;br /&gt;
&lt;br /&gt;
Make your water source as close as possible to the construction site. It needs to be underground so it doesn't freeze, but closer means things get cast from ice more quickly.&lt;br /&gt;
&lt;br /&gt;
Water in buckets will last for a surprisingly long time before freezing in the bucket as a chunk of ice - it's really not an issue unless the bucket is dropped and left outside. If the bucketful of water does freeze, just order the ice to be dumped, and the chunks of ice will be taken to your garbage zone. Note that this is affected by the temperature &amp;amp;mdash; for example, water in buckets in a glacier [[biome]] will freeze much more quickly than if the same water and buckets are in a cold temperate biome.&lt;br /&gt;
&lt;br /&gt;
Put your bucket stockpile right next to the water source, and produce a large number of buckets to ensure there is always another bucket to be filled.&lt;br /&gt;
&lt;br /&gt;
You can cast ice over a ledge. First the ice floor, and then the ice wall, is cast at the Z-level right below the pond zone. This means if you're dumping buckets of water off of a 2 Z-level high wall, you will be forming a solid ice roof and the area underneath will be completely ice free, and even safe to walk over as the ice is being cast over their heads.&lt;br /&gt;
&lt;br /&gt;
Cast ice may &amp;quot;float&amp;quot; entirely unsupported for an extended length of time, however, it will eventually [[cave-in]] when support is checked.&lt;br /&gt;
&lt;br /&gt;
You can cast ice walls on the edge of the map, however the edge tiles can only be cleared of ice by melting. The effects on creatures spawning there are unknown.&lt;br /&gt;
&lt;br /&gt;
== Freezing, thawing, and dying ==&lt;br /&gt;
If water freezes, any creature on the water tile will be cast in ice and die instantly. This also applies if the tile has only 1/7 water on it and would otherwise be completely safe to walk on. At least the body can be retrieved by mining the ice block. &lt;br /&gt;
&lt;br /&gt;
Due to the intricacies of dwarven physics, ice can be a [[fun|formidable enemy]], particularly on maps that freeze in stages: If you have shallow surface water, for instance remnants of a drained murky pool, all the 1/7 water will freeze into ice walls. Once spring approaches, the ice walls will melt into 7/7 water. The water will scatter into the surroundings, filling tiles with 1/7 water. About half of the water will soon freeze again into damp ice walls, and then thaw again into 7/7 water. This process can flood and freeze a significant part of the surface, creating conditions much worse than a [[siege]].&lt;br /&gt;
&lt;br /&gt;
If a frozen [[murky pool]] thaws, it will also do so instantly.  Any dwarf standing on the ice will plunge into the water and drown (unless they have Adequate or better [[swimming]] skill, the fall will [[status icon|stun]] them).  To reduce the chance of this happening, you can use [[traffic]] designations: mark the ice as restricted, and put a high traffic ring around the perimeter of the pool.  Or, if you don't need to [[fish]] from it, you can [[construction|construct]] a [[wall]] around it or a [[floor]] over it.&lt;br /&gt;
&lt;br /&gt;
Running magma under unmined ice will melt it. This appears to be the best way to turn large amounts of ice into water to use as a water source, when all you have is ice and magma.&lt;br /&gt;
&lt;br /&gt;
Creatures that are extremely hot, such as [[Magma man|magma men]], will melt unmined ice around them, which can potentially lead to [[fun]].&lt;br /&gt;
&lt;br /&gt;
== Constructing around ice ==&lt;br /&gt;
Using the &amp;quot;smooth stone&amp;quot; and &amp;quot;carve fortification&amp;quot; designations works as normal with ice. However, if an [[aquifer]] or other source of water is present next to your new fortification, it will immediately freeze into an ice wall when the water flows into it.&lt;br /&gt;
&lt;br /&gt;
The freezing/thawing of ice deconstructs anything occupying the same space as the block of ice, including floor hatches, grates, wells and supports built in the z-level above it (because the frozen ice wall below creates an implied frozen ice floor above). It also has the potential to trap dwarves in ice, instantly killing them. Extreme care must be taken when releasing water from behind ice blocks.&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
As in fortress mode, an adventurer standing in a water tile as it freezes will be killed.  However, it is possible to walk across frozen oceans to reach islands and continents that otherwise would be inaccessible.&lt;br /&gt;
&lt;br /&gt;
=== Drinking ice ===&lt;br /&gt;
Water carried in any container carried by an adventurer will freeze, if brought to a cold enough area.  Frozen water cannot (obviously enough) be drunk to fulfill thirst needs, so it is necessary to thaw it.&lt;br /&gt;
# Press {{adv menu icon|g}} and select &amp;quot;Make Campfire&amp;quot;&lt;br /&gt;
# Interact {{adv menu icon|I}} with either the ice in your inventory, or a container with ice inside&lt;br /&gt;
# Select the option to &amp;quot;Heat ice near campfire&amp;quot;&lt;br /&gt;
# The ice will melt into drinkable water, which may be {{adv menu icon|e}} eaten&lt;br /&gt;
&lt;br /&gt;
You can also obtain a drinkable water supply from melting snow in the same fashion.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
If a structure is supported by ice which then melts seasonally, the game does not check to see if the structure should collapse, resulting in a building hovering over the now-melted ice.{{bug|227}}&lt;br /&gt;
&lt;br /&gt;
Removing an ice ramp can create &amp;quot;void&amp;quot; tiles.{{bug|1981}} Casting ice in the tile and then channeling the tile can remove the &amp;quot;void&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
When an ice boulder melts underground, it becomes an item named &amp;quot;water&amp;quot; that differs from regular water thus: it has no liquid level, does not leave mud when it evaporates, is cyan rather than blue, and dwarves eventually remove it with a &amp;quot;clean&amp;quot; job. {{Bug|360}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Glacier]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ushil&lt;br /&gt;
| elvish  = ocima&lt;br /&gt;
| goblin  = uslang&lt;br /&gt;
| human   = isdi&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|WATER}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Map tiles}}&lt;br /&gt;
[[ru:Ice]]&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Archery&amp;diff=308605</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Archery&amp;diff=308605"/>
		<updated>2025-03-16T06:15:50Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: /* Issues with Archery */ the other way round&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 0:0&lt;br /&gt;
| skill      = Archer&lt;br /&gt;
| profession = [[Military]]&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = *Using any ranged weapon in combat&lt;br /&gt;
| attributes = Unknown&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:dwarf_archer.jpg|thumb|229px|right|A dwarf archer.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Artigas''&amp;lt;/small&amp;gt;]]'''Archery''' is the [[combat skill]] associated with all ranged combat, as well as the name given to using ranged weapons in general. Its exact function is unknown, except that it has been shown to decrease the probability of an enemy dodging a ranged attack. It serves as the ranged counterpart of the Fighter skill.&lt;br /&gt;
&lt;br /&gt;
In terms of weapons, archery encompasses the [[crossbow]], the [[bow]], the [[blowgun]] and anything a creature has [[Thrower|thrown]] at another. Out of these, the crossbow is the only one available to [[Dwarf|dwarves]] outside of [[trading]], looting hostiles, [[strange mood]]s or [[modding]]; as such, this skill will be most relevant to your [[Crossbowman|marksdwarves]].&lt;br /&gt;
&lt;br /&gt;
==Archery==&lt;br /&gt;
In order to engage in archery, a dwarf needs five things: a [[weapon|ranged weapon]]; a [[quiver]] and [[Weapon#Ammunition|ammunition]]; proper [[labor]]/[[military interface|military]] assignments; and a target. For further information, see the [[archery target]] page.&lt;br /&gt;
&lt;br /&gt;
Dwarves will fire at targets 25 tiles away and are able to engage targets that are up to 3 z-levels up or down without any loss in firing distance.{{verify}}&amp;lt;!-- Easily tested in the Object Testing Arena, maybe Fortress mode will give a different result. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assignment of ranged weapons is done through the [[Military interface|military equipment screen]] ({{k-|m|e}}). If you only have a few ranged weapons, [[military]] squads get first pick, and then [[ambusher|hunters]] can choose from the leftovers.  [[Squad]]s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.&lt;br /&gt;
&lt;br /&gt;
Assignment of ammunition is done through the [[Military interface|military ammunition screen]] ({{k-|m|f}}) for both military squads and hunters.  Ammunition must match the weapon: bolts for [[crossbow]]s, arrows for bows.&lt;br /&gt;
&lt;br /&gt;
A living target can be selected from the {{k|s}}[[squad|quad]] menu by selecting the squad(s) you wish to have attack and then selecting the attac{{k|k}} target. You can then select a single target with the cursor, a number of targets by enabling selection by {{k|r}}ectangle, or selecting a number of targets through a {{k|l}}ist. Note that if your dwarves don't have the required ammunition, quiver, or bow/blowgun/crossbow, the squad members missing these components will attempt to engage the target in melee. There is no way to force dwarves to only attack from range, but adequately equipped dwarves stand the best chance of remaining at range.&lt;br /&gt;
&lt;br /&gt;
===Subsections of Archery===&lt;br /&gt;
----&lt;br /&gt;
[[Crossbow]] – [[Ammunition|Ranged Ammunition]] – [[Equipment#Quivers|Quivers]] – [[Archery target|Archery Target]] –  [[Crossbowman]] –  [[Ambusher|Hunters]] – [[Ranger]]&lt;br /&gt;
&lt;br /&gt;
===Effects of Skill Leveling===&lt;br /&gt;
----&lt;br /&gt;
Higher skills in the bowman, crossbowman, or blowgunner attribute equates with greater accuracy and higher rates of fire. In order to increase the crossbowman/blowgunner/bowman skill, a dwarf must fire at something; if it misses a target, it will gain the same amount of experience points just as if it had been hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Copied and reworded from [[Crossbowman]] References 40d data! --&amp;gt;&lt;br /&gt;
Firing at live targets gives much more experience points than firing on inanimate [[archery target]]s. The difference is about fourfold. Tests found that by firing around 67 practice bolts, which provided 7.5 experience for each shot at the archery target; the same experience total is gained by firing 17 bolts at a live target, providing 30 experience per bolt.&lt;br /&gt;
&lt;br /&gt;
==Value in the Military==&lt;br /&gt;
Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by [[weapon|melee weapons]] or by [[undead|being mauled to death]]. They can fire through allies without hitting them, allowing them to support friendly warriors from behind. They may fire from higher or lower [[Z-level]]s than the target intended. [[Archery target]]s must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire at enemy targets through [[fortification]]s and over empty spaces although their usefulness is thwarted by proper armor and tactics.&lt;br /&gt;
&lt;br /&gt;
[[ambusher|Hunters]] use the archery skill and will use ranged weapons in general.&lt;br /&gt;
&lt;br /&gt;
Archers will use their bows, or other ranged weapons, as melee weapons if they run out of ammunition, although regardless of having ammunition or not, they will prefer to run towards the enemy anyway. [[Crossbow]] melee uses the [[combat skill|hammerman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill. &lt;br /&gt;
&lt;br /&gt;
It is possible to equip melee and ranged weapons simultaneously, dwarves can usefully switch between weapons in the middle of fights - perhaps sometimes to the wrong one.&lt;br /&gt;
&lt;br /&gt;
==[[Known bugs and issues|Issues with Archery]]==&lt;br /&gt;
* the current version removes the ability to assign ammo to squads - both ammo and quivers are automatically assigned to a dwarf with a ranged weapon assigned. You can tell that this has happened by checking the squad's/dwarf's equipment from the squad sidebar and seeing an ammo slot (to the left of backpack) and a quiver slot (to the left of the ammo).&lt;br /&gt;
* It can be tricky to get dwarves to pickup ammo. This seems to be related to how squad equipment recipes are created and assigned. The default marksdwarf recipe seems to work for most people. If you deleted it, try the following:&lt;br /&gt;
** create a new equipment recipe. Include leather armor, cap, mittens (not gloves), boots, etc. Assign the ranged weapon of your choice. Save the recipe.&lt;br /&gt;
** delete the current squad. Create a new squad and select the ranged equipment plan you created.&lt;br /&gt;
* if you assign the squad to train at a barracks they will do melee training using the ranged weapons as clubs. Instead, assign them to the barracks for everything except training and to an archery range for training&lt;br /&gt;
* Assigning archers to fire from the top of a wall may result in the archers climbing down to engage the target in melee combat. Fully enclose towers and battlements with a roof and ensure your archers cannot path to attempt melee combat, even through climbing.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
*[[Military]]&lt;br /&gt;
*[[Combat skill]]&lt;br /&gt;
*[[Weapon]]&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Combat Skills}}&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Butcher&amp;diff=307289</id>
		<title>Butcher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Butcher&amp;diff=307289"/>
		<updated>2025-02-16T12:28:02Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: which dwarf to assign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork}}&lt;br /&gt;
{{v50_skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| graphic    = [[File:farmer_sprite_icon.png]]&lt;br /&gt;
| graphicmargin = 106px&lt;br /&gt;
| graphicmargin = 107px&lt;br /&gt;
| skill      = Butcher&lt;br /&gt;
| profession = [[Farmer]]&lt;br /&gt;
| job name   = [[Butchery]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Butcher [[animal]]&lt;br /&gt;
| workshop = &lt;br /&gt;
* [[Butcher's shop]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:dwarf_butcher_preview.jpg|thumb|210px|right|When he smells like dead lamb, you know he didn't miss work.]]'''Butchers''' do the dirty job of killing tame animals and processing animal [[corpse]]s, skeletons and body parts for [[meat]], [[fat]], [[skin]], [[bone]]s, [[skull]]s, and many other objects, at the [[Butcher's Shop]].&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
The work of a butcher is divided into two distinct categories: '''slaughtering''' and '''butchering'''. While both produce the same results (food and raw materials), they have distinctly different inputs - butchering is done on dead wild creatures (and takes a significant amount of time to perform), while slaughtering is done on live tame/trained creatures (and is instantaneous).&lt;br /&gt;
&lt;br /&gt;
Most dwarves do not mind the grim work, but some get an unhappy [[thought]] from it, and few even feel happy about it. Check the thoughts of a butcher immediately after a creature was slaughtered or butchered. It is a bit of micromanagement to find a dwarf who is &amp;quot;satisfied after slaughtering an animal&amp;quot;, but few fortresses can afford wasting possible good thoughts. Even several years into a fortress you can still see who you already tried to assign to Butchering: They will be &amp;quot;dabbling Butchers&amp;quot; without having the respective work enabled; [[immigrant]]s do not come with skill levels of &amp;quot;dabbling&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Slaughtering ===&lt;br /&gt;
To slaughter an animal, go to the {{Menu icon|u}} ([[Creatures]]) screen, then the [[Unit_list#Pets.2FLivestock_Tab|Pets/Livestock tab]] and click on [[File:Df steam butcher button.png|The slaughter button]] to flag (or un-flag) for slaughtering. Assuming you have enabled &amp;quot;Slaughter any marked animal&amp;quot; in your [[Standing_orders#Automated_Workshops|Standing orders]], a {{DFtext|Slaughter {name of the animal} (Tame)|3:1}} job will be queued to the next available [[Butcher's Shop]]. A butcher will then take the job and walk up to the animal, lead it to the butcher's shop, then strike down the creature. As mentioned above, slaughtering living animals is ''instantaneous'' - the moment the dwarf sets foot in the workshop, the animal dies and its body is split into individual parts. If &amp;quot;No automatic slaughter&amp;quot; is ''enabled'' in standing orders, then nothing at all will happen, since the &amp;quot;slaughter animal&amp;quot; job cannot be added manually.  If multiple creatures are flagged for slaughtering, only one slaughter job ''per workshop'' at a time will be created. Only tame/trained creatures can be slaughtered.&lt;br /&gt;
&lt;br /&gt;
=== Butchering ===&lt;br /&gt;
If &amp;quot;Automatically butcher carcasses&amp;quot; is enabled in your [[Standing_orders#Automated_Workshops|standing orders]], then any valid corpse located either in a stockpile or within 43 squares of a butcher's shop, will be automatically queued for butchering. During this job, the butcher will pick up the corpse, haul it to the workshop, and then slowly process it into individual parts at a speed based on skill level and [[clutter]] (which can take a long time for particularly large creatures such as [[forgotten beast]]s). If a [[Ambusher|hunter]] successfully kills their target, they will haul the corpse and place it directly inside an appropriate butcher's shop, but unless your butcher happens to be idle at the moment, the corpse will likely be removed from the workshop and placed in a stockpile.&lt;br /&gt;
&lt;br /&gt;
Certain exceptionally [[Size|large]] species of [[vermin]], [[creepy crawler]]s in particular, can also be butchered for a small amount of meat. Any caught live ones are automatically queued for butchering: a dwarf will carry an [[animal trap]] containing one to a butcher's shop and butcher the vermin inside as if it were a corpse. Only live untamed vermin can be butchered this way, dwarves will not butcher [[tame]] ones or the [[remains]] of one.&lt;br /&gt;
&lt;br /&gt;
Dwarves will not butcher the corpses of sapient creatures (due to the {{token|EAT_SAPIENT_OTHER|ethics|UNTHINKABLE}} [[ethics|ethic]]), and the corpses of tame creatures cannot be butchered (they must be slaughtered while still alive).&lt;br /&gt;
&lt;br /&gt;
The type and number of objects produced from butchering a creature varies greatly, since not all creatures have the same parts. See each animal's page for a breakdown of what happens when you break that animal down.  Note that while a butcher's shop also has the &amp;quot;Extract from dead animal&amp;quot; task, this requires a certain type of living trapped vermin, and it is not done by a butcher, but by an [[animal dissector]].&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode==&lt;br /&gt;
How to butcher in [[adventurer mode]]:&lt;br /&gt;
&lt;br /&gt;
# If the corpse is in your inventory, {{k|d}}rop it or equip it by {{k|r}}emoving it.&lt;br /&gt;
# If the corpse is on the ground, move onto its tile.&lt;br /&gt;
# Equip a cutting implement or, alternatively, drop it on your tile. This can be any object with a sharp edge (i.e.has an EDGE attack type), from bladed [[Weapon|weapons]] and [[Tool|tools]], up to [[Bolt|bolts]] and [[Knapper|sharpened rocks]].&lt;br /&gt;
# Press {{k|x}} to open the action menu. Then select &amp;quot;{{k|b}}utcher&amp;quot;, press {{k|→}} and select the corpse that you want to butcher, press {{k|→}} again and pick the tool that you want to use.&amp;lt;br /&amp;gt;[[File:Butchery_adv_action_menu.PNG]]&lt;br /&gt;
&lt;br /&gt;
You will then proceed to butcher the corpse, dropping all of the products on your tile; also note that small animals, like [[raven]]s, cannot be butchered.  The tool used for butchery will also be covered in the [[blood]] of the creature being butchered. Ergo, butchering [[Titan|certain]] [[Forgotten beast|creatures]] can have [[Syndrome|fun]] results.&lt;br /&gt;
&lt;br /&gt;
==Effect of skill==&lt;br /&gt;
A butcher's skill affects the speed of butchery, which can be important for processing a large number of corpses before they begin to [[rot]]. Note that butcher shops can become [[clutter|cluttered]] quickly, because most animals create a large number of different items of different categories when butchered, so make sure that you have nearby stockpiles for [[refuse]], raw [[skin|hide]]s, [[meat]], prepared organs and [[fat]]. To minimize the amount of [[miasma]] created, in case the rotting parts are not removed fast enough, a butcher's shop should always be blocked by a [[door]].&lt;br /&gt;
&lt;br /&gt;
Of course, placing the butcher's shop outside will prevent any and all miasma generated by rotting, but the dwarves won't haul the inedible parts away unless their global orders allow to &amp;quot;gather refuse from outside&amp;quot; ({{k|o}}-{{k|r}}-{{k|o}})&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
If your butcher keeps cancelling jobs with &amp;quot;Needs butcherable unrotten nearby item&amp;quot;, check the following:&lt;br /&gt;
&lt;br /&gt;
*The corpse isn't rotten&lt;br /&gt;
*The corpse is in a stockpile, or within 20 tiles of the butcher shop&lt;br /&gt;
*The corpse is large enough for butchering{{bug|0874}}&lt;br /&gt;
*The corpse wasn't sapient, tame or trained&lt;br /&gt;
*Your butcher can access the corpse and workshop&lt;br /&gt;
*The corpse isn't currently tasked for a job (such as hauling to a stockpile)&lt;br /&gt;
*The butcher workshop isn't restricted to take from a stockpile that doesn't contain the corpse&lt;br /&gt;
&lt;br /&gt;
==Butchering sapients==&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
In the current version of the game, it isn't possible to butcher sapient creatures due to dwarven ethics forbidding it. In addition, the game is currently programmed to force the player (regardless of race or game mode) to not be able to use the returns of a butchered sapient creature (i.e. you can't eat [[goblin]] meat in adventurer mode, regardless of if you're playing a dwarf or an [[elf]] or an [[alligator man]]){{bug|9171}}. Butchered undead are not subject to this restriction. Discussion on the subject may be found in this [http://www.bay12forums.com/smf/index.php?topic=161408.90 Bay 12 forums thread].&lt;br /&gt;
&lt;br /&gt;
While it is possible to mod ethics to allow the butchering of sapients for the dwarven civilization, ethics itself only plays its role during world generation, meaning you still won't get the option to butcher sapients in actual gameplay. The only way to reliably butcher sapients and use their returns is with the utility [[DFHack]], as demonstrated [http://www.bay12forums.com/smf/index.php?topic=161408.msg7455623#msg7455623 here]. Or you can simply eat the bones if the corpse has rotted away.&lt;br /&gt;
&lt;br /&gt;
==Detailed butchering yields calculations==&lt;br /&gt;
&lt;br /&gt;
Yields are calculated on a per part, per layer basis. Each tissue layer on a part is considered individually, even if multiple layers of the same part are made of the exact same materials. (footnote 1)&lt;br /&gt;
&lt;br /&gt;
Step 1: Get the base volume of the tissue layer&lt;br /&gt;
&lt;br /&gt;
The base volume of a tissue layer is based on what percent of its body part volume it represents (based on the layer's RELATIVE_THICKNESS compared to the RELATIVE_THICKNESS of all other layers), which is based on what percent of the whole body's unmodified base volume (defined with BODY_SIZE) that the part represents (based on the part's RELSIZE compared to the RELSIZE of all other parts).&lt;br /&gt;
&lt;br /&gt;
Only these aspects - the relsizes of body parts, the base body size, and the relative thickness of a tissue layer compared to others on its part - are what are considered at this stage. Things like whether the layer thickens with strength, if the part has size modifiers, etc. aren't factored in here. This is an important thing to note: they have no impact on the relative base volumes of parts in this calculation! (footnote 2)&lt;br /&gt;
&lt;br /&gt;
Even if a layer is now missing (like fat having melted off), its defined relative thickness is still factored in to the calculations - the volume of muscle on a part doesn't suddenly increase because the fat layer is gone or anything like that.&lt;br /&gt;
&lt;br /&gt;
Step 2: Apply modifiers to each tissue layer's base volume to get its modified volume&lt;br /&gt;
There are multiple different modifiers that affect the base volume to get the modified volume. Because these modifications happen after relsizes and such have been considered, they don't impact the volume / yields of any of the other layers on its body part, or any other body parts.&lt;br /&gt;
&lt;br /&gt;
Each of these modifiers is applied as a multiplier to the base volume.&lt;br /&gt;
&lt;br /&gt;
=== Body Modifiers ===&lt;br /&gt;
The HEIGHT, BROADNESS, and LENGTH of the creature's whole body is used as a modifier. The values for these can be set using the BODY_APPEARANCE_MODIFIER token (whenever these tokens are omitted, the default values are 100).&lt;br /&gt;
&lt;br /&gt;
Modifier = (Body Height / 100) *(Body Broadness / 100) * (Body Length / 100)&lt;br /&gt;
&lt;br /&gt;
=== Body Part Modifiers ===&lt;br /&gt;
The HEIGHT, BROADNESS, and LENGTH of the body part are used as a modifier. The values for these can be set using the BP_APPEARANCE_MODIFIER token after selecting the part (whenever these tokens are omitted, the default values are 100).&lt;br /&gt;
&lt;br /&gt;
Modifier = (Part Height / 100) * (Part Broadness / 100) * (Part Length / 100)&lt;br /&gt;
&lt;br /&gt;
Stronk and chonk - THICKENS_ON_STRENGTH and THICKENS_ON_ENERGY_STORAGE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the tissue has the THICKENS_ON_STRENGTH or THICKENS_ON_ENERGY_STORAGE tokens, modifiers based on the creature's stats are applied.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
* If a layer has just THICKENS_ON_STRENGTH, the multiplier is the creature's STRENGTH/1000.&lt;br /&gt;
  &lt;br /&gt;
 &lt;br /&gt;
* If a layer has just THICKENS_ON_ENERGY_STORAGE, the multiplier is the creature's fat amount / 250,000. Because a creature's &amp;quot;normal&amp;quot; fat level is 500,000, you'll likely notice adding this token to a tissue will double the yields from that tissue, as that value gives a 2x multiplier.&lt;br /&gt;
   &lt;br /&gt;
&lt;br /&gt;
* If a layer has both THICKENS_ON_STRENGTH and THICKENS_ON_ENERGY_STORAGE, the multiplier is the mean average of the two multipliers combined (so the multiplier is: (Strength/1000 + Fat amount/250,000) / 2). This means that it some cases, you could end up getting lower item yields having both tokens than just having one.&lt;br /&gt;
&lt;br /&gt;
=== Other Modifiers ===&lt;br /&gt;
The amount of a layer that's remaining after some of it has been lost does have some impact on its yield volume, however I didn't purposely investigate it. I'd assume that the % of layer that's remaining is used as a modifier. I did test what happens when a layer is fully gone, however - it yields 0 of its item, regardless of the special clauses (see: later).&lt;br /&gt;
&lt;br /&gt;
Step 3: Get the item yields&lt;br /&gt;
The number of items yielded from butchering the tissue layer is based on a simple formula (however, there are some special cases that can modify the number of items):&lt;br /&gt;
&lt;br /&gt;
Number of items = Modified volume / 25,000 (rounded down)&lt;br /&gt;
&lt;br /&gt;
In cases where the yield from this calculation is 0, there are two special clauses that can apply, based on the body part's size, and the modified volume of the tissue.&lt;br /&gt;
&lt;br /&gt;
    Volume Clause: If the modified volume of a layer is at least 260, any yield of 0 is changed to 1.&lt;br /&gt;
    Part Size Clause: If the size of the body part that the tissue layer is a part of is at least 260, any yield of 0 is changed to 1. A layer could in practice represent even a tiny fraction of a volume unit, and yet still yield 1 item just because its part is 260 or bigger.&lt;br /&gt;
&lt;br /&gt;
=== Butcher Items ===&lt;br /&gt;
What items are actually yielded from butchering a tissue layer is based on the material it's made from. There are some specially-coded cases based on the materials tokens - for example, materials with the MEAT token will yield meat, materials with the BONE token will yield bone. The token BUTCHER_SPECIAL can be used to set the item yield to be any particular item you desire.&lt;br /&gt;
&lt;br /&gt;
The item count isn't at all impacted by the size of the item being produced. If a layer's modified volume is big enough to yield 40 items, it'll yield 40 meat or 40 statues all the same.&lt;br /&gt;
Items with standard dimensions (e.g. BARS, THREAD, CLOTH) seem to be produced at those standard dimensions. For example, with a BUTCHER_SPECIAL:THREAD:NONE material that has a modified volume large enough for an item yield of 10, a stack of 10 thread items will be produced, each item being at 15000 dimensions.&lt;br /&gt;
&lt;br /&gt;
=== Extra Butcher Objects/NOMEAT, NOBONES etc. ===&lt;br /&gt;
Extra butcher objects don't impact the yields of butchering layers associated with the parts at all. They also don't care if the part they're attached to is big enough to yield at least 1 item if it was butchered regularly. So, an extra butcher object that's attached to a body part whose volume is below 260 will still drop its item, even if butchering the layers on that part might not yield anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So how do the creature tokens such as NOMEAT and the like factor into yields for their items? They don't at all. Perhaps the tokens affect fort-mode butchering, or the tokens are depreciated from an old version, or they're not supposed to have anything to do with butchering and handle something like whether entries show up in the stockpiles screen or not.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*A dead tame animal that was not slaughtered cannot be butchered.{{bug|1180}} This includes tame animals killed due to age, starvation, or combat.&lt;br /&gt;
*Butchering returns of sentient creatures are unusable, regardless of adventurer's ethics.{{bug|9171}}&lt;br /&gt;
*Some animals can be too small to be butchered, such as [[buzzard]]s, [[rabbit]]s, and [[barn owl]]s.{{bug|0874}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = lokast&lt;br /&gt;
| elvish  = uwale&lt;br /&gt;
| goblin  = slust&lt;br /&gt;
| human   = rashcat&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wood_cutter&amp;diff=307288</id>
		<title>Wood cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wood_cutter&amp;diff=307288"/>
		<updated>2025-02-16T12:00:23Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: which dwarf to assign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork}}&lt;br /&gt;
{{v50_skill&lt;br /&gt;
| color      = 6:1&lt;br /&gt;
| graphic    = [[File:woodcutter_sprite_preview.png]]&lt;br /&gt;
| skill      = Wood Cutter&lt;br /&gt;
| specialty  = Woodcutter&lt;br /&gt;
| profession = [[Woodworker]]&lt;br /&gt;
| job name   = Wood Cutting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Chop down trees&lt;br /&gt;
| workshop   =&lt;br /&gt;
* None, but needs [[axe]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;!-- To prevent confusion:&lt;br /&gt;
 - &amp;quot;Wood Cutter&amp;quot; - title case, name of skill&lt;br /&gt;
 - &amp;quot;Wood Cutting&amp;quot; - title case, name of labor&lt;br /&gt;
 - &amp;quot;woodcutter&amp;quot; - normal case, any dwarf cutting trees&lt;br /&gt;
 - &amp;quot;woodcutting&amp;quot; - normal case, the activity of cutting trees --&amp;gt;&lt;br /&gt;
'''Wood Cutter''' is a [[skill]] that allows a dwarf to chop down [[tree]]s with an [[axe]], turning them into [[wood]] logs. As wood is an essential resource, this is an important skill. As with other skills, it's developed with practice. Higher levels of the skill make felling trees quicker.&lt;br /&gt;
&lt;br /&gt;
A dwarf must be selected in the '''Woodcutters''' [[work detail]] in order to chop down trees. It's a subset of &amp;quot;woodworking&amp;quot;, together with [[carpentry]] and [[crossbow-making]]. This labor is also mutually exclusive with [[mining]], because, like mining it requires a tool to be equipped, and thus has a uniform attached to it.&lt;br /&gt;
&lt;br /&gt;
Most dwarves get a happy [[thought]] from felling a tree, but not all, and some even feel unhappy about it. Check the thoughts of a woodcutter immediately after a tree was felled, and remove the worker from this type of work if they are not &amp;quot;satisfied felling a tree&amp;quot;. This is a bit of micromanagement, but few fortresses can afford wasting possible good thoughts. Even several years into a fortress you can still see who you already tried to assign to Wood Cutting: They will be &amp;quot;dabbling Woodcutters&amp;quot; without having the Wood Cutting work enabled.&lt;br /&gt;
&lt;br /&gt;
If you [[embark]] using the &amp;quot;Play Now!&amp;quot; option, one of the seven settlers will be a Novice Wood Cutter in the appropriate work detail. Graphically, any individual assigned as a woodcutter will be wearing a yellow tunic.&lt;br /&gt;
&lt;br /&gt;
== Cutting down trees ==&lt;br /&gt;
&lt;br /&gt;
Trees need to be designated to be cut down. Specifically, designating any of the trunk tiles of a tree will do.&lt;br /&gt;
&lt;br /&gt;
# Select &amp;quot;Set tree chopping orders&amp;quot; (in the bottom bar, or press {{Menu icon|l}}).&lt;br /&gt;
# Click on the starting point (one corner of the desired triangle).&lt;br /&gt;
# Click (again) on the opposite corner of the desired rectangle to be cut. The trunk tiles of the trees that were in the rectangle should be highlighted, indicating that they will be chopped down.&lt;br /&gt;
#* Tiles can also be designated by using keyboard cursor if enabled.&lt;br /&gt;
&lt;br /&gt;
After the trees are designated, any idle dwarf with the Wood Cutting work detail enabled and an axe equipped will start chopping them down. As with other tasks, the most recently designated target is processed first.&lt;br /&gt;
&lt;br /&gt;
[[Image:tree-kills-woodcutter.png|400px|thumb|And you thought that your job was bad.]]&lt;br /&gt;
&lt;br /&gt;
Trees can be cut from any point, not only from ground level, but in all cases, after the dwarf is done cutting, the tree transforms into a pile of logs that fall to the ground in a direction opposite from where the cutter was standing. The logs are not treated as falling objects--they cannot hurt any creatures they land on--but any objects previously sitting upon the tree (e.g. logs from previously felled trees, bolts, corpses, etc.) will fall with standard ''Dwarf Fortress'' lethality.&lt;br /&gt;
&lt;br /&gt;
== Axes ==&lt;br /&gt;
A dwarf needs to have an equipped edged [[axe]] to chop down trees. If a dwarf has the Wood Cutting work detail enabled but doesn't have an axe, they will pick up any available one from a stockpile. Thankfully, any immigrant that arrives with the wood cutting labor enabled will be carrying an axe {{Verify|how does this apply for the new work detail system?}}.&lt;br /&gt;
&lt;br /&gt;
There are no special axes for woodcutting; dwarves use standard [[battle axe]]s. Creatures large enough to wield [[great axe]]s and [[halberd]]s can use them for woodcutting as well; however, due to {{bugl|5812}}, no dwarf can equip either weapon. Unlike [[weapon|axes in combat]] though, the quality or material of an axe appears to have no effect on any aspect of wood cutting - a [[quality|no-quality]] [[copper]] axe is the same as a masterwork [[steel]] or [[adamantine]] axe. However, wood cutters will no longer use axes without edges, such as wooden [[training weapon|training axe]]s.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it is not currently possible to assign woodcutters the same axe to use in the [[military]] as to use in civilian labor{{bug|1451}}.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Any part of the tree's &amp;quot;trunk&amp;quot; can be cut to bring the entire tree down. There is no &amp;quot;pruning&amp;quot; of tree limbs in ''Dwarf Fortress''.&lt;br /&gt;
** If you are unable to designate a tree to be cut down, check the higher levels. If an upper level of the tree is already designated for cutting, the &amp;quot;ground-level&amp;quot; trunk will not also be designated, and the tree will not be cut down unless that higher-level branch can be accessed.&lt;br /&gt;
* Felled trees fall safely, but any objects that were previously supported by the tree will fall downward, with standard ''Dwarf Fortress'' lethality. Care must be taken to ensure that the woodcutters do not kill other friendly creatures.&lt;br /&gt;
** Sometimes dwarves or livestock can get stuck in trees.  Cutting down the tree in this case is generally a bad idea, since the creature will take a lot of damage on impact with the ground.  Build a staircase up to the branches and try to coax the creature out first.&lt;br /&gt;
* If the tile in the z-level under the tree's trunk is mined out first, cutting the tree down will remove the ground (floor) tile, creating a hole.&lt;br /&gt;
* A single fully-grown tree can provide well over ten logs, making a wood-powered metal industry possible in a well-forested [[biome]], if not always infinitely sustainable.&lt;br /&gt;
* Many products can be made with materials other than wood.  Wood cutting is a skill you could probably turn off and on as necessary, unless you need a continuous supply of wood for beds, charcoal, ash, or siege weapon parts and ammo.&lt;br /&gt;
* As felling trees is usually done away from your fortress, it is an inherently dangerous activity in hostile areas, and care must be taken to ensure that the woodcutters are not killed by hostile [[creature]]s or [[ambush]]ed.  It may be helpful to assign woodcutters a [[war animal]] or other work animal.&lt;br /&gt;
* [[Herbalist]]s can gather fruit and nuts from a lot of trees.  [[Stepladder]]s aid this process. However, clear-cutting a large area will lower your food production if you rely a lot on herbalists.  Underground &amp;quot;trees&amp;quot; (being the current in-game model for fungi) do not produce fruit.&lt;br /&gt;
* Wood production can be sped up if the woodcutters are excluded from a [[haul|wood hauling]] work detail, so they can focus on cutting more trees instead of hauling the logs from the last one to the nearest wood [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
==== Woodcutting and the military: ====&lt;br /&gt;
There are several quirks, tricks and outright bugs found in the area overlapping woodcutters and axedwarves...&lt;br /&gt;
&lt;br /&gt;
* Due to a bug, the wood cutting labor conflicts with military uniforms. A military dwarf with wood cutting enabled will drop his uniform when transitioning to civilian duty. To avoid problems it is recommended you keep your military and wood cutters separate.&lt;br /&gt;
* If you remove the woodcutting labor of your only woodcutter, his axe may be taken by the military, as well as all axes made subsequently. If you then assign the woodcutting labor to other dwarves, they will do nothing, as they cannot equip axes. To solve this, disband your military temporarily; the woodcutters will pick up axes, and you can then re-make your military squads.&lt;br /&gt;
* There is bug where, if you had an axedwarf in the military, and then remove them from their squad, no other dwarf will pick up that axe for woodcutting. Go to your s{{k|q}}uads menu and disband that squad - that will free up the axe(s) for woodcutting duty. &lt;br /&gt;
* Again - it's best if you can keep your woodcutters/woodcutting axes separate from your axedwarves/military axes.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
In order to relieve the brainless monotony (aka: dwarven bliss) experienced by wood cutters, the diminutive log choppers often engage in competitive singing whilst whacking away at their arboreal nemeses, such that raucous renditions of the perpetually popular tune &amp;quot;I am a lumberjack and I'm OK&amp;quot; can be heard echoing throughout the timbered valleys found near their fortresses at ever increasing levels of volume.  The overall loudness of the rendition is apparently the most critical value used to determine the winner.  Unfortunately, this singing is fairly detrimental to overall harvesting productivity, as by the time most singers lay in to the third verse of the song, they have either convulsed into blithering (and debilitating) laughter, or they have run off to taunt the elves with their massive tooth picks whilst wearing their best cross dressing outfits (see further). &lt;br /&gt;
&lt;br /&gt;
Sadly, wood cutters often fall victim to raiding goblins, as their cacophonous singing leads the goblins straight to them just as they are in a state of vocal euphoria, and are thus easy prey for the grimy gobbos. That said, there have been instances when their singing has soothed the savagery of nearby beasts, but reports of this are scarce as most dwarves are unwilling to admit their feat, for fear that it might be seen as undwarflike (aka cowardly). &lt;br /&gt;
&lt;br /&gt;
Some dwarves have been known to carry on their person very large toothpicks, with which they clean their rather massive molars. These toothpicks are crafted by the woodcutters (in their off hours), sometimes using an entire tree to manufacture a single pick. Wood cutters take significant pride in the size of their toothpicks, which, in a pinch, can often double for poles used in pole vaulting contests (another popular dwarven pastime, an event usually called the 'Pole-Toss'). Thus the origin of the phrases &amp;quot;Go toss your pole&amp;quot; and &amp;quot;Is that a lumberjack's toothpick in your pocket or are you just happy to see me?&amp;quot; are explained.&lt;br /&gt;
&lt;br /&gt;
Despite rumors, no [[giant]] has become a lumberjack. Much less one named Paul.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;br /&gt;
[[ru:Wood cutter]]&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wealth&amp;diff=306365</id>
		<title>Wealth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wealth&amp;diff=306365"/>
		<updated>2025-01-22T10:52:57Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: /* Building and limiting wealth */ valuable trade goods, new version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:wealth_preview.png|right]]Your '''created wealth''' is the sum product of all the labors of your fortress. It is visible on the [[Status#Fortress name and status|wealth tooltip]]* once you have a [[broker]] with the [[appraisal]] [[skill]] and a [[bookkeeper]] maintaining your records, and will update with the continual maintenance of your [[stocks]] by the bookkeeper.&lt;br /&gt;
&lt;br /&gt;
: ''(* On the left of the bar at the top of your screen is your basic fortress info, its name and size. Mouse-hovering over this area reveals the wealth tooltip, a basic breakdown of the fortress' [[wealth]].)&lt;br /&gt;
&lt;br /&gt;
Wealth is the sum of everything of [[value]] in your fortress: basically, everything except corpses and remains, which have absolutely no worth whatsoever. This includes [[stone]]s, [[building]]s, engravings, and any and every kind of created good, all of which contribute to your total wealth to various degrees. [[Artifact]]s are usually one of the largest influences on fortress wealth. Artifacts made of precious resources and heavily [[decorate]]d can easily be worth thrice the value of the rest of your fortress in the early years.&lt;br /&gt;
&lt;br /&gt;
The display of your wealth on the main status screen is broken up into several categories: [[weapon]]s, [[armor]] and [[Clothing|garb]], [[furniture]], other objects (like [[finished goods]]), [[architecture]] ([[building]]s and such), displayed, and held/worn (items created internally that have been claimed by dwarves, like clothing).&lt;br /&gt;
&lt;br /&gt;
For the more abstract wealth count used in [[world generation]] to determine building ownership and help ground various acts of corruption and [[villain]]y, see [[account]].&lt;br /&gt;
&lt;br /&gt;
== Imports and exports ==&lt;br /&gt;
[[File:Wealth-tooltip.png|thumb|right|327px|[[Status#Fortress name and status|Wealth tooltip]] in Premium. Accuracy is based on your current [[Bookkeeper|Bookkeeping]].]]&lt;br /&gt;
Items made off-site are not counted in your total fortress wealth, and are instead listed as imports. This only applies so long as the object is unchanged; a decorated imported object will be made your own, and its value will be moved from imports to wealth. This is important when trading with caravans, as they will not accept goods stolen or lost by a previous caravan of that civilization. It is listed under &amp;quot;Imported Wealth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Similarly, items made in the fortress that leave the map on a [[caravan]], be it dwarven, elven, human or goblin, are counted as exports, listed under &amp;quot;Exported Wealth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Influences ==&lt;br /&gt;
Wealth influences various game features, some of them good, some of them bad.&lt;br /&gt;
&lt;br /&gt;
On the plus side, it increases the amount of [[migrant]]s you get per wave. Assuming that you are equipped to handle the new dwarves, this is usually a good thing, except when you are producing so much wealth that your migrant arrivals outstrip your ability to house and feed them or give them useful things to do. Drowning in migrants is a very real danger; make sure you are always equipped with surplus beds and food.&lt;br /&gt;
&lt;br /&gt;
A certain level of exports and overall wealth is required to acquire economically-linked [[holding]]s. However for smaller sites fortress wealth is the more important factor in determining economic linkage. Holdings are in turn necessary to go up the [[noble]] ladder: a [[baron]] requires one holding, a [[count]] requires four, and a [[duke]] requires nine. The [[monarch]] has some fairly complicated requirements based on a few different categories.&lt;br /&gt;
&lt;br /&gt;
On the negative side, more wealth attracts more attacks. At first, this will be an above-average amount of [[thief|thieves]], but as the game progresses and your wealth continues to grow, this will develop into [[ambush]]es, [[siege]]s, and visits from [[megabeast]]s, all of which are attracted to increasing amounts of wealth. This keeps the game from being boring, but too much [[fun]] is also a bad thing; if you have a hard time dealing with the numerous waves of immigrants, you're probably not equipped to deal with a full-on siege.&lt;br /&gt;
&lt;br /&gt;
== Building and limiting wealth==&lt;br /&gt;
Building wealth is simple - just commit more people to useful industries and continue growing. You will want to establish a major [[industry]] and commit a dwarf to it (producing [[finished goods]] is the easiest way), allowing you to spend grand sums on caravans and get everything you absolutely need quickly and painlessly. If you intend to go this route, be sure to create tons of extra [[bin]]s to ease the transfer of items to the trade depot and prevent stockpiles from becoming too full.&lt;br /&gt;
&lt;br /&gt;
When first starting out, it's typically best to not focus too much on building wealth until you have an effective military that can deal with the [[Megabeast|fun]] [[Werebeasts|things]] that a large amount of wealth can cause.&lt;br /&gt;
&lt;br /&gt;
However, in your first year you probably do want to create goods to be able to [[trade]] with the autumn dwarven [[caravan]], in order to obtain goods that are not available at your location, or that you cannot produce yet. The [[exploit|trick]] from earlier versions where [[trap component]]s had insanely high values, does not work anymore! A simple way to create a few thousand ☼ without much effort is to [[cook]] a surplus of [[lavish meal]]s. Don't sell meals to the [[Elf|Elves]], though, as many ingredients, and the wooden barrel in which the meals are stored, are [[Trading#Unacceptable_items|unacceptable]] to them.&lt;br /&gt;
&lt;br /&gt;
[[Metal]]s are great materials for creating wealth.  Many locations have an [[ore]] of [[iron]] or [[silver]]. Both are of moderate value and can be made into [[weapon]]s, [[furniture]] or crafts.  [[Statue]]s make for high-value furniture.  Certain butchered [[animal]]s have high-value bones or skulls.  [[Ceramic]]s, especially [[stoneware]] made from [[fire clay]] can provide a continuous source of decent valued goods.  Rough [[gem]]s can be hard to find but a highly skilled [[gem setter]] can decorate objects to add considerable value to furniture or crafts.&lt;br /&gt;
&lt;br /&gt;
On the opposite side, there are the fortresses that would much rather establish a baseline of sorts before embarking on an expansionist binge - getting a full defensive grid up, for instance, or penetrating an [[aquifer]] without having to waste precious reserves on more dwarves and more enemies. These players concentrate on low-value activities like carpentry, masonry, and mining, and only produce enough trade goods to get what is necessary from the caravans. Although they are slower to grow, they also afford their players more time to plan and to lay the groundwork for the future of the fortress. &lt;br /&gt;
&lt;br /&gt;
Note that, no matter what, you ''will'' have to deal with ''some'' growth - besides the natural expansion of your fortress, there's also the issue of [[artifact]]s. Do what you will, but every once in a while a dwarf will [[Strange mood|claim a workshop]] and produce a valuable trinket, and all you can hope for is that it's not worth too much.  It's worth noting that artifact furniture is counted three separate times toward created wealth: as furniture, as architecture, and as displayed.  You may wish to hold off on installing that legendary [[coffer]] that's worth three times as much as your fortress when just sitting in a stockpile.&lt;br /&gt;
&lt;br /&gt;
Most players choose to walk the middle line, getting together the necessary industries, but concentrating on the [[metal industry]] early on, to get together their arms and armor. Although [[steel]] is worth its weight in [[gold]], it is much more useful deflecting goblin arrows from your fortress defenders than as a [[statue]] decorating your [[Meeting area|lobby]].&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
*Some buggy items can have a negative wealth. This can cause expected events to not happen, as they are tied to wealth. To troubleshoot this, you can move all your items to the trade depot and look through the value of the items.  You may want to do this on a backed-up save. Once you find the offending item, you can either atom-smash it or use DFHACK &amp;quot;autodump destroy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = limâr&lt;br /&gt;
| elvish  = rano&lt;br /&gt;
| goblin  = sloron&lt;br /&gt;
| human   = ostri&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Economy}}&lt;br /&gt;
[[ru:Wealth]]&lt;br /&gt;
[[zh:Wealth]]&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Common_snapping_turtle&amp;diff=306174</id>
		<title>DF2014:Common snapping turtle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Common_snapping_turtle&amp;diff=306174"/>
		<updated>2025-01-13T08:56:55Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: shells&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:02, 9 October 2014 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
{{creaturelookup/0&lt;br /&gt;
|vary= [[Common snapping turtle]] - [[Snapping turtle man]] - [[Giant snapping turtle]]&lt;br /&gt;
&lt;br /&gt;
|shell=1&lt;br /&gt;
|bone=12&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|scale=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|meat=13&lt;br /&gt;
|fat=13&lt;br /&gt;
&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Common snapping turtles''' are smaller cousins of [[alligator snapping turtle]]s. They appear individually in temperate [[lake]]s and [[river]]s. About half the size of an average dwarf, they are aggressive and will fight back when provoked, though they prefer to flee if given the chance.&lt;br /&gt;
&lt;br /&gt;
They can be caught in [[cage trap]]s, and are a decent source of [[egg]]s and [[meat]], and sometimes the only reliable source of [[shell]]s. Should you capture a breeding pair keep in mind that you won't be able to fully domesticate them. [[Elf|Elves]] sometimes sell them tame. They are fairly long-lived and reach their full size at the age of one year, and should be butchered at that time for a maximum amount of returns. Common snapping turtles have low [[pet|pet value]], so you shouldn't consider selling them as pets. All products from them are worth the same as these from domestic animals.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[preferences|like]] common snapping turtles for their ''powerful bites'' and their ''long necks''.&lt;br /&gt;
&lt;br /&gt;
[[File:Common Snapping Turtle Close Up.jpg|thumb|center|400px|Admired for their ''powerful bites''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Legendary_artifact&amp;diff=305700</id>
		<title>DF2014:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Legendary_artifact&amp;diff=305700"/>
		<updated>2025-01-02T11:33:35Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: /* Fortress mode */ fmt, grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|18:18, 13 March 2012 (UTC)}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:Announce.png|thumb|right|500px|Example of an [[announcement]]...announcing...the creation of a legendary artifact: in this case, a glorified [[millstone]].]]&lt;br /&gt;
[[Dwarf|Dwarves]] in [[strange mood]]s will create '''legendary artifacts''': unique, &amp;quot;named&amp;quot; [[item]]s which are of unsurpassable [[Item quality|quality]] (and often, [[value]] as well). An artifact is the ultimate expression of a dwarf's desires, fears, memories and hopes in art-form, and each dwarf will produce at most one in their lives (or [[insanity|die]] trying). Dwarves that create an artifact immediately gain enough [[experience]] to boost them to [[legendary]] level in the affected [[Strange mood#Skills and workshops|skill]], unless they were [[Strange mood#Possessed|possessed]].&lt;br /&gt;
 &lt;br /&gt;
Dwarves drop artifacts in the [[workshop]] as soon as they are made. They can be traded, just like any item of their type, or stolen, sold or warred over, and may transfer between civilizations in those ways. A list of all artifacts in the fortress can be seen by pressing {{k|L}} ({{k|l}} in version 0.40). &lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
[[File:artifact_list.png|thumb|450px|right|Small list of artifacts.]] Artifacts are normally of extremely high [[value]] and [[quality]], and can be used just like normal items of their type; they're therefore extremely useful in any situation where value or quality are important. Note that material and weight calculations still apply, so an artifact sword made of dingo bone, or an artifact breastplate made of gold, are not going to be overwhelmingly powerful. [[File:Holy Grail.jpg|thumb|300px|The holy grail, one of the most well-known, symbolic artifacts in the world. Unfortunately not made by dwarves. [https://en.wikipedia.org/wiki/Der_Ring_des_Nibelungen On the other hand...] ]]&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Artifact [[door]]s and [[hatch]]es provide indestructible, instantly-lockable gates.&lt;br /&gt;
&lt;br /&gt;
Artifact [[furniture]] of high value can be placed in [[room]]s to greatly increase the room's value (and hence quality), which can be useful to meet the room quality requirements of [[noble]]s. They can also be placed in high-traffic areas of the fort, so that dwarves that pass by (or over) them will get happy [[thought]]s from admiring them. Artifact [[mechanism]]s can be turned into [[lever]]s and [[trap]]s, which count as furniture.&lt;br /&gt;
&lt;br /&gt;
Certain artifact types (barrels, buckets, mechanisms, etc.) can be used as components in some buildings; doing so will multiply the artifact's effect on fortress value. They can also potentially be displayed on a [[pedestal]] or in a [[display case]].&lt;br /&gt;
&lt;br /&gt;
=== Weapons/Armor ===&lt;br /&gt;
Artifact equipment get a large &amp;amp;times;3 quality bonus to their weapon accuracy and armor deflection values (compared to &amp;amp;times;2 to masterwork); this is not enough to make totally inappropriate materials competitive with [[steel]] masterwork equipment. Also note that while they will be half again more accurate, artifact blades do not have a sharper edge than masterwork items of their material; in other words, their material type modifiers remain unchanged, and they will do no more damage than a regular item of their type (though they will never dull.) (And currently get half the sharpness.{{bug|9549}})&lt;br /&gt;
&lt;br /&gt;
Artifact [[weapon]]s (if not being used in the military) can be put into a [[trap#Weapon Trap|weapon trap]], which will make it count as valuable [[furniture]].&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
[[File:Artifact Storage.png|thumb|right|300px|Finished goods are not particularly useful, only adding to your [[wealth]] (and all of the things that entails). This bin is clutter for the fortress, valuable only for trading, but any and every thief's dream score, an object of worship for three different [[kobold]] [[civilization]]s.]]&lt;br /&gt;
An artifact [[gem]] is called a perfect gem and functions the same as a large gem, having all the same uses, i.e., none, other than boosting fortress value and trading. [[Display case]]s and [[pedestal]]s can also be used to show off otherwise-useless artifact crafts.&lt;br /&gt;
&lt;br /&gt;
=== Cages ===&lt;br /&gt;
&lt;br /&gt;
Artifact cages and animal traps are unique, in that they are capable of containing '''any''' type of vermin creature without them ever escaping - by comparison, certain types of vermin can gnaw, fly, or immolate their way out of ordinary cages depending on their materials.&lt;br /&gt;
&lt;br /&gt;
Any other art (including other artifacts) that references an artifact cage will mention what animals are currently in it - the artifact quality of the cage makes it capable of magically self-updating in all references to it in the world.&lt;br /&gt;
&lt;br /&gt;
== Non-player artifacts ==&lt;br /&gt;
&lt;br /&gt;
{{New in|0.44.01}}&lt;br /&gt;
&lt;br /&gt;
Artifacts can be created in [[World generation|world generation]] and [[World activities|afterwards]]:&lt;br /&gt;
&lt;br /&gt;
*Non-player dwarves can also be taken by '''strange moods''' and create artifacts of their own, except for furniture.&lt;br /&gt;
*All original '''[[book]]s''', regardless of form or content, are considered artifacts - copies are not, however.&lt;br /&gt;
*Some heroic events in world generation will trigger the naming of an object. For instance, a warrior may [[name]] a piece of equipment that they were carrying when they slew a [[megabeast]]. This can be any kind of gear, from the weapon they used to kill it, to a low boot they were wearing (that, presumably, proved critical in combat). Once named, these '''heroic objects''' are also considered artifacts, though their quality and properties remain unchanged. Assuming the person who named it didn't die, they will still be in possession of it.&lt;br /&gt;
*Some artifacts qualify as '''holy relics'''; generated from a body part or clothing item that belonged to a [[religion]]'s dead high priest. These are usually stored in a [[temple]], separately from the remainder of the corpse, and displayed on a [[pedestal]] or in a [[display case]].&lt;br /&gt;
*Some creatures will be blessed with [[necromancy]] through an artifact slab gifted by a [[deity]].&lt;br /&gt;
*[[Vault|Certain spoilerous locations]] contain a different kind of artifact slab.&lt;br /&gt;
&lt;br /&gt;
Once created, artifacts are subject to various [[claim]]s that depend on the circumstances surrounding their creation: if it's a single person (as opposed to an entity), the creator can '''keep''' it for themselves, '''gift''' it to their parent entity, or claim it as a '''family heirloom'''. This can be shown in Fortress mode, where the artifact creation announcement will also include the nature of the claim: &amp;quot;He/She offers it to &amp;lt;entity&amp;gt;&amp;quot;, &amp;quot;He/she claims it as a family heirloom&amp;quot;/&amp;quot;He/she claims it as a family heirloom in the name of the family ancestor &amp;lt;figure&amp;gt;&amp;quot; or &amp;quot;He/she claims it as a personal treasure&amp;quot;. On the other hand, if an entity was responsible for its creation, the entity will keep its claim on it (e.g. a [[religion]] and its priests over a holy relic, or a [[library]] and its [[scholar]]s over a book).&lt;br /&gt;
&lt;br /&gt;
[[File:ArtifactHeirloomExample.png|thumb|right|300px|Example of a dwarf claiming an artifact as an heirloom.]]&lt;br /&gt;
&lt;br /&gt;
Regardless of their nature or classification, artifacts will then be subjected to the turmoil of the world:&lt;br /&gt;
&lt;br /&gt;
*The bearer can be killed in combat, by enemies from another [[civilization]] or a [[megabeast]]. Often, the slayer will loot the artifact for themselves and keep it, [[claim]] it as a family heirloom themselves, or return it to their parent entity.&lt;br /&gt;
*More peaceful artifact transfers also happen for diplomacy purposes.&lt;br /&gt;
*Artifacts claimed as family heirlooms are passed down to descendants, if the bearer dies of old age. Those initial couples all get associated family structures, and then those links are passed along to the children and so forth. The descendant is chosen according to &amp;quot;importance&amp;quot;, or otherwise at random.&lt;br /&gt;
*If stored at a [[site]], the artifact can be stolen by creatures prone to thieving, like [[kobold]]s. If the site becomes invaded, the artifact can likewise be robbed by an invader.&lt;br /&gt;
*If a family or entity becomes deprived of an artifact they had laid a claim on, they may send representatives to claim it back: these come in the form of [[Quester|questers]] or [[Agent|agents]] roaming the world to gather information in more or less covert ways. Depending on the nature of the entities involved, they may approach the matter in different ways: a civilization may go to [[war]] if they find out the artifact resides in another civilization's site, or they may send mercenaries to kill a beast that stole it.&lt;br /&gt;
*Sometimes, artifacts can be &amp;quot;lost in the wilds&amp;quot;. The circumstances surrounding such events are unclear, but this means they're effectively lost, for all intents and purposes: foreign questers will wander the world fruitlessly in search of it (unless they happen to stumble upon the artifact's exact spot in the entire world, which is extraordinarily unlikely), and squads you [[mission|send to retrieve]] it will never return due to a bug. &lt;br /&gt;
&lt;br /&gt;
As a player, you may interact with these artifacts in (currently two) different ways:&lt;br /&gt;
&lt;br /&gt;
=== Fortress mode ===&lt;br /&gt;
&lt;br /&gt;
You may send [[Squad|squads]] of dwarves on a [[mission]] to &amp;quot;retrieve&amp;quot; an artifact from a site. (If the artifact wasn't created by your fortress, it's not so much &amp;quot;retrieval&amp;quot; as &amp;quot;theft&amp;quot;.) This includes sites residing outside civilizations, such as [[Necromancer|necromancer]] [[Tower|towers]] containing books of interest. If the artifact's location is not known, you may send your squads off to gather information on its whereabouts.&lt;br /&gt;
&lt;br /&gt;
Note that the site's entity will keep its claim on the artifact you've stolen:&lt;br /&gt;
*If you're caught, expect a retaliatory invasion. If you've raided a site from a civilization you were at peace with, what you made was a declaration of [[war]].&lt;br /&gt;
*If you're not caught, you may still receive visits from [[Agent|agents]] and [[Quester|questers]] inquiring about the artifact's location. Once they know it's in your fortress, they may demand you bring it back, or sneak back with the intent to come back with an army to make their demands more convincing.&lt;br /&gt;
&lt;br /&gt;
Under the rumour system, artifacts created in your fortress can also become known to foreign sites and civilisations. Some of their [[historical figure]]s may then lay claim to your artifacts, and plot to steal them. Artifacts that are built within your fortress (chests, animal traps, mechanisms and the like) cannot be stolen. &lt;br /&gt;
&lt;br /&gt;
If an artifact was [[display case|on display]] you will be notified of the theft, either someone saw it being taken, or if there are no witnesses you get: &amp;quot;X is missing from its proper place!&amp;quot; In this case, all might not be lost. In order to retrieve it,&lt;br /&gt;
#First check if it is still on the map. If the artifact list ({{k|L}}) does not show it anymore then it is gone.&lt;br /&gt;
#If it is still there, it will be hidden in someone's clothing. The theft (invariably?) involves one of your own dwarves and one visitor, the dwarf stealing it and the visitor obtaining it from them. You would have to manually check ({{k|v}}-{{k|i}}, scroll down below hauled items) 200+ of your dwarves and, depending on fortress activity, 50+ visitors. But all is not lost.&lt;br /&gt;
#*If the visitor has the artifact you need to hurry. Most of your visitors will hang around for years, but one that took an artifact will leave immediately. Look around near staircases, the exit, and the surroundings. Your military might be able to outrun a weak [[goblin]] with a [[platinum]] [[war hammer]].&lt;br /&gt;
#*If no visitor has a hidden item then the handover hasn't happened yet. You are lucky because the dwarf carrying it will have &amp;quot;no job&amp;quot; for considerable time. Just allocate a huge job order that will take the entire fortress (like dumping all seeds, building 10x10 [[floor]]s, creating a massive empty [[stone]] stockpile without wheelbarrows), and check who does not take up work.&lt;br /&gt;
#Once you have located the contraband you might have a choice how to resolve the issue.&lt;br /&gt;
##If you want the artifact back you need to let the handover happen. Interrogating the dwarf or the visitor might give a confession but they will keep the item. The visitor will leave with it after serving their sentence, and the dwarf will again try to hand it over.&lt;br /&gt;
##Assemble a capable military unit at the exit, You do have only one exit, don't you? Keep in mind that visitors might leave through caves.&lt;br /&gt;
##Once the handover has happened, kill the visitor and re[[claim]] the item. You may convict the corpse of theft. Depending on your playing style you might want to convict the dwarf as well.&lt;br /&gt;
&lt;br /&gt;
=== Adventure mode ===&lt;br /&gt;
&lt;br /&gt;
As an adventurer, you may receive quests to retrieve artifacts. The nature of the quest will be as diverse as the nature of artifacts and claimants thereof. Therefore, the difficulty can range from 'piece of cake' to 'nigh-impossible' (if the artifact was claimed, say, by a [[demon]] lord of a [[goblin]] civilization). Once you're in possession of an artifact, you may encounter other parties who have laid a [[claim]] on it. It is up to you (and the circumstances, e.g. if a third party happens to be well-armed and greater in numbers than yours) to decide which party to satisfy. Alternatively, if the artifact happens to be very useful, such as a strange mood-generated steel sword, you may simply decide to keep it for yourself and leave all troubles behind. Note that completing quests for artifacts will increase your [[reputation]], and flaunting your artifacts visibly in front of onlookers will trigger [[rumor]]s.&lt;br /&gt;
&lt;br /&gt;
=== Legends mode ===&lt;br /&gt;
&lt;br /&gt;
The artifacts' creation history and storage locations are recorded during world generation and can be discovered in [[Legends]] mode. For example, artifact scepters may become symbols of various rulers.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
Artifacts cannot be designated for dumping or melting, nor be damaged by temperature extremes, building destroyers, or fire, although they will ignite and burn as is normal for their material type.  They can be lost in pits, carried off the map by flows, stolen by thieves, atom-smashed by bridges, or melted by extreme heat.  The loss of an artifact does not appear to affect the happiness of its creator.&lt;br /&gt;
&lt;br /&gt;
In [[Main:Dwarf Fortress Talk|Dwarf Fortress Talk]] [http://www.bay12games.com/media/df_talk_7_transcript.html #7], Toady stated that even when atom smashed, or melted by extreme heat (or destroyed in any other manner) the artifact will not be deleted but instead receive a &amp;quot;Hidden&amp;quot; flag, which causes the item to respawn in a random location on the site in which it was destroyed, perfectly unharmed, after reclaiming a fort or visiting it in adventure mode. However, in a [[Main:Future of the Fortress|Future of the Fortress]] post he stated &amp;quot;Artifacts being indestructible by default appears to be gone&amp;quot;, due to an &amp;quot;utterly destroyed or transformed&amp;quot; flag.{{cite forum|169696/8395484}}&lt;br /&gt;
&lt;br /&gt;
After creation, an artifact cannot be further decorated (by encrusting it with gems, studding it with metal, or sewing images into it)  - a pitiful gabbro scepter, for instance, cannot be made more valuable.&lt;br /&gt;
&lt;br /&gt;
Artifacts disappear from the artifact list upon abandoning a fortress.  Artifact creation has a wider selection of possible item types for several skills, occasionally resulting in artifact items that could not be made normally, like bone shields or metal beds.&lt;br /&gt;
&lt;br /&gt;
Artifacts and their mechanics were the topic of [[Main:Dwarf Fortress Talk|Dwarf Fortress Talk]] [http://www.bay12games.com/media/df_talk_7_transcript.html #7]. The future of artifacts was discussed in a [http://www.bay12games.com/media/df_talk_7_transcript_2.html separate portion] of that cast.&lt;br /&gt;
&lt;br /&gt;
Artifacts can be disabled in [[d_init.txt]]&lt;br /&gt;
&lt;br /&gt;
Artifacts created by happy dwarves (i.e. not fell or macabre moods) have a 1% chance to be named after the dwarf who created them.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* In adventure mode, named items and artifacts disappear from inventory after leaving site.{{bug|1179}}&lt;br /&gt;
* Artifact weapons get less sharpness than they should.{{bug|9549}}&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = gomath zan | elvish = liceva ethóca | goblin = olzul anust | human = en ricdil}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Lore}}&lt;br /&gt;
[[ru:Legendary artifact]]&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Legendary_artifact&amp;diff=305699</id>
		<title>DF2014:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Legendary_artifact&amp;diff=305699"/>
		<updated>2025-01-02T08:16:12Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: /* Fortress mode */ recovering an item still on the map&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|18:18, 13 March 2012 (UTC)}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:Announce.png|thumb|right|500px|Example of an [[announcement]]...announcing...the creation of a legendary artifact: in this case, a glorified [[millstone]].]]&lt;br /&gt;
[[Dwarf|Dwarves]] in [[strange mood]]s will create '''legendary artifacts''': unique, &amp;quot;named&amp;quot; [[item]]s which are of unsurpassable [[Item quality|quality]] (and often, [[value]] as well). An artifact is the ultimate expression of a dwarf's desires, fears, memories and hopes in art-form, and each dwarf will produce at most one in their lives (or [[insanity|die]] trying). Dwarves that create an artifact immediately gain enough [[experience]] to boost them to [[legendary]] level in the affected [[Strange mood#Skills and workshops|skill]], unless they were [[Strange mood#Possessed|possessed]].&lt;br /&gt;
 &lt;br /&gt;
Dwarves drop artifacts in the [[workshop]] as soon as they are made. They can be traded, just like any item of their type, or stolen, sold or warred over, and may transfer between civilizations in those ways. A list of all artifacts in the fortress can be seen by pressing {{k|L}} ({{k|l}} in version 0.40). &lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
[[File:artifact_list.png|thumb|450px|right|Small list of artifacts.]] Artifacts are normally of extremely high [[value]] and [[quality]], and can be used just like normal items of their type; they're therefore extremely useful in any situation where value or quality are important. Note that material and weight calculations still apply, so an artifact sword made of dingo bone, or an artifact breastplate made of gold, are not going to be overwhelmingly powerful. [[File:Holy Grail.jpg|thumb|300px|The holy grail, one of the most well-known, symbolic artifacts in the world. Unfortunately not made by dwarves. [https://en.wikipedia.org/wiki/Der_Ring_des_Nibelungen On the other hand...] ]]&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Artifact [[door]]s and [[hatch]]es provide indestructible, instantly-lockable gates.&lt;br /&gt;
&lt;br /&gt;
Artifact [[furniture]] of high value can be placed in [[room]]s to greatly increase the room's value (and hence quality), which can be useful to meet the room quality requirements of [[noble]]s. They can also be placed in high-traffic areas of the fort, so that dwarves that pass by (or over) them will get happy [[thought]]s from admiring them. Artifact [[mechanism]]s can be turned into [[lever]]s and [[trap]]s, which count as furniture.&lt;br /&gt;
&lt;br /&gt;
Certain artifact types (barrels, buckets, mechanisms, etc.) can be used as components in some buildings; doing so will multiply the artifact's effect on fortress value. They can also potentially be displayed on a [[pedestal]] or in a [[display case]].&lt;br /&gt;
&lt;br /&gt;
=== Weapons/Armor ===&lt;br /&gt;
Artifact equipment get a large &amp;amp;times;3 quality bonus to their weapon accuracy and armor deflection values (compared to &amp;amp;times;2 to masterwork); this is not enough to make totally inappropriate materials competitive with [[steel]] masterwork equipment. Also note that while they will be half again more accurate, artifact blades do not have a sharper edge than masterwork items of their material; in other words, their material type modifiers remain unchanged, and they will do no more damage than a regular item of their type (though they will never dull.) (And currently get half the sharpness.{{bug|9549}})&lt;br /&gt;
&lt;br /&gt;
Artifact [[weapon]]s (if not being used in the military) can be put into a [[trap#Weapon Trap|weapon trap]], which will make it count as valuable [[furniture]].&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
[[File:Artifact Storage.png|thumb|right|300px|Finished goods are not particularly useful, only adding to your [[wealth]] (and all of the things that entails). This bin is clutter for the fortress, valuable only for trading, but any and every thief's dream score, an object of worship for three different [[kobold]] [[civilization]]s.]]&lt;br /&gt;
An artifact [[gem]] is called a perfect gem and functions the same as a large gem, having all the same uses, i.e., none, other than boosting fortress value and trading. [[Display case]]s and [[pedestal]]s can also be used to show off otherwise-useless artifact crafts.&lt;br /&gt;
&lt;br /&gt;
=== Cages ===&lt;br /&gt;
&lt;br /&gt;
Artifact cages and animal traps are unique, in that they are capable of containing '''any''' type of vermin creature without them ever escaping - by comparison, certain types of vermin can gnaw, fly, or immolate their way out of ordinary cages depending on their materials.&lt;br /&gt;
&lt;br /&gt;
Any other art (including other artifacts) that references an artifact cage will mention what animals are currently in it - the artifact quality of the cage makes it capable of magically self-updating in all references to it in the world.&lt;br /&gt;
&lt;br /&gt;
== Non-player artifacts ==&lt;br /&gt;
&lt;br /&gt;
{{New in|0.44.01}}&lt;br /&gt;
&lt;br /&gt;
Artifacts can be created in [[World generation|world generation]] and [[World activities|afterwards]]:&lt;br /&gt;
&lt;br /&gt;
*Non-player dwarves can also be taken by '''strange moods''' and create artifacts of their own, except for furniture.&lt;br /&gt;
*All original '''[[book]]s''', regardless of form or content, are considered artifacts - copies are not, however.&lt;br /&gt;
*Some heroic events in world generation will trigger the naming of an object. For instance, a warrior may [[name]] a piece of equipment that they were carrying when they slew a [[megabeast]]. This can be any kind of gear, from the weapon they used to kill it, to a low boot they were wearing (that, presumably, proved critical in combat). Once named, these '''heroic objects''' are also considered artifacts, though their quality and properties remain unchanged. Assuming the person who named it didn't die, they will still be in possession of it.&lt;br /&gt;
*Some artifacts qualify as '''holy relics'''; generated from a body part or clothing item that belonged to a [[religion]]'s dead high priest. These are usually stored in a [[temple]], separately from the remainder of the corpse, and displayed on a [[pedestal]] or in a [[display case]].&lt;br /&gt;
*Some creatures will be blessed with [[necromancy]] through an artifact slab gifted by a [[deity]].&lt;br /&gt;
*[[Vault|Certain spoilerous locations]] contain a different kind of artifact slab.&lt;br /&gt;
&lt;br /&gt;
Once created, artifacts are subject to various [[claim]]s that depend on the circumstances surrounding their creation: if it's a single person (as opposed to an entity), the creator can '''keep''' it for themselves, '''gift''' it to their parent entity, or claim it as a '''family heirloom'''. This can be shown in Fortress mode, where the artifact creation announcement will also include the nature of the claim: &amp;quot;He/She offers it to &amp;lt;entity&amp;gt;&amp;quot;, &amp;quot;He/she claims it as a family heirloom&amp;quot;/&amp;quot;He/she claims it as a family heirloom in the name of the family ancestor &amp;lt;figure&amp;gt;&amp;quot; or &amp;quot;He/she claims it as a personal treasure&amp;quot;. On the other hand, if an entity was responsible for its creation, the entity will keep its claim on it (e.g. a [[religion]] and its priests over a holy relic, or a [[library]] and its [[scholar]]s over a book).&lt;br /&gt;
&lt;br /&gt;
[[File:ArtifactHeirloomExample.png|thumb|right|300px|Example of a dwarf claiming an artifact as an heirloom.]]&lt;br /&gt;
&lt;br /&gt;
Regardless of their nature or classification, artifacts will then be subjected to the turmoil of the world:&lt;br /&gt;
&lt;br /&gt;
*The bearer can be killed in combat, by enemies from another [[civilization]] or a [[megabeast]]. Often, the slayer will loot the artifact for themselves and keep it, [[claim]] it as a family heirloom themselves, or return it to their parent entity.&lt;br /&gt;
*More peaceful artifact transfers also happen for diplomacy purposes.&lt;br /&gt;
*Artifacts claimed as family heirlooms are passed down to descendants, if the bearer dies of old age. Those initial couples all get associated family structures, and then those links are passed along to the children and so forth. The descendant is chosen according to &amp;quot;importance&amp;quot;, or otherwise at random.&lt;br /&gt;
*If stored at a [[site]], the artifact can be stolen by creatures prone to thieving, like [[kobold]]s. If the site becomes invaded, the artifact can likewise be robbed by an invader.&lt;br /&gt;
*If a family or entity becomes deprived of an artifact they had laid a claim on, they may send representatives to claim it back: these come in the form of [[Quester|questers]] or [[Agent|agents]] roaming the world to gather information in more or less covert ways. Depending on the nature of the entities involved, they may approach the matter in different ways: a civilization may go to [[war]] if they find out the artifact resides in another civilization's site, or they may send mercenaries to kill a beast that stole it.&lt;br /&gt;
*Sometimes, artifacts can be &amp;quot;lost in the wilds&amp;quot;. The circumstances surrounding such events are unclear, but this means they're effectively lost, for all intents and purposes: foreign questers will wander the world fruitlessly in search of it (unless they happen to stumble upon the artifact's exact spot in the entire world, which is extraordinarily unlikely), and squads you [[mission|send to retrieve]] it will never return due to a bug. &lt;br /&gt;
&lt;br /&gt;
As a player, you may interact with these artifacts in (currently two) different ways:&lt;br /&gt;
&lt;br /&gt;
=== Fortress mode ===&lt;br /&gt;
&lt;br /&gt;
You may send [[Squad|squads]] of dwarves on a [[mission]] to &amp;quot;retrieve&amp;quot; an artifact from a site. (If the artifact wasn't created by your fortress, it's not so much &amp;quot;retrieval&amp;quot; as &amp;quot;theft&amp;quot;.) This includes sites residing outside civilizations, such as [[Necromancer|necromancer]] [[Tower|towers]] containing books of interest. If the artifact's location is not known, you may send your squads off to gather information on its whereabouts.&lt;br /&gt;
&lt;br /&gt;
Note that the site's entity will keep its claim on the artifact you've stolen:&lt;br /&gt;
*If you're caught, expect a retaliatory invasion. If you've raided a site from a civilization you were at peace with, what you made was a declaration of [[war]].&lt;br /&gt;
*If you're not caught, you may still receive visits from [[Agent|agents]] and [[Quester|questers]] inquiring about the artifact's location. Once they know it's in your fortress, they may demand you bring it back, or sneak back with the intent to come back with an army to make their demands more convincing.&lt;br /&gt;
&lt;br /&gt;
Under the rumour system, artifacts created in your fortress can also become known to foreign sites and civilisations. Some of their [[historical figure]]s may then lay claim to your artifacts, and plot to steal them. Artifacts that are built within your fortress (chests, animal traps, mechanisms and the like) cannot be stolen. &lt;br /&gt;
&lt;br /&gt;
If an artifact was [[display case|on display]] you will be notified of the theft, either someone saw it being taken, or if there are no witnesses you get: &amp;quot;X is missing from its proper place!&amp;quot; In this case, all might not be lost. In order to retrieve it,&lt;br /&gt;
#First check if it is still on the map. If the artifact list ({{k|L}}) does not show it anymore then it is gone.&lt;br /&gt;
#If it is still there, it will be hidden in someone's clothing. The theft (invariably?) involves one of your own dwarves and one visitor, the dwarf stealing it and the visitor obtaining it from them. You would have to manually check ({{k|v}}-{{k|i}}, scroll down below hauled items) 200+ of your dwarves and, depending on fortress activity, 50+ visitors. But all is not lost.&lt;br /&gt;
##If the visitor has the artifact you need to hurry. Most of your visitors will hang around for years, but one that took an artifact will leave immediately. Look around near staircases, the exit, and the surroundings. Your military might be able to outrun a weak [[goblin]] with a [[platinum]] [[war hammer]].&lt;br /&gt;
##If no visitor has a hidden item then the handover hasn't happened yet. You are lucky because the dwarf carrying it will have &amp;quot;no job&amp;quot; for considerable time. Just allocate a huge job order that will take the entire fortress (like dumping all seeds, building 10x10 [[floor]]s, creating a massive empty [[stone]] stockpile without wheelbarrows), and check who does not take up work.&lt;br /&gt;
#Once you have located the contraband you might have a choice how to resolve the issue.&lt;br /&gt;
##If you want the artifact back you need to let the handover happen. Interrogating the dwarf or the visitor might give a confession but they will keep the item. The visitor will leave with it after serving their sentence, and the dwarf will again try to hand it over.&lt;br /&gt;
##Assemble a capable military unit at the exit, You do have only one exit, have you? Lock all cave entrances, as visitors might leave through caves.&lt;br /&gt;
##Once the handover hap happened, kill the visitor and re[[claim]] the item. You may convict the corpse of theft. Depending on your playing style you might want to convict the dwarf as well.&lt;br /&gt;
&lt;br /&gt;
=== Adventure mode ===&lt;br /&gt;
&lt;br /&gt;
As an adventurer, you may receive quests to retrieve artifacts. The nature of the quest will be as diverse as the nature of artifacts and claimants thereof. Therefore, the difficulty can range from 'piece of cake' to 'nigh-impossible' (if the artifact was claimed, say, by a [[demon]] lord of a [[goblin]] civilization). Once you're in possession of an artifact, you may encounter other parties who have laid a [[claim]] on it. It is up to you (and the circumstances, e.g. if a third party happens to be well-armed and greater in numbers than yours) to decide which party to satisfy. Alternatively, if the artifact happens to be very useful, such as a strange mood-generated steel sword, you may simply decide to keep it for yourself and leave all troubles behind. Note that completing quests for artifacts will increase your [[reputation]], and flaunting your artifacts visibly in front of onlookers will trigger [[rumor]]s.&lt;br /&gt;
&lt;br /&gt;
=== Legends mode ===&lt;br /&gt;
&lt;br /&gt;
The artifacts' creation history and storage locations are recorded during world generation and can be discovered in [[Legends]] mode. For example, artifact scepters may become symbols of various rulers.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
Artifacts cannot be designated for dumping or melting, nor be damaged by temperature extremes, building destroyers, or fire, although they will ignite and burn as is normal for their material type.  They can be lost in pits, carried off the map by flows, stolen by thieves, atom-smashed by bridges, or melted by extreme heat.  The loss of an artifact does not appear to affect the happiness of its creator.&lt;br /&gt;
&lt;br /&gt;
In [[Main:Dwarf Fortress Talk|Dwarf Fortress Talk]] [http://www.bay12games.com/media/df_talk_7_transcript.html #7], Toady stated that even when atom smashed, or melted by extreme heat (or destroyed in any other manner) the artifact will not be deleted but instead receive a &amp;quot;Hidden&amp;quot; flag, which causes the item to respawn in a random location on the site in which it was destroyed, perfectly unharmed, after reclaiming a fort or visiting it in adventure mode. However, in a [[Main:Future of the Fortress|Future of the Fortress]] post he stated &amp;quot;Artifacts being indestructible by default appears to be gone&amp;quot;, due to an &amp;quot;utterly destroyed or transformed&amp;quot; flag.{{cite forum|169696/8395484}}&lt;br /&gt;
&lt;br /&gt;
After creation, an artifact cannot be further decorated (by encrusting it with gems, studding it with metal, or sewing images into it)  - a pitiful gabbro scepter, for instance, cannot be made more valuable.&lt;br /&gt;
&lt;br /&gt;
Artifacts disappear from the artifact list upon abandoning a fortress.  Artifact creation has a wider selection of possible item types for several skills, occasionally resulting in artifact items that could not be made normally, like bone shields or metal beds.&lt;br /&gt;
&lt;br /&gt;
Artifacts and their mechanics were the topic of [[Main:Dwarf Fortress Talk|Dwarf Fortress Talk]] [http://www.bay12games.com/media/df_talk_7_transcript.html #7]. The future of artifacts was discussed in a [http://www.bay12games.com/media/df_talk_7_transcript_2.html separate portion] of that cast.&lt;br /&gt;
&lt;br /&gt;
Artifacts can be disabled in [[d_init.txt]]&lt;br /&gt;
&lt;br /&gt;
Artifacts created by happy dwarves (i.e. not fell or macabre moods) have a 1% chance to be named after the dwarf who created them.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* In adventure mode, named items and artifacts disappear from inventory after leaving site.{{bug|1179}}&lt;br /&gt;
* Artifact weapons get less sharpness than they should.{{bug|9549}}&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = gomath zan | elvish = liceva ethóca | goblin = olzul anust | human = en ricdil}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Lore}}&lt;br /&gt;
[[ru:Legendary artifact]]&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Siege_engine&amp;diff=303666</id>
		<title>DF2014:Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Siege_engine&amp;diff=303666"/>
		<updated>2024-09-29T16:15:42Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: /* Catapults as stone movers */ expand on this idea&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|01:09, 4 February 2015 (UTC)}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
A '''siege engine''' in ''Dwarf Fortress'' is half building, half heavy weapon, and includes both the '''catapult''' and the '''ballista'''.  Both are capable of launching hazardous projectiles at a tremendous range (more than a screen-width, around 80 to 100 tiles for a catapult and between 130 and 200 tiles for a ballista).  A [[ballista arrow]] can kill or injure each creature in its path indiscriminate of friend or foe, but a stone launched from a catapult cannot harm [[dwarf|dwarves]] or [[animal trainer|tamed animals]].&lt;br /&gt;
&lt;br /&gt;
Unlike what the name may imply, siege engines are only deployed defensively, and no [[siege]] will use them against you (although the use of siege engines against your fort is [http://bay12games.com/dwarves/dev.html planned for future versions]).&lt;br /&gt;
&lt;br /&gt;
Siege engines can be made to face in any of the four cardinal directions, but they cannot be moved after placement.  They can, however, be rotated, or deconstructed back into their 3 parts (with {{k|q}}-{{k|x}}), to be moved elsewhere.  Both the construction of siege equipment and the engine itself require a dwarf with the &amp;quot;[[Siege engineering]]&amp;quot; [[labor]] designated, which uses the &amp;quot;[[Siege engineer]]&amp;quot; [[skill]].  &lt;br /&gt;
&lt;br /&gt;
The player determines when (or if) each engine is actively firing or not; when active, a single engine is crewed by a single [[siege operator]].  &lt;br /&gt;
&lt;br /&gt;
Ballistae require specially-made [[ammo]] – [[ballista arrow]]s, made from [[wood]]en [[log]]s at the [[siege workshop]] (and optionally tipped with [[metal]] [[ballista arrowhead]]s that have been made at a [[forge]] by a [[weaponsmith]]). Catapults use simple [[stone]] as ammunition. Catapults respect [[economic stone]] restrictions and cannot fire [[clay]] at all.&lt;br /&gt;
&lt;br /&gt;
[[File:siege-engines.jpg|thumb|230px|right|Three types of common siege engines.]]&lt;br /&gt;
&lt;br /&gt;
==Building Siege Engines==&lt;br /&gt;
{{key|b}}-{{key|i}}&lt;br /&gt;
&lt;br /&gt;
In order to build a siege engine, you first need to produce (at least) three catapult or ballista parts in the [[siege workshop]]; catapults are made from any 3 '''catapult parts''', and ballistae are made from any 3 '''ballista parts'''. All parts are made from any type of wood at the siege workshop. Beyond that, &amp;quot;parts&amp;quot; are generic - there are no particular &amp;quot;sub-types&amp;quot; of parts beyond the distinction between those for the two different engine types. The quality of the parts determines the overall rate of fire (and maybe accuracy) of the engine - the best are made with 3 masterwork parts{{verify}}. This won't make up for an untrained siege operator, but every little bit helps. Siege engine parts are stored in Furniture stockpiles.&lt;br /&gt;
&lt;br /&gt;
Once you have the parts, you may then build the respective siege engine like any other building, selecting the parts that you wish to construct that particular engine with.  It is not known whether the skill of the dwarf assembling the siege engine has any effect, but the quality of the parts certainly has: siege engines put together from [[quality|masterwork]] parts have a much higher rate of fire.{{verify}}&lt;br /&gt;
&lt;br /&gt;
The assembled siege engine is, effectively, a 3x3 building. It cannot be moved about, other than by taking it down and re-assembling it at the new site. Siege engines do not impede movement, though, so you don't have to worry about building them in a corridor.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (simple)==&lt;br /&gt;
{{key|o}} will let you change the orientation, whether the siege engine is pointing north / south / east / west. This takes effect immediately, it does not require a dwarf to come and turn the engine.&lt;br /&gt;
&lt;br /&gt;
{{key|f}} toggles the current status between:&lt;br /&gt;
*Not In Use:  Dwarves with the [[Siege operator]] [[job]] will reload unloaded engines and leave them unattended.&lt;br /&gt;
*Prepare to Fire:  Siege operators will load the engine and remain stationed for further commands.&lt;br /&gt;
*Fire at Will:  Siege operators will fire and load normally.&lt;br /&gt;
&lt;br /&gt;
Once an engine is given orders to fire (or prepare to), a dwarf with the [[Siege operator|siege operating]] labor designated will respond and report to the engine.  The dwarf(s) will (re-)load any siege engine that is not currently loaded; there's no way to prevent this short of disabling the labor on all dwarves or forbidding every piece of ammo (or otherwise blocking a [[path]] to it, perhaps by locking [[door]]s or using a [[burrow]].)&lt;br /&gt;
&lt;br /&gt;
[[Ammo]] is destroyed upon landing, unless it falls a z-level, and then it falls harmlessly.  (See [[#Catapults as stone movers|below]].)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 ########&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 ########&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[channel]] at the end of this firing range preserves the stone. For catapults there is usually so much spare stone that this is not necessary, but it could be used for fast stone transport, or simply to set up a self-contained training area. A similar effect can sometimes be observed when firing a catapult over bumpy ground outside.&lt;br /&gt;
&lt;br /&gt;
The design can be further improved by using a [[drawbridge]] rather than a wall, this way when the drawbridge is raised it acts like a wall deflecting the stone into the channel below. In the case of an attack on your [[fortress]] the drawbridge can be lowered allowing the catapult to fire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 #####################&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drawbridge raised deflecting stones into channel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 #####################&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drawbridge lowered allowing catapult to shoot down the corridor.&lt;br /&gt;
&lt;br /&gt;
Since catapults will never hurt your dwarves, you can easily take the above designs and face the catapults towards each other with channels behind them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 ######################&lt;br /&gt;
 #_CCC............CCC_#&lt;br /&gt;
 #_CCC............CCC_#&lt;br /&gt;
 #_CCC............CCC_#&lt;br /&gt;
 #########....#########&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is obviously only for training purposes, but the point is efficiency.  As each catapult fires, it &amp;quot;gives&amp;quot; stones to the engine across from it.  This is entirely self contained, as your operators will continuously recycle the same ammunition, practically playing &amp;quot;catch&amp;quot; with the stones they are training with.  Stones will always be available directly behind each operator, however &amp;lt;s&amp;gt;dorfs&amp;lt;/s&amp;gt; some dwarves are incredibly stupid.  They will tend to pick the last MINED stone for loading (like masons and crafters), so its best to burrow them into the range.  Even then, the idiots will sometimes cross the range and pick up stones from the far end.&lt;br /&gt;
&lt;br /&gt;
==Special considerations==&lt;br /&gt;
&lt;br /&gt;
* Both catapults and ballistas have narrow fields of fire – they will only shoot at creatures directly &amp;quot;in front&amp;quot; of them, and so cannot target anything off at an angle.  They can be turned 90 degrees, but that often will not solve the problem. Unskilled operators have trouble aiming perfectly straight, and their shots will randomly veer off to either side, resulting in a field of fire roughly 19 degrees across. Highly skilled operators fire their shots perfectly straight, restricting their field of fire to a straight line facing directly north/south/east/west.&lt;br /&gt;
* Both catapults and ballistae aim and fire only along one z-level.  While ammo from both may drop down z-levels, they do no damage to creatures there. This also means that no &amp;quot;head room&amp;quot; is necessary – ammo only flies out, never up.&lt;br /&gt;
* Catapults have a minimum range – at least 30 tiles.&lt;br /&gt;
* Catapults can and will fire over any creatures between them and their target.&lt;br /&gt;
* Ballistae fire over prone creatures without hitting them.&lt;br /&gt;
* Neither are affected by [[fortification]]s.&lt;br /&gt;
* [[Siege operator]]s are civilians and, as such, will run in fear if enemy units come too close to them. &amp;quot;Too close&amp;quot; varies somewhat, but may be as far as 10 tiles.&lt;br /&gt;
* Siege operators cannot &amp;quot;aim&amp;quot; sideways - they always try to fire perfectly straight, but if they're unskilled there's a chance that the shot will &amp;quot;go wild&amp;quot; and veer off to either side by a random amount. In the case of catapults, however, these &amp;quot;wild&amp;quot; shots will actually calculate their arc height based on whatever enemy units are present off to that side (rather than based on what would've been directly ahead).&lt;br /&gt;
&lt;br /&gt;
As for the actual amount of variance, siege engines aim at a location exactly 60 tiles away and up to 10 tiles to either side (if the shot is &amp;quot;unskilled&amp;quot;), which works out to a 19 degree spread (9.5 degrees to each side). The game generates 3 random numbers from 0 to 14 and checks if any of them are less than the unit's effective Siege Operator skill level (where Dabbling is 0 and Legendary is 15, and status ailments such as Nausea/Winded/Stunned/Fever/etc. can each reduce the level by as much as 50%) to see if the sideways drift should be eliminated. This works out to the following probabilities:&lt;br /&gt;
&lt;br /&gt;
Dabbling - 0%&lt;br /&gt;
Novice - 18.7%&lt;br /&gt;
Adequate - 34.9%&lt;br /&gt;
Competent - 48.8%&lt;br /&gt;
Skilled - 60.6%&lt;br /&gt;
Proficient - 70.4%&lt;br /&gt;
Talented - 78.4%&lt;br /&gt;
Adept - 84.8%&lt;br /&gt;
Expert - 89.8%&lt;br /&gt;
Professional - 93.6%&lt;br /&gt;
Accomplished - 96.3%&lt;br /&gt;
Great - 98.1%&lt;br /&gt;
Master - 99.2%&lt;br /&gt;
High Master - 99.76%&lt;br /&gt;
Grand Master - 99.97%&lt;br /&gt;
Legendary - 100% &lt;br /&gt;
&lt;br /&gt;
===Safety Warning===&lt;br /&gt;
&lt;br /&gt;
'''Ballistae can and will kill anything in their path!'''  Ballista arrows may hit any units in any square that the head passes through.  They are moderately dangerous weapons, and should never be used with friendlies anywhere in their cone of fire, including the space the ballista arrowhead occupies when loaded on the engine.  Always designate a [[traffic|restricted traffic area]] for a lot of tiles along the firing arc and keep dwarves out of the area or, better, wall off anything in front of them with fortifications to prevent all friendly traffic, or both.  The shots appear to travel until they hit a wall or fly off the screen; the maximum range is about 150 tiles for an ordinary ballista. If the bolt passes through any part of a [[tree]], the tree will disappear, presumably reduced to toothpicks.{{cite rev|210835}}&lt;br /&gt;
&lt;br /&gt;
Surprisingly, catapults are relatively safe.  Catapult operators will target enemies (and wild [[animals]]) if there are any in their field of fire. If not, they will loose the shot in a high arc (not requiring additional [[z-level]]s, though) that misses everything until it lands. It is perfectly safe to operate a catapult in the cave: just point it at a nearby wall of solid rock. A nice side effect is that this will, in due time, clear the whole area of stone.&lt;br /&gt;
&lt;br /&gt;
Using catapults to shoot into the open may provide some [[meat]]: as said above, the operators will target animals if there are any. However, [[elephant]]s don't take nicely if you slay some of them. You also have a slight risk of killing your own dwarves or [[caravan]] escorts if they happen to be hunting the selfsame animal (and hence are close to it).&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Fire at Will&amp;quot; does ''not'' mean there has to be anything to shoot at!''' The siege engine will simply continue to be loaded and fired, simply launching ammo (stone or arrows) downrange with no (visible) target if given this command.  This can be good against unseen [[ambush]]es, or if you wish to move [[stone]] across a map, but not if you are worried about depleting an ammo stockpile.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (advanced)==&lt;br /&gt;
===Placement===&lt;br /&gt;
Siege engines can almost only shoot at targets right in front of them on the same Z-level. The target may deviate only slightly, as the field of fire is about 10-20 degrees wide. Because of the huge blind spots, it is advisable to [[Security_design#Siege_Engines|prepare the position]] so that the enemy will be channeled through the field of fire.&lt;br /&gt;
&lt;br /&gt;
Siege operators are civilians! They may cease firing and run if the enemy comes too close, which is around 20 tiles. You should therefore place the engines behind a [[moat]] or a wall of [[fortification]]s that will keep the enemy at a safe distance, or shield access to their location in some other fashion.&lt;br /&gt;
&lt;br /&gt;
Siege engines can shoot through [[fortification]]s, just like any other projectile weapon. As fortifications appear to provide some protection against incoming [[bolt]]s and [[arrow]]s, it's usually a good idea to protect the siege engine in that way. The siege engine can shoot through any tile thickness of fortification. Fortifications further on in the path of the shot will not hinder it either.&lt;br /&gt;
&lt;br /&gt;
===Skill and Quality===&lt;br /&gt;
&lt;br /&gt;
The quality of the siege engine parts affects the engine's reload time (and possibly accuracy).{{verify}} It is not known whether the siege engine itself also can be of a certain quality. The quality and material of the ammunition (in case of ballista arrows) affects the damage and possibly accuracy as well.&lt;br /&gt;
&lt;br /&gt;
The only way of obtaining high-quality siege engine parts is to have them made by a trained engineer; the only way to train an engineer is to make parts or ammunition. Assembling and disassembling siege engines does not train the [[siege engineer]] skill. Dwarves will occasionally produce masterpieces long before reaching [[Legendary]] skill level, but be prepared to waste hundreds of logs until you have three masterpiece parts. Bringing an engineer to [[Experience|Proficient]] level (the highest you could buy when starting a new fortress) will take about 120 logs. Becoming Legendary requires 600 logs.&lt;br /&gt;
&lt;br /&gt;
The operator skill affects reload time and accuracy. It will take a whole month for an unskilled dwarf to load a catapult; a Legendary operator with nearby ammo will get several shots at a running enemy.&lt;br /&gt;
&lt;br /&gt;
Operators are best trained by firing into a nearby pit (to conserve ammo and ensure that it remains near the engine). It is recommended to have multiple skilled operators for each engine, since, as civilians, they cannot be compelled into action if they've decided to take a rest. Dwarves that have increased their strength statistic load engines much more rapidly than others, making them good candidates for operator duty (experienced operators can be [[cross-training|cross-trained]] for strength). You should start training early: it can take one year for an operator to become Proficient, and two more years until he finally reaches Legendary level; by then he will have spent 300 rounds. &lt;br /&gt;
&lt;br /&gt;
Loading ballista arrows seems to be much faster than loading catapults, probably due to the much lighter weight of the projectile.&lt;br /&gt;
&lt;br /&gt;
An alternative approach is [[cross-training]] any highly skilled dwarves who aren't doing anything useful at the moment.  With a couple levels each in strength and agility, a free siege engine, and an ample supply of ammunition nearby, a dwarf can become a Legendary siege operator within a few seasons at most, giving more flexibility in defense and several more levels for the fortunate dwarf.  Rotating legendary [[miner]]s out to siege-operation and then to stone-hauling duties sets up an efficient cycle.&lt;br /&gt;
&lt;br /&gt;
===In Battle===&lt;br /&gt;
&lt;br /&gt;
Catapults are generally less effective in battle situations than ballistae.  The launched rocks will often glance off mail armor, making them poorly suited for killing even [[goblin]]s; they are also very inaccurate.  Their ammo is easily replenished, making them ideal for target practice and very cheap to make and use.&lt;br /&gt;
&lt;br /&gt;
Ballista arrows tipped with softer materials (such as wood) can glance off ordinary clothes, making the choice of arrowhead significant.  However, the arrows may hit multiple targets in a single launch.  This makes ballistae many times more efficient than catapults, which fire in an arc that hits only a few tiles per shot and is nearly useless against anything larger than smaller, poorly-armored foes.  Ballista arrows fired through too many successive targets will be lost or destroyed; the limit seems to be roughly 5-6 goblin-sized targets hit before the arrow is lost.  Adding a channel to the end of the arrow's trajectory will allow expensive bolts to be recovered after the attackers are dealt with.&lt;br /&gt;
&lt;br /&gt;
A siege engine you want to use for actual defense shouldn't be set to fire at will, as this likely means that it's not loaded and ready at the time you actually need it. You should train your operators on other pieces.  You might train your operators on a set of catapults and defend your fortress with a set of ballistae.&lt;br /&gt;
&lt;br /&gt;
When the time comes, switch off all training engines and set all of the ones you'll be using to prepare to fire so the operators will be on-station; if some of them are currently not loaded, designate them to be disassembled so to prevent your operators from loading the training weapons instead of firing the real ones. Alternatively, use [[Scheduling#Alert_Levels|civilian alert levels]] with burrow restrictions, and just make sure the training catapults are not within any allowed burrow. &lt;br /&gt;
&lt;br /&gt;
Remember, operators are civilians. They do not care that the fortress is at stake: hunger, thirst, sleep and breaks will always come first.  It's wise to train more operators than you have engines, and disable all other work for them in times of need.  The most effective way to ensure that your operators won't run off is to lock them in with the siege engine during the moment of truth.&lt;br /&gt;
&lt;br /&gt;
===Ballista battery===&lt;br /&gt;
&lt;br /&gt;
If you place ballistae close enough together, you can completely cover a two or three tile wide corridor. Because siege engines are 3x3, they need to be staggered, so each one fires through the edge of the one ahead of it. This can be dangerous for your operators. To minimize risk, place [[fortification]]s to keep dwarves from wandering too far, and have only one entrance to the ballista room. There is still some risk that dwarves might wander into the line of fire, even with no reason to do so. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;br /&amp;gt;'''Three tile-wide corridor''' (battery room 5 tiles wide)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
                                 ╔═══&lt;br /&gt;
 ══════════════════════════╦══╦══╝▐▀\&lt;br /&gt;
 Entrance++++++++++++▼     ╬  ╬▐▀\◄═«  (~ammo~)&lt;br /&gt;
 Entrance++++++++++++▼     ╬▐▀\◄═«▐▄/&lt;br /&gt;
 Entrance++++++++++++▼     ╬◄═«▐▄/ (~ammo~)&lt;br /&gt;
 ══════════════════════════╣▐▄/ (~ammo~)&lt;br /&gt;
                           ╚═════════&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;tt&amp;gt;＋&amp;lt;/tt&amp;gt; - floor&lt;br /&gt;
:*&amp;lt;tt&amp;gt;═&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
:*&amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - ramp (down)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;·&amp;lt;/tt&amp;gt; - channel (aka &amp;quot;empty space&amp;quot; on this level)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;╬&amp;lt;/tt&amp;gt; - fortification&lt;br /&gt;
&lt;br /&gt;
Due to the rare wild shot, the staggering should always be from one side to the other, and not put one ballista far ahead of the one it overlaps, as this may increase friendly-fire accidents.&lt;br /&gt;
&lt;br /&gt;
Ammo storage can be on the same level, or via [[stairs]] or [[ramp]]s on another [[z-level]]. Expand the room as desired for more storage.  Also note that ballista arrows are stored in [[Stockpile#Furniture_Storage|furniture stockpiles]], not ammo stockpiles.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy could be to place a [[floodgate]] or retracting [[bridge]] in the center of the 3x3 hallway, and activate it during times of crisis so that the Goblins are forced to fight in two separate 1x1 corridors rather than a single 3x3 corridor. If the corridors are further lined with spike traps and weapon traps, this combined defense can assure your dwarves that any attempts to assault your base will be very, very bloody.&lt;br /&gt;
&lt;br /&gt;
A drawbridge can be combined with the channeled area to provide a practice area, as discussed above.  The channels would be accessible from the battery area via a staircase, keeping the dwarves below/behind the lines of fire at all times.&lt;br /&gt;
&lt;br /&gt;
==Catapults as stone movers==&lt;br /&gt;
When a catapult throws a stone, that stone is destroyed upon landing, unless it falls a z-level, where it lands harmlessly.  That means that if you can arrange it so ammo hits a wall (or door, or raised bridge), and there is empty space immediately under that, the stone arrives at that point.  If the ammo reaches its maximum range, again, it falls harmlessly.  Even with a single, no-quality catapult and an untrained crew, this is massively faster than hauling stone by hand.  Ammo that hits [[stairs]] is destroyed, even if it can fall a z-level. Stones falling one z-level onto a floor with empty space under it will also be destroyed, make sure there is a wall under the tile where the ammo ultimately lands on.&lt;br /&gt;
&lt;br /&gt;
The same idea can be used to clean up your fortress: If the landing zone cannot be accessed (else the stones will soon be taken from ''that'' pile), a single catapult crew will, over time, collect every stone in your fortress and deposit it near your [[mason]]ry, removing clutter even from the caverns.&lt;br /&gt;
&lt;br /&gt;
==Gatling Catapults==&lt;br /&gt;
This involves a catapult, a garbage dump [[activity zone]], and a legendary siege operator. Set up your catapult where you'd like it to be used, then place a garbage dump zone in the middle of the catapult and dump a sufficient number of stones there. Reclaim the ammo using {{k|d}}-{{k|b}}-{{k|c}} (making sure that you don't have any stone [[stockpile]]s that permit the stone you used) and you're good to go. With a sufficiently strong/agile siege operator (and a lack of distractions), you can easily manage 2-3 stones flying at once per catapult.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Siege projectiles are surprisingly non-lethal{{bug|818}}&lt;br /&gt;
* Liaisons/children do not avoid standing in front of a firing ballista{{bug|4486}}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
:*[[Defense design]]&lt;br /&gt;
:*[[cross-training#Artillery proving ground (siege operator)|Army corps of engineers]]&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Waterfall&amp;diff=303554</id>
		<title>DF2014:Waterfall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Waterfall&amp;diff=303554"/>
		<updated>2024-09-22T09:10:56Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: /* Design example */ Doesn't work that way, at least not always&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
A '''waterfall''' is any natural or engineered feature where water falls through open space for one or more z-levels. Natural waterfalls occur on [[river]]s traveling over [[cliff]]s or other hilly terrain. Engineered waterfalls can be constructed from any reliable water source, though reservoirs, rivers, and [[aquifer]]s are most common. &lt;br /&gt;
&lt;br /&gt;
==Benefits of waterfalls==&lt;br /&gt;
* Waterfalls generate [[mist]], which gives dwarves happy [[thought]]s.&lt;br /&gt;
&lt;br /&gt;
* Waterfalls will clean [[contaminant]]s from your dwarves, which may [[syndrome|save the fortress from a plague someday]]. &lt;br /&gt;
&lt;br /&gt;
* Natural waterfalls can provide a ready source of fish for your fortress. Construct [[grate|floor grates]] under the falls to catch falling creatures and fish will literally ''arrive at your doorstep'', already dead and ready to prepare. The downside is that there may be some blood splatters upon arrival. (Constructing the floor grates may require you to repeatedly un-[[suspend]] construction, as the dwarves will repeatedly complain about the site being submerged.)&lt;br /&gt;
&lt;br /&gt;
==Drawbacks of waterfalls==&lt;br /&gt;
* Waterfalls will impact your [[Frames per second|framerate]]. You can mitigate this somewhat (at the cost of micromanagement or complexity) by only operating your waterfall occasionally (which is much easier with engineered waterfalls).&lt;br /&gt;
&lt;br /&gt;
* Waterfalls can also have [[fun|interesting]] [[flood|effects]] on [[pressure|water pressure]]. Depending on what you are [[trap design|trying to do]], this may actually count as a benefit.&lt;br /&gt;
&lt;br /&gt;
* [[Freezing]] waterfalls are deadly to any dwarves unfortunate enough to end up in a block of ice. They also tend to deconstruct nearby constructions when freezing.&lt;br /&gt;
&lt;br /&gt;
* In some cases, the water at the top of an ''artificial'' waterfall can have low depth, causing dwarves to attempt to cross it, falling to the bottom of the waterfall.&lt;br /&gt;
&lt;br /&gt;
=Locating a natural waterfall=&lt;br /&gt;
While the site finder does not include waterfalls, the [[embark]] screen can still be used with fair accuracy to locate waterfalls for your fortress. Press {{k|Tab}} until you reach the relative height and cliff indicator screens, and follow rivers. Waterfalls are often located where two rivers intersect and the smaller river empties into the larger one. Some particularly tangled segments of rivers can result in maps with two or more waterfalls. Here, an example of a stream flowing into a minor river is shown. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:WaterfallLocation_2.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In most [[region]]s, the relative height of rivers will be the same. This is generally the darkest color, to indicate the lowest point. However, there are places where the relative heights along rivers will change. This is a good hint as to the presence of a waterfall. Generally, the greater the difference in color, the more impressive the waterfall will be. This is of course only a relative measure: the same difference in color implies wildly greater levels of scenic grandeur in [[mountain]]s than it does in flatlands. The largest waterfalls are found where streams drop into major rivers near the mountains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Waterfall_3.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[cliff]] indicator tool can be used to further confirm the presence of waterfalls, and to fine tune your embark area. In this example, the embark area straddles the tiles labeled as having cliffs with a height of four. The &amp;quot;flat&amp;quot; tiles labeled as dark blue zeroes are the southern extension of the stream: for the purposes of the [[site finder]], all segments of the stream are on the same height, including the cliff at the end. The exact location of the waterfall will be in the zero sandwiched between the fours. You can use this knowledge to fine-tune your embark area to your favorite size. In this case, a 3x3 map could be centered on the bottom zero tile, and a fortress built around the majestic centerpiece. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:WaterfallLocation_1.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is the end result of the example waterfall search: seven dwarves milling around in the dirt, and the stream Bristleditches the Messianic Vomit falling five z-levels as it spills into the minor river Skeweredseer, a teeming source of [[alligator]]s, [[longnose gar]], and [[carp]]. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;center&amp;gt;[[File:WaterfallLocation_4.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Creating natural waterfalls=&lt;br /&gt;
When it comes to creating breathtaking waterfalls, the [[world painter]] is really handy.&lt;br /&gt;
All you need to do is make a difference in elevation and hope there will be a river flowing in the right direction.&lt;br /&gt;
&lt;br /&gt;
Here are some tips:&lt;br /&gt;
* Choose your dimensions.&lt;br /&gt;
* Make the bottom level of waterfalls by painting elevation of 101 all over the map.&lt;br /&gt;
* Make the top level of waterfalls by painting elevation of 299 on the left (depends on where the rivers flow to) half of the map.&lt;br /&gt;
* Make some mountains for dwarves.&lt;br /&gt;
* Make grasslands for humans and forests for elves. See [[Biome]] for rain and drainage values.&lt;br /&gt;
* Increase minimum river start locations if you want. Make it 600 or 800.&lt;br /&gt;
* Disable extreme cliffs erosion.&lt;br /&gt;
* Disable map rejections.&lt;br /&gt;
&lt;br /&gt;
And that's it. Follow rivers from the middle of your map to the left side and you'll see those 20, 37, 50 or even more levels tall waterfalls.&lt;br /&gt;
&lt;br /&gt;
=Building an artificial waterfall=&lt;br /&gt;
By creating a stream of falling water with screw pumps or making use of a river or brook on a high z-level, you can engineer a waterfall to take advantage of the happiness it causes. Such waterfalls can become highly complex indeed. &lt;br /&gt;
&lt;br /&gt;
Artificial waterfalls make excellent happiness generators, and are best placed in populated or well-[[traffic|trafficked]] areas like [[dining room]]s and main hallways. For added effect, the area surrounding the waterfall can be designated a [[meeting hall]] [[zone]].&lt;br /&gt;
&lt;br /&gt;
If your map has a [[cavern]] that you feel confident building in, consider building a sewage system that runs into the cavern and off the edge of the map. This way you can simply build a channel from a river to a specific area within your fortress and then have the water pour into the drain.  If you are feeling creative, create running water outlets across your fortress, all which run into your sewer system.&lt;br /&gt;
&lt;br /&gt;
Note that too much water coming down at once can blast your poor dwarves like a fire hose, throwing them into obstacles and injuring them, so careful tuning of the output is sometimes required - the flow can be slowed down by building walls that force it to flow between corners. An alternative is to have the waterfall ''under'' the floor, with the mist filtering up through floor grates or bars, since the mist itself is what causes happy thoughts.&lt;br /&gt;
&lt;br /&gt;
''Always'' have some way to halt the inflow, such as a [[bridge]] or [[floodgate]]s operated by a [[lever]]. An oversight in your design that is flooding your fortress is all but impossible for your dwarves to fix if gushing water keeps blasting them away from it.&lt;br /&gt;
&lt;br /&gt;
== Design example==&lt;br /&gt;
&lt;br /&gt;
[[File:Simple_waterfall.jpg|thumb|right|A simple artificial waterfall, water position before starting pump]]&lt;br /&gt;
&lt;br /&gt;
Three [[z-level]]s are necessary to do this. On the bottom is the [[reservoir]] of water. The middle layer is the [[screw pump]] and the &amp;quot;[[meeting hall]]&amp;quot; where dwarves will gather to enjoy the mist. On top is a narrow corridor that connects the pump chamber to the hole through the ceiling of the meeting hall. Under this hole is a [[grate]] that connects  to the reservoir and prevents dwarves from falling in and drowning. The pump pulls water out the reservoir and pushes it up above the meeting hall. The water falls down through the grate, back into the reservoir. This design only works if the bottom pump is started first, emptying the water tile in the reservoir. If the top pump starts first, for instance if its [[pump operator]] is the first to arrive at the scene, then the remaining water in the 1x1 reservoir for the top pump will flood the meeting area, because water will not fall through the gate if there is 7/7 water below.&lt;br /&gt;
&lt;br /&gt;
A safer design involves four z-levels and three pumps. All pumps should pump water ''through a floor grate'', or else a dwarf might fall down:&lt;br /&gt;
# z: The water reservoir. If the space below is dug out, this reservoir needs a constructed [[floor]], otherwise falling objects (dwarfs, but above all water) will crash right through. If a dwarf falls it will cause a [[cave-in]] if there is no constructed floor.&lt;br /&gt;
# z+1: [[Open space]] on all tiles where water from above could land. Also the first pump level. This is further the best candidate pump level to attach a [[gear assembly]] and [[power]] supply, because it can be locked off once everything is working. Other levels give the challenge that dwarfs can walk into the pump house.&lt;br /&gt;
# z+2: The meeting [[room]], with a few tiles [[channel]]ed out and covered with a [[floor grate]] to receive the mist from below. Also the second pump level.&lt;br /&gt;
# z+3: The top pump level. Water is best channeled to fall down ''outside'' the pump house, at least if the pumps are operated manually, to prevent pump operators from getting wet (and cancelling their jobs).&lt;br /&gt;
&lt;br /&gt;
A more complicated Dwarven waterfall can be seen [http://mkv25.net/dfma/movie-193-artificalwaterfall here] at DFMA in movie form. A mistake to note: Water is hitting the side of the bridges, which splashes the water around and can knock dwarves in.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = arel-umid | elvish = alu-enothó | goblin = esp-osku | human = thomo-pop}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Floor&amp;diff=303384</id>
		<title>DF2014:Floor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Floor&amp;diff=303384"/>
		<updated>2024-09-05T09:00:29Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: doesn't block falling things&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:22, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''floor''' is a fixed [[map tile]] that [[creature]]s can walk upon (as opposed to ''movable'' features like [[bridge]]s and [[hatch]]es). A floor can be:&lt;br /&gt;
# natural, as found on the surface and in [[cavern]]s&lt;br /&gt;
# artificial, as created by [[mining]]&lt;br /&gt;
# [[construction|constructed]]&lt;br /&gt;
# implied, by constructing [[wall]]s on the [[z-level]] below&lt;br /&gt;
&lt;br /&gt;
While all floor types support walking creatures (of any weight), a natural floor and an artificial floor will on their own not block falling objects, if the space below is hollow. This applies to catapulted objects, including enemies as well as [[arrow]]s, and even [[fluid]]s, if they are not flowing but [[waterfall|falling]]. Those objects will land in the z-layer below, miraculously without destroying the floor. If you want to avoid that, construct a floor instead.&lt;br /&gt;
&lt;br /&gt;
Note that the different types of floors may be combined: constructed floors can be built over natural, artificial, or implied floors; and an implied floor can be added below any other type of floor. Though it is possible to create a floor with an empty tile below, all wall tiles will have an implied floor above them.&lt;br /&gt;
&lt;br /&gt;
Most [[building]]s can be built on any type of floor. Constructions can be built on any non-constructed floor--a constructed floor must be removed before any other construction can be installed.&lt;br /&gt;
&lt;br /&gt;
It is not yet known how different types of floor affect the mood of the dwarves, but it sure is a fact that covering a muddy sand floor with a layer of ash log floor, or anything else for that matter, would be pleasing for any player.&lt;br /&gt;
&lt;br /&gt;
==Constructing floors==&lt;br /&gt;
&lt;br /&gt;
Constructed floors can be built ''en masse''. To do this, use the {{K|b}}uild -&amp;gt; {{K|C}}onstruction -&amp;gt; {{K|f}}loor command. The keys {{K|u}},{{K|m}},{{K|k}} and {{K|h}} are used to change size. Floors may be built on any square which does not already contain a structure, provided your dwarves can reach an adjacent square (this includes building a floor over empty air next to a floor, allowing for the construction of massive cantilevered floors). Diagonals cannot be built from, nor will they support constructions.&lt;br /&gt;
&lt;br /&gt;
The important thing to remember is that all floors, walls, and anything built with the {{K|b}}-{{K|C}} keys are LIFO - &amp;quot;Last In, First Out&amp;quot;. That means that the very last designation you make will be the very first thing your builders will work on next! Once you master this concept, it can be used to your advantage, but only if you can plan ahead.&lt;br /&gt;
&lt;br /&gt;
It is also important to remember that you cannot build another construction on top of a constructed floor, but you can build constructions atop natural, artificial and implied floors. &lt;br /&gt;
&lt;br /&gt;
As with all [[construction]]s, the &amp;quot;Wall/Floor Construction&amp;quot; [[labor]] is required to construct a floor.&lt;br /&gt;
&lt;br /&gt;
When building floors, your builders will carry the material to the job site themselves. A useful tip when building [[megaproject|large projects]] is to first make a stockpile nearby, and only allow one type of material in it. After it fills up, build only as many constructions as there are items in the stockpile. Wait for your haulers to refill the stockpile, then build the next section of the project.&lt;br /&gt;
&lt;br /&gt;
When constructing a floor tile over a walkable tile, the constructing dwarf will move any items in the tile prior to construction. When constructing a floor tile over an unwalkable tile (such as a tree top) any items stuck in the tile will be destroyed when the construction is completed. When constructing a floor over an engraved floor the engravings will be destroyed.&lt;br /&gt;
&lt;br /&gt;
==Removing floors==&lt;br /&gt;
&lt;br /&gt;
Natural and artificial floors can be removed by [[channel]]ing ({{k|d}}-{{k|h}}); constructed floors can be [[Construction removal|removed]] with {{k|d}}-{{k|n}}. Implied floors may only be removed by deconstructing the wall on the level below. The material used to build the floor will be recovered after the deconstruction. Cave-ins, falling logs from felled trees as well as felling trees growing on soil floors that have had the layer directly under the trunk mined out can also remove floors.&lt;br /&gt;
&lt;br /&gt;
When removing a constructed floor over a natural or artificial floor, the underlying floor will revert to the base layer type (meaning cast [[obsidian]] floors are lost).&lt;br /&gt;
&lt;br /&gt;
Removing floors can cause [[cave-in]]s if done &amp;lt;s&amp;gt;in&amp;lt;/s&amp;gt;correctly. This often leads to [[fun]] if the floor happens to overhang the [[dining hall]] or other central area. &lt;br /&gt;
Floors should '''always''' be removed in multiple steps, starting at the furthest locations from the support(s) and moving in. &lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
Key:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|+|red}}||Support - either a wall below or a staircase&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|+|#ccc}}||Unsupported floor, unable to be safely removed&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|+|#0f0}}||Floor able to be safely removed&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|.|#ccc}}||Previous site of (removed) floor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====3x3 floor, supported in middle====&lt;br /&gt;
This example usually has a staircase in the middle supporting it, instead of a wall below (in that case, there would need to be another access point for dwarves to remove the floor, which would make this example much more complicated).&lt;br /&gt;
{{diagram|&lt;br /&gt;
+++&lt;br /&gt;
+[#f00]++&lt;br /&gt;
+++&lt;br /&gt;
}}&lt;br /&gt;
=====Removing corners first=====&lt;br /&gt;
{{ltr steps|&lt;br /&gt;
{{diagram|&lt;br /&gt;
[#0f0]++[#0f0]+&lt;br /&gt;
+[#f00]++&lt;br /&gt;
[#0f0]++[#0f0]+&lt;br /&gt;
}}|&lt;br /&gt;
{{diagram|&lt;br /&gt;
.[#0f0]+.&lt;br /&gt;
[#0f0]+[#f00]+[#0f0]+&lt;br /&gt;
.[#0f0]+. &lt;br /&gt;
}}|&lt;br /&gt;
{{diagram|&lt;br /&gt;
...&lt;br /&gt;
.[#f00]+.&lt;br /&gt;
...&lt;br /&gt;
}}}}&lt;br /&gt;
&lt;br /&gt;
Floors are '''not''' supported diagonally, so removing all floor tiles [[orthogonal]] to another floor will result in a [[cave-in]].&lt;br /&gt;
&lt;br /&gt;
=====Leaving supports for all corner floors=====&lt;br /&gt;
{{ltr steps|&lt;br /&gt;
{{diagram|&lt;br /&gt;
[#0f0]++[#0f0]+&lt;br /&gt;
[#0f0]+[#f00]+[#0f0]+&lt;br /&gt;
[#0f0]++[#0f0]+&lt;br /&gt;
}}|&lt;br /&gt;
{{diagram|&lt;br /&gt;
.[#0f0]+.&lt;br /&gt;
.[#f00]+.&lt;br /&gt;
.[#0f0]+. &lt;br /&gt;
}}|&lt;br /&gt;
{{diagram|&lt;br /&gt;
...&lt;br /&gt;
.[#f00]+.&lt;br /&gt;
...&lt;br /&gt;
}}}}&lt;br /&gt;
Dwarves can stand on the red or grey tiles to remove floors. Dwarves will not remove floors that another dwarf is standing on, so if a dwarf decides to stand on a green floor, the removal job could be canceled.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
*When removing a constructed floor over a natural or artificial floor, the underlying floor will revert to the base layer type (meaning [[gem]] clusters, [[ore]] deposits, [[engraving]]s, etc. that were in the underlying floor are lost).&lt;br /&gt;
&lt;br /&gt;
*An up/down stairway above a wall overrides the implied floor created by the wall. A flying creature can move diagonally into the stairway above the wall, then diagonally back out on the other side of the wall. This shortcut does not work for non-flying creatures (using ramps), nor does it allow liquid to flow through.&lt;br /&gt;
&lt;br /&gt;
*Sometimes when removing flooring, 1/7 deep magma ''may'' appear in its place.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = dakost&lt;br /&gt;
| elvish  = mere&lt;br /&gt;
| goblin  = ublu&lt;br /&gt;
| human   = dolak&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Constructions}}&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Open_space&amp;diff=303383</id>
		<title>DF2014:Open space</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Open_space&amp;diff=303383"/>
		<updated>2024-09-05T08:52:14Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: 2 versions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|16:24, 15 February 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;Open space&amp;quot; is a [[map tile]] state that indicates there is nothing there - no floor, no walls, no creatures, absolutely nothing.&lt;br /&gt;
&lt;br /&gt;
Open space map tiles come in two versions:&lt;br /&gt;
# Normal open space: {{Raw Tile|·|#FFF}}&lt;br /&gt;
# Open space with wind: {{Raw Tile|▒|#6D3}}&lt;br /&gt;
This distinction is normally not important. Just for a [[windmill]] to operate, the tile above the central tile must have wind.&lt;br /&gt;
&lt;br /&gt;
In both [[Dwarf fortress mode]] and [[Adventure mode]], you can loo{{key|k}} at the world around you. A description of the tile being examined will be displayed on the right hand side of the screen.&lt;br /&gt;
&lt;br /&gt;
{{Category|map tiles}}&lt;br /&gt;
[[ru:Open space]]&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Need&amp;diff=303345</id>
		<title>DF2014:Need</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Need&amp;diff=303345"/>
		<updated>2024-09-01T10:53:08Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: /* Fortress actions per need (unconfirmed denoted by (?)) */ add 1 exception&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:25, 31 October 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
'''Needs''' affect a creature's focus - needs that are unmet for long enough will cause [[stress]], become bad [[thought]]s, and increasingly damage the creature's '''focus''', while sufficiently well-satisfied needs will improve it.&lt;br /&gt;
&lt;br /&gt;
The need system replaces the generalized [[on break]] feature of previous versions. Dwarves will sometimes perform jobs that satisfy their personal needs, instead of working for the betterment of the fortress. These personal-fulfilment jobs generally come in two varieties: low-priority (indicated by green text, e.g. {{DFtext|Listen to Poetry|2:1}}), or high-priority (magenta text with an exclamation point, e.g. {{DFtext|Pray to Lorsïth!|5:1}}).  Low-priority jobs may be cancelled to undertake a fortress job.  High-priority jobs will not be cancelled for fortress jobs.&lt;br /&gt;
&lt;br /&gt;
== Focus ==&lt;br /&gt;
:''Overall, Urist is unfocused by unmet needs.''&lt;br /&gt;
Focus affects a dwarf's ability to perform. A dwarf with high focus will work faster and produce better results, while a distracted dwarf will take longer to do everything poorly. Focus is separate and independent of overall mood; a dwarf can be happy even with largely-unmet needs, or unhappy yet focused. However, prolonged insufficiency in meeting needs is a cause for both low focus and bad thoughts. Thus, Focus can, with prudence, be used to predict future mood developments.&lt;br /&gt;
&lt;br /&gt;
Focus represents the percentage of the combined totals of met over unmet need values. The ratio of 1:1 (100%) represents a neutral state.&lt;br /&gt;
&lt;br /&gt;
Focus statuses:&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Very focused|2:1}}|| + 140% (?)&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Quite focused|2:0}}|| 120-139% (-149%?)&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Focused|7:1}}|| 101-119%&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Untroubled|7:0}}|| 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfocused|6:0}}|| 80-99%&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Distracted|6:1}}|| ...-79% (?)&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Badly distracted|4:1}}|| (?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A highly-focused dwarf can receive an effective-skill bonus of up to 50%; a badly distracted dwarf can receive an effective skill penalty of up to 50%.{{cite|Dev Log 2015-04-12|http://www.bay12games.com/dwarves/dev_2015.html#2015-04-12}}&lt;br /&gt;
== Diversity ==&lt;br /&gt;
:''She is unfocused by a lack of trouble-making.''&lt;br /&gt;
&lt;br /&gt;
An individual creature's set of needs and their weights (levels) are affected by [[personality trait]]s. For instance, a dwarf that values romance will be unfocused &amp;quot;after being unable to make romance&amp;quot;, while a dwarf that personally values nature will be unfettered &amp;quot;after seeing animals&amp;quot;. Unreligious dwarves will have no need to pray or meditate; dubious and casual worshippers will have low or medium level needs to pray; committed believers will have high level need; and dwarves following multiple deities will have a separate prayer need, with separate level for each of their deities. Proposed weights per need level are 1, 2, 5, and 10.&lt;br /&gt;
&lt;br /&gt;
As expected, high-level needs hold a much larger sway in a dwarf's overall focus than low-level needs. For example, immoderation controls the need for [[alcohol]]; dwarves, thus, are more likely to have a need for alcohol than humans (but most of the time won't have a very strong one). A small percentage have no need for alcohol at all, though they'll still slow down without it, due to dwarves' alcohol dependence.&lt;br /&gt;
&lt;br /&gt;
Needs are shown in a dwarf's [[thoughts and preferences]] description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Degree of fulfillment:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Descriptor&lt;br /&gt;
!Range&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfettered|2:1}}|| 400 to 300&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Level-headed|2:0}}|| 299 to 200&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Untroubled|7:1}}|| 199 to 100&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Not distracted|7:0}}|| 99 to -999&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfocused|6:0}}|| -1,000 to -9,999&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Distracted|6:1}}|| -10,000 to -99,999&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Badly distracted|4:1}}|| -100,000 and below&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a need is satisfied, its value is refreshed to maximum (400), regardless of previous value. There is no minimum to how {{DFtext|Badly distracted|4:1}} a need can get. A deeper negative value won't further reduce total Focus, which is based on a ratio of all needs' Focus rating.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the absence of needs rated as &amp;quot;Badly distracted&amp;quot; the focus score is expressed as the ratio of:&lt;br /&gt;
&lt;br /&gt;
 [6     * number of Unfettered scores +&lt;br /&gt;
  5 1/3 * number of Level-headed scores +&lt;br /&gt;
  4 2/3 * number of Untroubled scores +&lt;br /&gt;
  4     * number of Not distracted scores +&lt;br /&gt;
  3 1/3 * number of Unfocused scores +&lt;br /&gt;
  2 2/3 * number of Distracted scores] / (4 * number of scores total)&lt;br /&gt;
&lt;br /&gt;
where the numerator is rounded down to a whole number.&lt;br /&gt;
&lt;br /&gt;
It is currently unknown how &amp;quot;Badly distracted&amp;quot; needs contribute to focus, pending further science, but it is likely that they contribute 2 points each to the numerator.&lt;br /&gt;
&lt;br /&gt;
== Fortress actions per need (&amp;lt;small&amp;gt;unconfirmed denoted by (?)&amp;lt;/small&amp;gt;) ==&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Positive&lt;br /&gt;
!Negative&lt;br /&gt;
!Related [[Belief]] or [[Facet]]&lt;br /&gt;
!Job&lt;br /&gt;
|-&lt;br /&gt;
|spending time with people&lt;br /&gt;
|being away from people&lt;br /&gt;
|GREGARIOUSNESS&lt;br /&gt;
|Socialize.&lt;br /&gt;
|-&lt;br /&gt;
|drinking&lt;br /&gt;
|being kept from alcohol&lt;br /&gt;
|IMMODERATION, SELF-CONTROL&lt;br /&gt;
|Drink alcohol.&lt;br /&gt;
|-&lt;br /&gt;
|communing with [deity] / meditation&lt;br /&gt;
|being unable to pray (to [deity])&lt;br /&gt;
|&lt;br /&gt;
|Pray/meditate in a [[Temple]]&lt;br /&gt;
|-&lt;br /&gt;
|staying occupied&lt;br /&gt;
|being unoccupied&lt;br /&gt;
|HARD_WORK, ACTIVITY_LEVEL&lt;br /&gt;
|(assumedly a sufficient amount of fortress tasks*) All tasks of 'practise a craft' below also satisfy this need.&lt;br /&gt;
|-&lt;br /&gt;
|doing something creative&lt;br /&gt;
|doing nothing creative&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Create or perform any artistic work. All tasks of 'practise a craft' below also satisfy this need.&lt;br /&gt;
|-&lt;br /&gt;
|doing something exciting&lt;br /&gt;
|leading an unexciting life&lt;br /&gt;
|EXCITEMENT_SEEKING&lt;br /&gt;
|Varied; including at least being in danger or catching live vermin, perform at a tavern or temple.&lt;br /&gt;
|-&lt;br /&gt;
|learning something&lt;br /&gt;
|not learning anything&lt;br /&gt;
|KNOWLEDGE, CURIOUS&lt;br /&gt;
|Gain a rank in any Skill, learn a new subject from written content, watch a skill demonstration at a guildhall, watch a martial demonstration at a training area.&lt;br /&gt;
|-&lt;br /&gt;
|being with family&lt;br /&gt;
|being away from family&lt;br /&gt;
|FAMILY&lt;br /&gt;
|(Socialize with close family members?), gain a sibling, have or sire a child.&lt;br /&gt;
|-&lt;br /&gt;
|being with friends&lt;br /&gt;
|being away from friends&lt;br /&gt;
|FRIENDSHIP&lt;br /&gt;
|(Socialize with friends?)&lt;br /&gt;
|-&lt;br /&gt;
|hearing eloquent speech&lt;br /&gt;
|being unable to hear eloquent speech&lt;br /&gt;
|ELOQUENCE&lt;br /&gt;
|Hear or recite poetry.&lt;br /&gt;
|-&lt;br /&gt;
|upholding tradition&lt;br /&gt;
|being away from traditions&lt;br /&gt;
|TRADITION&lt;br /&gt;
|(Perform any improvisational form?), deliver dwarven justice&lt;br /&gt;
|-&lt;br /&gt;
|self-examination&lt;br /&gt;
|a lack of introspection&lt;br /&gt;
|INTROSPECTION&lt;br /&gt;
|Read anything, compose song or poetry (automatically self-indulgent)&lt;br /&gt;
|-&lt;br /&gt;
|making merry&lt;br /&gt;
|being unable to make merry&lt;br /&gt;
|MERRIMENT, HUMOR&lt;br /&gt;
|Be delighted after witnessing a performance.&lt;br /&gt;
|-&lt;br /&gt;
|practicing a craft&lt;br /&gt;
|being unable to practice a craft&lt;br /&gt;
|CRAFTMANSHIP&lt;br /&gt;
|Craft or improve any item. This includes all actions enabled by the &amp;quot;labor-&amp;gt;crafts&amp;quot; menu except [[strand extraction]] and [[weaver]]s collecting webs. Crafts are items created from [[masonry]], [[carpentry]], [[jewelry]] and [[smith]]ing, a meal [[cooking|cooked]], a drink [[brewing|brewed]], a bar of [[soap making|soap made]]. A [[mechanic]] creates a craft only when making a mechanism, an [[engraver]] only when engraving a [[slab]]. A [[furnace operator]] creates a craft when making [[pearlash]].&lt;br /&gt;
|-&lt;br /&gt;
|practicing a martial art&lt;br /&gt;
|being unable to practice a martial art&lt;br /&gt;
|MARTIAL_PROWESS&lt;br /&gt;
|Gain a rank in any combat skill, spar at a training area, or completing practice at an [[archery target]]. Individual practice or martial demonstrations do not count.&lt;br /&gt;
|-&lt;br /&gt;
|practicing a skill&lt;br /&gt;
|being unable to practice a skill&lt;br /&gt;
|SKILL&lt;br /&gt;
|(Use relevant skill?)&lt;br /&gt;
|-&lt;br /&gt;
|taking it easy&lt;br /&gt;
|being unable to take it easy&lt;br /&gt;
|LEISURE_TIME&lt;br /&gt;
|(Spend time idle or fulfilling personal desires?), be treated at a hospital.&lt;br /&gt;
|-&lt;br /&gt;
|making romance&lt;br /&gt;
|being unable to make romance&lt;br /&gt;
|ROMANCE, LOVE PROPENSITY&lt;br /&gt;
|''Interact'' with spouse/partner.&lt;br /&gt;
|-&lt;br /&gt;
|seeing animals&lt;br /&gt;
|being away from animals&lt;br /&gt;
|NATURE&lt;br /&gt;
|Animal must also see the dwarf.*&lt;br /&gt;
|-&lt;br /&gt;
|seeing a great beast&lt;br /&gt;
|being away from great beasts&lt;br /&gt;
|EXCITEMENT_SEEKING, NATURE, CURIOSITY&lt;br /&gt;
|(Uncertain, possibly encounter LARGE_ROAMING?)&lt;br /&gt;
|-&lt;br /&gt;
|acquiring something&lt;br /&gt;
|being unable to acquire something&lt;br /&gt;
|GREED, COMMERCE&lt;br /&gt;
|Acquire any trinket (happens automatically when performing a &amp;quot;Store item in stockpile&amp;quot; job on an eligible [[trade good]])&lt;br /&gt;
|-&lt;br /&gt;
|eating a good meal&lt;br /&gt;
|a lack of decent meals&lt;br /&gt;
|IMMODERATION&lt;br /&gt;
|Eating a preferred food (or a preferred alcohol [[cook]]ed into a meal), or a sufficiently valuable meal{{version|0.47.05}}.&lt;br /&gt;
|-&lt;br /&gt;
|fighting&lt;br /&gt;
|being unable to fight&lt;br /&gt;
|VIOLENT&lt;br /&gt;
|Partake in a fight or any combat.&lt;br /&gt;
|-&lt;br /&gt;
|causing trouble&lt;br /&gt;
|a lack of trouble-making&lt;br /&gt;
|HARMONY, DISCORD&lt;br /&gt;
|Fight or argue with another.&lt;br /&gt;
|-&lt;br /&gt;
|arguing&lt;br /&gt;
|being unable to argue&lt;br /&gt;
|FRIENDLINESS&lt;br /&gt;
|Argue with another individual.&lt;br /&gt;
|-&lt;br /&gt;
|being extravagant&lt;br /&gt;
|being unable to be extravagant&lt;br /&gt;
|IMMODESTY&lt;br /&gt;
|Wear any item with a quality modifier, create a masterwork or artifact.&lt;br /&gt;
|-&lt;br /&gt;
|wandering&lt;br /&gt;
|being unable to wander&lt;br /&gt;
|NATURE, ACTIVITY LEVEL&lt;br /&gt;
|Complete a [[Main:Fisherdwarf|fishing]], [[Main:Ambusher|hunting]], or [[Main:Herbalist|plant gathering]] job.&lt;br /&gt;
|-&lt;br /&gt;
|helping somebody&lt;br /&gt;
|being unable to help anybody&lt;br /&gt;
|ALTRUISM, SACRIFICE&lt;br /&gt;
|Bring water or food to patient/prisoner/animal*; bring wounded units to rest; leading demonstration; being yelled at by unhappy citizens (for relevant nobles.)&lt;br /&gt;
|-&lt;br /&gt;
|thinking abstractly&lt;br /&gt;
|a lack of abstract thinking&lt;br /&gt;
|ABSTRACT_INCLINED&lt;br /&gt;
|Read or write any written content, or compose music or a poem. Playing make-believe. (Using Architect skill does not satisfy this need.)&lt;br /&gt;
|-&lt;br /&gt;
|admiring art&lt;br /&gt;
|being unable to admire art&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Be exposed to artful furniture, artistic crafts, or engravings. Watch certain performances.&lt;br /&gt;
|}&lt;br /&gt;
: (* See also [[animal caretaker]])&lt;br /&gt;
&lt;br /&gt;
Satisfying any need will usually result in a good thought and a decrease in stress. (If the dwarf has extremely low cheer they may feel NOT ANYTHING).&lt;br /&gt;
&lt;br /&gt;
== Adventurer actions per need ==&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Positive&lt;br /&gt;
!Negative&lt;br /&gt;
!Related [[Belief]] or [[Facet]]&lt;br /&gt;
!Adventurer activity&lt;br /&gt;
|-&lt;br /&gt;
|spending time with people&lt;br /&gt;
|being away from people&lt;br /&gt;
|GREGARIOUSNESS&lt;br /&gt;
|Spea{{k|k}} to anyone or reply to greeting. They don't have to be able to reply back.&lt;br /&gt;
|-&lt;br /&gt;
|drinking&lt;br /&gt;
|being kept from alcohol&lt;br /&gt;
|IMMODERATION, SELF-CONTROL&lt;br /&gt;
|Drink alcohol.&lt;br /&gt;
|-&lt;br /&gt;
|communing with [deity] / meditation&lt;br /&gt;
|being unable to pray (to [deity])&lt;br /&gt;
|&lt;br /&gt;
|Spea{{k|k}}, Pray to &amp;lt;Deity&amp;gt; or begin a performance, give a sermon.&lt;br /&gt;
|-&lt;br /&gt;
|staying occupied&lt;br /&gt;
|being unoccupied&lt;br /&gt;
|HARD_WORK, ACTIVITY_LEVEL&lt;br /&gt;
|Very wide variety of actions.&lt;br /&gt;
|-&lt;br /&gt;
|doing something creative&lt;br /&gt;
|doing nothing creative&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Perform or compose any work.&lt;br /&gt;
|-&lt;br /&gt;
|doing something exciting&lt;br /&gt;
|leading an unexciting life&lt;br /&gt;
|EXCITEMENT_SEEKING&lt;br /&gt;
|A wide variety of actions.&lt;br /&gt;
|-&lt;br /&gt;
|learning something&lt;br /&gt;
|not learning anything&lt;br /&gt;
|KNOWLEDGE, CURIOUS&lt;br /&gt;
|Gain a rank in any Skill, learn a new subject from written content.&lt;br /&gt;
|-&lt;br /&gt;
|being with family&lt;br /&gt;
|being away from family&lt;br /&gt;
|FAMILY&lt;br /&gt;
|Implemented, but inaccessible without modding. If your character has close family members, this need will be filled by spending time with them (seems to only apply to blood [[relationship|relations]]). However, there is currently no way to actually do this outside of mods.&lt;br /&gt;
|-&lt;br /&gt;
|being with friends&lt;br /&gt;
|being away from friends&lt;br /&gt;
|FRIENDSHIP&lt;br /&gt;
|Unimplemented.&lt;br /&gt;
|-&lt;br /&gt;
|hearing eloquent speech&lt;br /&gt;
|being unable to hear eloquent speech&lt;br /&gt;
|ELOQUENCE&lt;br /&gt;
|Hear or recite poetry.&lt;br /&gt;
|-&lt;br /&gt;
|upholding tradition&lt;br /&gt;
|being away from traditions&lt;br /&gt;
|TRADITION&lt;br /&gt;
|Perform any improvisational form.&lt;br /&gt;
|-&lt;br /&gt;
|self-examination&lt;br /&gt;
|a lack of introspection&lt;br /&gt;
|INTROSPECTION&lt;br /&gt;
|Read anything, compose song or poetry (automatically self-indulgent), craft a figurine of yourself.&lt;br /&gt;
|-&lt;br /&gt;
|making merry&lt;br /&gt;
|being unable to make merry&lt;br /&gt;
|MERRIMENT, HUMOR&lt;br /&gt;
|Recite any poem.&lt;br /&gt;
|-&lt;br /&gt;
|practicing a craft&lt;br /&gt;
|being unable to practice a craft&lt;br /&gt;
|CRAFTMANSHIP&lt;br /&gt;
|Craft an item via Knapping, Bone Carving, etc.&lt;br /&gt;
|-&lt;br /&gt;
|practicing a martial art&lt;br /&gt;
|being unable to practice a martial art&lt;br /&gt;
|MARTIAL_PROWESS&lt;br /&gt;
|Gain a rank in any combat skill.&lt;br /&gt;
|-&lt;br /&gt;
|practicing a skill&lt;br /&gt;
|being unable to practice a skill&lt;br /&gt;
|SKILL&lt;br /&gt;
|Use any skill.&lt;br /&gt;
|-&lt;br /&gt;
|taking it easy&lt;br /&gt;
|being unable to take it easy&lt;br /&gt;
|LEISURE_TIME&lt;br /&gt;
|Unknown (Possibly engage in or witness a [[Main:Performer|performance]]?) (&amp;lt;small&amp;gt;I fulfilled this need by going to sleep at a tavern, getting interrupted in the middle of the night by a giant alligator (which the bards killed by the time I went down the stairs) and performing with them for a while.&amp;lt;/small&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
|making romance&lt;br /&gt;
|being unable to make romance&lt;br /&gt;
|ROMANCE, LOVE PROPENSITY&lt;br /&gt;
|Unimplemented.&lt;br /&gt;
|-&lt;br /&gt;
|seeing animals&lt;br /&gt;
|being away from animals&lt;br /&gt;
|NATURE&lt;br /&gt;
|See an animal, animal must also see you.&lt;br /&gt;
|-&lt;br /&gt;
|seeing a great beast&lt;br /&gt;
|being away from great beasts&lt;br /&gt;
|EXCITEMENT_SEEKING, NATURE, CURIOSITY&lt;br /&gt;
|Uncertain, possibly encounter LARGE_ROAMING?{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
|acquiring something&lt;br /&gt;
|being unable to acquire something&lt;br /&gt;
|GREED, COMMERCE&lt;br /&gt;
|Acquire any item by trade or demand.&lt;br /&gt;
|-&lt;br /&gt;
|eating a good meal&lt;br /&gt;
|a lack of decent meals&lt;br /&gt;
|IMMODERATION&lt;br /&gt;
|Unknown. If the same as in Fortress mode, eating a preferred food, or a sufficiently valuable meal{{version|0.47.05}}.&lt;br /&gt;
|-&lt;br /&gt;
|fighting&lt;br /&gt;
|being unable to fight&lt;br /&gt;
|VIOLENT&lt;br /&gt;
|Engage in any combat, minor or major.&lt;br /&gt;
|-&lt;br /&gt;
|causing trouble&lt;br /&gt;
|a lack of trouble-making&lt;br /&gt;
|HARMONY, DISCORD&lt;br /&gt;
|Fight or argue with another individual.&lt;br /&gt;
|-&lt;br /&gt;
|arguing&lt;br /&gt;
|being unable to argue&lt;br /&gt;
|FRIENDLINESS&lt;br /&gt;
|Get into any disagreement about values.&lt;br /&gt;
|-&lt;br /&gt;
|being extravagant&lt;br /&gt;
|being unable to be extravagant&lt;br /&gt;
|IMMODESTY&lt;br /&gt;
|Wear any item with a quality modifier on a body part - a waterskin will not work, as it can only be worn ''in'' another item of clothing.&lt;br /&gt;
|-&lt;br /&gt;
|wandering&lt;br /&gt;
|being unable to wander&lt;br /&gt;
|NATURE, ACTIVITY LEVEL&lt;br /&gt;
|Move to/from any site or region tile.&lt;br /&gt;
|-&lt;br /&gt;
|helping somebody&lt;br /&gt;
|being unable to help anybody&lt;br /&gt;
|ALTRUISM, SACRIFICE&lt;br /&gt;
|Reunite family members.&lt;br /&gt;
|-&lt;br /&gt;
|thinking abstractly&lt;br /&gt;
|a lack of abstract thinking&lt;br /&gt;
|ABSTRACT_INCLINED&lt;br /&gt;
|Read or write any written content, compose music or a poem.&lt;br /&gt;
|-&lt;br /&gt;
|admiring art&lt;br /&gt;
|being unable to admire art&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Expose yourself to artistic crafts, examine adornments and coins.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Satisfying any need will result in a good thought and a decrease in stress.&lt;br /&gt;
&lt;br /&gt;
Creatures with {{token|NOEMOTION|c}} cannot satisfy any need and will inevitably become 'distracted'. In unmodded games, this concerns only [[Intelligent undead]].&lt;br /&gt;
&lt;br /&gt;
==Adventure mode meta-strategy==&lt;br /&gt;
&lt;br /&gt;
Upon creating your adventurer you may want to avoid having any of the non-fulfillable needs: romance, family, friends. Otherwise, you will suffer never-ending [[focus]] disadvantages. Immoderation too is only technically fulfillable for the itinerant adventurer, without a fortress's industry to reliably produce their preferred food.&lt;br /&gt;
&lt;br /&gt;
Some precaution is necessary in sacrifice/altruism -&amp;gt; helping capability is not available as long as you're quite weak (fighting; companions), and maybe in martial prowess if you're not constantly fighting and so increasing your stats. To fulfill your booze needs, you'll have to visit human towns' taverns or dwarven fortresses quite often (and fill your extra water storage containers with ale from the barrels for on the road).&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2014:Dwarves]]&lt;br /&gt;
&lt;br /&gt;
[[ru:Need]]&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Need&amp;diff=303182</id>
		<title>DF2014:Need</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Need&amp;diff=303182"/>
		<updated>2024-08-19T08:10:45Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: /* Fortress actions per need (unconfirmed denoted by (?)) */ +3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:25, 31 October 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
'''Needs''' affect a creature's focus - needs that are unmet for long enough will cause [[stress]], become bad [[thought]]s, and increasingly damage the creature's '''focus''', while sufficiently well-satisfied needs will improve it.&lt;br /&gt;
&lt;br /&gt;
The need system replaces the generalized [[on break]] feature of previous versions. Dwarves will sometimes perform jobs that satisfy their personal needs, instead of working for the betterment of the fortress. These personal-fulfilment jobs generally come in two varieties: low-priority (indicated by green text, e.g. {{DFtext|Listen to Poetry|2:1}}), or high-priority (magenta text with an exclamation point, e.g. {{DFtext|Pray to Lorsïth!|5:1}}).  Low-priority jobs may be cancelled to undertake a fortress job.  High-priority jobs will not be cancelled for fortress jobs.&lt;br /&gt;
&lt;br /&gt;
== Focus ==&lt;br /&gt;
:''Overall, Urist is unfocused by unmet needs.''&lt;br /&gt;
Focus affects a dwarf's ability to perform. A dwarf with high focus will work faster and produce better results, while a distracted dwarf will take longer to do everything poorly. Focus is separate and independent of overall mood; a dwarf can be happy even with largely-unmet needs, or unhappy yet focused. However, prolonged insufficiency in meeting needs is a cause for both low focus and bad thoughts. Thus, Focus can, with prudence, be used to predict future mood developments.&lt;br /&gt;
&lt;br /&gt;
Focus represents the percentage of the combined totals of met over unmet need values. The ratio of 1:1 (100%) represents a neutral state.&lt;br /&gt;
&lt;br /&gt;
Focus statuses:&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Very focused|2:1}}|| + 140% (?)&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Quite focused|2:0}}|| 120-139% (-149%?)&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Focused|7:1}}|| 101-119%&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Untroubled|7:0}}|| 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfocused|6:0}}|| 80-99%&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Distracted|6:1}}|| ...-79% (?)&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Badly distracted|4:1}}|| (?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A highly-focused dwarf can receive an effective-skill bonus of up to 50%; a badly distracted dwarf can receive an effective skill penalty of up to 50%.{{cite|Dev Log 2015-04-12|http://www.bay12games.com/dwarves/dev_2015.html#2015-04-12}}&lt;br /&gt;
== Diversity ==&lt;br /&gt;
:''She is unfocused by a lack of trouble-making.''&lt;br /&gt;
&lt;br /&gt;
An individual creature's set of needs and their weights (levels) are affected by [[personality trait]]s. For instance, a dwarf that values romance will be unfocused &amp;quot;after being unable to make romance&amp;quot;, while a dwarf that personally values nature will be unfettered &amp;quot;after seeing animals&amp;quot;. Unreligious dwarves will have no need to pray or meditate; dubious and casual worshippers will have low or medium level needs to pray; committed believers will have high level need; and dwarves following multiple deities will have a separate prayer need, with separate level for each of their deities. Proposed weights per need level are 1, 2, 5, and 10.&lt;br /&gt;
&lt;br /&gt;
As expected, high-level needs hold a much larger sway in a dwarf's overall focus than low-level needs. For example, immoderation controls the need for [[alcohol]]; dwarves, thus, are more likely to have a need for alcohol than humans (but most of the time won't have a very strong one). A small percentage have no need for alcohol at all, though they'll still slow down without it, due to dwarves' alcohol dependence.&lt;br /&gt;
&lt;br /&gt;
Needs are shown in a dwarf's [[thoughts and preferences]] description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Degree of fulfillment:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Descriptor&lt;br /&gt;
!Range&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfettered|2:1}}|| 400 to 300&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Level-headed|2:0}}|| 299 to 200&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Untroubled|7:1}}|| 199 to 100&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Not distracted|7:0}}|| 99 to -999&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfocused|6:0}}|| -1,000 to -9,999&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Distracted|6:1}}|| -10,000 to -99,999&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Badly distracted|4:1}}|| -100,000 and below&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a need is satisfied, its value is refreshed to maximum (400), regardless of previous value. There is no minimum to how {{DFtext|Badly distracted|4:1}} a need can get. A deeper negative value won't further reduce total Focus, which is based on a ratio of all needs' Focus rating.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the absence of needs rated as &amp;quot;Badly distracted&amp;quot; the focus score is expressed as the ratio of:&lt;br /&gt;
&lt;br /&gt;
 [6     * number of Unfettered scores +&lt;br /&gt;
  5 1/3 * number of Level-headed scores +&lt;br /&gt;
  4 2/3 * number of Untroubled scores +&lt;br /&gt;
  4     * number of Not distracted scores +&lt;br /&gt;
  3 1/3 * number of Unfocused scores +&lt;br /&gt;
  2 2/3 * number of Distracted scores] / (4 * number of scores total)&lt;br /&gt;
&lt;br /&gt;
where the numerator is rounded down to a whole number.&lt;br /&gt;
&lt;br /&gt;
It is currently unknown how &amp;quot;Badly distracted&amp;quot; needs contribute to focus, pending further science, but it is likely that they contribute 2 points each to the numerator.&lt;br /&gt;
&lt;br /&gt;
== Fortress actions per need (&amp;lt;small&amp;gt;unconfirmed denoted by (?)&amp;lt;/small&amp;gt;) ==&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Positive&lt;br /&gt;
!Negative&lt;br /&gt;
!Related [[Belief]] or [[Facet]]&lt;br /&gt;
!Job&lt;br /&gt;
|-&lt;br /&gt;
|spending time with people&lt;br /&gt;
|being away from people&lt;br /&gt;
|GREGARIOUSNESS&lt;br /&gt;
|Socialize.&lt;br /&gt;
|-&lt;br /&gt;
|drinking&lt;br /&gt;
|being kept from alcohol&lt;br /&gt;
|IMMODERATION, SELF-CONTROL&lt;br /&gt;
|Drink alcohol.&lt;br /&gt;
|-&lt;br /&gt;
|communing with [deity] / meditation&lt;br /&gt;
|being unable to pray (to [deity])&lt;br /&gt;
|&lt;br /&gt;
|Pray/meditate in a [[Temple]]&lt;br /&gt;
|-&lt;br /&gt;
|staying occupied&lt;br /&gt;
|being unoccupied&lt;br /&gt;
|HARD_WORK, ACTIVITY_LEVEL&lt;br /&gt;
|(assumedly a sufficient amount of fortress tasks*) All tasks of 'practise a craft' below also satisfy this need.&lt;br /&gt;
|-&lt;br /&gt;
|doing something creative&lt;br /&gt;
|doing nothing creative&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Create or perform any artistic work. All tasks of 'practise a craft' below also satisfy this need.&lt;br /&gt;
|-&lt;br /&gt;
|doing something exciting&lt;br /&gt;
|leading an unexciting life&lt;br /&gt;
|EXCITEMENT_SEEKING&lt;br /&gt;
|Varied; including at least being in danger or catching live vermin, perform at a tavern or temple.&lt;br /&gt;
|-&lt;br /&gt;
|learning something&lt;br /&gt;
|not learning anything&lt;br /&gt;
|KNOWLEDGE, CURIOUS&lt;br /&gt;
|Gain a rank in any Skill, learn a new subject from written content, watch a skill demonstration at a guildhall, watch a martial demonstration at a training area.&lt;br /&gt;
|-&lt;br /&gt;
|being with family&lt;br /&gt;
|being away from family&lt;br /&gt;
|FAMILY&lt;br /&gt;
|(Socialize with close family members?), gain a sibling, have or sire a child.&lt;br /&gt;
|-&lt;br /&gt;
|being with friends&lt;br /&gt;
|being away from friends&lt;br /&gt;
|FRIENDSHIP&lt;br /&gt;
|(Socialize with friends?)&lt;br /&gt;
|-&lt;br /&gt;
|hearing eloquent speech&lt;br /&gt;
|being unable to hear eloquent speech&lt;br /&gt;
|ELOQUENCE&lt;br /&gt;
|Hear or recite poetry.&lt;br /&gt;
|-&lt;br /&gt;
|upholding tradition&lt;br /&gt;
|being away from traditions&lt;br /&gt;
|TRADITION&lt;br /&gt;
|(Perform any improvisational form?), deliver dwarven justice&lt;br /&gt;
|-&lt;br /&gt;
|self-examination&lt;br /&gt;
|a lack of introspection&lt;br /&gt;
|INTROSPECTION&lt;br /&gt;
|Read anything, compose song or poetry (automatically self-indulgent)&lt;br /&gt;
|-&lt;br /&gt;
|making merry&lt;br /&gt;
|being unable to make merry&lt;br /&gt;
|MERRIMENT, HUMOR&lt;br /&gt;
|Be delighted after witnessing a performance.&lt;br /&gt;
|-&lt;br /&gt;
|practicing a craft&lt;br /&gt;
|being unable to practice a craft&lt;br /&gt;
|CRAFTMANSHIP&lt;br /&gt;
|Craft or improve any item. This includes all actions enabled by the &amp;quot;labor-&amp;gt;crafts&amp;quot; menu except strand extraction, items created from [[masonry]], [[carpentry]], [[jewelry]] and [[smith]]ing, a meal [[cooking|cooked]], a drink [[brewing|brewed]], a bar of [[soap making|soap made]]. A [[mechanic]] creates a craft only when making a mechanism, an [[engraver]] only when engraving a [[slab]]. A [[furnace operator]] creates a craft when making [[pearlash]].&lt;br /&gt;
|-&lt;br /&gt;
|practicing a martial art&lt;br /&gt;
|being unable to practice a martial art&lt;br /&gt;
|MARTIAL_PROWESS&lt;br /&gt;
|Gain a rank in any combat skill, spar at a training area, or completing practice at an [[archery target]]. Individual practice or martial demonstrations do not count.&lt;br /&gt;
|-&lt;br /&gt;
|practicing a skill&lt;br /&gt;
|being unable to practice a skill&lt;br /&gt;
|SKILL&lt;br /&gt;
|(Use relevant skill?)&lt;br /&gt;
|-&lt;br /&gt;
|taking it easy&lt;br /&gt;
|being unable to take it easy&lt;br /&gt;
|LEISURE_TIME&lt;br /&gt;
|(Spend time idle or fulfilling personal desires?), be treated at a hospital.&lt;br /&gt;
|-&lt;br /&gt;
|making romance&lt;br /&gt;
|being unable to make romance&lt;br /&gt;
|ROMANCE, LOVE PROPENSITY&lt;br /&gt;
|''Interact'' with spouse/partner.&lt;br /&gt;
|-&lt;br /&gt;
|seeing animals&lt;br /&gt;
|being away from animals&lt;br /&gt;
|NATURE&lt;br /&gt;
|Animal must also see the dwarf.*&lt;br /&gt;
|-&lt;br /&gt;
|seeing a great beast&lt;br /&gt;
|being away from great beasts&lt;br /&gt;
|EXCITEMENT_SEEKING, NATURE, CURIOSITY&lt;br /&gt;
|(Uncertain, possibly encounter LARGE_ROAMING?)&lt;br /&gt;
|-&lt;br /&gt;
|acquiring something&lt;br /&gt;
|being unable to acquire something&lt;br /&gt;
|GREED, COMMERCE&lt;br /&gt;
|Acquire any trinket (happens automatically when performing a &amp;quot;Store item in stockpile&amp;quot; job on an eligible [[trade good]])&lt;br /&gt;
|-&lt;br /&gt;
|eating a good meal&lt;br /&gt;
|a lack of decent meals&lt;br /&gt;
|IMMODERATION&lt;br /&gt;
|Eating a preferred food (or a preferred alcohol [[cook]]ed into a meal), or a sufficiently valuable meal{{version|0.47.05}}.&lt;br /&gt;
|-&lt;br /&gt;
|fighting&lt;br /&gt;
|being unable to fight&lt;br /&gt;
|VIOLENT&lt;br /&gt;
|Partake in a fight or any combat.&lt;br /&gt;
|-&lt;br /&gt;
|causing trouble&lt;br /&gt;
|a lack of trouble-making&lt;br /&gt;
|HARMONY, DISCORD&lt;br /&gt;
|Fight or argue with another.&lt;br /&gt;
|-&lt;br /&gt;
|arguing&lt;br /&gt;
|being unable to argue&lt;br /&gt;
|FRIENDLINESS&lt;br /&gt;
|Argue with another individual.&lt;br /&gt;
|-&lt;br /&gt;
|being extravagant&lt;br /&gt;
|being unable to be extravagant&lt;br /&gt;
|IMMODESTY&lt;br /&gt;
|Wear any item with a quality modifier, create a masterwork or artifact.&lt;br /&gt;
|-&lt;br /&gt;
|wandering&lt;br /&gt;
|being unable to wander&lt;br /&gt;
|NATURE, ACTIVITY LEVEL&lt;br /&gt;
|Complete a [[Main:Fisherdwarf|fishing]], [[Main:Ambusher|hunting]], or [[Main:Herbalist|plant gathering]] job.&lt;br /&gt;
|-&lt;br /&gt;
|helping somebody&lt;br /&gt;
|being unable to help anybody&lt;br /&gt;
|ALTRUISM, SACRIFICE&lt;br /&gt;
|Bring water or food to patient/prisoner/animal*; bring wounded units to rest; leading demonstration; being yelled at by unhappy citizens (for relevant nobles.)&lt;br /&gt;
|-&lt;br /&gt;
|thinking abstractly&lt;br /&gt;
|a lack of abstract thinking&lt;br /&gt;
|ABSTRACT_INCLINED&lt;br /&gt;
|Read or write any written content, or compose music or a poem. Playing make-believe. (Using Architect skill does not satisfy this need.)&lt;br /&gt;
|-&lt;br /&gt;
|admiring art&lt;br /&gt;
|being unable to admire art&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Be exposed to artful furniture, artistic crafts, or engravings. Watch certain performances.&lt;br /&gt;
|}&lt;br /&gt;
: (* See also [[animal caretaker]])&lt;br /&gt;
&lt;br /&gt;
Satisfying any need will usually result in a good thought and a decrease in stress. (If the dwarf has extremely low cheer they may feel NOT ANYTHING).&lt;br /&gt;
&lt;br /&gt;
== Adventurer actions per need ==&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Positive&lt;br /&gt;
!Negative&lt;br /&gt;
!Related [[Belief]] or [[Facet]]&lt;br /&gt;
!Adventurer activity&lt;br /&gt;
|-&lt;br /&gt;
|spending time with people&lt;br /&gt;
|being away from people&lt;br /&gt;
|GREGARIOUSNESS&lt;br /&gt;
|Spea{{k|k}} to anyone or reply to greeting. They don't have to be able to reply back.&lt;br /&gt;
|-&lt;br /&gt;
|drinking&lt;br /&gt;
|being kept from alcohol&lt;br /&gt;
|IMMODERATION, SELF-CONTROL&lt;br /&gt;
|Drink alcohol.&lt;br /&gt;
|-&lt;br /&gt;
|communing with [deity] / meditation&lt;br /&gt;
|being unable to pray (to [deity])&lt;br /&gt;
|&lt;br /&gt;
|Spea{{k|k}}, Pray to &amp;lt;Deity&amp;gt; or begin a performance, give a sermon.&lt;br /&gt;
|-&lt;br /&gt;
|staying occupied&lt;br /&gt;
|being unoccupied&lt;br /&gt;
|HARD_WORK, ACTIVITY_LEVEL&lt;br /&gt;
|Very wide variety of actions.&lt;br /&gt;
|-&lt;br /&gt;
|doing something creative&lt;br /&gt;
|doing nothing creative&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Perform or compose any work.&lt;br /&gt;
|-&lt;br /&gt;
|doing something exciting&lt;br /&gt;
|leading an unexciting life&lt;br /&gt;
|EXCITEMENT_SEEKING&lt;br /&gt;
|A wide variety of actions.&lt;br /&gt;
|-&lt;br /&gt;
|learning something&lt;br /&gt;
|not learning anything&lt;br /&gt;
|KNOWLEDGE, CURIOUS&lt;br /&gt;
|Gain a rank in any Skill, learn a new subject from written content.&lt;br /&gt;
|-&lt;br /&gt;
|being with family&lt;br /&gt;
|being away from family&lt;br /&gt;
|FAMILY&lt;br /&gt;
|Implemented, but inaccessible without modding. If your character has close family members, this need will be filled by spending time with them (seems to only apply to blood [[relationship|relations]]). However, there is currently no way to actually do this outside of mods.&lt;br /&gt;
|-&lt;br /&gt;
|being with friends&lt;br /&gt;
|being away from friends&lt;br /&gt;
|FRIENDSHIP&lt;br /&gt;
|Unimplemented.&lt;br /&gt;
|-&lt;br /&gt;
|hearing eloquent speech&lt;br /&gt;
|being unable to hear eloquent speech&lt;br /&gt;
|ELOQUENCE&lt;br /&gt;
|Hear or recite poetry.&lt;br /&gt;
|-&lt;br /&gt;
|upholding tradition&lt;br /&gt;
|being away from traditions&lt;br /&gt;
|TRADITION&lt;br /&gt;
|Perform any improvisational form.&lt;br /&gt;
|-&lt;br /&gt;
|self-examination&lt;br /&gt;
|a lack of introspection&lt;br /&gt;
|INTROSPECTION&lt;br /&gt;
|Read anything, compose song or poetry (automatically self-indulgent), craft a figurine of yourself.&lt;br /&gt;
|-&lt;br /&gt;
|making merry&lt;br /&gt;
|being unable to make merry&lt;br /&gt;
|MERRIMENT, HUMOR&lt;br /&gt;
|Recite any poem.&lt;br /&gt;
|-&lt;br /&gt;
|practicing a craft&lt;br /&gt;
|being unable to practice a craft&lt;br /&gt;
|CRAFTMANSHIP&lt;br /&gt;
|Craft an item via Knapping, Bone Carving, etc.&lt;br /&gt;
|-&lt;br /&gt;
|practicing a martial art&lt;br /&gt;
|being unable to practice a martial art&lt;br /&gt;
|MARTIAL_PROWESS&lt;br /&gt;
|Gain a rank in any combat skill.&lt;br /&gt;
|-&lt;br /&gt;
|practicing a skill&lt;br /&gt;
|being unable to practice a skill&lt;br /&gt;
|SKILL&lt;br /&gt;
|Use any skill.&lt;br /&gt;
|-&lt;br /&gt;
|taking it easy&lt;br /&gt;
|being unable to take it easy&lt;br /&gt;
|LEISURE_TIME&lt;br /&gt;
|Unknown (Possibly engage in or witness a [[Main:Performer|performance]]?) (&amp;lt;small&amp;gt;I fulfilled this need by going to sleep at a tavern, getting interrupted in the middle of the night by a giant alligator (which the bards killed by the time I went down the stairs) and performing with them for a while.&amp;lt;/small&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
|making romance&lt;br /&gt;
|being unable to make romance&lt;br /&gt;
|ROMANCE, LOVE PROPENSITY&lt;br /&gt;
|Unimplemented.&lt;br /&gt;
|-&lt;br /&gt;
|seeing animals&lt;br /&gt;
|being away from animals&lt;br /&gt;
|NATURE&lt;br /&gt;
|See an animal, animal must also see you.&lt;br /&gt;
|-&lt;br /&gt;
|seeing a great beast&lt;br /&gt;
|being away from great beasts&lt;br /&gt;
|EXCITEMENT_SEEKING, NATURE, CURIOSITY&lt;br /&gt;
|Uncertain, possibly encounter LARGE_ROAMING?{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
|acquiring something&lt;br /&gt;
|being unable to acquire something&lt;br /&gt;
|GREED, COMMERCE&lt;br /&gt;
|Acquire any item by trade or demand.&lt;br /&gt;
|-&lt;br /&gt;
|eating a good meal&lt;br /&gt;
|a lack of decent meals&lt;br /&gt;
|IMMODERATION&lt;br /&gt;
|Unknown. If the same as in Fortress mode, eating a preferred food, or a sufficiently valuable meal{{version|0.47.05}}.&lt;br /&gt;
|-&lt;br /&gt;
|fighting&lt;br /&gt;
|being unable to fight&lt;br /&gt;
|VIOLENT&lt;br /&gt;
|Engage in any combat, minor or major.&lt;br /&gt;
|-&lt;br /&gt;
|causing trouble&lt;br /&gt;
|a lack of trouble-making&lt;br /&gt;
|HARMONY, DISCORD&lt;br /&gt;
|Fight or argue with another individual.&lt;br /&gt;
|-&lt;br /&gt;
|arguing&lt;br /&gt;
|being unable to argue&lt;br /&gt;
|FRIENDLINESS&lt;br /&gt;
|Get into any disagreement about values.&lt;br /&gt;
|-&lt;br /&gt;
|being extravagant&lt;br /&gt;
|being unable to be extravagant&lt;br /&gt;
|IMMODESTY&lt;br /&gt;
|Wear any item with a quality modifier on a body part - a waterskin will not work, as it can only be worn ''in'' another item of clothing.&lt;br /&gt;
|-&lt;br /&gt;
|wandering&lt;br /&gt;
|being unable to wander&lt;br /&gt;
|NATURE, ACTIVITY LEVEL&lt;br /&gt;
|Move to/from any site or region tile.&lt;br /&gt;
|-&lt;br /&gt;
|helping somebody&lt;br /&gt;
|being unable to help anybody&lt;br /&gt;
|ALTRUISM, SACRIFICE&lt;br /&gt;
|Reunite family members.&lt;br /&gt;
|-&lt;br /&gt;
|thinking abstractly&lt;br /&gt;
|a lack of abstract thinking&lt;br /&gt;
|ABSTRACT_INCLINED&lt;br /&gt;
|Read or write any written content, compose music or a poem.&lt;br /&gt;
|-&lt;br /&gt;
|admiring art&lt;br /&gt;
|being unable to admire art&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Expose yourself to artistic crafts, examine adornments and coins.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Satisfying any need will result in a good thought and a decrease in stress.&lt;br /&gt;
&lt;br /&gt;
Creatures with {{token|NOEMOTION|c}} cannot satisfy any need and will inevitably become 'distracted'. In unmodded games, this concerns only [[Intelligent undead]].&lt;br /&gt;
&lt;br /&gt;
==Adventure mode meta-strategy==&lt;br /&gt;
&lt;br /&gt;
Upon creating your adventurer you may want to avoid having any of the non-fulfillable needs: romance, family, friends. Otherwise, you will suffer never-ending [[focus]] disadvantages. Immoderation too is only technically fulfillable for the itinerant adventurer, without a fortress's industry to reliably produce their preferred food.&lt;br /&gt;
&lt;br /&gt;
Some precaution is necessary in sacrifice/altruism -&amp;gt; helping capability is not available as long as you're quite weak (fighting; companions), and maybe in martial prowess if you're not constantly fighting and so increasing your stats. To fulfill your booze needs, you'll have to visit human towns' taverns or dwarven fortresses quite often (and fill your extra water storage containers with ale from the barrels for on the road).&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2014:Dwarves]]&lt;br /&gt;
&lt;br /&gt;
[[ru:Need]]&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Need&amp;diff=303172</id>
		<title>DF2014:Need</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Need&amp;diff=303172"/>
		<updated>2024-08-18T14:20:35Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: /* Fortress actions per need (unconfirmed denoted by (?)) */ one skill confirmed, one added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:25, 31 October 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
'''Needs''' affect a creature's focus - needs that are unmet for long enough will cause [[stress]], become bad [[thought]]s, and increasingly damage the creature's '''focus''', while sufficiently well-satisfied needs will improve it.&lt;br /&gt;
&lt;br /&gt;
The need system replaces the generalized [[on break]] feature of previous versions. Dwarves will sometimes perform jobs that satisfy their personal needs, instead of working for the betterment of the fortress. These personal-fulfilment jobs generally come in two varieties: low-priority (indicated by green text, e.g. {{DFtext|Listen to Poetry|2:1}}), or high-priority (magenta text with an exclamation point, e.g. {{DFtext|Pray to Lorsïth!|5:1}}).  Low-priority jobs may be cancelled to undertake a fortress job.  High-priority jobs will not be cancelled for fortress jobs.&lt;br /&gt;
&lt;br /&gt;
== Focus ==&lt;br /&gt;
:''Overall, Urist is unfocused by unmet needs.''&lt;br /&gt;
Focus affects a dwarf's ability to perform. A dwarf with high focus will work faster and produce better results, while a distracted dwarf will take longer to do everything poorly. Focus is separate and independent of overall mood; a dwarf can be happy even with largely-unmet needs, or unhappy yet focused. However, prolonged insufficiency in meeting needs is a cause for both low focus and bad thoughts. Thus, Focus can, with prudence, be used to predict future mood developments.&lt;br /&gt;
&lt;br /&gt;
Focus represents the percentage of the combined totals of met over unmet need values. The ratio of 1:1 (100%) represents a neutral state.&lt;br /&gt;
&lt;br /&gt;
Focus statuses:&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Very focused|2:1}}|| + 140% (?)&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Quite focused|2:0}}|| 120-139% (-149%?)&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Focused|7:1}}|| 101-119%&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Untroubled|7:0}}|| 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfocused|6:0}}|| 80-99%&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Distracted|6:1}}|| ...-79% (?)&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Badly distracted|4:1}}|| (?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A highly-focused dwarf can receive an effective-skill bonus of up to 50%; a badly distracted dwarf can receive an effective skill penalty of up to 50%.{{cite|Dev Log 2015-04-12|http://www.bay12games.com/dwarves/dev_2015.html#2015-04-12}}&lt;br /&gt;
== Diversity ==&lt;br /&gt;
:''She is unfocused by a lack of trouble-making.''&lt;br /&gt;
&lt;br /&gt;
An individual creature's set of needs and their weights (levels) are affected by [[personality trait]]s. For instance, a dwarf that values romance will be unfocused &amp;quot;after being unable to make romance&amp;quot;, while a dwarf that personally values nature will be unfettered &amp;quot;after seeing animals&amp;quot;. Unreligious dwarves will have no need to pray or meditate; dubious and casual worshippers will have low or medium level needs to pray; committed believers will have high level need; and dwarves following multiple deities will have a separate prayer need, with separate level for each of their deities. Proposed weights per need level are 1, 2, 5, and 10.&lt;br /&gt;
&lt;br /&gt;
As expected, high-level needs hold a much larger sway in a dwarf's overall focus than low-level needs. For example, immoderation controls the need for [[alcohol]]; dwarves, thus, are more likely to have a need for alcohol than humans (but most of the time won't have a very strong one). A small percentage have no need for alcohol at all, though they'll still slow down without it, due to dwarves' alcohol dependence.&lt;br /&gt;
&lt;br /&gt;
Needs are shown in a dwarf's [[thoughts and preferences]] description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Degree of fulfillment:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Descriptor&lt;br /&gt;
!Range&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfettered|2:1}}|| 400 to 300&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Level-headed|2:0}}|| 299 to 200&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Untroubled|7:1}}|| 199 to 100&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Not distracted|7:0}}|| 99 to -999&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfocused|6:0}}|| -1,000 to -9,999&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Distracted|6:1}}|| -10,000 to -99,999&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Badly distracted|4:1}}|| -100,000 and below&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a need is satisfied, its value is refreshed to maximum (400), regardless of previous value. There is no minimum to how {{DFtext|Badly distracted|4:1}} a need can get. A deeper negative value won't further reduce total Focus, which is based on a ratio of all needs' Focus rating.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the absence of needs rated as &amp;quot;Badly distracted&amp;quot; the focus score is expressed as the ratio of:&lt;br /&gt;
&lt;br /&gt;
 [6     * number of Unfettered scores +&lt;br /&gt;
  5 1/3 * number of Level-headed scores +&lt;br /&gt;
  4 2/3 * number of Untroubled scores +&lt;br /&gt;
  4     * number of Not distracted scores +&lt;br /&gt;
  3 1/3 * number of Unfocused scores +&lt;br /&gt;
  2 2/3 * number of Distracted scores] / (4 * number of scores total)&lt;br /&gt;
&lt;br /&gt;
where the numerator is rounded down to a whole number.&lt;br /&gt;
&lt;br /&gt;
It is currently unknown how &amp;quot;Badly distracted&amp;quot; needs contribute to focus, pending further science, but it is likely that they contribute 2 points each to the numerator.&lt;br /&gt;
&lt;br /&gt;
== Fortress actions per need (&amp;lt;small&amp;gt;unconfirmed denoted by (?)&amp;lt;/small&amp;gt;) ==&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Positive&lt;br /&gt;
!Negative&lt;br /&gt;
!Related [[Belief]] or [[Facet]]&lt;br /&gt;
!Job&lt;br /&gt;
|-&lt;br /&gt;
|spending time with people&lt;br /&gt;
|being away from people&lt;br /&gt;
|GREGARIOUSNESS&lt;br /&gt;
|Socialize.&lt;br /&gt;
|-&lt;br /&gt;
|drinking&lt;br /&gt;
|being kept from alcohol&lt;br /&gt;
|IMMODERATION, SELF-CONTROL&lt;br /&gt;
|Drink alcohol.&lt;br /&gt;
|-&lt;br /&gt;
|communing with [deity] / meditation&lt;br /&gt;
|being unable to pray (to [deity])&lt;br /&gt;
|&lt;br /&gt;
|Pray/meditate in a [[Temple]]&lt;br /&gt;
|-&lt;br /&gt;
|staying occupied&lt;br /&gt;
|being unoccupied&lt;br /&gt;
|HARD_WORK, ACTIVITY_LEVEL&lt;br /&gt;
|(assumedly a sufficient amount of fortress tasks*)&lt;br /&gt;
|-&lt;br /&gt;
|doing something creative&lt;br /&gt;
|doing nothing creative&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Create or perform any artistic work.&lt;br /&gt;
|-&lt;br /&gt;
|doing something exciting&lt;br /&gt;
|leading an unexciting life&lt;br /&gt;
|EXCITEMENT_SEEKING&lt;br /&gt;
|Varied; including at least being in danger or catching live vermin, perform at a tavern or temple.&lt;br /&gt;
|-&lt;br /&gt;
|learning something&lt;br /&gt;
|not learning anything&lt;br /&gt;
|KNOWLEDGE, CURIOUS&lt;br /&gt;
|Gain a rank in any Skill, learn a new subject from written content, watch a skill demonstration at a guildhall, watch a martial demonstration at a training area.&lt;br /&gt;
|-&lt;br /&gt;
|being with family&lt;br /&gt;
|being away from family&lt;br /&gt;
|FAMILY&lt;br /&gt;
|(Socialize with close family members?), gain a sibling, have or sire a child.&lt;br /&gt;
|-&lt;br /&gt;
|being with friends&lt;br /&gt;
|being away from friends&lt;br /&gt;
|FRIENDSHIP&lt;br /&gt;
|(Socialize with friends?)&lt;br /&gt;
|-&lt;br /&gt;
|hearing eloquent speech&lt;br /&gt;
|being unable to hear eloquent speech&lt;br /&gt;
|ELOQUENCE&lt;br /&gt;
|Hear or recite poetry.&lt;br /&gt;
|-&lt;br /&gt;
|upholding tradition&lt;br /&gt;
|being away from traditions&lt;br /&gt;
|TRADITION&lt;br /&gt;
|(Perform any improvisational form?), deliver dwarven justice&lt;br /&gt;
|-&lt;br /&gt;
|self-examination&lt;br /&gt;
|a lack of introspection&lt;br /&gt;
|INTROSPECTION&lt;br /&gt;
|Read anything, compose song or poetry (automatically self-indulgent)&lt;br /&gt;
|-&lt;br /&gt;
|making merry&lt;br /&gt;
|being unable to make merry&lt;br /&gt;
|MERRIMENT, HUMOR&lt;br /&gt;
|Be delighted after witnessing a performance.&lt;br /&gt;
|-&lt;br /&gt;
|practicing a craft&lt;br /&gt;
|being unable to practice a craft&lt;br /&gt;
|CRAFTMANSHIP&lt;br /&gt;
|Craft or improve any item. This includes all actions enabled by the &amp;quot;labor-&amp;gt;crafts&amp;quot; menu except strand extraction, items created from [[masonry]], [[carpentry]], [[jewelry]] and [[smith]]ing, a meal [[cooking|cooked]], a drink [[brewing|brewed]]. A [[mechanic]] creates a craft only when making a mechanism, an [[engraver]] only when engraving a [[slab]]. A [[furnace operator]] creates a craft when making [[pearlash]].&lt;br /&gt;
|-&lt;br /&gt;
|practicing a martial art&lt;br /&gt;
|being unable to practice a martial art&lt;br /&gt;
|MARTIAL_PROWESS&lt;br /&gt;
|Gain a rank in any combat skill, spar at a training area, or completing practice at an [[archery target]]. Individual practice or martial demonstrations do not count.&lt;br /&gt;
|-&lt;br /&gt;
|practicing a skill&lt;br /&gt;
|being unable to practice a skill&lt;br /&gt;
|SKILL&lt;br /&gt;
|(Use relevant skill?)&lt;br /&gt;
|-&lt;br /&gt;
|taking it easy&lt;br /&gt;
|being unable to take it easy&lt;br /&gt;
|LEISURE_TIME&lt;br /&gt;
|(Spend time idle or fulfilling personal desires?), be treated at a hospital.&lt;br /&gt;
|-&lt;br /&gt;
|making romance&lt;br /&gt;
|being unable to make romance&lt;br /&gt;
|ROMANCE, LOVE PROPENSITY&lt;br /&gt;
|''Interact'' with spouse/partner.&lt;br /&gt;
|-&lt;br /&gt;
|seeing animals&lt;br /&gt;
|being away from animals&lt;br /&gt;
|NATURE&lt;br /&gt;
|Animal must also see the dwarf.*&lt;br /&gt;
|-&lt;br /&gt;
|seeing a great beast&lt;br /&gt;
|being away from great beasts&lt;br /&gt;
|EXCITEMENT_SEEKING, NATURE, CURIOSITY&lt;br /&gt;
|(Uncertain, possibly encounter LARGE_ROAMING?)&lt;br /&gt;
|-&lt;br /&gt;
|acquiring something&lt;br /&gt;
|being unable to acquire something&lt;br /&gt;
|GREED, COMMERCE&lt;br /&gt;
|Acquire any trinket (happens automatically when performing a &amp;quot;Store item in stockpile&amp;quot; job on an eligible [[trade good]])&lt;br /&gt;
|-&lt;br /&gt;
|eating a good meal&lt;br /&gt;
|a lack of decent meals&lt;br /&gt;
|IMMODERATION&lt;br /&gt;
|Eating a preferred food (or a preferred alcohol [[cook]]ed into a meal), or a sufficiently valuable meal{{version|0.47.05}}.&lt;br /&gt;
|-&lt;br /&gt;
|fighting&lt;br /&gt;
|being unable to fight&lt;br /&gt;
|VIOLENT&lt;br /&gt;
|Partake in a fight or any combat.&lt;br /&gt;
|-&lt;br /&gt;
|causing trouble&lt;br /&gt;
|a lack of trouble-making&lt;br /&gt;
|HARMONY, DISCORD&lt;br /&gt;
|Fight or argue with another.&lt;br /&gt;
|-&lt;br /&gt;
|arguing&lt;br /&gt;
|being unable to argue&lt;br /&gt;
|FRIENDLINESS&lt;br /&gt;
|Argue with another individual.&lt;br /&gt;
|-&lt;br /&gt;
|being extravagant&lt;br /&gt;
|being unable to be extravagant&lt;br /&gt;
|IMMODESTY&lt;br /&gt;
|Wear any item with a quality modifier, create a masterwork or artifact.&lt;br /&gt;
|-&lt;br /&gt;
|wandering&lt;br /&gt;
|being unable to wander&lt;br /&gt;
|NATURE, ACTIVITY LEVEL&lt;br /&gt;
|Complete a [[Main:Fisherdwarf|fishing]], [[Main:Ambusher|hunting]], or [[Main:Herbalist|plant gathering]] job.&lt;br /&gt;
|-&lt;br /&gt;
|helping somebody&lt;br /&gt;
|being unable to help anybody&lt;br /&gt;
|ALTRUISM, SACRIFICE&lt;br /&gt;
|Bring water or food to patient/prisoner/animal*; bring wounded units to rest; leading demonstration; being yelled at by unhappy citizens (for relevant nobles.)&lt;br /&gt;
|-&lt;br /&gt;
|thinking abstractly&lt;br /&gt;
|a lack of abstract thinking&lt;br /&gt;
|ABSTRACT_INCLINED&lt;br /&gt;
|Read or write any written content, or compose music or a poem. Playing make-believe. (Using Architect skill does not satisfy this need.)&lt;br /&gt;
|-&lt;br /&gt;
|admiring art&lt;br /&gt;
|being unable to admire art&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Be exposed to artful furniture, artistic crafts, or engravings. Watch certain performances.&lt;br /&gt;
|}&lt;br /&gt;
: (* See also [[animal caretaker]])&lt;br /&gt;
&lt;br /&gt;
Satisfying any need will usually result in a good thought and a decrease in stress. (If the dwarf has extremely low cheer they may feel NOT ANYTHING).&lt;br /&gt;
&lt;br /&gt;
== Adventurer actions per need ==&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Positive&lt;br /&gt;
!Negative&lt;br /&gt;
!Related [[Belief]] or [[Facet]]&lt;br /&gt;
!Adventurer activity&lt;br /&gt;
|-&lt;br /&gt;
|spending time with people&lt;br /&gt;
|being away from people&lt;br /&gt;
|GREGARIOUSNESS&lt;br /&gt;
|Spea{{k|k}} to anyone or reply to greeting. They don't have to be able to reply back.&lt;br /&gt;
|-&lt;br /&gt;
|drinking&lt;br /&gt;
|being kept from alcohol&lt;br /&gt;
|IMMODERATION, SELF-CONTROL&lt;br /&gt;
|Drink alcohol.&lt;br /&gt;
|-&lt;br /&gt;
|communing with [deity] / meditation&lt;br /&gt;
|being unable to pray (to [deity])&lt;br /&gt;
|&lt;br /&gt;
|Spea{{k|k}}, Pray to &amp;lt;Deity&amp;gt; or begin a performance, give a sermon.&lt;br /&gt;
|-&lt;br /&gt;
|staying occupied&lt;br /&gt;
|being unoccupied&lt;br /&gt;
|HARD_WORK, ACTIVITY_LEVEL&lt;br /&gt;
|Very wide variety of actions.&lt;br /&gt;
|-&lt;br /&gt;
|doing something creative&lt;br /&gt;
|doing nothing creative&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Perform or compose any work.&lt;br /&gt;
|-&lt;br /&gt;
|doing something exciting&lt;br /&gt;
|leading an unexciting life&lt;br /&gt;
|EXCITEMENT_SEEKING&lt;br /&gt;
|A wide variety of actions.&lt;br /&gt;
|-&lt;br /&gt;
|learning something&lt;br /&gt;
|not learning anything&lt;br /&gt;
|KNOWLEDGE, CURIOUS&lt;br /&gt;
|Gain a rank in any Skill, learn a new subject from written content.&lt;br /&gt;
|-&lt;br /&gt;
|being with family&lt;br /&gt;
|being away from family&lt;br /&gt;
|FAMILY&lt;br /&gt;
|Implemented, but inaccessible without modding. If your character has close family members, this need will be filled by spending time with them (seems to only apply to blood [[relationship|relations]]). However, there is currently no way to actually do this outside of mods.&lt;br /&gt;
|-&lt;br /&gt;
|being with friends&lt;br /&gt;
|being away from friends&lt;br /&gt;
|FRIENDSHIP&lt;br /&gt;
|Unimplemented.&lt;br /&gt;
|-&lt;br /&gt;
|hearing eloquent speech&lt;br /&gt;
|being unable to hear eloquent speech&lt;br /&gt;
|ELOQUENCE&lt;br /&gt;
|Hear or recite poetry.&lt;br /&gt;
|-&lt;br /&gt;
|upholding tradition&lt;br /&gt;
|being away from traditions&lt;br /&gt;
|TRADITION&lt;br /&gt;
|Perform any improvisational form.&lt;br /&gt;
|-&lt;br /&gt;
|self-examination&lt;br /&gt;
|a lack of introspection&lt;br /&gt;
|INTROSPECTION&lt;br /&gt;
|Read anything, compose song or poetry (automatically self-indulgent), craft a figurine of yourself.&lt;br /&gt;
|-&lt;br /&gt;
|making merry&lt;br /&gt;
|being unable to make merry&lt;br /&gt;
|MERRIMENT, HUMOR&lt;br /&gt;
|Recite any poem.&lt;br /&gt;
|-&lt;br /&gt;
|practicing a craft&lt;br /&gt;
|being unable to practice a craft&lt;br /&gt;
|CRAFTMANSHIP&lt;br /&gt;
|Craft an item via Knapping, Bone Carving, etc.&lt;br /&gt;
|-&lt;br /&gt;
|practicing a martial art&lt;br /&gt;
|being unable to practice a martial art&lt;br /&gt;
|MARTIAL_PROWESS&lt;br /&gt;
|Gain a rank in any combat skill.&lt;br /&gt;
|-&lt;br /&gt;
|practicing a skill&lt;br /&gt;
|being unable to practice a skill&lt;br /&gt;
|SKILL&lt;br /&gt;
|Use any skill.&lt;br /&gt;
|-&lt;br /&gt;
|taking it easy&lt;br /&gt;
|being unable to take it easy&lt;br /&gt;
|LEISURE_TIME&lt;br /&gt;
|Unknown (Possibly engage in or witness a [[Main:Performer|performance]]?) (&amp;lt;small&amp;gt;I fulfilled this need by going to sleep at a tavern, getting interrupted in the middle of the night by a giant alligator (which the bards killed by the time I went down the stairs) and performing with them for a while.&amp;lt;/small&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
|making romance&lt;br /&gt;
|being unable to make romance&lt;br /&gt;
|ROMANCE, LOVE PROPENSITY&lt;br /&gt;
|Unimplemented.&lt;br /&gt;
|-&lt;br /&gt;
|seeing animals&lt;br /&gt;
|being away from animals&lt;br /&gt;
|NATURE&lt;br /&gt;
|See an animal, animal must also see you.&lt;br /&gt;
|-&lt;br /&gt;
|seeing a great beast&lt;br /&gt;
|being away from great beasts&lt;br /&gt;
|EXCITEMENT_SEEKING, NATURE, CURIOSITY&lt;br /&gt;
|Uncertain, possibly encounter LARGE_ROAMING?{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
|acquiring something&lt;br /&gt;
|being unable to acquire something&lt;br /&gt;
|GREED, COMMERCE&lt;br /&gt;
|Acquire any item by trade or demand.&lt;br /&gt;
|-&lt;br /&gt;
|eating a good meal&lt;br /&gt;
|a lack of decent meals&lt;br /&gt;
|IMMODERATION&lt;br /&gt;
|Unknown. If the same as in Fortress mode, eating a preferred food, or a sufficiently valuable meal{{version|0.47.05}}.&lt;br /&gt;
|-&lt;br /&gt;
|fighting&lt;br /&gt;
|being unable to fight&lt;br /&gt;
|VIOLENT&lt;br /&gt;
|Engage in any combat, minor or major.&lt;br /&gt;
|-&lt;br /&gt;
|causing trouble&lt;br /&gt;
|a lack of trouble-making&lt;br /&gt;
|HARMONY, DISCORD&lt;br /&gt;
|Fight or argue with another individual.&lt;br /&gt;
|-&lt;br /&gt;
|arguing&lt;br /&gt;
|being unable to argue&lt;br /&gt;
|FRIENDLINESS&lt;br /&gt;
|Get into any disagreement about values.&lt;br /&gt;
|-&lt;br /&gt;
|being extravagant&lt;br /&gt;
|being unable to be extravagant&lt;br /&gt;
|IMMODESTY&lt;br /&gt;
|Wear any item with a quality modifier on a body part - a waterskin will not work, as it can only be worn ''in'' another item of clothing.&lt;br /&gt;
|-&lt;br /&gt;
|wandering&lt;br /&gt;
|being unable to wander&lt;br /&gt;
|NATURE, ACTIVITY LEVEL&lt;br /&gt;
|Move to/from any site or region tile.&lt;br /&gt;
|-&lt;br /&gt;
|helping somebody&lt;br /&gt;
|being unable to help anybody&lt;br /&gt;
|ALTRUISM, SACRIFICE&lt;br /&gt;
|Reunite family members.&lt;br /&gt;
|-&lt;br /&gt;
|thinking abstractly&lt;br /&gt;
|a lack of abstract thinking&lt;br /&gt;
|ABSTRACT_INCLINED&lt;br /&gt;
|Read or write any written content, compose music or a poem.&lt;br /&gt;
|-&lt;br /&gt;
|admiring art&lt;br /&gt;
|being unable to admire art&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Expose yourself to artistic crafts, examine adornments and coins.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Satisfying any need will result in a good thought and a decrease in stress.&lt;br /&gt;
&lt;br /&gt;
Creatures with {{token|NOEMOTION|c}} cannot satisfy any need and will inevitably become 'distracted'. In unmodded games, this concerns only [[Intelligent undead]].&lt;br /&gt;
&lt;br /&gt;
==Adventure mode meta-strategy==&lt;br /&gt;
&lt;br /&gt;
Upon creating your adventurer you may want to avoid having any of the non-fulfillable needs: romance, family, friends. Otherwise, you will suffer never-ending [[focus]] disadvantages. Immoderation too is only technically fulfillable for the itinerant adventurer, without a fortress's industry to reliably produce their preferred food.&lt;br /&gt;
&lt;br /&gt;
Some precaution is necessary in sacrifice/altruism -&amp;gt; helping capability is not available as long as you're quite weak (fighting; companions), and maybe in martial prowess if you're not constantly fighting and so increasing your stats. To fulfill your booze needs, you'll have to visit human towns' taverns or dwarven fortresses quite often (and fill your extra water storage containers with ale from the barrels for on the road).&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2014:Dwarves]]&lt;br /&gt;
&lt;br /&gt;
[[ru:Need]]&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Werebeast&amp;diff=301651</id>
		<title>DF2014:Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Werebeast&amp;diff=301651"/>
		<updated>2024-05-30T07:29:18Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: /* Defending your fort against werebeasts */ capturing and uses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|19:23, 12 August 2017 (UTC)}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
[[File:werewolf_preview.png|thumb|240px|right|Hopefully not in ''your'' fortress.]]&lt;br /&gt;
{{DFtext|Urist McBitten, Cheesemaker has transformed into a werelizard!|3:1}}&lt;br /&gt;
&lt;br /&gt;
'''Werebeasts''' {{Tile|Ñ|6:0}} are [[night creature]]s resembling an unnatural cross between a sapient creature and a beast, cursed to transform every full moon into a dangerous and bloodthirsty beast form. The curse can be contracted by incurring the wrath of one's patron [[deity]] or from another werebeast. Werebeasts are hated and feared throughout much of the world, posing a great risk to the player.&lt;br /&gt;
&lt;br /&gt;
There will be a specific amount of werebeasts roaming the lands, depending on [[DF2014:Advanced_world_generation#Number_of_Werebeast_Curse_Types| the world's settings]]. They can take the form of mammals or reptiles, ranging from the classic [[Wolf|werewolf]], to more exotic things like [[Giraffe|weregiraffes]], [[Lizard|werelizards]], [[Sloth|weresloths]] or [[Gila monster|weregila monsters]]. Also included are some creatures not normally present in the game (werelorises, weremammoths).&lt;br /&gt;
&lt;br /&gt;
The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed, and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the {{token|NIGHT_CREATURE_HUNTER}} tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-[[Immortality|immortal]] individual.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
[[File:weregoat_story.jpg|thumb|350px|&amp;quot;My Captain of the guard, just released from the hospital, transformed into a weregoat while sparring with his soldiers just to instantly get an arm cut off and the head smashed in.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Devilingo''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
A number of different types of werebeast curses are procedurally generated during world generation. Their numbers are normally dependent on world size, but can be directly controlled with [[advanced world generation]] - if you prefer not having werebeasts (and therefore not having [[fun]]), generating a world with &amp;quot;{{tt|Number of Werebeast Curse Types}}&amp;quot; set to {{tt|0}} in advanced world generation will ensure that no werebeasts exist in your world. &lt;br /&gt;
&lt;br /&gt;
There are more kinds of mammal curses (64 possible, though it might leave off some amphibious/bat ones), so it reduces the chances of each specific one to avoid a mammal flood.  The generic lizard is given more weight, since it's more vague and presumably encompasses more things. &lt;br /&gt;
&lt;br /&gt;
While procedurally generated, all werebeasts possess certain characteristics in common. They are all [[fanciful]], evil-aligned humanoids taking the shape of an animal who is crazed for blood and flesh, with glowing eyes and a brief description of their skin (&amp;quot;Its charcoal scales are blocky and close-set.&amp;quot;), who are associated with the [[sphere]]s of animals, chaos, moon and night. While intelligent, werebeasts are locked in a [[berserk]] state and will behave accordingly, attacking anything in view.&lt;br /&gt;
&lt;br /&gt;
During werebeast transformations, which occur at full moons, the beast will not transform back into its original form until the duration of the full moon has ended.  The transformations, whether from dwarf-to-beast or beast-to-dwarf, will fully restore the unit in question to complete health. Hunger and thirst will both be removed, and injuries (including missing limbs) will be fully healed. Effects induced by insanity are not reversed, however, so berserking soldiers that transform will still not follow orders. &lt;br /&gt;
&lt;br /&gt;
Sapient creatures ([[human]]s, [[Dwarf|dwarves]], [[Elf|elves]], [[goblin]]s or [[animal people]]) bitten by werebeasts are cursed to become werebeasts themselves.{{cite forum|126618}} Those that have died as a werebeast are still capable of being resurrected by necromancers as intelligent undead.  When this happens, the curse is retained and the newly revived will proceed to transform on a monthly basis whenever the original bite/turn date is reached.  Transformations will not remove their status as undead.&lt;br /&gt;
&lt;br /&gt;
The size of the werebeast is dependent on the nature of its curse, but all are significantly larger than a dwarf, with things like wererhinos and weremammoths being particularly massive. Depending on their starting status and the beast form in question, transformed individuals may receive augmented (or reduced!) strength, agility, recuperation and disease resistance while in monster form, though they often possess slightly lower-than-average toughness and endurance. All werebeasts possess at least Talented [[skill]] in [[wrestling]], [[Combat skill|biting, fighting, striking, kicking, dodging]] and [[Observer|observing]], as well as Legendary skill in [[ambusher]]. Additionally, they can [[Amphibious|breathe underwater]], [[No Exert|feel no exertion]], [[No Stun|cannot be stunned]] and are [[No Pain|immune to pain]], nausea, dizziness and fevers. Werebeasts need no food, water or sleep to survive, nor do they need to breathe, meaning they cannot be drowned or strangled. Werebeasts are Level 2 [[building destroyer]]s and are almost completely [[Trapavoid|immune to traps]] while transformed, safely bypassing any sort of [[trap]] set in their way. They may become caged when they revert, however.&lt;br /&gt;
&lt;br /&gt;
If the werebeast cannot use weapons in wereform (i.e. no hands), only the natural abilities of the creature are available for combat, which differ from creature to creature (claws/hooves/venomous bite etc.), but only their bites cause the werebeast curse to be transmitted. Werebeasts have been confirmed to have the ability to arrive at your fortress both armed and stealthed. Some werebeasts possess [[Syndrome|venom]] as well, applying &amp;quot;[[Syndrome|night sickness]]&amp;quot; to those who are bitten along with the werebeast curse. &lt;br /&gt;
&lt;br /&gt;
All werebeasts possess a built-in damage resistance against most weapon-grade [[metal]]s which halves the damage taken during combat, save for one randomly chosen metal which the werebeast will instead be 10 times weaker against. Unlike in the werewolf myth, this weakness isn't restricted to [[silver]], though a werebeast race may indeed be weak to it. There are no means in [[fortress mode]] to learn which metal a given werebeast is weak against during gameplay. In [[adventurer mode]] this information is included in the quest rumor, but an afflicted adventurer can only learn their own weakness [[Wound|the fun way]].&lt;br /&gt;
&lt;br /&gt;
Dwarves will never have [[preferences]] for werebeasts, as they possess no {{token|PREFSTRING}}. They possess an unused [[Pet#Pet value|pet value]] of 2,000.&lt;br /&gt;
&lt;br /&gt;
Killed werebeasts are always listed in a unit's or weapon's kill log as a member of their original race, even if the werebeast was dispatched while in animal form.&lt;br /&gt;
&lt;br /&gt;
===Werebeast types===&lt;br /&gt;
Here follows a conclusive list of all possible shapes given to a cursed individual. Note that descriptors/colors are randomized upon the curses' generation, so you may encounter &amp;quot;different&amp;quot; werebeasts of the same species in the same world. These descriptors, however, are purely for flavour, and have no gameplay implications.&lt;br /&gt;
&lt;br /&gt;
'''Reptile werebeasts:'''&lt;br /&gt;
{{columns-list|colwidth=10em|&lt;br /&gt;
* werechameleon&lt;br /&gt;
* weregecko&lt;br /&gt;
* weregilamonster&lt;br /&gt;
* wereiguana&lt;br /&gt;
* werelizard&lt;br /&gt;
* weremonitor&lt;br /&gt;
* wereskink&lt;br /&gt;
* weretortoise**&lt;br /&gt;
* wereturtle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Mammal werebeasts:'''&lt;br /&gt;
{{columns-list|colwidth=10em|&lt;br /&gt;
* wereanteater*&lt;br /&gt;
* wereantelope**&lt;br /&gt;
* wereape**&lt;br /&gt;
* werearmadillo&lt;br /&gt;
* werebadger&lt;br /&gt;
* werebear**&lt;br /&gt;
* werebeaver&lt;br /&gt;
* werebison*&lt;br /&gt;
* werebuffalo&lt;br /&gt;
* werebull&lt;br /&gt;
* werecamel**&lt;br /&gt;
* werecapybara&lt;br /&gt;
* werecat&lt;br /&gt;
* werecavy&lt;br /&gt;
* werechinchilla&lt;br /&gt;
* werecivet*&lt;br /&gt;
* werecoati&lt;br /&gt;
* werecoyote&lt;br /&gt;
* weredeer&lt;br /&gt;
* weredonkey**&lt;br /&gt;
* wereelephant&lt;br /&gt;
* wereelk&lt;br /&gt;
* werefox&lt;br /&gt;
* weregiraffe&lt;br /&gt;
* weregoat&lt;br /&gt;
* weregopher*&lt;br /&gt;
* werehare&lt;br /&gt;
* werehedgehog&lt;br /&gt;
* werehorse&lt;br /&gt;
* werehyena&lt;br /&gt;
* werejackal&lt;br /&gt;
* werekangaroo&lt;br /&gt;
* werekoala&lt;br /&gt;
* werelemur*&lt;br /&gt;
* werellama&lt;br /&gt;
* wereloris*&lt;br /&gt;
* weremammoth*&lt;br /&gt;
* weremarmot&lt;br /&gt;
* weremole*&lt;br /&gt;
* weremongoose&lt;br /&gt;
* weremonkey**&lt;br /&gt;
* weremoose&lt;br /&gt;
* weremouse*&lt;br /&gt;
* wereopossum&lt;br /&gt;
* werepanda&lt;br /&gt;
* werepangolin&lt;br /&gt;
* werepanther**&lt;br /&gt;
* werepig&lt;br /&gt;
* wereporcupine&lt;br /&gt;
* wererabbit&lt;br /&gt;
* wereraccoon&lt;br /&gt;
* wererat&lt;br /&gt;
* wererhinoceros&lt;br /&gt;
* weresheep&lt;br /&gt;
* wereshrew*&lt;br /&gt;
* wereskunk&lt;br /&gt;
* weresloth&lt;br /&gt;
* weresquirrel&lt;br /&gt;
* weretapir&lt;br /&gt;
* werewarthog&lt;br /&gt;
* wereweasel&lt;br /&gt;
* werewolf&lt;br /&gt;
* werewombat&lt;br /&gt;
* werezebra*&lt;br /&gt;
}}&lt;br /&gt;
:&amp;lt;small&amp;gt;*The animal this corresponds to does not actually appear as a normal [[animal]] in ''Dwarf Fortress''.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;**This werebeast doesn't correspond clearly to any specific in-game species of animal.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in fortresses==&lt;br /&gt;
In some regions, the full moon will herald the attack of werebeasts upon your fortress and the unwilling transformation of your own citizens into their bestial forms.&lt;br /&gt;
&lt;br /&gt;
If the region has at least one type of werebeast, a werebeast may choose to [[ambush|ambush]] your fortress from the surface, revealing itself only once seen. Unlike most other invaders, werebeasts are only announced on their discovery (triggering a message similar to that of a [[megabeast|megabeast]]), allowing them to get much closer to your fortress than most other threats. Local werebeasts will be announced at the moment of their transformation, but unlike invaders will not pause the game and can therefore slip under the radar if the transformation was unexpected or there was numerous other announcements at the time.&lt;br /&gt;
&lt;br /&gt;
Transformed werebeasts are building destroyers, pathing to and toppling workshops and furniture that may be accessible to them. They will attack anything they can find for the duration of the full moon - including wildlife, livestock, and the dwarves of your fortress, prioritizing creatures over buildings in their efforts to spread the affliction. &lt;br /&gt;
&lt;br /&gt;
Werebeasts of the same beast-species are not hostile to each other while transformed. Generally, a werebeast will not attack another werebeast of the same species when it initially transforms. There have been reports of them attacking each other, so be careful if you want to keep them alive.&lt;br /&gt;
&lt;br /&gt;
Because werebeasts are ambushers (only announcing themselves when found) and are only active for a few days of the month, it's possible for their 'visits' to go completely undetected by members of your fort (though the local wildlife may certainly have noticed). If a werebeast is only spotted after the full moon has ended and it has reverted back to its normal form, the game will still announce its discovery, but instead in its ''current'' form (leading to amusing/terrifying messages such as &amp;quot;The Human (name) has come! A medium-sized creature prone to great ambition.&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Occasionally, a werebeast can infiltrate your fortress, as they've visited as part of a passing caravan. They'll only turn upon the changing of the moon phase, and you will not get the warning given when they'd normally appear on the map.&lt;br /&gt;
&lt;br /&gt;
==Defending your fort against werebeasts==&lt;br /&gt;
&lt;br /&gt;
If you have not established an early-detection defensive perimeter (see [[defense guide]] and note, werebeasts are [[trapavoid]]), it is quite likely that if a werebeast attacks, a dwarf will be bitten. The best defense against this is to keep civilians off the surface (unless they are inside high walls), and rely on warning systems to tell you when to trigger a [[Burrow#Civilian_Alerts|civilian alert]] and close your [[bridge|drawbridges]]. A werebeast retains its infectious form for only a few days during the full moon. After that, it reverts to an ordinary humanoid form, and will typically flee.&lt;br /&gt;
&lt;br /&gt;
Warning systems may include [[pasture]]d or [[restraint|restrained]] animals, or outdoor [[statue]]s. If you get notices of toppled statues with no visible cause, it's probable there is a werebeast nearby. Baby werecreatures are neutral, and while you can order your military to kill them, the order will not be followed.&lt;br /&gt;
&lt;br /&gt;
Once werebeasts revert back and flee, they can be captured in an ordinary cage trap, whether the character is hostile to your civilisation or not. If you cannot consistently kill the werebeasts yet it might be a good idea to attempt this, because the same beast might pester you again. A caged werebeast can be used as a timer, alerting you with an announcement of the full moon and the possible danger outside. It also provides a possible bait for your [[silk farm]].&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
[[File:Weregiraffe.jpg|thumb|A Weregiraffe infecting dwarves. Note that getting infected doesn't protect the dwarf in question from further attacks.&amp;lt;br /&amp;gt;''Art by [[Zach Adams]]''.]]&lt;br /&gt;
Werebeasts are dangerous opponents, perfectly capable of killing an unarmed dwarf with impunity, but as notification-worthy invaders go they aren't especially terrifying; a few dwarves with modest military training and gear should be able to handle them with few casualties, as will a single elite dwarf in quality steel gear. The real threat they pose, however, is in their bite. If a sentient creature is bitten by a werebeast, and the bite tears fat, skin, or muscle, the said creature becomes infected. Infected creatures will become werebeasts at the next full moon (see below for schedule). Scratches, bites that merely bruise or dent, and subsequent shaking attacks after a bite will not transmit the curse, and thus are merely as dangerous as any other such assault. Any [[learning]] creature who has [[blood]] and isn't [[undead]] or supernatural can potentially be infected, meaning you could theoretically have things such as [[troglodyte]] or [[troll]] werebeasts, while animals, [[vampire]]s, and [[Mummy|mummies]] are immune to it. &lt;br /&gt;
&lt;br /&gt;
There is no cure. To protect your other dwarves, you should either keep all infected dwarves isolated so they cannot infect your whole fortress, or if you do not want to take care of them, [[expel]] them from the fortress or just kill them.&lt;br /&gt;
&lt;br /&gt;
Contrary to popular belief, only the original werebeast of a particular strain is immune to aging. All subsequent creatures who become infected from that strain will still retain their original lifespans (in the case of elves and goblins, they simply continue to be immortal.) While transformed, a werebeast will require neither food nor drink, nor do they require sleep. Note the immunity to these requirements only applies during the full moon. However, the monthly transformation resets an infected creature's dehydration and hunger levels, thus allowing them to be trapped in a room until they expire from old age (although they will likely go mad way before this happens.) Additionally, each transformation will heal any and all of an infected creature's wounds, and will also restore any missing limbs which the creature may have had.&lt;br /&gt;
&lt;br /&gt;
====Infecting your entire fort====&lt;br /&gt;
&lt;br /&gt;
Yes, it is possible. Having only infected dwarves does not end your game.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
* Super-effective hospital service; your dwarves are fully healed once per month. No need for crutches or anything.&lt;br /&gt;
* No need for food or drink, though you can keep alcohol around for happy thoughts and to avoid alcohol withdrawal&lt;br /&gt;
* No need for beds or bedrooms, other than those for nobles&lt;br /&gt;
* When transformed, civilian dwarves are less vulnerable&lt;br /&gt;
* Dwarves will happily discard their old tattered clothing and pick up fresh clothes every month.&lt;br /&gt;
* Unhappy thoughts are less severe, as the process of being bitten and biting others tends to make your dwarves very resilient to tragedy.&lt;br /&gt;
* Go for were-elephants or were-badgers for extra dwarven points&lt;br /&gt;
* Fun&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
* Exceedingly difficult to set up, quite long as well; May kill your most important dwarves&lt;br /&gt;
* When transformed, fortress activity grinds to a halt, and for a few days afterwards, as civilians run around finding new clothing&lt;br /&gt;
* Werebeasts are building destroyers, so you'll constantly need to remake workshops and most furniture&lt;br /&gt;
* Trading is especially difficult&lt;br /&gt;
* Will cause issues with military when transformed: transformation removes all armor, though they will hold onto their weapons, shields, and even quivers/bolts during transformation.&lt;br /&gt;
* May be exceedingly !!fun!! for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again, you ''were'' looking for fun in the first place&lt;br /&gt;
&lt;br /&gt;
There are several ways to attempt to infect your whole fort, some with higher success rates than others. The trick is to have your uncursed dwarves be bitten but not die, and also to have your cursed dwarves survive any retribution. Delaying the release of the werebeast until near the end of the full moon will reduce the chances of the situation spiralling out of control (though it will also reduce the rate of infection).&lt;br /&gt;
&lt;br /&gt;
One method is to equip a squad of dwarves with training weapons and send them to an isolated area with one or two of your werebeasts. Ideally the dwarves who get injured will back away while the others hold back the werebeast. In reality it can be hard to balance the battle, which leads to either the werebeast killing off the injured dwarves, or being pummeled into submission without spreading their curse. The main problem is when an attack by either the werebeast or a dwarf happens at the moment of transformation, it is considered a dwarf-on-dwarf attack, which leads to a minor [[loyalty cascade]]. &lt;br /&gt;
&lt;br /&gt;
Another method is to simply lock a werebeast in a room with civilian(s) and hope that the civilian survives long enough for the werebeast to turn back. This reduces (but does not eliminate) the chance of a loyalty cascade, because only the werebeast is attacking. The main problem is that werebeasts become legendary fighters/wrestlers very quickly, and are more than capable of killing/fatally wounding half a dozen dwarves in a single transformation.&lt;br /&gt;
&lt;br /&gt;
The most successful method discovered is to lock a werebeast in a room with civilians, but be sure the room is completely covered in cage traps. Many injuries inflicted by werebeasts can knock a dwarf unconscious due to pain or strangulation, and an unconscious dwarf will be trapped by a cage trap. In the cage, dwarves are free to recover from their wounds, safe from any further attacks. In addition, a dwarf who is released from a cage gets an enormous happiness boost that will help him cope with the loss of family and friends who were not so lucky. Further improvements to this technique, such as assigning the uncursed to squads with no uniform (or just a helmet) that replaces clothing in order to allow every bite to break the skin, have pushed successful conversion rates to near 50%. It is also recommended to release dwarves from their cages immediately (via constructing the cages and attaching them to a lever) to prevent insanity due to unhappiness.&lt;br /&gt;
&lt;br /&gt;
====Werebeast military====&lt;br /&gt;
&lt;br /&gt;
A somewhat less drastic (though potentially even more [[fun]]) option is to start a werebeast super-soldier breeding program. Some werebeasts can hold and use weapons in wereform, and whatever combat skills they have as dwarves also apply while transformed. Being infected gives dwarves a large increase to their physical attributes (which can still be increased further, unlike vampires), and they need not worry about being wounded in combat as long as they survive until their next transformation. Add to this the wereform's large size of 80000 and inability to feel pain, which partially makes up for its lack of armor, and you end up with a potentially devastating military force, if you can manage to keep them from murdering each other and the rest of your fortress. &lt;br /&gt;
&lt;br /&gt;
Were-soldiers are mostly useful when their wereform is of a variety that can use weapons and preferably also shields, which obviously requires hands of some sort. Weregophers, for example, can use either a shield or a one-handed weapon, but not both, and may even equip crossbows as well as quivers and bolts. It is unknown if dwarves in wereform can wield weapons that are normally too large for them, such as pikes. If they cannot use weapons they may still be useful as soldiers if their wereform is of the dangerous sort, for example in the case of werelions &amp;lt;s&amp;gt;and tigers and bears&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Transformed military dwarves respect their stations, alerts and uniforms (when applicable) and ignore the civilian alert, but will still attack anything they regard as an enemy, such as their fellow dwarves or any destroyable buildings. They must therefore be kept away from the rest of the fortress with walls and bridges, as they will destroy any non-artifact doors.&lt;br /&gt;
&lt;br /&gt;
Bonus points if you also install a dump chute in the room to give them new weapons and booze. Designate a stockpile under the chute, set it to take from links only, disable bins and set it to allow booze, empty barrels, weapons, shields and possibly ammo. Supplying the were-soldiers with booze both keeps them happy and prevents them from wandering into your fortress to look for it. Be aware that they can and will jump out of a hole directly above them, so either make the chute at least 2 z-levels high and smooth the walls, or keep it firmly locked with a hatch cover.&lt;br /&gt;
&lt;br /&gt;
Once their containment room has been built, add a piece of furniture, designate a large barracks from it and set them to train there. The were-soldiers will destroy the barracks while transformed unless it is an artifact, so wall it in after the room has been defined. Remember to use 2-tile thick walls because of the sparring bug above.&lt;br /&gt;
&lt;br /&gt;
An important thing to remember is the following: If two or more transformed dwarves have any sort of active military order (either from an alert or direct orders), and can see each other at the moment they change ''back'' from wereform, then they will instantly begin fighting to the death, causing a loyalty cascade. To avoid this, either train your were-soldiers alone in separate rooms (slower due to lack of sparring), or make sure to set their alert to Inactive and cancel all their orders before they change back to dwarves. Once they've changed back, they can be set to train or given orders again. If they do start fighting each other, canceling all their orders and setting them to Inactive will make them stop. &lt;br /&gt;
&lt;br /&gt;
The soldiers will not train while transformed, but if they were sparring during the transformation they will continue to spar in wereform, which can be entertaining to watch. The combat log for sparring dwarves in wereform will be gray instead of the normal cyan.&lt;br /&gt;
&lt;br /&gt;
==Transformation dates==&lt;br /&gt;
&lt;br /&gt;
There are exactly thirteen full moons in [[Calendar|a dwarven year]], so werebeasts transform on exactly the same dates every year:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #c8ccd1;&amp;quot;&lt;br /&gt;
|- align=center&lt;br /&gt;
!style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|Day&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|25th&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|23rd&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|21st&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|19th&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|17th&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|15th&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|13th&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|11th&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|8th&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|6th&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|4th&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|2nd&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|28th&lt;br /&gt;
|- align=center&lt;br /&gt;
!style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|Month&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|Granite&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|Slate&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|Felsite&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|Hematite&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|Malachite&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|Galena&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|Limestone&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|Sandstone&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|Timber&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|Moonstone&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|Opal&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|Obsidian&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|Obsidian&lt;br /&gt;
|- align=center&lt;br /&gt;
!style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|Date&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|(XX-01-25)&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|(XX-02-23) &lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|(XX-03-21)&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|(XX-04-19)&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|(XX-05-17)&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|(XX-06-15)&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|(XX-07-13)&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|(XX-08-11)&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|(XX-09-08)&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|(XX-10-06)&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|(XX-11-04)&lt;br /&gt;
|style=&amp;quot;background-color:#eaecf0; border-right: 1px dotted #c8ccd1;&amp;quot;|(XX-12-02)&lt;br /&gt;
|style=&amp;quot;border-right: 1px dotted #c8ccd1;&amp;quot;|(XX-12-28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in adventure mode==&lt;br /&gt;
[[File:DnD Lycantrop.png|thumb|Non-leather clothing will be destroyed on any transformation]]&lt;br /&gt;
In adventurer mode, werebeasts are usually found living in small lairs on the edges of civilization. Young adventurers will often be called upon to slay them, with instructions along the line of 'he assumes a bestial form' along with a description of what type of metal they are vulnerable to. However, as long as they are not visited on the night of their transformation, they are just common peasants and can be dispatched easily. It would behoove these individuals to hide themselves among townsfolk, but what can ya do?&lt;br /&gt;
&lt;br /&gt;
===Becoming a werebeast===&lt;br /&gt;
To become a werebeast, you must either happen upon a werebeast in its beastly form or seek one out on the night of their transformation. The most safe and certain way to permit an infectious werebite is to remove all upper body armor, and only torso armor. The torso is the easiest target and it can sustain more damage than limbs. Getting an appendage bitten or shaken off has a lower probability of penetrating the bloodstream than a bite to the chest area.&lt;br /&gt;
&lt;br /&gt;
Note if you select a form for its advantages: the werebeast form doesn't guarantee the stat ranges their animal type may imply; those are generated completely independently. The beast form only confers a proportionate size/mass increase, the tissue layer materials, and all their attack types.&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
It is additionally possible to become a werebeast by toppling statues of your god(s) in a temple or sanctuary. Walk up to the statue and topple it with {{K|u}} then {{K|a}}. Toppling a statue in this way will lead you to be cursed: the curse will be either werebeast or [[DF2014:Vampire|vampirism]]. (As of v0.47.01, toppling statues unrelated to your religion no longer has any effect.)  A simpler way to obtain a werebeast curse is to roll divination [[dice]] to the point of angering the gods. Once you get a message urging you not to tempt fate, another roll of the dice will bestow upon you a curse - which curse you get appears to be randomly decided at the time you topple the statue or roll the dice. Reloading the game and repeating the process often gives the alternate curse.&lt;br /&gt;
&lt;br /&gt;
If you become a werebeast and transform in adventure mode, you can pick up your weapon and shield that were dropped in the transformation, but, seeing as almost all werebeasts seem to have a minimum body size of about 80000, armor will become too [[Clothing#Size|small]] for you to fit into. Hauled items will also be dropped on Fast Travel.&lt;br /&gt;
&lt;br /&gt;
===Implications of being an adventuring werebeast===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Every full moon all injuries are instantly healed, then again when the phase ends.&lt;br /&gt;
*For 30 game hours you are inexhaustible; the perfect time to power-train your combat skills. You can sustain max movement rate, multi-attack with everything you have, block and dodge without exhaustion limits. Though your physical attributes won't increase, the skill gains will make your natural form much stronger than it was.&lt;br /&gt;
*Potential increase to all physical stats, likely increase to all physical stat maximums (your mileage may vary; sometimes base and maximum stats are ''lower'' than your normal form.)&lt;br /&gt;
*Increase in mass that scales up with animal's base size (eg a smaller creature adds a marginal amount, a larger creature may gain mass in the 100ks.)&lt;br /&gt;
*Acquire all the animal's traits including swim/climb/crawl rates, innate swimming, physical attacks such as hoof or horn, tissue layer properties such as scales or thick hide.&lt;br /&gt;
*Acquiring the curse directly from a god additionally grants agelessness, which similar to necromancers' agelessness makes you neutral to undead.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Attacked if you visit any towns during your transformation. Automatically hostile with everyone except werebeasts of your own species.&lt;br /&gt;
*Having to re-equip yourself every transformation unless transformed size is similar enough to your race's size. Non-leather clothing will be destroyed on any transformation regardless of size difference.&lt;br /&gt;
*If enemies are wielding weapons of a material your new form is weak against, damage taken can be devastating.&lt;br /&gt;
*Werebeast form often starts relatively weaker, and its maximum potential may be less than normal form.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Ordering your military to kill an infected dwarf may trigger a [[loyalty cascade]], potentially making every single dwarf of the fortress hostile to all others {{Bug|0003259}}.  To prevent this, it's safer to dispose of the infected by [[Unfortunate accident|other means]], like quarantining them via forbidden doors on hospitals fitted with… [[Magma|hygenic]] [[Drowning chamber|measures]].&lt;br /&gt;
&lt;br /&gt;
* On first transformation an afflicted character's birth year and time can be set back hundreds to thousands of years {{Bug|0005835}}. This can occur from infection by bite or direct deity curse.&lt;br /&gt;
&lt;br /&gt;
* Infected invaders don't attack the rest of the invasion force when they turn.{{bug|10014}}&lt;br /&gt;
&lt;br /&gt;
* Regardless of whether or not their original race is known, a unit's kill list will always show a defeated werebeast as a member of their starting race, even if transformed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Sometimes a werebeast arrives in humanoid form, and the game then announces the arrival of a normal, intelligent creature as if it was some terrible beast. The naked, confused creature usually runs away, probably scared by your dwarves' laughter.&lt;br /&gt;
&lt;br /&gt;
Unlike other werebeasts, werehedgehogs have shown the ability to unnaturally stretch their limbs out for extra mobility, and often attempt to steal rings from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = senelfer | elvish = riviìle | goblin = bemkåbu | human = hixursuku}}&lt;br /&gt;
{| {{listboxformat|class=gamedata}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #72A329; font-weight:bold; background-color: #bd8; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell&amp;quot; | Example raws (as extracted from world.dat)&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;overflow:auto; max-width:800px&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;gamedata-content&amp;quot; style=&amp;quot;font-family: monospace; font-size:1.25em; white-space:pre;&amp;quot;&amp;gt;[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:NIGHT_CREATURE_32]&lt;br /&gt;
	[NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[CASTE_NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:20:0:0]&lt;br /&gt;
	[NIGHT_CREATURE_HUNTER]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CRAZED]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:AGILITY:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[NATURAL_SKILL:SNEAK:20]&lt;br /&gt;
	[DIFFICULTY:1]&lt;br /&gt;
	[LAIR:SIMPLE_BURROW:50]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[MATERIAL_FORCE_MULTIPLIER:INORGANIC:STEEL:10:1]&lt;br /&gt;
	[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:ANIMALS]&lt;br /&gt;
	[SPHERE:CHAOS]&lt;br /&gt;
	[SPHERE:MOON]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[BODY_SIZE:0:0:83000]&lt;br /&gt;
	[CREATURE_TILE:165]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TAIL:RCP_4_FINGERS:RCP_4_TOES:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP:SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS:RCP_2_EYELIDS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[SELECT_MATERIAL:SCALE]&lt;br /&gt;
		[STATE_COLOR:ALL_SOLID:CHARCOAL]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:6:0:0]&lt;br /&gt;
	[SELECT_MATERIAL:EYE]&lt;br /&gt;
		[STATE_COLOR:ALL:BLUE]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;']&lt;br /&gt;
	[GLOWCOLOR:1:0:1]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
		[SPECIALATTACK_INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[ATTACK:FSCRATCH:BY_TYPE:GRASP:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:TSCRATCH:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:212:10:3:637:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:425:5:3:637:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:600:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:850:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1800:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2750:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[DESCRIPTION:A large skink twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow blue. Its charcoal scales are blocky and close-set. Now you will know why you fear the night.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[OBJECT:INTERACTION]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_SOURCE:ATTACK]&lt;br /&gt;
		[IS_HIST_STRING_1: bit ]&lt;br /&gt;
		[IS_HIST_STRING_2:, passing on the skink monster curse]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_REQUIRES:HAS_BLOOD]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_FORBIDDEN:SUPERNATURAL]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[SYN_CLASS:WERECURSE]&lt;br /&gt;
			[CE_BODY_TRANSFORMATION:START:16800:ABRUPT]&lt;br /&gt;
			[CE:CREATURE:NIGHT_CREATURE_32:DEFAULT]&lt;br /&gt;
			[CE:PERIODIC:MOON_PHASE:27:0]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[ru:Werebeast]]&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Fire_imp&amp;diff=294593</id>
		<title>DF2014:Fire imp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Fire_imp&amp;diff=294593"/>
		<updated>2023-07-26T13:22:30Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: dealing with fire imps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|16:04, 26 July 2014 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|bone=4&lt;br /&gt;
|meat=7&lt;br /&gt;
|fat=7&lt;br /&gt;
|skull=1&lt;br /&gt;
|intestines=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Fire imps''' are small, hostile [[creature]]s straight from the [[magma sea]], emerging in groups of 3-4 mayhem-minded individuals. Only a little bigger than a [[cat]], the threat they pose comes in the form of their special attacks; they are able to throw large [[Fire|fireballs]] and launch jets of flame from their hands, which can ignite whole landscapes and immediately turn your [[Dwarf|dwarves]] into [[fire|‼dwarves‼]]. All fire imps are born with Legendary [[skill]] in [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
If breaching the magma sea to use its [[magma]], one should expect to face fire imps sooner or later. [[Trap|Take measures]] when you spot some in a nearby magma pipe, and equip your [[military]] with shields in hopes they won't be ignited when facing them. Attempting to [[Water|drown]] fire imps is futile, as like all other magma-dwellers, they don't need to breathe. They are also able to open unforbidden [[door]]s, meaning these can't be used to block them. To avoid unwanted [[fun]] when dealing with fire imps and other nasty magma-dwelling creatures, you can have a narrow [[channel]] leading between your source and the point you want to send it to, then put in a magma-safe [[grate]] or set of [[bars]] ([[fortification]]s are useless when submerged, as creatures can swim through them). Beware, though, that [[magma man|magma men]] and [[fire man|fire men]] can and will [[building destroyer|destroy]] such barriers.&lt;br /&gt;
&lt;br /&gt;
A safer, but more complicated way to do this is having a floor grate cover the magma intake point and getting magma from it through a [[pump]]. Due to building-destroying mechanics, floor grates can't be destroyed from below. Pumps can take magma from a grated source. The pump and grate should obviously be magma-safe. Also, the pump should be powered, not manually operated - a dwarf operating the pump would be in line of fire should an imp find itself under the grate.&lt;br /&gt;
&lt;br /&gt;
Fire imps are [https://tvtropes.org/pmwiki/pmwiki.php/Main/GlassCannon glass cannons] (a [[dog]] can take care of them, provided they're not ignited), but resist heat much more than most creatures, only taking damage at {{ct|15000}}. This makes them immune to fire and magma (obviously), but not [[dragonfire]]. It is possible for fire imps and other magma-resident creatures to travel to the surface via a [[volcano]]; if you are building near a volcano, and your dwarves get set on fire for no apparent reason, look around for a fire imp in the volcano. You can try channeling to the surface of the magma and baiting it or just dump water on it from above. They are one of the few renewable sources of fire-proof leather, aside from [[demon|spoilers]].&lt;br /&gt;
&lt;br /&gt;
Somewhat analogous to [[Giant cave spider]]s who won't hurl webs at civilians, fire imps use their most dangerous attack only against military dwarves. If they appear, order your military out of the area and build a cage trap right in front of their nose. They will sometimes fight, but never with fire. If you don't mind the micromanagement, make sure the cages are magma-safe, because once you release them to finish them off, they will hurl fireballs and destroy the cage.&lt;br /&gt;
&lt;br /&gt;
In an amusing example of the intricacies of ''Dwarf Fortress'', fire imps cannot get [[syndrome|fevers]]. It makes sense when you know what a fever is (higher body temperature, by a few degrees), and the fact that fire imps are extremely resistant to high temperatures. This is not likely to affect gameplay unless you expose them to an appropriate [[Weather#Evil weather|evil weather]] or if [[modding]] is involved. Despite their humanoid anatomy, fire imps are not intelligent creatures and therefore your dwarves will be more than eager to [[butcher]] them for a small quantity of returns; their fire resistance is inherited by their returns, and the tanned [[Skin|hide]] of a fire imp can be used to create fireproof [[leather]] items. Curiously, fire imps are all genderless and biologically immortal, and rather than [[blood]], they have gray-colored goo as their bodily fluids. [[Adventurer mode|Adventurers]] are able to smell fire imps with {{k|o}}, with them being described as smelling like &amp;quot;smoke&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] fire imps for their ''terrifying features''.&lt;br /&gt;
&lt;br /&gt;
[[File:Fire_imp.png|thumb|center|Admired for its ''terrifying features''.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Fault''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Giant_cave_spider&amp;diff=294592</id>
		<title>DF2014:Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Giant_cave_spider&amp;diff=294592"/>
		<updated>2023-07-26T13:22:23Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: /* Killing a GCS */ easier way&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:29, 23 August 2014 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|meat=19&lt;br /&gt;
|fat=18&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|skin=chitin&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giant cave spiders''' (also known as GCS) are far different from your regular [[cave spider]]s; those are just treats for your [[cat]]. Giant cave spiders are as big as [[grizzly bear]]s and will make treats ''of'' cats, [[dwarves]], and the occasional careless adventurer. You can find giant cave spiders in, obviously, caves, [[caverns]] and most underground areas. They are '''the''' most dangerous creature in the caverns, excluding some [[forgotten beast]]s, as they [[No Pain|feel no pain]], [[No Stun|cannot be stunned]], can [[syndrome|poison]] creatures and have the ability to shoot [[web]]bing to ensnare their prey, with a range of 5 squares. If you see a giant cave spider in [[adventurer mode]], an announcement, &amp;quot;You've spotted a Giant Cave Spider!&amp;quot;, will appear.&lt;br /&gt;
&lt;br /&gt;
Giant cave spiders are not a rarity, with dozens present in the underground caverns, deep below the surface. They can be extremely hard to kill. They do not pose a big threat to a fortress when undisturbed, but when a dwarf ''does'' disturb one, [[Main:Armok|Armok]] bless the soul of the unlucky dwarf. On occasion, however, a lucky dwarf might pound one to death within a few attacks by punching its skull into its brain, which can be a godsend after an unfortunate cavern breaching exercise.&lt;br /&gt;
&lt;br /&gt;
Webs are quite useful when they aren't being used in an attack against you. Giant cave spider [[silk]] is worth twice as much as plant-derived textile and, given the [[silk farming|proper setup]] and victims, can be produced in endless amounts. Giant cave spiders are [[building destroyer]]s and will topple [[wood]]en [[furniture]] on sight.&lt;br /&gt;
&lt;br /&gt;
Giant cave spiders give live birth and do not lay eggs, contrary to what one may expect. They also can't be gelded.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant cave spiders for their ''mystery''.&lt;br /&gt;
&lt;br /&gt;
==Fighting==&lt;br /&gt;
Giant cave spiders fight by throwing impressively large amounts of web at their enemies and biting them. Once an enemy is webbed, the spider goes for the head.&lt;br /&gt;
&lt;br /&gt;
Giant cave spider venom appears to be a neurotoxin which causes progressive [[syndrome|paralysis]] and is usually fatal due to suffocation as the victim's diaphragm succumbs and ceases to function. The poison's effects set in relatively quickly, with complete paralysis after 720 seconds (10 [[time|time units]]). Larger dwarfs will sometimes recover from this poison and resume breathing, assuming they are only bitten once. If not, death usually occurs after 1300 seconds (19 time units). In terms of Fortress mode, and depending on the speed of the victim, the venom will paralyze an infected dwarf within two steps and cause death by suffocation soon after.&lt;br /&gt;
&lt;br /&gt;
Giant cave spider venom is only deadly on relatively small creatures, unlike [[giant desert scorpion]] venom. It only tends to induce mild paralysis of members of large creatures such as giants, meaning a giant cave spider cannot typically kill large creatures. However, it will incapacitate and exhaust them very well.&lt;br /&gt;
&lt;br /&gt;
In older versions, a lone giant cave spider could take on and fight equally with all of the [[semi-megabeast]]s and most of the [[megabeast]]s (with the notable exception of [[dragon]]s, due to [[Dragonfire|!!giant cave spider!!]] syndrome). They couldn't kill them, but not even a [[bronze colossus]] is immune to webs. They were ''more'' dangerous than [[cave dragon]]s and the only thing in the caverns that could reliably win against them was a forgotten beast with webs or ranged attack. However, as of the latest version, a [[cyclops]] or an [[ettin]] will reliably kill a GCS one-on-one. &lt;br /&gt;
&lt;br /&gt;
==Killing a GCS==&lt;br /&gt;
The web attack of a giant cave spider not only covers a wide area but also has a very short cooldown period, and as such, the creature is easily able to spam it and is able to take out entire [[squad]]s with little trouble, making melee combat extremely risky. Ranged combat with [[crossbow]]s is much safer in comparison, as marksdwarves can out-range a cave spider's web, though this does not make it flawless; marksdwarves have the tendency to charge at their foes (and as such, right into the webs) while the giant cave spider can quickly charge at them itself, plus their large size means they can usually shrug off multiple bolts before going down. The safest method to attack a giant cave spider is either to ambush it in a chokepoint (where your dwarves may get to hit it before it can web all of them), by firing bolts through [[fortification]]s or by shooting it while it is distracted fighting something else (such as your unlucky melee squad). Pray your squads do not waste time attacking the spider's limbs and go straight for the head, before the spider does the same to them.&lt;br /&gt;
&lt;br /&gt;
Due to giant cave spiders only attacking the head of a webbed dwarf, a few dwarves armored with [[steel]] helmets should be a match for a lone GCS. The coding for all creatures sets headshots as the number one priority if possible, and the web ensures that a headshot is indeed always possible. You may want to avoid using untrained dwarves for this, though, because the spider will still counterattack if the dwarf misses, potentially landing a blow on an unprotected area of the dwarf. One way to minimize this problem is to make the dwarf wear full armour (the GCS will still latch on with its bite, however, helm or no, and can still kill a dwarf by shaking them by the head).&lt;br /&gt;
&lt;br /&gt;
Fortunately (or unfortunately...), giant cave spiders tend to take time to kill their prey, giving you time to kill the GCS and save the dwarf, if you are so inclined of course. However, you may not be able to save the dwarf from the GCS's poison.&lt;br /&gt;
&lt;br /&gt;
Another strategy is to use large [[Animal trainer|trained]] animals to kill the GCS; two [[giant black bear]]s, [[giant grizzly bear]]s, or [[giant polar bear]]s will usually kill a GCS. The giant grizzly bears have the advantage that they can be trained for war, further increasing their strength. Other animals that can kill a GCS very effectively include:&lt;br /&gt;
*[[Giant alligator]]s &lt;br /&gt;
*[[Giant lion]]s &lt;br /&gt;
*[[Giant tiger]]s&lt;br /&gt;
&lt;br /&gt;
Giant cave spiders hurl webs only towards your military (on or off duty). Civilians will be attacked if they come too close, but not with webs. So if you do not need the spider alive you can ignore it: Every passing cook or leatherworker will deliver a strike before running off, and the spiders cannot take much damage.&lt;br /&gt;
&lt;br /&gt;
Clever use of [[trap]]s can also make short work of a giant cave spider before it reaches your fortress. Stone and weapon traps can severely injure, if not kill, the spider before it reaches your front lines, hopefully slowing it down and increasing the chances of your squads killing it before it can kill them.&lt;br /&gt;
&lt;br /&gt;
==Capturing==&lt;br /&gt;
Due to the considerable value of giant cave spider silk, many players attempt to capture a live spider and set up a silk farm to boost their fortress's economy. While simply opening a path to the caverns and lining it with [[cage]] [[trap]]s may eventually work, a much more effective method is to take advantage of one peculiar behavior of building destroyers: simply build a '''wooden''' [[door]] within the caverns and surround it with cage traps (to a distance of at least 2 tiles), and any giant cave spider (or [[giant cave toad]], [[giant olm]], [[cave crocodile]], etc.) that wanders relatively close enough to the door will immediately charge toward it and be captured. Or, if you have enough [[mechanism]]s, cages and dwarfpower to spare, cage trap all the cavern exits – a good precaution in any case in order to keep things from wandering out and causing trouble.&lt;br /&gt;
&lt;br /&gt;
Another thing that can be done with a captured giant cave spider is turning it into a [[pet]]. They possess a pet value of 2,500, making them the most valuable animals in the game who aren't cave dragons or megabeasts. It's wasteful to simply [[butcher]] them for meat, as multiple spiders can be captured and bred in order to create a very formidable [[fortress defense]] force. The spiders are born adults and as such cannot be turned fully tame, but a skilled animal trainer will ensure they never revert into hostility.&lt;br /&gt;
&lt;br /&gt;
Raiding [[kobold]] caves for livestock is an easy way to get tame giant cave spiders.{{version|0.44.01}}&lt;br /&gt;
&lt;br /&gt;
==Farming silk==&lt;br /&gt;
{{main|Silk farming}}&lt;br /&gt;
Giant cave spiders can be a very lucrative and nearly-inexhaustible source of [[silk]] [[thread]] for your [[weaver]]s. The general idea is to expose the spider to a target, causing it to spew [[web]]s which can later be collected. Well-designed silk farms can maximize safety and production and greatly increase fortress [[wealth]].&lt;br /&gt;
&lt;br /&gt;
[[File:giant_cave_spider.png|thumb|230px|center|Contains even more web!&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by kruggsmash&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;br /&gt;
[[ru:Giant Cave Spider]]&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Justice&amp;diff=292210</id>
		<title>DF2014:Justice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Justice&amp;diff=292210"/>
		<updated>2023-03-10T09:58:06Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: /* Happiness management */ make jail a temple zone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|02:20, 28 May 2010 (UTC)}}{{av}}&lt;br /&gt;
[[File:dwarf_justice.png|thumb|When you forget the Baron's demands for 3 flutes.&amp;lt;br /&amp;gt;''Art by MK01'']]&lt;br /&gt;
&lt;br /&gt;
A '''Justice''' system is present to punish criminals, justice is administered by a [[Sheriff]] or [[captain of the guard]], and is used to deal with criminal acts committed in the fortress by citizens or visitors, for example dwarves disobeying their betters, breaking furniture, starting fights, etc. &lt;br /&gt;
&lt;br /&gt;
The '''Dwarven Justice''' screen shows details of reported crimes, investigation details, punishment options and counter-espionage information, and is available as a tab under the {{k|z}} [[status|status screen]] once you qualify for a Sheriff.&lt;br /&gt;
&lt;br /&gt;
==Crimes==&lt;br /&gt;
[[File:Justice screen.png|thumb|In-game screenshot]]&lt;br /&gt;
&lt;br /&gt;
* '''Violation of Production Order''' - failing to produce items [[mandate]]d by a [[noble]].&lt;br /&gt;
* '''Violation of Export Prohibition''' - selling items to a caravan which a [[noble]] forbade the export of.&lt;br /&gt;
* '''Violation of Job Order''' - failing to complete [[guild]] jobs [[mandate]]d by the [[mayor]] (currently does not happen).&lt;br /&gt;
* '''Conspiracy to Slow Labor''' - deliberately slowing down the workflow of the fortress by delaying jobs (currently does not happen)&lt;br /&gt;
* '''Murder''' - killing a fellow dwarf or tame [[animal]]; alternatively, being caught [[vampire|sucking blood]] out of another dwarf.&lt;br /&gt;
* '''Disorderly Conduct''', '''Building destruction''', '''Vandalism''' - attacking another dwarf, destroying a [[building]], or toppling [[furniture]] or [[door]]s during a [[tantrum]].&lt;br /&gt;
* '''Theft''' - a dwarf stole an [[artifact]]&lt;br /&gt;
* '''Espionage''' - an [[agent]] infiltrated your fortress as a [[visitor]] as part of a larger plot (for example, to steal an [[artifact]], or to corrupt a [[noble]]).&lt;br /&gt;
&lt;br /&gt;
If a [[vampire]] is caught feeding on another dwarf, even if the victim survives, it is still considered a murder.  The vampire will typically make a false report, to try to frame another dwarf. Witnesses will also sometimes make false reports to try and frame dwarves they have [[grudge]]s against. &lt;br /&gt;
&lt;br /&gt;
In some cases, the player has to convict a criminal or suspect, in others, criminals are convicted without player input. In case of mandate infractions, the player is generally not asked for input, while murderers must be convicted by the player. Practically anybody can be blamed for a murder, including tame animals and long-dead persons. However, the populace will feel [[Thought#Justice|affronted]] at particularly nonsensical convictions.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Violating an export ban&amp;quot; happens when a banned item is sold to a merchant and a merchant leaves the map with it.  In this case, the criminal is NOT the trader who authorized the sale, but the hapless hauler who brought the good to the trade depot.  It can happens when a noble decides to ban an export '''after''' you've already traded away a relevant item.  Yeah, that's lame, but one way to mitigate it is to not perform trades unless there is an active mandate, and then obey it.  You'll have a lower risk of the noble making a NEW mandate between the time merchants arrive and depart if one is already in place.  If you've sold an item that subsequently becomes banned, but the merchants haven't left yet, you can also eat your pride and pay to buy it back.&lt;br /&gt;
&lt;br /&gt;
If your dwarves start throwing [[tantrum]]s, then you'll see the harsher crimes, as they let off steam by throwing items around, breaking furniture, toppling doors, and punching fellow dwarves who are just trying to clean up the mess - instead of punches, sometimes, they may use the weapons they're carrying.  Suddenly, keeping those axe lords happy seems a bit more high priority, eh?&lt;br /&gt;
&lt;br /&gt;
Dwarves and others are also variously tempted by e.g. the opportunity to embezzle or accept bribes using the power of their positions. If their personality and values aren't up to the challenge, they may eventually fall to temptation and undertake corrupt activities in an ongoing fashion, which will make them a target for both law enforcement and blackmail.&lt;br /&gt;
&lt;br /&gt;
==Interrogation==&lt;br /&gt;
Dwarves can also be interrogated as the suspects of crimes, in which case they are escorted by the Captain of the Guard to their office and questioned. If the interrogation is successful (as determined by the Captain's various social skills, along with the target's) the target will confess what they know, whether that is a crime they themselves have committed or their membership of a particular scheming or other villainous organisation, and possibly the names of other members of said organisations; the results are detailed in a [[report]].&lt;br /&gt;
Interrogating an innocent dwarf does not have any negative effects, so if you're unsure of a culprit, you could interrogate the entire fort without any repercussions other than lost work time.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Dwarves who misbehave can receive punishments if a [[sheriff]] has been assigned. In increasing order of severity (at least that's what the dwarves think):&lt;br /&gt;
# Beating by a [[fortress guard]] (more dangerous than it sounds, see below)&lt;br /&gt;
# Imprisonment for a period of time.&lt;br /&gt;
# Hammering by the [[Hammerer]].&lt;br /&gt;
&lt;br /&gt;
The punishment for a crime, or series of crimes, will be issued by the [[sheriff]] or by a member of the [[fortress guard]]. If the crime calls for imprisonment, then the guard will try to put the prisoner in [[jail]]; if no jails are available, the guard will &amp;quot;downgrade&amp;quot; the punishment to a beating, giving the criminal an unhappy thought and the injured party (i.e. the dwarf injured by the criminal, if one exists) a happy thought. If the crime calls for hammer strikes, then the Hammerer will attach the prisoner to a restraint before carrying out the sentence; if no justice restraints are available, the punishment will be downgraded to a beating. All punishments will give the criminal an unhappy thought (and the guard/Hammerer a happy thought).&lt;br /&gt;
&lt;br /&gt;
Note that it is usually not a good idea to train your guards to physical perfection if you want your dwarves to survive beatings:&lt;br /&gt;
Punches to the head have a very high fatality rate, possibly due to a bug {{bug|2907}}. Therefore it is wise to ensure that any criminals scheduled for beating are fitted with a metal helm as quickly as possible (if you want them to live). Even without headstrikes, beatings can easily result in broken bones or organ damage, making prison sentences a less risky option.&lt;br /&gt;
&lt;br /&gt;
Punishments are performed sequentially; a criminal who has been sentenced to jail time ''and'' a hammering will not be hammered until the entire jail term has been served.&lt;br /&gt;
&lt;br /&gt;
==Cages and Chains==&lt;br /&gt;
Metal cages, metal chains, and ropes can be built and designated as [[jail]]s ({{k|q}}uery -&amp;gt; make a {{k|r}}oom -&amp;gt; use for {{k|j}}ustice), where dwarves can be imprisoned for a time as part of their punishment. A dwarf throwing a tantrum may destroy restraints (even metal ones) and escape, leading to further punishment (for building destruction).&lt;br /&gt;
&lt;br /&gt;
It is also strongly recommended to use chains, not cages, for imprisonment: dwarves on chains are still free to move one step in any direction, allowing them to keep themselves fed and hydrated when food and booze stockpiles or wells are placed adjacent to the chain. Dwarves in cages are entirely dependent on the assistance of others.&lt;br /&gt;
&lt;br /&gt;
==Happiness management==&lt;br /&gt;
A dwarf that is carelessly tied up in a dank dungeon is subject to several unhappy thoughts. Most can be avoided or offset with some care:&lt;br /&gt;
&lt;br /&gt;
Putting food and booze stockpiles right next to the chain allows for happy thoughts from both instead of having to drink water when (if) someone finally brings some. Decorating your jail with numerous valuable engravings and furniture is helpful too. This includes the chain itself -- prisoners will be happier being shackled with a shiny [[diamond]]-[[decoration|encrusted]] [[gold]] chain than tied up with a boring old [[pig tail]] rope. Finally, with a bed and a table next to a chair all within a square of the chain itself, negative thoughts approach zero.&lt;br /&gt;
&lt;br /&gt;
For those dwarves that are always found in the [[tavern]] in their spare time but moan loudly about not being able to pray, prison can be like a wellness month if the entire jail is a [[temple]] [[zone]]. They now have all the time in the world to communicate with deities and will leave relaxed and focused.&lt;br /&gt;
&lt;br /&gt;
==Backlog==&lt;br /&gt;
Crimes do not seem to lapse, so if you've delayed appointing the &amp;quot;executive&amp;quot; nobles for some time, there might be a long list of delinquents and open sentences pending. The law will swiftly proceed to chaining up all delinquents and, once all chains are occupied, beating up any remaining free &amp;quot;criminals&amp;quot;. Therefore, beatings are avoided only by constructing restraints first, and possibly way more than recommended in the z-screen.&lt;br /&gt;
&lt;br /&gt;
==Exemption==&lt;br /&gt;
&lt;br /&gt;
Creatures are exempt from the justice system if they are any of the following:&lt;br /&gt;
&lt;br /&gt;
* Dead&lt;br /&gt;
* [[Insane]]&lt;br /&gt;
* In a [[strange mood]]&lt;br /&gt;
* A [[child]] or a [[baby]]&lt;br /&gt;
* Non-humanoid (animals are exempt)&lt;br /&gt;
* A local position holder with {{token|PUNISHMENT_EXEMPTION}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
In the Dwarven justice system, the Dwarves are oppressed by two separate yet equally obstinate nobles: the sheriff, who investigates crimes, and the hammerer, who beats the living %#(* out of the offenders.  These are their stories.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thank god I only got assigned a long-term jail time followed by a hammering. My partner in crime was assigned to a guard beating, poor bastard's head got pulped after one punch.&amp;quot; -Urist Mc. Murderhobo.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = imketh | elvish = leÿa | goblin = aka | human = takru}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
[[ru:Justice]]&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Keeping_your_dwarves_unstressed&amp;diff=291955</id>
		<title>Keeping your dwarves unstressed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Keeping_your_dwarves_unstressed&amp;diff=291955"/>
		<updated>2023-03-04T23:40:31Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: add the mechanism for masterwork food. add other no-nos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Some tips on how to '''keep your [[Dwarf|dwarves]] [[stress]]-free''', thus reducing the chances of [[tantrum]]s, [[depression]]s and [[oblivious]]ness:&lt;br /&gt;
&lt;br /&gt;
==General Tips==&lt;br /&gt;
* It is more important to keep your dwarves free from negative thoughts than it is to overwhelm them with positive thoughts. Showering Urist McFisherdwarf with ☼jaguar meat roast☼ does not mean a happy dwarf if Urist keeps dwelling over their grouchiness at being caught in the rain.&lt;br /&gt;
&lt;br /&gt;
* Stressed dwarves with a high [[Personality trait|ANGER_PROPENSITY]] may lash out in a [[tantrum]], and severely injure or kill others; a corpse in your dining room will lead to horrified thoughts from any dwarf taking a quick booze stop. Make sure to de-stress these dwarves first, or, if lacking the ability to do so, [[expel]] them, [[Solitary confinement|lock them in their own rooms]], or experiment with [[Magma|radical cures]].&lt;br /&gt;
&lt;br /&gt;
==Specific Dwarves==&lt;br /&gt;
* Dwarves that are highly prone to stress, i.e. a high [[Personality trait|STRESS_VULNERABILITY]] trait, are not suitable for the military or as [[nobles]]. You will have to remove them from these duties and, in extreme cases, isolate them with burrows to insulate them from [[Thought|stress-inducing stimuli]]. You might be able to get away with giving high-stress dwarves a &amp;quot;vacation&amp;quot; by disabling their labors or demote them for example from a captain to a mere soldier. Also, don't give high-stress dwarves the Refuse Hauling labor, since they often handle dead bodies.&lt;br /&gt;
* Dwarves who have to go outside for extended periods of time (like [[Fisherdwarf|fisherdwarves]] who work near the local [[lake]] or [[river]]) become stressed due to constant exposure to [[rain]] and long periods away from fun (not [[Fun|that kind]]) and their friends. You can give these workers their own little vacation by disabling their labors and letting them spend some time inside at the [[tavern]] until they regain their composure. Let an unstressed dwarf take care of the job for a while.&lt;br /&gt;
* Unless an overstressed dwarf is particularly important, it's often better to [[Emigration|retire]] them to one of your [[holding]]s and replace them with a fresh, unstressed migrant.&lt;br /&gt;
* '''Dwarf Therapist now works with v50 as of 2023-01-26.''' Using a tool such as [[Utilities#Dwarf Therapist|Dwarf Therapist]], you can sort dwarves by stress level. There you can hold the mouse over the stress square to see the reasons why the dwarves are stressed and address them. Look up their preferences, assign them jobs that match their preferences, and build stuff they like, especially in their rooms.&lt;br /&gt;
&lt;br /&gt;
==Living Quarters==&lt;br /&gt;
* Give your dwarves individual [[bedroom]]s rather than making them live in a communal [[dormitory]]. Not only will they get a good thought from sleeping in their own bedroom, they'll get good thoughts from admiring the furniture they own. Even a minimalist bedroom - a 1x1 grid containing only a bed, within a communal dormitory - helps significantly.&lt;br /&gt;
* Give them a bedroom to sleep in anyway, as dwarves do not enjoy sleeping on the ground.&lt;br /&gt;
* Improve the bedrooms by making them of respectable size, smoothing/engraving the ground, and adding basic furniture such as [[coffer]]s.&lt;br /&gt;
* If you still wish to use a communal bedroom to protect your dwarves from [[vampire]]s, designate each bed as a room itself. This way dwarves can keep an eye on each other and still have their own rooms.&lt;br /&gt;
** Overlapping the bedrooms will reduce the overall value of each &amp;quot;room&amp;quot; by a fixed percentage, but enough valuable furniture can easily compensate for this reduction. It is quite easy to give everyone great bedrooms this way.&lt;br /&gt;
** Alternatively, you can make the shared suites large enough that the bedroom designations do not overlap.&lt;br /&gt;
* Make Nobles' rooms better than other rooms. They have the telepathic ability to tell if the peasantry has slept better than them and it makes them unhappy.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
* [[Temple]]s provide some of the strongest happy thoughts available. Conversely, the lack of a temple will produce constant stress in religious dwarves. You should always define a temple, even if it's just an empty room.&lt;br /&gt;
** Placing common destinations inside the temple will encourage dwarves to pray &amp;quot;while they're there&amp;quot;. For example, storing clothing in a temple zone will give your dwarves a reason to visit and a chance to pray several times per year.&lt;br /&gt;
* [[Library|Libraries]] don't provide the same caliber of happy thoughts, but they can produce many more low-level happy thoughts. &lt;br /&gt;
** Be careful which dwarves you assign as scholars; some enjoy intellectual work, while others become stressed.&lt;br /&gt;
* [[Tavern]]s provide happy thoughts for otherwise idle dwarves. Smaller taverns will ensure that dwarves spend more time socializing and less time standing alone with a &amp;quot;Socialize&amp;quot; job. &lt;br /&gt;
** Make your tavern high [[room#quality|quality]]. You can increase its quality by adding high quality [[chair]]s and [[throne]]s, [[smoothing]] and [[engraving]] it, and putting in valuable [[instrument]]s, [[furniture]] like [[gold]] [[statue]]s, and [[artifact]]s.&lt;br /&gt;
** Make sure you never run out of [[booze]], since a sober dwarf is a stressed dwarf.&lt;br /&gt;
*** Make sure to have at least two different kinds of booze on hand, since dwarves will get bored if there's no variety in their drinks.&lt;br /&gt;
*** Try to have multiple different varieties of booze on hand, since dwarves get a happy thought when they drink their [[preference|preferred]] booze.&lt;br /&gt;
** [[Cook]]ing booze into prepared meals will satisfy a need for a &amp;quot;decent meal&amp;quot; and provide a happy thought to any dwarf that prefers that type of booze. &lt;br /&gt;
** Drinking without a [[goblet]] provides frequent negative thoughts; make sure you have enough goblets.&lt;br /&gt;
&lt;br /&gt;
==Needs==&lt;br /&gt;
* Unmet [[need]]s may, depending on personality, cause an ever-growing burden of stress. Unfortunately, dwarves are not particularly good at meeting their own needs (and are incapable of meeting some), leaving you to awkwardly encourage them to do the thing they absolutely need to do but can't ever manage to find the time for.&lt;br /&gt;
* Individually profiled workshops with a linked repeating [[manager]] job can satisfy crafting, creative, and staying occupied needs. Placing those workshops in a temple will also encourage the dwarves to pray regularly.&lt;br /&gt;
* Acquiring trinkets occurs automatically when performing a &amp;quot;Store item in stockpile&amp;quot; job; creating a large, bin-less [[trade good]] stockpile and ensuring all your dwarves have the item hauling labor enabled will give them all a chance to acquire something. Dwarves who are too busy with other tasks, though, may never satisfy this need. You can lock problem dwarves in a room with trinkets and force them to haul items back and forth until they &amp;quot;acquire&amp;quot; one, but the necessary micromanagement is quite tedious.&lt;br /&gt;
* Wandering requires plant gathering, fishing (successfully), or hunting (successfully). Of the three, fishing appears to have the highest priority (making it more likely that busy dwarves will participate), though leaving fishing enabled on multiple dwarves risks [[extinction|depopulating your site]]. &lt;br /&gt;
* The need to help somebody is difficult to fulfill when nobody is in need of help. Assigning particularly hardy dwarves to operate pumps continuously will create regular opportunities for &amp;quot;helpful&amp;quot; dwarves to bring them water, though ensuring that all the needy dwarves get a turn being &amp;quot;helpful&amp;quot; is difficult to automate. &lt;br /&gt;
* Needs to spend time with friends and family will occur even when dwarves have no friends or family in the fortress. The frustrated overseer, then, must arrange friendships and [[marriage]]s, respectively, in order to fulfill these needs.&lt;br /&gt;
&lt;br /&gt;
==Fortress Improvements==&lt;br /&gt;
* Place highly valuable [[furniture]], if possible artifacts, in a high traffic area of your fort since dwarves get a positive thought if they pass right next to or over expensive furniture.&lt;br /&gt;
* Dwarves who [[cave adaptation|spend most of their time underground]] will become stressed when exposed to sunlight. Unfortunately, short of preventing cave adaptation in the first place, there isn't a good way to reduce the stress from being outside. Building a roof, particularly over commonly-traveled areas, can help limit the number of dwarves exposed to sunlight (and weather). &lt;br /&gt;
* Dwarves don't like to be out in rain, snow, or freakish weather. Build a roof to protect them from it. &lt;br /&gt;
* Keep at least a few [[cat]]s around to hunt down irritating [[vermin]]. [[Pasture]] some in with your food stockpiles. Note that this will create vermin remains, which need to be hauled to a refuse stockpile or dumped. Alternatively, use a [[trapper]] or two.&lt;br /&gt;
* Put a [[cage]] in a high traffic area (like the meeting area) and stuff it full of (non-[[pasture|grazing]]) tame animals so your dwarves can enjoy seeing their [[preferences|favorite]] type of animal.&lt;br /&gt;
** The [[elf|elven]] [[caravan]]s bring random animals, and you can request specific domestic animals from the dwarven caravan.&lt;br /&gt;
** You can use [[cage trap]]s to capture wild animals, [[Animal trainer|train them]].&lt;br /&gt;
** You can raid sites for tame animals. Elven, goblin, and kobold sites often have exotic creatures.&lt;br /&gt;
* Create a [[waterfall]] or [[mist|mist generator]] in a location all dwarves frequent regularly.&lt;br /&gt;
* Keep your fortress clean and avoid [[miasma]], or at least confine it to your refuse stockpile if it is underground.&lt;br /&gt;
* Most dwarves do not enjoy the sight of death, be it whole [[corpse]]s or small dismembered body parts like teeth and toes. Keep your refuse stockpile somewhere infrequently traveled, enclosed by doors so that passing dwarves do not see dead bodies, especially those of sentient creatures.&lt;br /&gt;
** Even better, build a [[garbage disposal]] to destroy refuse or dump it down a pit where no dwarf is likely to see it.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* Keep your dwarves [[clothes|clothed]]. A naked dwarf is a stressed dwarf. Specifically, they will need something to cover the upper body, such as a shirt, something to cover the lower body, such as trousers, and something on each foot, such as a sock or shoe.&lt;br /&gt;
* If a dwarf dies, [[coffin|bury them]] or [[memorial|engrave a memorial in their name]]. This will prevent even more stress for their friends, and [[ghost]]s to haunt your dwarves or your FPS.&lt;br /&gt;
* [[Pasture]] all dwarf [[pet]]s somewhere safe. Wandering pets are likely to die from goblins or construction accidents.&lt;br /&gt;
* Prevent the destruction of masterwork, as this will enrage its creator.&lt;br /&gt;
** Masterwork clothes: Instead of [[Dwarven atom smasher|vaporising]] old dwarven clothes, rather sell them to the caravan.&lt;br /&gt;
** Masterwork food: If you military is in [[uniform|civilian clothes]] when not training, consider to not let them carry food. All food items in their backpack become personal items, and when, at the end of their duty, dwarves drop their uniform they will also drop their ☼dog intestines roast☼ somewhere to rot, agitating the cook. Alternatively they will agitate ''themselves'' should they eventually decide to clean up their belongings: Their food will go to their room and go bad right there, creating [[miasma]] right where they sleep.&lt;br /&gt;
** Masterwork ammunition: Sometimes, a ☼bolt☼ will get stuck in an enemy, neither killing it nor getting used. If the injured creature leaves the map at the end of a [[siege]], the masterwork will count as lost. There are several ways to combat this source of stress, for instance attacking intruders only well inside the map, and not at the edges, so that they can be finished before they flee.&lt;br /&gt;
** Other stuff: Don't dig through masterwork engravings. Don't melt masterwork armour, weapons, or ammo.&lt;br /&gt;
* Restrict your mayor/expedition leader to low-stress areas. Overstressed dwarves will chase them down, outside in the rain if necessary, to complain about how utterly traumatized they are from being rained on. &lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
[[ru:Keeping your dwarves unstressed]]&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Adamantine&amp;diff=291954</id>
		<title>DF2014:Adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Adamantine&amp;diff=291954"/>
		<updated>2023-03-04T22:55:16Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: /* Processing */ bookbinders... as I just found out :(&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|23:22, 27 April 2013 (UTC)}}&lt;br /&gt;
{{Metal|name=Adamantine|color=3:3:1&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Raw adamantine]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 300&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] {{ct|25000}}&lt;br /&gt;
* [[Boiling point]] {{ct|50000}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 200&lt;br /&gt;
* Liquid [[density]] 2600&lt;br /&gt;
* [[Specific heat]] 7500&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
* [[Clothing]]&lt;br /&gt;
|wiki=Adamant}}&lt;br /&gt;
{{av}}{{Minorspoiler}}&lt;br /&gt;
'''Adamantine''' is a rare, high-value [[metal]] which is impossibly lightweight, strong, and sharp. Adamantine is refined from [[raw adamantine]], and can be woven into [[cloth]] or [[smelter|smelted]] into wafers, useful for making almost any item in the game. [[Armor]] and edged [[weapon]]s made from adamantine are absurdly valuable and wonderfully effective.&lt;br /&gt;
&lt;br /&gt;
== Processing ==&lt;br /&gt;
[[File:adamantine_mining_anim.gif|thumb|192px|right|Might be a bit too close to the underworld...&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''Art by Darkie''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
Unlike what a player would expect, one does not simply make adamantine wafers directly from raw adamantine. You must first extract adamantine strands from the raw adamantine, and those are then processed into wafers or cloth.&lt;br /&gt;
&lt;br /&gt;
Adamantine strands are extracted from [[raw adamantine]] at a [[craftsdwarf's workshop]] by a [[strand extractor]]. Strand extraction is an extremely long process for an unskilled laborer, making it potentially worthwhile to focus extraction experience on one or two individual dwarves. Extracted strands are considered a special metallic form of [[thread]], and after extraction each strand can either be woven into adamantine cloth at a [[loom]] or smelted into an adamantine [[bar|wafer]] at a [[smelter]] (removing any dye); thankfully these tasks are performed just as quickly as other weaving and smelting jobs.&lt;br /&gt;
&lt;br /&gt;
Given this extra step of extraction before the smelting phase, most players will want to build additional craftsdwarves' workshops and stockpiles near the smelters and forges. Note that the strands of adamantine are stored in cloth/thread stockpiles. When processing adamantine, it is a good idea to smelt the strands into wafers as fast as possible, as your medical dwarves may use the valuable adamantine strands for [[suturing]] wounds, since, to them, it's just another type of thread. [[Bookbinder]]s will also happily use them if it saves them a few tiles of walking.&lt;br /&gt;
&lt;br /&gt;
Adamantine cloth is used to make ultra high-value clothing, but it is no more resistant to [[wear]] than less exotic materials. Adamantine wafers are functionally identical to metal bars and can be used to forge the full range of metal goods, but are far smaller in size, requiring about three times as many units of material per unit as regular metal bars:&lt;br /&gt;
* [[weapon token|Weapons]], [[armor token|armor/clothing]], and [[trap component token|trap components]] require the item's MATERIAL_SIZE in wafers/units of cloth&lt;br /&gt;
* Most types of furniture ([[door]], [[floodgate]], [[throne]], [[coffin]], [[table]], [[chest]], [[bin]], [[armor stand]], [[weapon rack]], [[cabinet]], [[statue]], [[anvil]], [[barrel]], [[pipe section]], [[hatch cover]], [[grate]], [[quern]], [[millstone]], and [[slab]]) require 9 wafers.&lt;br /&gt;
* [[Cage]]s, [[minecart]]s and [[wheelbarrow]]s require 6 wafers.&lt;br /&gt;
* [[Block]]s, [[chain]]s, and [[Siege engine|ballista]] arrowheads require 4 wafers.&lt;br /&gt;
* [[Animal trap]]s, [[bucket]]s, [[mechanism]]s, and [[crutch]]es require 3 wafers.&lt;br /&gt;
* [[Backpack]]s and [[quiver]]s require 2 units of cloth, and [[splint]]s require 2 wafers.&lt;br /&gt;
* All other items require 1 wafer.&lt;br /&gt;
* [[Strange mood]]s require 1 wafer, regardless of the end product.&lt;br /&gt;
&lt;br /&gt;
Raw adamantine, along with adamantine-made objects, cannot be spawned in the [[object testing arena]] nor during [[embark|embarking]], presumably for balance reasons.&lt;br /&gt;
&lt;br /&gt;
== Application ==&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ebsas&lt;br /&gt;
| elvish  = lire&lt;br /&gt;
| goblin  = kumo&lt;br /&gt;
| human   = medi&lt;br /&gt;
}}&lt;br /&gt;
Adamantine has extreme [[material science|material properties]]: it is nigh-weightless (weighing about as much as [[wikipedia:Cork (material)|cork]]), extremely strong, and razor-sharp. These properties make it ideal for edged [[weapon]]s and [[armor]], but unfortunately, likewise, make it near-useless for blunt weapons, which will simply bounce off of foes: considering the lethality of [[hammerer]] and [[fortress guard]] beatings, this may be the point. [[Armor]] made of adamantine provides unmatched protection against slashing and piercing attacks, but blunt attacks and ranged weapons have high armor penetration capacity, so a full kit of adamantine armor is nonetheless not a recipe for combat invulnerability. Mail armor is especially lacking, as the incredible protective qualities of adamantine are overridden with the flexibility of chain.&lt;br /&gt;
&lt;br /&gt;
Because the metal's material properties are irrelevant in other applications and because it's so rare and hard to produce, using adamantine for other things is generally a waste. Adamantine statues are ten times as valuable as [[gold]] ones, but are prohibitively expensive to produce, requiring nine wafers per statue. Some of the highest values per wafer for a normal adamantine product can be realised by forging adamantine [[flask]]s or [[trap component|large serrated discs]]. However, by the time you have adamantine available, you're likely not to be in serious need of such valuable export products. By far the most [[wealth]] can be generated simply by adding adamantine to [[artifact]]s – a single stone, wafer, block or bolt of cloth can add hundreds of thousands of dwarfbucks in value, making your fortress the envy of all the [[forgotten beast|neighbors]]. &lt;br /&gt;
&lt;br /&gt;
One significant application of adamantine is through [[Exploit#Infinite metal|metal duplication]].  However, this is generally considered an exploit, so depending on your preferences, you may not want to do this.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Un&amp;lt;/s&amp;gt;fortunately, breaching any of the tubular veins leads to the [[HFS]], for lots of [[Losing|Fun]].&lt;br /&gt;
&lt;br /&gt;
==Origins of Adamantine and Slade==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Back in the mists of time, the Gods decided to create the World. To do so they had to find a way to heat it in the cold voids of space. Demonkind had already forged their own world out of the vile substance [[Slade]], a stone anathema to all creation and only able to be worked through the vile rituals they had created, for slade was truly &amp;quot;dead&amp;quot; stone, with no life in it at all.&lt;br /&gt;
&lt;br /&gt;
Deciding both to imprison their greatest enemies and to create a home for their creations, the Gods poured into the skies of the Demons' world &amp;quot;living&amp;quot; stone (known to mortals as [[semi-molten rock]] - rock burning hot with the fresh life of Creation). The Gods knew that if it were not constantly heated, this living rock would cool, and yet the Demons, fools that they were, constantly attacked the living rock, not realizing that their attacks simply heated the rock again and again, keeping it alive. Unfortunately, as the Gods began to pour more and more of the rock onto their creation, they found it quickly lost its life when removed too far from the Demons. It would only remelt once it touched the living rock, creating vast seas of magma that heated the tunnels above. Worse, the living rock itself had been disturbed by this process, creating gaping holes through which the Demons escaped, killing and maiming the first creations of the Gods, warping those they could find into the terrible Forgotten Beasts, leaving the [[Titan]]s safe on the surface.&lt;br /&gt;
&lt;br /&gt;
Knowing this state of affairs could not last if their weaker creations, the first mortals, were to survive, the Gods created a new substance, imbued with their power: Adamantine. The beautiful aqua-colored ore was poured into the holes, sealing the entrances that the living rock could no longer seal, preventing the Demons from escaping, for its power totally repelled Demonkind.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, as time passed and the first mortals began to carve their civilization from both the surface and the underworld, they discovered the vast shafts of this amazing substance and began to mine it, instantly realizing its divine potency. In doing so, they removed the great barriers the gods had placed in order to keep the Demons sealed. The Demons rose up, slaughtering thousands and escaping into the World, often rising to lead mortal civilizations, such as that of the Goblins. Upon these sites they raised towers carved from the vile Slade that only they could work. Brave adventurers and champions of the Gods forged special swords made from the divine Adamantine and ventured into these dark places to seal the Demons within hell once more. Leaving their swords buried in these places, those who survived swore to defend them for all eternity, binding themselves with oaths of such might that they surpassed death itself. They remain, even today, as zombies and skeletons, driven by their undying thought &amp;quot;none must take the sword!&amp;quot; and nothing more. These undead are totally obsessed with their duty to defend the ancient demonic structures from all interlopers and have been the death of many an unwary explorer.&lt;br /&gt;
&lt;br /&gt;
In retrospect, all this could probably have been avoided if the Gods had bothered to make their all-powerful metal capable of withstanding the swing of a copper pick.&lt;br /&gt;
&lt;br /&gt;
==The Great Adamantine Space Elevator==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=61507.0 Source]&lt;br /&gt;
&lt;br /&gt;
In a great fluke, a new world was created in the midst of Armok shaving. No one quite understands why this happened, but the whisker of the holy one landed vertically. The material can only be described as a super adamantine. It is over 2000 z-levels high. And the map continues on. &lt;br /&gt;
&lt;br /&gt;
Year after year, the dwarves of [SUBJECT CIVILIZATION HERE] send an expedition out into the world in order to ascertain the fate of last year's expedition.  It has long-since been forgotten exactly when this series of fruitless expeditions started, but the dwarves are a sort that demand an answer.&lt;br /&gt;
&lt;br /&gt;
It happens year after year, when they head northeast to the ominous shrubland that has been known only in name: &amp;quot;The Hill of Spit.&amp;quot;  The hill lies beyond a ruined elven settlement, a stone's throw away from a brook that has come to be known as &amp;quot;Troublemysteries.&amp;quot;  By the time they arrive, it is already too late.&lt;br /&gt;
&lt;br /&gt;
They embark year after year, and there they stand, awe-struck with their implements of dwarven duty left undisturbed at their feet.  All about them are the decrepit wagons and bleached bones of those who heralded their grim arrival -- barrels filled with rot and worm, picks covered in rust and dust.  There they stand with their eyes open wide and jaws agape, and they stare upward into the dome of the heavens.  What they see is beyond the ken of mortal beard.  It reaches from the ground higher than any bird has flown; higher than any cloud has drifted; higher than any man, dwarf, beast or monster has ever or will ever ascend, twisting and writhing upward in ways that can only transfix the gaze of unwary observers in their fundamentally impossible geometries -- a spiraling needle of pure adamantine, ascending beyond the vanishing-point into the sky.&lt;br /&gt;
&lt;br /&gt;
They stand there, motionless and breathless, and wait only for time to wear them down into the dust of the earth from whence they came, leaving that siren spire standing amidst a graveyard of wagons and barrels to call more of their bearded kind to an emaciated doom.&lt;br /&gt;
&lt;br /&gt;
Another year, another expedition unheard of, another question unanswered, another expedition prepared.&lt;br /&gt;
&lt;br /&gt;
==Color Misconceptions==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Some people, upon hearing of the legendary metal known as Adamantine, imagine a blood red, crimson metal, befitting of the God of Blood Armok... They may have been playing some other Dwarvideo games, or just confused, but for some reason, those unacquainted with Adamantine always seem to think it is red.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Adamantine's origins are tied to Greek mythology, though in the mythos, biblical stories and other works, the material is referred to as &amp;quot;adamant&amp;quot;. The word's meaning is &amp;quot;unbreakable, unconquerable and untameable&amp;quot;, representing the material's nature and hardness.&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Gelder&amp;diff=290483</id>
		<title>DF2014:Gelder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Gelder&amp;diff=290483"/>
		<updated>2023-02-10T09:06:46Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: +1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|16:19, 27 November 2014 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Gelder&lt;br /&gt;
| profession = [[Farmer]]&lt;br /&gt;
| job name   = [[Gelding]]&lt;br /&gt;
| tasks      = &lt;br /&gt;
* {{k|x}} Geld animal&lt;br /&gt;
| workshop   = &lt;br /&gt;
* [[Farmer's workshop]]}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Gelder''' is the [[skill]] associated with the '''geld''' labor. Gelding allows the castration of [[Gender|male]] animals so they cannot [[Breeding|produce offspring]]. This is useful to stop/prevent [[catsplosion]]s, as the tomcats can no longer breed. A dwarf more skilled in gelding is less likely to be injured performing the job.&lt;br /&gt;
&lt;br /&gt;
Animals can be selected for gelding through the same menus used for [[butcher]]y:&lt;br /&gt;
* go into {{K|v}}iew mode, place the cursor on the animal, go to the {{K|p}}references page and press {{K|x}} to flag (or un-flag) the animal for gelding, or,&lt;br /&gt;
* go to the {{K|z}} ([[Status]]) screen, then the [[Status#Animal_Status_Screen|animal status screen]], select the animal and press {{k|x}} to flag (or un-flag) for gelding.&lt;br /&gt;
&lt;br /&gt;
A geld animal job will then be added to a [[farmer's workshop]]. A gelder will take this job and lead the animal to the workshop, at which point it is instantly castrated. A castrated male's gender will appear as {{DFtext|x{{char|11}}x}} rather than the usual {{DFtext|{{char|11}}}}.&lt;br /&gt;
&lt;br /&gt;
Note that a Geld Animal job will be added to ''every'' available farmer's workshop if the number of animals scheduled to be gelded equals or exceeds those jobs, regardless of the number of dwarves in your fort who have the labor enabled. This leads to your farmer's workshops sitting idle, waiting for an animal to be led in and gelded, heedless of any other jobs that are now sitting idle queued behind a job that won't be happening any time soon. The Geld Animal labor cannot be restricted through a workshop's profile; the only workaround is to suspend the Geld Animal job in ''every'' farmer's workshop you don't want animals being gelded in. Although the jobs will remain in the queue, with them suspended, the next-highest job will become active.&lt;br /&gt;
&lt;br /&gt;
Geldable animals have {{token|SET_BP_GROUP|c|BY_TYPE|c|LOWERBODY}}{{token|BP_ADD_TYPE|c|GELDABLE}} under {{token|CASTE|c|MALE}} section of their RAWs.&lt;br /&gt;
&lt;br /&gt;
[[Egg]]-laying animals are not geldable, neither are [[Giant cave spider]]s.&lt;br /&gt;
&lt;br /&gt;
Incidentally, gelding can occur through combat as well-aimed attacks to the lower body, triggering the message &amp;quot;a gelding strike&amp;quot; or &amp;quot;the geldables have been torn away&amp;quot; for the same effect, though these occurrences do not contribute to the gelder skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Need&amp;diff=290414</id>
		<title>DF2014:Need</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Need&amp;diff=290414"/>
		<updated>2023-02-09T07:38:19Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: /* Fortress actions per need (unconfirmed denoted by (?)) */ +1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:25, 31 October 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
'''Needs''' affect a creature's focus - needs that are unmet for long enough will cause [[stress]], become bad [[thought]]s, and increasingly damage the creature's '''focus''', while sufficiently well-satisfied needs will improve it.&lt;br /&gt;
&lt;br /&gt;
The need system replaces the generalized [[on break]] feature of previous versions. Dwarves will sometimes perform jobs that satisfy their personal needs, instead of working for the betterment of the fortress. These personal-fulfilment jobs generally come in two varieties: low-priority (indicated by green text, e.g. {{DFtext|Listen to Poetry|2:1}}), or high-priority (magenta text with an exclamation point, e.g. {{DFtext|Pray to Lorsïth!|5:1}}).  Low-priority jobs may be cancelled to undertake a fortress job.  High-priority jobs will not be cancelled for fortress jobs.&lt;br /&gt;
&lt;br /&gt;
== Focus ==&lt;br /&gt;
:''Overall, Urist is unfocused by unmet needs.''&lt;br /&gt;
Focus affects a dwarf's ability to perform. A dwarf with high focus will work faster and produce better results, while a distracted dwarf will take longer to do everything poorly. Focus is separate and independent of overall mood; a dwarf can be happy even with largely-unmet needs, or unhappy yet focused. However, prolonged insufficiency in meeting needs is a cause for both low focus and bad thoughts. Thus, Focus can, with prudence, be used to predict future mood developments.&lt;br /&gt;
&lt;br /&gt;
Focus represents the percentage of the combined totals of met over unmet need values. The ratio of 1:1 (100%) represents a neutral state.&lt;br /&gt;
&lt;br /&gt;
Focus statuses:&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Very focused|2:1}}|| + 140% (?)&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Quite focused|2:0}}|| 120-139% (-149%?)&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Focused|7:1}}|| 101-119%&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Untroubled|7:0}}|| 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfocused|6:0}}|| 80-99%&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Distracted|6:1}}|| ...-79% (?)&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Badly distracted|4:1}}|| (?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A highly-focused dwarf can receive an effective-skill bonus of up to 50%; a badly distracted dwarf can receive an effective skill penalty of up to 50%.{{cite|Dev Log 2015-04-12|http://www.bay12games.com/dwarves/dev_2015.html#2015-04-12}}&lt;br /&gt;
== Diversity ==&lt;br /&gt;
:''She is unfocused by a lack of trouble-making.''&lt;br /&gt;
&lt;br /&gt;
An individual creature's set of needs and their weights (levels) are affected by [[personality trait]]s. For instance, a dwarf that values romance will be unfocused &amp;quot;after being unable to make romance&amp;quot;, while a dwarf that personally values nature will be unfettered &amp;quot;after seeing animals&amp;quot;. Unreligious dwarves will have no need to pray or meditate; dubious and casual worshippers will have low or medium level needs to pray; committed believers will have high level need; and dwarves following multiple deities will have a separate prayer need, with separate level for each of their deities. Proposed weights per need level are 1, 2, 5, and 10.&lt;br /&gt;
&lt;br /&gt;
As expected, high-level needs hold a much larger sway in a dwarf's overall focus than low-level needs. For example, immoderation controls the need for [[alcohol]]; dwarves, thus, are more likely to have a need for alcohol than humans (but most of the time won't have a very strong one). A small percentage have no need for alcohol at all, though they'll still slow down without it, due to dwarves' alcohol dependence.&lt;br /&gt;
&lt;br /&gt;
Needs are shown in a dwarf's [[thoughts and preferences]] description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Degree of fulfillment:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Descriptor&lt;br /&gt;
!Range&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfettered|2:1}}|| 400 to 300&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Level-headed|2:0}}|| 299 to 200&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Untroubled|7:1}}|| 199 to 100&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Not distracted|7:0}}|| 99 to -999&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfocused|6:0}}|| -1,000 to -9,999&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Distracted|6:1}}|| -10,000 to -99,999&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Badly distracted|4:1}}|| -100,000 and below&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a need is satisfied, its value is refreshed to maximum (400), regardless of previous value. There is no minimum to how {{DFtext|Badly distracted|4:1}} a need can get. A deeper negative value won't further reduce total Focus, which is based on a ratio of all needs' Focus rating.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the absence of needs rated as &amp;quot;Badly distracted&amp;quot; the focus score is expressed as the ratio of:&lt;br /&gt;
&lt;br /&gt;
 [6     * number of Unfettered scores +&lt;br /&gt;
  5 1/3 * number of Level-headed scores +&lt;br /&gt;
  4 2/3 * number of Untroubled scores +&lt;br /&gt;
  4     * number of Not distracted scores +&lt;br /&gt;
  3 1/3 * number of Unfocused scores +&lt;br /&gt;
  2 2/3 * number of Distracted scores] / (4 * number of scores total)&lt;br /&gt;
&lt;br /&gt;
where the numerator is rounded down to a whole number.&lt;br /&gt;
&lt;br /&gt;
It is currently unknown how &amp;quot;Badly distracted&amp;quot; needs contribute to focus, pending further science, but it is likely that they contribute 2 points each to the numerator.&lt;br /&gt;
&lt;br /&gt;
== Fortress actions per need (&amp;lt;small&amp;gt;unconfirmed denoted by (?)&amp;lt;/small&amp;gt;) ==&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Positive&lt;br /&gt;
!Negative&lt;br /&gt;
!Related [[Belief]] or [[Facet]]&lt;br /&gt;
!Job&lt;br /&gt;
|-&lt;br /&gt;
|spending time with people&lt;br /&gt;
|being away from people&lt;br /&gt;
|GREGARIOUSNESS&lt;br /&gt;
|Socialize.&lt;br /&gt;
|-&lt;br /&gt;
|drinking&lt;br /&gt;
|being kept from alcohol&lt;br /&gt;
|IMMODERATION, SELF-CONTROL&lt;br /&gt;
|Drink alcohol.&lt;br /&gt;
|-&lt;br /&gt;
|communing with [deity] / meditation&lt;br /&gt;
|being unable to pray (to [deity])&lt;br /&gt;
|&lt;br /&gt;
|Pray/meditate in a [[Temple]]&lt;br /&gt;
|-&lt;br /&gt;
|staying occupied&lt;br /&gt;
|being unoccupied&lt;br /&gt;
|HARD_WORK, ACTIVITY_LEVEL&lt;br /&gt;
|(assumedly a sufficient amount of fortress tasks*)&lt;br /&gt;
|-&lt;br /&gt;
|doing something creative&lt;br /&gt;
|doing nothing creative&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Create or perform any artistic work.&lt;br /&gt;
|-&lt;br /&gt;
|doing something exciting&lt;br /&gt;
|leading an unexciting life&lt;br /&gt;
|EXCITEMENT_SEEKING&lt;br /&gt;
|Varied; including at least being in danger or catching live vermin.&lt;br /&gt;
|-&lt;br /&gt;
|learning something&lt;br /&gt;
|not learning anything&lt;br /&gt;
|KNOWLEDGE, CURIOUS&lt;br /&gt;
|Gain a rank in any Skill, learn a new subject from written content.&lt;br /&gt;
|-&lt;br /&gt;
|being with family&lt;br /&gt;
|being away from family&lt;br /&gt;
|FAMILY&lt;br /&gt;
|(Socialize with close family members?)&lt;br /&gt;
|-&lt;br /&gt;
|being with friends&lt;br /&gt;
|being away from friends&lt;br /&gt;
|FRIENDSHIP&lt;br /&gt;
|(Socialize with friends?)&lt;br /&gt;
|-&lt;br /&gt;
|hearing eloquent speech&lt;br /&gt;
|being unable to hear eloquent speech&lt;br /&gt;
|ELOQUENCE&lt;br /&gt;
|Hear or recite poetry.&lt;br /&gt;
|-&lt;br /&gt;
|upholding tradition&lt;br /&gt;
|being away from traditions&lt;br /&gt;
|TRADITION&lt;br /&gt;
|(Perform any improvisational form?)&lt;br /&gt;
|-&lt;br /&gt;
|self-examination&lt;br /&gt;
|a lack of introspection&lt;br /&gt;
|INTROSPECTION&lt;br /&gt;
|Read anything, compose song or poetry (automatically self-indulgent)&lt;br /&gt;
|-&lt;br /&gt;
|making merry&lt;br /&gt;
|being unable to make merry&lt;br /&gt;
|MERRIMENT, HUMOR&lt;br /&gt;
|Be delighted after witnessing a performance.&lt;br /&gt;
|-&lt;br /&gt;
|practicing a craft&lt;br /&gt;
|being unable to practice a craft&lt;br /&gt;
|CRAFTMANSHIP&lt;br /&gt;
|Craft or improve any item. This includes all actions enabled by the &amp;quot;labour-&amp;gt;crafts&amp;quot; menu (without strand extraction?), items created from [[masonry]], [[carpentry]], [[jewelry]] and [[smith]]ing, a meal [[cooking|cooked]], a drink [[brewing|brewed]]. A [[mechanic]] creates a craft only when making a mechanism, an [[engraver]] only when engraving a [[slab]]. A [[furnace operator]] creates a craft when making [[pearlash]].&lt;br /&gt;
|-&lt;br /&gt;
|practicing a martial art&lt;br /&gt;
|being unable to practice a martial art&lt;br /&gt;
|MARTIAL_PROWESS&lt;br /&gt;
|Gain a rank in any combat skill.&lt;br /&gt;
|-&lt;br /&gt;
|practicing a skill&lt;br /&gt;
|being unable to practice a skill&lt;br /&gt;
|SKILL&lt;br /&gt;
|(Use relevant skill?)&lt;br /&gt;
|-&lt;br /&gt;
|taking it easy&lt;br /&gt;
|being unable to take it easy&lt;br /&gt;
|LEISURE_TIME&lt;br /&gt;
|(Spend time idle or fulfilling personal desires?)&lt;br /&gt;
|-&lt;br /&gt;
|making romance&lt;br /&gt;
|being unable to make romance&lt;br /&gt;
|ROMANCE, LOVE PROPENSITY&lt;br /&gt;
|''Interact'' with spouse/partner.&lt;br /&gt;
|-&lt;br /&gt;
|seeing animals&lt;br /&gt;
|being away from animals&lt;br /&gt;
|NATURE&lt;br /&gt;
|Animal must also see the dwarf.*&lt;br /&gt;
|-&lt;br /&gt;
|seeing a great beast&lt;br /&gt;
|being away from great beasts&lt;br /&gt;
|EXCITEMENT_SEEKING, NATURE, CURIOSITY&lt;br /&gt;
|(Uncertain, possibly encounter LARGE_ROAMING?)&lt;br /&gt;
|-&lt;br /&gt;
|acquiring something&lt;br /&gt;
|being unable to acquire something&lt;br /&gt;
|GREED, COMMERCE&lt;br /&gt;
|Acquire any trinket (happens automatically when performing a &amp;quot;Store item in stockpile&amp;quot; job on an eligible [[trade good]])&lt;br /&gt;
|-&lt;br /&gt;
|eating a good meal&lt;br /&gt;
|a lack of decent meals&lt;br /&gt;
|IMMODERATION&lt;br /&gt;
|Eating a preferred food (or a preferred alcohol [[cook]]ed into a meal), or a sufficiently valuable meal{{version|0.47.05}}.&lt;br /&gt;
|-&lt;br /&gt;
|fighting&lt;br /&gt;
|being unable to fight&lt;br /&gt;
|VIOLENT&lt;br /&gt;
|Partake in a fight or any combat.&lt;br /&gt;
|-&lt;br /&gt;
|causing trouble&lt;br /&gt;
|a lack of trouble-making&lt;br /&gt;
|HARMONY, DISCORD&lt;br /&gt;
|Fight or argue with another.&lt;br /&gt;
|-&lt;br /&gt;
|arguing&lt;br /&gt;
|being unable to argue&lt;br /&gt;
|FRIENDLINESS&lt;br /&gt;
|Argue with another individual.&lt;br /&gt;
|-&lt;br /&gt;
|being extravagant&lt;br /&gt;
|being unable to be extravagant&lt;br /&gt;
|IMMODESTY&lt;br /&gt;
|Wear any item with a quality modifier.&lt;br /&gt;
|-&lt;br /&gt;
|wandering&lt;br /&gt;
|being unable to wander&lt;br /&gt;
|NATURE, ACTIVITY LEVEL&lt;br /&gt;
|Complete a [[Main:Fisherdwarf|fishing]], [[Main:Ambusher|hunting]], or [[Main:Herbalist|plant gathering]] job.&lt;br /&gt;
|-&lt;br /&gt;
|helping somebody&lt;br /&gt;
|being unable to help anybody&lt;br /&gt;
|ALTRUISM, SACRIFICE&lt;br /&gt;
|Bring water or food to patient/prisoner/animal*; bring wounded units to rest; leading demonstration; being yelled at by unhappy citizens (for relevant nobles.)&lt;br /&gt;
|-&lt;br /&gt;
|thinking abstractly&lt;br /&gt;
|a lack of abstract thinking&lt;br /&gt;
|ABSTRACT_INCLINED&lt;br /&gt;
|Read or write any written content, or compose music or a poem. Playing make-believe. (Using Architect skill does not satisfy this need.)&lt;br /&gt;
|-&lt;br /&gt;
|admiring art&lt;br /&gt;
|being unable to admire art&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Be exposed to artful furniture, artistic crafts, or engravings. Watch certain performances.&lt;br /&gt;
|}&lt;br /&gt;
: (* See also [[animal caretaker]])&lt;br /&gt;
&lt;br /&gt;
Satisfying any need will result in a good thought and a decrease in stress.&lt;br /&gt;
&lt;br /&gt;
== Adventurer actions per need ==&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Positive&lt;br /&gt;
!Negative&lt;br /&gt;
!Related [[Belief]] or [[Facet]]&lt;br /&gt;
!Adventurer activity&lt;br /&gt;
|-&lt;br /&gt;
|spending time with people&lt;br /&gt;
|being away from people&lt;br /&gt;
|GREGARIOUSNESS&lt;br /&gt;
|Spea{{k|k}} to anyone or reply to greeting. They don't have to be able to reply back.&lt;br /&gt;
|-&lt;br /&gt;
|drinking&lt;br /&gt;
|being kept from alcohol&lt;br /&gt;
|IMMODERATION, SELF-CONTROL&lt;br /&gt;
|Drink alcohol.&lt;br /&gt;
|-&lt;br /&gt;
|communing with [deity] / meditation&lt;br /&gt;
|being unable to pray (to [deity])&lt;br /&gt;
|&lt;br /&gt;
|Spea{{k|k}}, Pray to &amp;lt;Deity&amp;gt; or begin a performance, give a sermon.&lt;br /&gt;
|-&lt;br /&gt;
|staying occupied&lt;br /&gt;
|being unoccupied&lt;br /&gt;
|HARD_WORK, ACTIVITY_LEVEL&lt;br /&gt;
|Very wide variety of actions.&lt;br /&gt;
|-&lt;br /&gt;
|doing something creative&lt;br /&gt;
|doing nothing creative&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Perform or compose any work.&lt;br /&gt;
|-&lt;br /&gt;
|doing something exciting&lt;br /&gt;
|leading an unexciting life&lt;br /&gt;
|EXCITEMENT_SEEKING&lt;br /&gt;
|A wide variety of actions.&lt;br /&gt;
|-&lt;br /&gt;
|learning something&lt;br /&gt;
|not learning anything&lt;br /&gt;
|KNOWLEDGE, CURIOUS&lt;br /&gt;
|Gain a rank in any Skill, learn a new subject from written content.&lt;br /&gt;
|-&lt;br /&gt;
|being with family&lt;br /&gt;
|being away from family&lt;br /&gt;
|FAMILY&lt;br /&gt;
|Implemented, but inaccessible without modding. If your character has close family members, this need will be filled by spending time with them (seems to only apply to blood [[relationship|relations]]). However, there is currently no way to actually do this outside of mods.&lt;br /&gt;
|-&lt;br /&gt;
|being with friends&lt;br /&gt;
|being away from friends&lt;br /&gt;
|FRIENDSHIP&lt;br /&gt;
|Unimplemented.&lt;br /&gt;
|-&lt;br /&gt;
|hearing eloquent speech&lt;br /&gt;
|being unable to hear eloquent speech&lt;br /&gt;
|ELOQUENCE&lt;br /&gt;
|Hear or recite poetry.&lt;br /&gt;
|-&lt;br /&gt;
|upholding tradition&lt;br /&gt;
|being away from traditions&lt;br /&gt;
|TRADITION&lt;br /&gt;
|Perform any improvisational form.&lt;br /&gt;
|-&lt;br /&gt;
|self-examination&lt;br /&gt;
|a lack of introspection&lt;br /&gt;
|INTROSPECTION&lt;br /&gt;
|Read anything, compose song or poetry (automatically self-indulgent), craft a figurine of yourself.&lt;br /&gt;
|-&lt;br /&gt;
|making merry&lt;br /&gt;
|being unable to make merry&lt;br /&gt;
|MERRIMENT, HUMOR&lt;br /&gt;
|Recite any poem.&lt;br /&gt;
|-&lt;br /&gt;
|practicing a craft&lt;br /&gt;
|being unable to practice a craft&lt;br /&gt;
|CRAFTMANSHIP&lt;br /&gt;
|Craft an item via Knapping, Bone Carving, etc.&lt;br /&gt;
|-&lt;br /&gt;
|practicing a martial art&lt;br /&gt;
|being unable to practice a martial art&lt;br /&gt;
|MARTIAL_PROWESS&lt;br /&gt;
|Gain a rank in any combat skill.&lt;br /&gt;
|-&lt;br /&gt;
|practicing a skill&lt;br /&gt;
|being unable to practice a skill&lt;br /&gt;
|SKILL&lt;br /&gt;
|Use any skill.&lt;br /&gt;
|-&lt;br /&gt;
|taking it easy&lt;br /&gt;
|being unable to take it easy&lt;br /&gt;
|LEISURE_TIME&lt;br /&gt;
|Unknown (Possibly engage in or witness a [[Main:Performer|performance]]?) (&amp;lt;small&amp;gt;I fulfilled this need by going to sleep at a tavern, getting interrupted in the middle of the night by a giant alligator (which the bards killed by the time I went down the stairs) and performing with them for a while.&amp;lt;/small&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
|making romance&lt;br /&gt;
|being unable to make romance&lt;br /&gt;
|ROMANCE, LOVE PROPENSITY&lt;br /&gt;
|Unimplemented.&lt;br /&gt;
|-&lt;br /&gt;
|seeing animals&lt;br /&gt;
|being away from animals&lt;br /&gt;
|NATURE&lt;br /&gt;
|See an animal, animal must also see you.&lt;br /&gt;
|-&lt;br /&gt;
|seeing a great beast&lt;br /&gt;
|being away from great beasts&lt;br /&gt;
|EXCITEMENT_SEEKING, NATURE, CURIOSITY&lt;br /&gt;
|Uncertain, possibly encounter LARGE_ROAMING?{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
|acquiring something&lt;br /&gt;
|being unable to acquire something&lt;br /&gt;
|GREED, COMMERCE&lt;br /&gt;
|Acquire any item by trade or demand.&lt;br /&gt;
|-&lt;br /&gt;
|eating a good meal&lt;br /&gt;
|a lack of decent meals&lt;br /&gt;
|IMMODERATION&lt;br /&gt;
|Unknown. If the same as in Fortress mode, eating a preferred food, or a sufficiently valuable meal{{version|0.47.05}}.&lt;br /&gt;
|-&lt;br /&gt;
|fighting&lt;br /&gt;
|being unable to fight&lt;br /&gt;
|VIOLENT&lt;br /&gt;
|Engage in any combat, minor or major.&lt;br /&gt;
|-&lt;br /&gt;
|causing trouble&lt;br /&gt;
|a lack of trouble-making&lt;br /&gt;
|HARMONY, DISCORD&lt;br /&gt;
|Fight or argue with another individual.&lt;br /&gt;
|-&lt;br /&gt;
|arguing&lt;br /&gt;
|being unable to argue&lt;br /&gt;
|FRIENDLINESS&lt;br /&gt;
|Get into any disagreement about values.&lt;br /&gt;
|-&lt;br /&gt;
|being extravagant&lt;br /&gt;
|being unable to be extravagant&lt;br /&gt;
|IMMODESTY&lt;br /&gt;
|Wear any item with a quality modifier on a body part - a waterskin will not work, as it can only be worn ''in'' another item of clothing.&lt;br /&gt;
|-&lt;br /&gt;
|wandering&lt;br /&gt;
|being unable to wander&lt;br /&gt;
|NATURE, ACTIVITY LEVEL&lt;br /&gt;
|Move to/from any site or region tile.&lt;br /&gt;
|-&lt;br /&gt;
|helping somebody&lt;br /&gt;
|being unable to help anybody&lt;br /&gt;
|ALTRUISM, SACRIFICE&lt;br /&gt;
|Reunite family members.&lt;br /&gt;
|-&lt;br /&gt;
|thinking abstractly&lt;br /&gt;
|a lack of abstract thinking&lt;br /&gt;
|ABSTRACT_INCLINED&lt;br /&gt;
|Read or write any written content, compose music or a poem.&lt;br /&gt;
|-&lt;br /&gt;
|admiring art&lt;br /&gt;
|being unable to admire art&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Expose yourself to artistic crafts, examine adornments and coins.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Satisfying any need will result in a good thought and a decrease in stress.&lt;br /&gt;
&lt;br /&gt;
Creatures with {{token|NOEMOTION|c}} cannot satisfy any need and will inevitably become 'distracted'. In unmodded games, this concerns only [[Intelligent undead]].&lt;br /&gt;
&lt;br /&gt;
==Adventure mode meta-strategy==&lt;br /&gt;
&lt;br /&gt;
Upon creating your adventurer you may want to avoid having any of the non-fulfillable needs: romance, family, friends. Otherwise, you will suffer never-ending [[focus]] disadvantages. Immoderation too is only technically fulfillable for the itinerant adventurer, without a fortress's industry to reliably produce their preferred food.&lt;br /&gt;
&lt;br /&gt;
Some precaution is necessary in sacrifice/altruism -&amp;gt; helping capability is not available as long as you're quite weak (fighting; companions), and maybe in martial prowess if you're not constantly fighting and so increasing your stats. To fulfill your booze needs, you'll have to visit human towns' taverns or dwarven fortresses quite often (and fill your extra water storage containers with ale from the barrels for on the road).&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2014:Dwarves]]&lt;br /&gt;
&lt;br /&gt;
[[ru:Need]]&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Need&amp;diff=288161</id>
		<title>DF2014:Need</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Need&amp;diff=288161"/>
		<updated>2023-01-26T10:02:12Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: /* Fortress actions per need (unconfirmed denoted by (?)) */ add a few possibilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:25, 31 October 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
'''Needs''' affect a creature's focus - needs that are unmet for long enough will cause [[stress]], become bad [[thought]]s, and increasingly damage the creature's '''focus''', while sufficiently well-satisfied needs will improve it.&lt;br /&gt;
&lt;br /&gt;
The need system replaces the generalized [[on break]] feature of previous versions. Dwarves will sometimes perform jobs that satisfy their personal needs, instead of working for the betterment of the fortress. These personal-fulfilment jobs generally come in two varieties: low-priority (indicated by green text, e.g. {{DFtext|Listen to Poetry|2:1}}), or high-priority (magenta text with an exclamation point, e.g. {{DFtext|Pray to Lorsïth!|5:1}}).  Low-priority jobs may be cancelled to undertake a fortress job.  High-priority jobs will not be cancelled for fortress jobs.&lt;br /&gt;
&lt;br /&gt;
== Focus ==&lt;br /&gt;
:''Overall, Urist is unfocused by unmet needs.''&lt;br /&gt;
Focus affects a dwarf's ability to perform. A dwarf with high focus will work faster and produce better results, while a distracted dwarf will take longer to do everything poorly. Focus is separate and independent of overall mood; a dwarf can be happy even with largely-unmet needs, or unhappy yet focused. However, prolonged insufficiency in meeting needs is a cause for both low focus and bad thoughts. Thus, Focus can, with prudence, be used to predict future mood developments.&lt;br /&gt;
&lt;br /&gt;
Focus represents the percentage of the combined totals of met over unmet need values. The ratio of 1:1 (100%) represents a neutral state.&lt;br /&gt;
&lt;br /&gt;
Focus statuses:&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Very focused|2:1}}|| + 140% (?)&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Quite focused|2:0}}|| 120-139% (-149%?)&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Focused|7:1}}|| 101-119%&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Untroubled|7:0}}|| 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfocused|6:0}}|| 80-99%&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Distracted|6:1}}|| ...-79% (?)&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Badly distracted|4:1}}|| (?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A highly-focused dwarf can receive an effective-skill bonus of up to 50%; a badly distracted dwarf can receive an effective skill penalty of up to 50%.{{cite|Dev Log 2015-04-12|http://www.bay12games.com/dwarves/dev_2015.html#2015-04-12}}&lt;br /&gt;
== Diversity ==&lt;br /&gt;
:''She is unfocused by a lack of trouble-making.''&lt;br /&gt;
&lt;br /&gt;
An individual creature's set of needs and their weights (levels) are affected by [[personality trait]]s. For instance, a dwarf that values romance will be unfocused &amp;quot;after being unable to make romance&amp;quot;, while a dwarf that personally values nature will be unfettered &amp;quot;after seeing animals&amp;quot;. Unreligious dwarves will have no need to pray or meditate; dubious and casual worshippers will have low or medium level needs to pray; committed believers will have high level need; and dwarves following multiple deities will have a separate prayer need, with separate level for each of their deities. Proposed weights per need level are 1, 2, 5, and 10.&lt;br /&gt;
&lt;br /&gt;
As expected, high-level needs hold a much larger sway in a dwarf's overall focus than low-level needs. For example, immoderation controls the need for [[alcohol]]; dwarves, thus, are more likely to have a need for alcohol than humans (but most of the time won't have a very strong one). A small percentage have no need for alcohol at all, though they'll still slow down without it, due to dwarves' alcohol dependence.&lt;br /&gt;
&lt;br /&gt;
Needs are shown in a dwarf's [[thoughts and preferences]] description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Degree of fulfillment:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Descriptor&lt;br /&gt;
!Range&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfettered|2:1}}|| 400 to 300&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Level-headed|2:0}}|| 299 to 200&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Untroubled|7:1}}|| 199 to 100&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Not distracted|7:0}}|| 99 to -999&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfocused|6:0}}|| -1,000 to -9,999&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Distracted|6:1}}|| -10,000 to -99,999&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Badly distracted|4:1}}|| -100,000 and below&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a need is satisfied, its value is refreshed to maximum (400), regardless of previous value. There is no minimum to how {{DFtext|Badly distracted|4:1}} a need can get. A deeper negative value won't further reduce total Focus, which is based on a ratio of all needs' Focus rating.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the absence of needs rated as &amp;quot;Badly distracted&amp;quot; the focus score is expressed as the ratio of:&lt;br /&gt;
&lt;br /&gt;
 [6     * number of Unfettered scores +&lt;br /&gt;
  5 1/3 * number of Level-headed scores +&lt;br /&gt;
  4 2/3 * number of Untroubled scores +&lt;br /&gt;
  4     * number of Not distracted scores +&lt;br /&gt;
  3 1/3 * number of Unfocused scores +&lt;br /&gt;
  2 2/3 * number of Distracted scores] / (4 * number of scores total)&lt;br /&gt;
&lt;br /&gt;
where the numerator is rounded down to a whole number.&lt;br /&gt;
&lt;br /&gt;
It is currently unknown how &amp;quot;Badly distracted&amp;quot; needs contribute to focus, pending further science, but it is likely that they contribute 2 points each to the numerator.&lt;br /&gt;
&lt;br /&gt;
== Fortress actions per need (&amp;lt;small&amp;gt;unconfirmed denoted by (?)&amp;lt;/small&amp;gt;) ==&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Positive&lt;br /&gt;
!Negative&lt;br /&gt;
!Related [[Belief]] or [[Facet]]&lt;br /&gt;
!Job&lt;br /&gt;
|-&lt;br /&gt;
|spending time with people&lt;br /&gt;
|being away from people&lt;br /&gt;
|GREGARIOUSNESS&lt;br /&gt;
|Socialize.&lt;br /&gt;
|-&lt;br /&gt;
|drinking&lt;br /&gt;
|being kept from alcohol&lt;br /&gt;
|IMMODERATION, SELF-CONTROL&lt;br /&gt;
|Drink alcohol.&lt;br /&gt;
|-&lt;br /&gt;
|communing with [deity] / meditation&lt;br /&gt;
|being unable to pray (to [deity])&lt;br /&gt;
|&lt;br /&gt;
|Pray/meditate in a [[Temple]]&lt;br /&gt;
|-&lt;br /&gt;
|staying occupied&lt;br /&gt;
|being unoccupied&lt;br /&gt;
|HARD_WORK, ACTIVITY_LEVEL&lt;br /&gt;
|(assumedly a sufficient amount of fortress tasks*)&lt;br /&gt;
|-&lt;br /&gt;
|doing something creative&lt;br /&gt;
|doing nothing creative&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Create or perform any artistic work.&lt;br /&gt;
|-&lt;br /&gt;
|doing something exciting&lt;br /&gt;
|leading an unexciting life&lt;br /&gt;
|EXCITEMENT_SEEKING&lt;br /&gt;
|Varied; including at least being in danger or catching live vermin.&lt;br /&gt;
|-&lt;br /&gt;
|learning something&lt;br /&gt;
|not learning anything&lt;br /&gt;
|KNOWLEDGE, CURIOUS&lt;br /&gt;
|Gain a rank in any Skill, learn a new subject from written content.&lt;br /&gt;
|-&lt;br /&gt;
|being with family&lt;br /&gt;
|being away from family&lt;br /&gt;
|FAMILY&lt;br /&gt;
|(Socialize with close family members?)&lt;br /&gt;
|-&lt;br /&gt;
|being with friends&lt;br /&gt;
|being away from friends&lt;br /&gt;
|FRIENDSHIP&lt;br /&gt;
|(Socialize with friends?)&lt;br /&gt;
|-&lt;br /&gt;
|hearing eloquent speech&lt;br /&gt;
|being unable to hear eloquent speech&lt;br /&gt;
|ELOQUENCE&lt;br /&gt;
|Hear or recite poetry.&lt;br /&gt;
|-&lt;br /&gt;
|upholding tradition&lt;br /&gt;
|being away from traditions&lt;br /&gt;
|TRADITION&lt;br /&gt;
|(Perform any improvisational form?)&lt;br /&gt;
|-&lt;br /&gt;
|self-examination&lt;br /&gt;
|a lack of introspection&lt;br /&gt;
|INTROSPECTION&lt;br /&gt;
|Read anything, compose song or poetry (automatically self-indulgent)&lt;br /&gt;
|-&lt;br /&gt;
|making merry&lt;br /&gt;
|being unable to make merry&lt;br /&gt;
|MERRIMENT, HUMOR&lt;br /&gt;
|Be delighted after witnessing a performance.&lt;br /&gt;
|-&lt;br /&gt;
|practicing a craft&lt;br /&gt;
|being unable to practice a craft&lt;br /&gt;
|CRAFTMANSHIP&lt;br /&gt;
|Craft or improve any item. This includes all actions enabled by the &amp;quot;labour-&amp;gt;crafts&amp;quot; menu (without strand extraction?), items created from [[masonry]], [[carpentry]], [[jewelry]] and [[smith]]ing, a meal [[cooking|cooked]], a drink [[brewing|brewed]]. A [[mechanic]] creates a craft only when making a mechanism, an [[engraver]] only when engraving a [[slab]].&lt;br /&gt;
|-&lt;br /&gt;
|practicing a martial art&lt;br /&gt;
|being unable to practice a martial art&lt;br /&gt;
|MARTIAL_PROWESS&lt;br /&gt;
|Gain a rank in any combat skill.&lt;br /&gt;
|-&lt;br /&gt;
|practicing a skill&lt;br /&gt;
|being unable to practice a skill&lt;br /&gt;
|SKILL&lt;br /&gt;
|(Use relevant skill?)&lt;br /&gt;
|-&lt;br /&gt;
|taking it easy&lt;br /&gt;
|being unable to take it easy&lt;br /&gt;
|LEISURE_TIME&lt;br /&gt;
|(Spend time idle or fulfilling personal desires?)&lt;br /&gt;
|-&lt;br /&gt;
|making romance&lt;br /&gt;
|being unable to make romance&lt;br /&gt;
|ROMANCE, LOVE PROPENSITY&lt;br /&gt;
|''Interact'' with spouse/partner.&lt;br /&gt;
|-&lt;br /&gt;
|seeing animals&lt;br /&gt;
|being away from animals&lt;br /&gt;
|NATURE&lt;br /&gt;
|Animal must also see the dwarf.*&lt;br /&gt;
|-&lt;br /&gt;
|seeing a great beast&lt;br /&gt;
|being away from great beasts&lt;br /&gt;
|EXCITEMENT_SEEKING, NATURE, CURIOSITY&lt;br /&gt;
|(Uncertain, possibly encounter LARGE_ROAMING?)&lt;br /&gt;
|-&lt;br /&gt;
|acquiring something&lt;br /&gt;
|being unable to acquire something&lt;br /&gt;
|GREED, COMMERCE&lt;br /&gt;
|Acquire any trinket (happens automatically when performing a &amp;quot;Store item in stockpile&amp;quot; job on an eligible [[trade good]])&lt;br /&gt;
|-&lt;br /&gt;
|eating a good meal&lt;br /&gt;
|a lack of decent meals&lt;br /&gt;
|IMMODERATION&lt;br /&gt;
|Eating a preferred food (or a preferred alcohol [[cook]]ed into a meal), or a sufficiently valuable meal{{version|0.47.05}}.&lt;br /&gt;
|-&lt;br /&gt;
|fighting&lt;br /&gt;
|being unable to fight&lt;br /&gt;
|VIOLENT&lt;br /&gt;
|Partake in a fight or any combat.&lt;br /&gt;
|-&lt;br /&gt;
|causing trouble&lt;br /&gt;
|a lack of trouble-making&lt;br /&gt;
|HARMONY, DISCORD&lt;br /&gt;
|Fight or argue with another.&lt;br /&gt;
|-&lt;br /&gt;
|arguing&lt;br /&gt;
|being unable to argue&lt;br /&gt;
|FRIENDLINESS&lt;br /&gt;
|Argue with another individual.&lt;br /&gt;
|-&lt;br /&gt;
|being extravagant&lt;br /&gt;
|being unable to be extravagant&lt;br /&gt;
|IMMODESTY&lt;br /&gt;
|Wear any item with a quality modifier.&lt;br /&gt;
|-&lt;br /&gt;
|wandering&lt;br /&gt;
|being unable to wander&lt;br /&gt;
|NATURE, ACTIVITY LEVEL&lt;br /&gt;
|Complete a [[Main:Fisherdwarf|fishing]], [[Main:Ambusher|hunting]], or [[Main:Herbalist|plant gathering]] job.&lt;br /&gt;
|-&lt;br /&gt;
|helping somebody&lt;br /&gt;
|being unable to help anybody&lt;br /&gt;
|ALTRUISM, SACRIFICE&lt;br /&gt;
|Bring water or food to patient/prisoner/animal*; bring wounded units to rest; leading demonstration; being yelled at by unhappy citizens (for relevant nobles.)&lt;br /&gt;
|-&lt;br /&gt;
|thinking abstractly&lt;br /&gt;
|a lack of abstract thinking&lt;br /&gt;
|ABSTRACT_INCLINED&lt;br /&gt;
|Read or write any written content, or compose music or a poem. Playing make-believe. (Using Architect skill does not satisfy this need.)&lt;br /&gt;
|-&lt;br /&gt;
|admiring art&lt;br /&gt;
|being unable to admire art&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Be exposed to artful furniture, artistic crafts, or engravings. Watch certain performances.&lt;br /&gt;
|}&lt;br /&gt;
: (* See also [[animal caretaker]])&lt;br /&gt;
&lt;br /&gt;
Satisfying any need will result in a good thought and a decrease in stress.&lt;br /&gt;
&lt;br /&gt;
== Adventurer actions per need ==&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Positive&lt;br /&gt;
!Negative&lt;br /&gt;
!Related [[Belief]] or [[Facet]]&lt;br /&gt;
!Adventurer activity&lt;br /&gt;
|-&lt;br /&gt;
|spending time with people&lt;br /&gt;
|being away from people&lt;br /&gt;
|GREGARIOUSNESS&lt;br /&gt;
|Spea{{k|k}} to anyone or reply to greeting. They don't have to be able to reply back.&lt;br /&gt;
|-&lt;br /&gt;
|drinking&lt;br /&gt;
|being kept from alcohol&lt;br /&gt;
|IMMODERATION, SELF-CONTROL&lt;br /&gt;
|Drink alcohol.&lt;br /&gt;
|-&lt;br /&gt;
|communing with [deity] / meditation&lt;br /&gt;
|being unable to pray (to [deity])&lt;br /&gt;
|&lt;br /&gt;
|Spea{{k|k}}, Pray to &amp;lt;Deity&amp;gt; or begin a performance, give a sermon.&lt;br /&gt;
|-&lt;br /&gt;
|staying occupied&lt;br /&gt;
|being unoccupied&lt;br /&gt;
|HARD_WORK, ACTIVITY_LEVEL&lt;br /&gt;
|Very wide variety of actions.&lt;br /&gt;
|-&lt;br /&gt;
|doing something creative&lt;br /&gt;
|doing nothing creative&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Perform or compose any work.&lt;br /&gt;
|-&lt;br /&gt;
|doing something exciting&lt;br /&gt;
|leading an unexciting life&lt;br /&gt;
|EXCITEMENT_SEEKING&lt;br /&gt;
|A wide variety of actions.&lt;br /&gt;
|-&lt;br /&gt;
|learning something&lt;br /&gt;
|not learning anything&lt;br /&gt;
|KNOWLEDGE, CURIOUS&lt;br /&gt;
|Gain a rank in any Skill, learn a new subject from written content.&lt;br /&gt;
|-&lt;br /&gt;
|being with family&lt;br /&gt;
|being away from family&lt;br /&gt;
|FAMILY&lt;br /&gt;
|Implemented, but inaccessible without modding. If your character has close family members, this need will be filled by spending time with them (seems to only apply to blood [[relationship|relations]]). However, there is currently no way to actually do this outside of mods.&lt;br /&gt;
|-&lt;br /&gt;
|being with friends&lt;br /&gt;
|being away from friends&lt;br /&gt;
|FRIENDSHIP&lt;br /&gt;
|Unimplemented.&lt;br /&gt;
|-&lt;br /&gt;
|hearing eloquent speech&lt;br /&gt;
|being unable to hear eloquent speech&lt;br /&gt;
|ELOQUENCE&lt;br /&gt;
|Hear or recite poetry.&lt;br /&gt;
|-&lt;br /&gt;
|upholding tradition&lt;br /&gt;
|being away from traditions&lt;br /&gt;
|TRADITION&lt;br /&gt;
|Perform any improvisational form.&lt;br /&gt;
|-&lt;br /&gt;
|self-examination&lt;br /&gt;
|a lack of introspection&lt;br /&gt;
|INTROSPECTION&lt;br /&gt;
|Read anything, compose song or poetry (automatically self-indulgent), craft a figurine of yourself.&lt;br /&gt;
|-&lt;br /&gt;
|making merry&lt;br /&gt;
|being unable to make merry&lt;br /&gt;
|MERRIMENT, HUMOR&lt;br /&gt;
|Recite any poem.&lt;br /&gt;
|-&lt;br /&gt;
|practicing a craft&lt;br /&gt;
|being unable to practice a craft&lt;br /&gt;
|CRAFTMANSHIP&lt;br /&gt;
|Craft an item via Knapping, Bone Carving, etc.&lt;br /&gt;
|-&lt;br /&gt;
|practicing a martial art&lt;br /&gt;
|being unable to practice a martial art&lt;br /&gt;
|MARTIAL_PROWESS&lt;br /&gt;
|Gain a rank in any combat skill.&lt;br /&gt;
|-&lt;br /&gt;
|practicing a skill&lt;br /&gt;
|being unable to practice a skill&lt;br /&gt;
|SKILL&lt;br /&gt;
|Use any skill.&lt;br /&gt;
|-&lt;br /&gt;
|taking it easy&lt;br /&gt;
|being unable to take it easy&lt;br /&gt;
|LEISURE_TIME&lt;br /&gt;
|Unknown (Possibly engage in or witness a [[Main:Performer|performance]]?) (&amp;lt;small&amp;gt;I fulfilled this need by going to sleep at a tavern, getting interrupted in the middle of the night by a giant alligator (which the bards killed by the time I went down the stairs) and performing with them for a while.&amp;lt;/small&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
|making romance&lt;br /&gt;
|being unable to make romance&lt;br /&gt;
|ROMANCE, LOVE PROPENSITY&lt;br /&gt;
|Unimplemented.&lt;br /&gt;
|-&lt;br /&gt;
|seeing animals&lt;br /&gt;
|being away from animals&lt;br /&gt;
|NATURE&lt;br /&gt;
|See an animal, animal must also see you.&lt;br /&gt;
|-&lt;br /&gt;
|seeing a great beast&lt;br /&gt;
|being away from great beasts&lt;br /&gt;
|EXCITEMENT_SEEKING, NATURE, CURIOSITY&lt;br /&gt;
|Uncertain, possibly encounter LARGE_ROAMING?{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
|acquiring something&lt;br /&gt;
|being unable to acquire something&lt;br /&gt;
|GREED, COMMERCE&lt;br /&gt;
|Acquire any item by trade or demand.&lt;br /&gt;
|-&lt;br /&gt;
|eating a good meal&lt;br /&gt;
|a lack of decent meals&lt;br /&gt;
|IMMODERATION&lt;br /&gt;
|Unknown. If the same as in Fortress mode, eating a preferred food, or a sufficiently valuable meal{{version|0.47.05}}.&lt;br /&gt;
|-&lt;br /&gt;
|fighting&lt;br /&gt;
|being unable to fight&lt;br /&gt;
|VIOLENT&lt;br /&gt;
|Engage in any combat, minor or major.&lt;br /&gt;
|-&lt;br /&gt;
|causing trouble&lt;br /&gt;
|a lack of trouble-making&lt;br /&gt;
|HARMONY, DISCORD&lt;br /&gt;
|Fight or argue with another individual.&lt;br /&gt;
|-&lt;br /&gt;
|arguing&lt;br /&gt;
|being unable to argue&lt;br /&gt;
|FRIENDLINESS&lt;br /&gt;
|Get into any disagreement about values.&lt;br /&gt;
|-&lt;br /&gt;
|being extravagant&lt;br /&gt;
|being unable to be extravagant&lt;br /&gt;
|IMMODESTY&lt;br /&gt;
|Wear any item with a quality modifier on a body part - a waterskin will not work, as it can only be worn ''in'' another item of clothing.&lt;br /&gt;
|-&lt;br /&gt;
|wandering&lt;br /&gt;
|being unable to wander&lt;br /&gt;
|NATURE, ACTIVITY LEVEL&lt;br /&gt;
|Move to/from any site or region tile.&lt;br /&gt;
|-&lt;br /&gt;
|helping somebody&lt;br /&gt;
|being unable to help anybody&lt;br /&gt;
|ALTRUISM, SACRIFICE&lt;br /&gt;
|Reunite family members.&lt;br /&gt;
|-&lt;br /&gt;
|thinking abstractly&lt;br /&gt;
|a lack of abstract thinking&lt;br /&gt;
|ABSTRACT_INCLINED&lt;br /&gt;
|Read or write any written content, compose music or a poem.&lt;br /&gt;
|-&lt;br /&gt;
|admiring art&lt;br /&gt;
|being unable to admire art&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Expose yourself to artistic crafts, examine adornments and coins.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Satisfying any need will result in a good thought and a decrease in stress.&lt;br /&gt;
&lt;br /&gt;
Creatures with {{token|NOEMOTION|c}} cannot satisfy any need and will inevitably become 'distracted'. In unmodded games, this concerns only [[Intelligent undead]].&lt;br /&gt;
&lt;br /&gt;
==Adventure mode meta-strategy==&lt;br /&gt;
&lt;br /&gt;
Upon creating your adventurer you may want to avoid having any of the non-fulfillable needs: romance, family, friends. Otherwise, you will suffer never-ending [[focus]] disadvantages. Immoderation too is only technically fulfillable for the itinerant adventurer, without a fortress's industry to reliably produce their preferred food.&lt;br /&gt;
&lt;br /&gt;
Some precaution is necessary in sacrifice/altruism -&amp;gt; helping capability is not available as long as you're quite weak (fighting; companions), and maybe in martial prowess if you're not constantly fighting and so increasing your stats. To fulfill your booze needs, you'll have to visit human towns' taverns or dwarven fortresses quite often (and fill your extra water storage containers with ale from the barrels for on the road).&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2014:Dwarves]]&lt;br /&gt;
&lt;br /&gt;
[[ru:Need]]&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Keeping_your_dwarves_unstressed&amp;diff=221312</id>
		<title>Keeping your dwarves unstressed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Keeping_your_dwarves_unstressed&amp;diff=221312"/>
		<updated>2015-11-16T12:56:16Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: add 2 sources of stress, and what to do&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|12:20, 1 February 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Some tips on how to keep your dwarves [[stress]]-free, thus reducing the chances of [[tantrum]]ing and tantrum spirals:&lt;br /&gt;
&lt;br /&gt;
==Specific Dwarves==&lt;br /&gt;
* Using a tool such as Dwarf Therapist, you can sort dwarves by stress level. There you can hold the mouse over the stress square to see the reasons why the dwarves are stressed and address them. Look up their preferences and assign the dwarves jobs that match their preferences, and build stuff they like especially in their rooms.&lt;br /&gt;
* Dwarves that are highly prone to stress, i.e. a high [[Personality trait|STRESS_VULNERABILITY]] trait, are not suitable for the military or as nobles. You will have to remove them from these duties and in extreme cases isolate them with burrows to insulate them from [[Thought|stress-inducing stimuli]]. You might be able to get away with giving high-stress dwarves a &amp;quot;vacation&amp;quot; or demote them for example from a Captain to a mere soldier.  Also don't give high-stress dwarves the Refuse Hauling labor, since they often handle dead bodies.&lt;br /&gt;
&lt;br /&gt;
==Food and Drink==&lt;br /&gt;
* Make the community [[dining room]] your non-[[noble]] dwarves dine in high [[room#quality|quality]].  You can increase its quality by making the room bigger, putting in more [[chair]]s and [[throne]]s, [[smoothing]] and [[engraving]] it, and putting in valuable [[furniture]] like [[gold]] [[statue]]s.&lt;br /&gt;
* [[Embark]] with or train up a [[cook]], so your dwarves can enjoy high [[quality]] [[food|meals]].&lt;br /&gt;
* Make sure you never run out of [[booze]], since a sober dwarf is a stressed dwarf.&lt;br /&gt;
** Make sure to have at least two different kinds of booze on hand, since dwarves will get bored if there's no variety in their drinks.&lt;br /&gt;
** Try to have all different varieties of booze on hand, since dwarves get a happy thought when they drink their [[preference|preferred]] booze.&lt;br /&gt;
&lt;br /&gt;
==Living Quarters==&lt;br /&gt;
* Give your dwarves individual [[bedroom]]s rather than making them live in a communal [[dormitory]].  Not only will they get a good thought from sleeping in their own bedroom, they'll get good thoughts from admiring the furniture they own.&lt;br /&gt;
** In the beginning, you may want to not spend time doing this until you have a self-sustaining fort established, and keep this for later.&lt;br /&gt;
* Improve the bedrooms by making them of respectable size, smoothing/engraving the ground, and adding basic furniture such as coffers.&lt;br /&gt;
* If you still wish to use a communal bedroom to protect your dwarves from [[vampire]]s, designate each bed as a room itself.  This way dwarves can keep an eye on each other and still have their own rooms.&lt;br /&gt;
** Overlapping the bedrooms will reduce the overall value of each &amp;quot;room&amp;quot; but a high enough overall room value can overcome this.&lt;br /&gt;
** You can also make the shared suites large enough that the bedroom designations do not overlap.&lt;br /&gt;
** Overlapping won't create an additional reduction in value after a certain point; it is quite easy to give everyone a royal-bedroom this way.&lt;br /&gt;
&lt;br /&gt;
==Fortress Improvements==&lt;br /&gt;
* Place highly valuable [[furniture]], if possible artifacts, in a high traffic area of your fort, since dwarves get a positive thought if they pass right next to or over expensive furniture.&lt;br /&gt;
* Dwarves who [[cave adaptation|spend most of their time underground]] will become stressed when exposed to sunlight.  If the dwarves who need to work outside aren't already regularly exposed to sunlight, put some combination of these high traffic areas on the surface:&lt;br /&gt;
** [[activity zone#Meeting Area|Meeting area]] or [[sculpture garden|Statue garden]] - Won't catch dwarves that never idle.&lt;br /&gt;
** [[Dining room]] - Will need to ensure nobles that have private dining rooms have another means.&lt;br /&gt;
** [[Booze]] stockpile - Requires a custom stockpile but otherwise very reliable.&lt;br /&gt;
** Note that dwarves don't like to be out in rain or snow, regardless.&lt;br /&gt;
* Keep at least a few [[cat]]s around to hunt down irritating [[vermin]].  [[Pasture]] some in with your food stockpiles.  Note that this will create vermin remains, which need to be hauled to a refuse stockpile or dumped.  Alternatively, use a [[trapper]] or two.&lt;br /&gt;
* Put a [[cage]] in a high traffic area (like the meeting area) and stuff it full of (non-[[pasture|grazing]]) tame animals so your dwarves can enjoy seeing their [[preferences|favorite]] type of animal.&lt;br /&gt;
** The [[elf|elven]] [[caravan]]s bring random animals, and you can request specific domestic animals from the [[dwarven]] caravan.&lt;br /&gt;
** You can use [[cage trap]]s to capture wild animals, [[Animal trainer|train them]].&lt;br /&gt;
* Create a [[waterfall]] in a location all dwarves frequent regularly.&lt;br /&gt;
* Keep your fortress clean and avoid [[miasma]], or at least confine it to your refuse stockpile if it is underground.&lt;br /&gt;
* Keep your refuse stockpile somewhere infrequently traveled, enclosed by doors so that dwarves do not see dead bodies, especially those of sentient creatures.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* Keep your dwarves [[clothes|clothed]]. A naked dwarf is a stressed dwarf. Specifically, they will need something to cover the upper body, such as a shirt, something to cover the lower body, such as trousers, and something on each foot, such as a sock or shoe.&lt;br /&gt;
* If a dwarf dies, [[coffin|bury him]] or [[memorial|engrave a memorial in his name]]. This will prevent even more stress for his friends, and [[ghost]]s to haunt your dwarves or your FPS.&lt;br /&gt;
* [[Pasture]] all dwarf [[pet]]s somewhere safe.  Wandering pets are likely to die from goblins or construction accidents.&lt;br /&gt;
* Instead of [[Dwarven atom smasher|vaporising]] old dwarven clothes, rather sell them to the caravan. Otherwise every destroyed masterpiece sock will stress its creator.&lt;br /&gt;
* Be careful with cooking masterpiece dishes. Dwarves tend to drop their ☼dog intestines roast☼ somewhere, and if it withers the cook becomes agitated. &lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Installation&amp;diff=221311</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Installation&amp;diff=221311"/>
		<updated>2015-11-16T12:32:36Z</updated>

		<summary type="html">&lt;p&gt;Pgallert: /* Mac */ Clarify for non-geeks: Took me three days to do this properly according to the previous information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:06, 26 January 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{quick download|{{current/version/ns}}}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
= Download =&lt;br /&gt;
You can always get Dwarf Fortress as [[Main:Toady One|Toady One]], the developer, released it from the [http://www.bay12games.com/dwarves/ Bay12 site] (listed at the top of the page).&lt;br /&gt;
&lt;br /&gt;
You can also download the latest version from the links at the top of this page.&lt;br /&gt;
&lt;br /&gt;
Windows users should generally download one of the &amp;quot;Main&amp;quot; (SDL) versions (listed in the first row), unless the &amp;quot;Legacy&amp;quot; version is required for some reason. The &amp;quot;Small&amp;quot; version does not include [[music|sound]].&lt;br /&gt;
&lt;br /&gt;
Mac and Linux users should generally download the SDL version for their platform. While it is possible to run the Windows version under WINE, it is often slower and less stable than the native version.&lt;br /&gt;
&lt;br /&gt;
== Third-Party Packages ==&lt;br /&gt;
&lt;br /&gt;
These packages include the game as well as several utilities and graphics sets, configurable with an included launcher.&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=126076 PeridexisErrant's Dwarf Fortress Starter Pack] (Windows) - A more comprehensive, and more importantly, up-to-date implementation of LusasUP's original Lazy Newb Pack.&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=128960 Fricy's MacNewbie] - essentially a very well maintained Lazy Newb Pack, for OS X.&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=140966 Beautato's Linux Lazy Newb Pack] - a basic but well maintained package for Linux&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress community often creates custom [[Graphics set repository|graphics sets]], [[Tileset repository|tilesets]] and [[Color_scheme#Custom_color_schemes|color schemes]]. They're like graphical mods that make DF look prettier or just different. A lot of people pack the game folder with the tileset installed and everything already set up, so all you have to do is extract and play. Among the most popular of these are [http://www.bay12forums.com/smf/index.php?topic=53180.0 Ironhand's Graphics Set] and [http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus' Graphic Set].  Most notable graphics sets are included in the packs above.&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
:''Also see: [[System requirements]]''&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
There is no installer for the game. Simply extract the archive file to a folder somewhere and run the game from within the folder.&lt;br /&gt;
&lt;br /&gt;
Make sure to actually ''extract'' the archive; do not just open the archive and run the game from the window that appears. If you do this then it may appear to work, but your save game data will get discarded. This is the cause of many &amp;quot;my saved games keep getting deleted&amp;quot; complaints. The game also needs to be able to write to its own folder, so do '''not''' install it in C:\Program Files if you are running Windows Vista or later.&lt;br /&gt;
&lt;br /&gt;
== Mac ==&lt;br /&gt;
&lt;br /&gt;
The Mac version is not a single application bundle, but like the Windows version it consists of a folder containing the application along with data files and there is no installer. The entire folder can be dragged into the Applications folder or placed elsewhere. As with the Windows version, the game must be able to write to its own folder.&lt;br /&gt;
&lt;br /&gt;
To start the game execute the launch script &amp;quot;df&amp;quot;. Launching &amp;quot;dwarfort.exe&amp;quot; by itself will ''not'' work (since the &amp;quot;df&amp;quot; script sets up [[wikipedia:environment variables|environment variables]] pointing to DF's libraries).&lt;br /&gt;
&lt;br /&gt;
On OS X 10.8 and above, you will need to [http://www.bay12games.com/dwarves/mantisbt/view.php?id=7389#c32194 update the SDL_ttf library] to run Dwarf Fortress (or download [http://xquartz.macosforge.org/landing/ XQuartz], which is no longer bundled with OS X by default). {{bug|7389}}&lt;br /&gt;
&lt;br /&gt;
On OS X 10.11 and above, you will need to [http://www.bay12games.com/dwarves/mantisbt/view.php?id=2624#c33110 update the SDL library] like this:&lt;br /&gt;
# [https://www.libsdl.org/release/SDL-1.2.15.dmg Download] SDL 1.2.15 and replace the file libs/SDL.framework with the (older) one from the downloaded folder, and&lt;br /&gt;
# [https://www.libsdl.org/projects/SDL_ttf/release/SDL_ttf-2.0.11.dmg Download] SDL_ttf 2.0.11 and replace the file libs/SDL_ttf.framework with the one from the downloaded folder.&lt;br /&gt;
Alternatively change the PRINT_MODE setting in data/init/[[init.txt]] to STANDARD (or anything not related to 2D). {{bug|2624}}&lt;br /&gt;
&lt;br /&gt;
== Linux ==&lt;br /&gt;
&lt;br /&gt;
The Linux version of the game is shipped as a compiled 32-bit x86 (Intel/AMD) application. It will also run on a system with a 64-bit AMD or Intel processor and a 64-bit kernel, provided that you have the (32-bit) shared libraries available that the program needs.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress for Linux is meant to be run from a terminal (command-line) interface, and so the instructions here will assume you know how to login and get to a command prompt.  At least in the default mode, however, Dwarf Fortress is an X client (graphical desktop) program, so you should be in a terminal inside an X session before starting the game.  Dwarf Fortress will create a new X window outside of the terminal window, so don't worry about the size of the terminal.&lt;br /&gt;
&lt;br /&gt;
*'''Downloading''': Either download it from the [http://www.bay12games.com/dwarves/ Dwarf Fortress Homepage], or from the terminal call &lt;br /&gt;
'wget http://www.bay12games.com/dwarves/df_XX_YY_linux.tar.bz2'&lt;br /&gt;
* '''Unpacking''': Dwarf Fortress is shipped as a (bzip2) compressed tar archive.  It will extract into a new directory called '''df_linux'''.  So, cd to wherever you want the game to be unpacked, and then run '''tar xjf /path/to/df_XX_YY_linux.tar.bz2''' (where df_XX_YY_linux.tar.bz2 is the filename).  Then run '''cd df_linux''' to change into the new directory.&lt;br /&gt;
&lt;br /&gt;
(note: xjvf /df_XX_YY_linux.tar.bz2 may be needed in some cases.)&lt;br /&gt;
&lt;br /&gt;
* '''Running''': Run '''./df''' to execute the Dwarf Fortress wrapper script.&lt;br /&gt;
* '''Troubleshooting''': If you get an error like this:&lt;br /&gt;
 ./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_image-1.2.so.0:&lt;br /&gt;
 cannot open shared object file: No such file or directory&lt;br /&gt;
or&lt;br /&gt;
 ./df: ./libs/Dwarf_Fortress: not found&lt;br /&gt;
: it means that your system is missing one or more shared libraries.&lt;br /&gt;
&lt;br /&gt;
To fix this problem run the following command in a new terminal:&lt;br /&gt;
&lt;br /&gt;
Ubuntu 14 (or systems without ia32-libs):&lt;br /&gt;
 sudo apt-get install libgtk2.0-0:i386 libglu1-mesa:i386 libsdl-image1.2:i386 libsdl-sound1.2:i386 libsdl-ttf2.0-0:i386 libopenal1:i386&lt;br /&gt;
Ubuntu 13 and below:&lt;br /&gt;
 sudo apt-get install ia32-libs libsdl-image1.2 libsdl-sound1.2 libsdl-ttf2.0-0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the last command has finished (it should take about 5-10 minutes) go back to the old terminal and retry the ./df command.&lt;br /&gt;
&lt;br /&gt;
* '''Upgrading''': Since every new version of Dwarf Fortress unpacks in a directory named '''df_linux''' you have to manage upgrades yourself - or use the [http://dffd.wimbli.com/file.php?id=9639 Linux Updater Script]. As on all systems, you should '''not''' unpack a new version of DF on top of an old version's directory -- this will cause things to break, usually in subtle and mysterious ways.  Instead, you should either delete or rename the old '''df_linux''' directory first, before extracting the new version.&lt;br /&gt;
&lt;br /&gt;
Alternatively, downloading the windows version and running it with the wine emulator works fine. This also avoids any issues with 32-bit versus 64-bit mode.&lt;br /&gt;
&lt;br /&gt;
If you get errors, it is likely that others will have had the same problem; Try searching the bay12games forum with the error message.&lt;br /&gt;
&lt;br /&gt;
=== 32-bit vs. 64-bit systems ===&lt;br /&gt;
&lt;br /&gt;
Modern desktop PCs (of the Intel/AMD persuasion) contain CPUs that can run in either 32-bit or 64-bit modes.  When you install Linux, you choose one of these architectures.  The programs on your system will then be compiled either for the 32-bit (i386, x86) arch, or the 64-bit (amd64, x86_64) arch.  If you've forgotten which one you have, you can check:&lt;br /&gt;
&lt;br /&gt;
 $ uname -m&lt;br /&gt;
 x86_64&lt;br /&gt;
&lt;br /&gt;
The above would indicate a 64-bit system.  Here's one from a 32-bit system:&lt;br /&gt;
&lt;br /&gt;
 $ uname -m&lt;br /&gt;
 i686&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is compiled for 32-bit systems, so if you're on a 32-bit system, things will be slightly easier.  If you are getting errors about missing SDL_image libraries (etc.) then you simply need to install them.  Use your distribution's package manager for this -- details will be extremely distribution-specific.  You don't need the development versions of the packages with the headers (although that won't hurt) -- you just need the runtime versions, with the actual shared libraries.&lt;br /&gt;
&lt;br /&gt;
If you're on a 64-bit system, then things get a bit trickier.  Since DF is a 32-bit application, it needs 32-bit versions of the shared libraries.  Some Linux distributions provide these in one or more packages that you can download.  For example, in Debian, the ia32-libs package contains most of the common 32-bit libraries, including libSDL. If your distribution does not include these, then you may have to supply them manually.&lt;br /&gt;
&lt;br /&gt;
==== How-to for Debian and similar ====&lt;br /&gt;
&lt;br /&gt;
On Ubuntu/Debian and its derivatives, installing 32-bit libraries is as easy as appending &amp;quot;:i386&amp;quot; to the name of the library.  For libsdl-image and libsdl-ttf, this amounts to:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dpkg --add-architecture i386&lt;br /&gt;
  $ sudo apt-get update&lt;br /&gt;
  $ sudo apt-get install libsdl-image1.2:i386 libsdl-ttf2.0-0:i386 libgtk2.0-0:i386 libjpeg62-turbo:i386 libglu1-mesa:i386 libopenal1:i386&lt;br /&gt;
&lt;br /&gt;
'''Sound'''&lt;br /&gt;
&lt;br /&gt;
After doing this, DF will run, but will complain that it cannot find the OpenAL library and cannot play sounds, even when OpenAL (i386) has been installed. This is due to a bug/feature in which there is no link from the name of the library that DF is looking for (&amp;quot;libopenal.so&amp;quot;) to its implementation (&amp;quot;libopenal.so.1&amp;quot; - technically another link). To fix this, simply provide the necessary links in DF's own ''libs'' directory:&lt;br /&gt;
&lt;br /&gt;
  $ cd df_linux/libs&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 ./libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libsndfile.so.1 ./libsndfile.so&lt;br /&gt;
&lt;br /&gt;
==== How-to for Fedora ====&lt;br /&gt;
&lt;br /&gt;
On 64-bit Fedora installations you can install 32-bit libraries by appending &amp;quot;.i686&amp;quot; to the package name. This is what I had to install to get 0.40.24 to run:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install SDL.i686 SDL_image.i686 SDL_ttf.i686 gtk2-devel-2.24.28-1.fc22.i686 openal-soft.i686 alsa-lib.i686 alsa-plugins-pulseaudio.i686 mesa-dri-drivers-10.6.9-1.20151008.fc22.i686&lt;br /&gt;
&lt;br /&gt;
Fedora installs all 32-bit libraries to /usr/lib and 64-bit libraries to /usr/lib64 (with /lib and /lib64 being links to these two directories), so if you need to install stuff manually, look in there.&lt;br /&gt;
&lt;br /&gt;
==== Manually installing 32-bit libraries ====&lt;br /&gt;
&lt;br /&gt;
If you do need to manually install the libraries, then the first step is to figure out where you will be putting them.  Check to see where your other 32-bit libraries are already installed; for example, on Debian, some are in /lib32 and others are in /usr/lib32.  Since libSDL is in /usr/lib32 on a Debian system, that's where we'll want to put libSDL_image and libSDL_ttf.  On other distributions, the path could be different.&lt;br /&gt;
&lt;br /&gt;
The second step is to get the 32-bit libraries.  You can typically do this by downloading them directly from your distribution's 32-bit package repository.  Again using Debian as our example, we can perform a search at http://packages.debian.org/ for files containing the word libSDL_image for the Intel x86 architecture.  This takes us to [http://packages.debian.org/search?searchon=contents&amp;amp;keywords=libSDL_image&amp;amp;mode=filename&amp;amp;suite=stable&amp;amp;arch=i386 a results page] from which we can proceed to [http://packages.debian.org/squeeze/libsdl-image1.2 the libsdl-image1.2 package page] with a list of download links arranged by architecture.  Grab the i386 package from here, and repeat this for the libSDL_ttf package, and whatever other library you are missing.  Store these package files somewhere convenient.&lt;br /&gt;
&lt;br /&gt;
The third step is to extract the libraries from the packages and get them in the proper location.  You probably ''won't'' be able simply to install the packages using your package manager, because they are for the wrong architecture.  Instead, you'll probably have to extract them by hand.  The steps for doing this are distribution-specific, so when in doubt consult your distribution's help resources.  I'll show the steps for a .deb package.&lt;br /&gt;
&lt;br /&gt;
* cd into some temporary working directory such as /tmp&lt;br /&gt;
* Extract the files from the .deb archive, which is in ar(1) format:&lt;br /&gt;
  tar x /path/to/libsdl-image1.2*_i386.deb&lt;br /&gt;
: This creates three files: debian-binary, control.tar.gz and data.tar.gz.  We only care about data.tar.gz.&lt;br /&gt;
* Extract data.tar.gz:&lt;br /&gt;
  tar xzf data.tar.gz&lt;br /&gt;
: This creates a subdirectory named usr with various files inside it.  We only care about usr/lib/libSDL_image-1.2.so.0.8.2 (or whatever precise version yours has).&lt;br /&gt;
* Move the shared library into place:&lt;br /&gt;
  sudo mv usr/lib/libSDL_image-1.2.so.* /usr/lib32/&lt;br /&gt;
* Create a symlink to it:&lt;br /&gt;
  cd /usr/lib32&lt;br /&gt;
  sudo ln -s libSDL_image-1.2.so.0.* libSDL_image-1.2.so.0&lt;br /&gt;
  cd -&lt;br /&gt;
&lt;br /&gt;
Repeat this for libSDL_ttf and whatever other libraries are required.&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': If you get the error that libsndfile.so is not found, you must use the following:&lt;br /&gt;
  find */libsndfile.so*&lt;br /&gt;
cd to the correct directory, then use ln as shown above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Not found: /data/art/mouse.png&amp;quot; and similar errors ====&lt;br /&gt;
===== Fix 1: Preload zlib=====&lt;br /&gt;
Due to incompatibilities between DF's included zlib and newer versions of zlib, libpng can fail on newer systems. A solution is to add this line to the beginning of &amp;lt;code&amp;gt;/your/path/df_linux/df&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;/your/path/df_linux/dfhack&amp;lt;/code&amp;gt; if you use [[DFHack]]):&lt;br /&gt;
 export LD_PRELOAD=/usr/lib/libz.so.1&lt;br /&gt;
Note that this path can vary - be sure that it is referring to a '''32-bit''' zlib.&lt;br /&gt;
===== Fix 2: Use bmp instead =====&lt;br /&gt;
Another solution (if preloading zlib doesn't work) is to force DF to use the BMP versions of image files. You must first edit the ''/data/init/init.txt'' file and change all occurrences of &amp;quot;png&amp;quot; to &amp;quot;bmp&amp;quot;. This should solve all the error messages except for one: &amp;quot;''Not found: data/art/mouse.png''&amp;quot; since there is no setting in the init files to change it. The workaround for this is to edit the ''Dwarf_Fortress'' file found in the ''/your/path/df_linux/libs'' folder which contains the setting for the mouse cursor.&lt;br /&gt;
If you don't know how to do that, you can try this:&lt;br /&gt;
* cd to the ''/df_linux/libs'' folder&lt;br /&gt;
* open ''Dwarf_Fortress'' in ''vi'' or any other editor of your choise:&lt;br /&gt;
  vi ./Dwarf_Fortress&lt;br /&gt;
: This opens the file for editing (text mode). If you are not familiar with ''vi'', it would be a good idea to follow these steps exactly and not press any other keys since they all activate specific commands. If you do press a key though, you can press the ''ESC key'' a few times to cancel the command.&lt;br /&gt;
* With vi open, write the following string and press ''Enter'':&lt;br /&gt;
  /mouse&lt;br /&gt;
: This will search for all the strings that contain the word &amp;quot;mouse&amp;quot; and place the cursor on the first match. Pressing the ''n key'' will cycle through all the matches.&lt;br /&gt;
* Press the ''n'' key until the cursor moves to the desired string, which is &amp;quot;''data/art/mouse.png''&amp;quot;. If you accidentally move past the string, you can cycle back through the matched strings using the ''N key'' (shift + n).&lt;br /&gt;
* Once you find the right string, you will have to move the cursor over the &amp;quot;p&amp;quot; in &amp;quot;[..]/mouse.&amp;lt;b&amp;gt;p&amp;lt;/b&amp;gt;ng&amp;quot;. You do that by pressing the ''l key'' which will move the cursor to the right. There is also the ''h key'' to move the cursor to the left, in case you move past it.&lt;br /&gt;
* With the cursor in the right position press the following key sequence:&lt;br /&gt;
  xxxibmp&lt;br /&gt;
: This will replace the ''.png'' extension with the ''.bmp'' one which solves the problem of the missing ''/data/art/mouse.png'' error.&lt;br /&gt;
* All there is left to do is to save the modifications to the file and quit ''vi''. For that, press the ''ESC key'' once or twice and then press the following key sequence after which you press ''Enter'':&lt;br /&gt;
  :wq&lt;br /&gt;
: This saves the changes and quits 'vi'&lt;br /&gt;
&lt;br /&gt;
Now the game should work properly. Have fun!&lt;br /&gt;
&lt;br /&gt;
=== Install on Arch Linux ===&lt;br /&gt;
Although Dwarf Fortress may be installed using the method above (with some modifications), it is available through pacman (Arch Linux's package management system), in the [community], for 32-bit, and the [multilib], for 64-bit, repositories. These packages are updated as Dwarf fortress is updated, and handle required dependencies.  &lt;br /&gt;
&lt;br /&gt;
==== 32-bit ====&lt;br /&gt;
All of the following commands must be run as root&lt;br /&gt;
&lt;br /&gt;
First, download and install Dwarf Fortress with pacman&lt;br /&gt;
  pacman -S dwarffortress&lt;br /&gt;
Any required dependencies will be installed, too.&lt;br /&gt;
&lt;br /&gt;
Next you need to add the user(s) that will be playing to the game to the games group&lt;br /&gt;
  gpasswd -a [users] games&lt;br /&gt;
&lt;br /&gt;
Any users you added to the games group must now be logged out, if they were logged in&lt;br /&gt;
&lt;br /&gt;
Now Dwarf Fortress should be playable by typing:&lt;br /&gt;
  dwarffortress&lt;br /&gt;
As any user in the games group. Any edits to game files must be done in the '.dwarffortress' directory in the user's home directory, not /opt/dwarffortress.&lt;br /&gt;
&lt;br /&gt;
==== 64-Bit ====&lt;br /&gt;
Installing Dwarf Fortress on 64-bit installs of Arch Linux is the same as installing it on 32-bit systems, with the exception of the [multilib] repository needing to be enabled prior to install.  &lt;br /&gt;
&lt;br /&gt;
These commands also must be run as root.&lt;br /&gt;
&lt;br /&gt;
To enable the [multilib] repository run:&lt;br /&gt;
  nano /etc/pacman.conf&lt;br /&gt;
And delete the pound symbol(#) in front of these three lines (Make sure the top one says #[multilib] NOT #[multilib-testing]&lt;br /&gt;
 #[multilib]&lt;br /&gt;
 #SigLevel = PackageRequired&lt;br /&gt;
 #Include = /etc/pacman.d/mirrorlist&lt;br /&gt;
So that they look like this&lt;br /&gt;
 [multilib]&lt;br /&gt;
 SigLevel = PackageRequired&lt;br /&gt;
 Include = /etc/pacman.d/mirrorlist&lt;br /&gt;
Save the file by typing&lt;br /&gt;
  ctrl x&lt;br /&gt;
&lt;br /&gt;
Then run:&lt;br /&gt;
  pacman -Syyu&lt;br /&gt;
&lt;br /&gt;
After that you can continue the install as detailed in the 32-bit section. Required 32-bit dependencies will automatically be installed, however you may have to install more dependencies, depending on what sound support you use, and you graphics card&lt;br /&gt;
&lt;br /&gt;
If you use alsa sound, install lib32-alsa-lib with:&lt;br /&gt;
  pacman -S lib32-alsa-lib&lt;br /&gt;
&lt;br /&gt;
If use use pulse sound install lib32-libpulse with:&lt;br /&gt;
  pacman -S lib32-libpulse&lt;br /&gt;
&lt;br /&gt;
If you have ATI graphics install lib32-catalyst-utils with:&lt;br /&gt;
  pacman -S lib32-catalyst-utils &lt;br /&gt;
If you have problems finding the above driver, please note that the proprietary catalyst driver is no longer available within the main arch repositories. So you have to install the above package from the AUR. Please consider the arch wiki pages for more details.&lt;br /&gt;
&lt;br /&gt;
If you have Nvidia graphics, install lib32-nvidia-utils with:&lt;br /&gt;
  pacman -S lib32-nvidia-utils&lt;br /&gt;
&lt;br /&gt;
=== Install on CentOS7 ===&lt;br /&gt;
CentOS7 is 64-bit, and not all of the required libraries are in the repositories.  However, the process is not all that bad, and the last step for the openal library could probably be extended to all of the required libraries for running Dwarf Fortress on other versions of linux.&lt;br /&gt;
&lt;br /&gt;
Install the 32-bit libsdl.  The .i686 implies 32-bit:&lt;br /&gt;
  sudo yum install SDL.i686&lt;br /&gt;
&lt;br /&gt;
Fortunately, the PUIAS repos have compiled SDL_image for CentOS7 (PUIAS seems to be it's own version of linux, but all of the related libraries seem to have CentOS7 as the distribution).  Get it [http://pkgs.org/centos-7/puias-x86_64/SDL_image-1.2.12-7.sdl7.i686.rpm.html here].  For SDL_ttf, you can use the i686 rpm intended for Fedora 18.  Other versions would probably work, but this one is tested on at least one system.  Get it here [http://rpmfind.net/linux/rpm2html/search.php?query=libSDL_ttf-2.0.so.0 here]; the filename is SDL_ttf-2.0.11-2.fc18.i686.rpm.  *Note: since this rpm was intended for Fedora, there may be some conflicts related to it - if you feel uneasy, you could probably apply the local library method to this rpm.  Install both rpm's:&lt;br /&gt;
  sudo rpm -Uvh SDL_image-1.2.12-7.sdl7.i686.rpm&lt;br /&gt;
  sudo rpm -Uvh SDL_ttf-2.0.11-2.fc18.i686.rpm&lt;br /&gt;
&lt;br /&gt;
The PUIAS repository also has a CentOS7 32-bit openal library.  However, if you have a media player installed such as VLC, the rpm will conflict and fail to install.  A solution to this is to make a custom libraries folder in your home path.  Download the rpm [http://pkgs.org/centos-7/puias-x86_64/openal-soft-1.15.1-3.sdl7.i686.rpm.html here], and move it to its own directory for simplicity, such as ~/test.  Then, extract the rpm, copy the /usr/ files to your local folder, and finally fix a library linking issue:&lt;br /&gt;
  rpm2cpio openal-soft-1.15.1-3.sdl7.i686.rpm | cpio -idmv&lt;br /&gt;
  cp -r ./usr/* ~/local&lt;br /&gt;
  ln -s ~/local/lib/libopenal.so.1 ~/local/lib/libopenal.so&lt;br /&gt;
&lt;br /&gt;
Finally, create a custom run script which will link the openal libraries to Dwarf Fortress and the launch the game.  cd into df_linux, and then open your favorite text editor and save the following script in a file with a name such as 'run':&lt;br /&gt;
  #!/bin/bash&lt;br /&gt;
  export LD_LIBRARY_PATH=~/local/lib&lt;br /&gt;
  ./df&lt;br /&gt;
&lt;br /&gt;
Save the script, and set it to executable:&lt;br /&gt;
  sudo chmod 777 run&lt;br /&gt;
&lt;br /&gt;
Then run it!&lt;br /&gt;
  ./run&lt;br /&gt;
&lt;br /&gt;
=== Gentoo ===&lt;br /&gt;
&lt;br /&gt;
There is a a Dwarf Fortress [https://packages.gentoo.org/package/games-roguelike/dwarf-fortress ebuild] in the main Gentoo's portage tree compatible with the new multilib support.&lt;br /&gt;
&lt;br /&gt;
  # emerge -av games-roguelike/dwarf-fortress&lt;br /&gt;
&lt;br /&gt;
==FreeBSD==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Although there is no official version ported to FreeBSD, Dwarf Fortress can nevertheless be run thanks to FreeBSD's compatibility with Linux. However, attempting to run the Linux version out of the blue will result in an error about missing library files. Such files must be downloaded from special linux-compatible packages or ports; using your preferred installation method, install the following:&lt;br /&gt;
&lt;br /&gt;
===linux-c6===&lt;br /&gt;
  sudo pkg install linux-c6-gtk2 linux-c6-sdl linux-c6-sdl_image linux-c6-sdl_ttf linux-c6-libGLU \&lt;br /&gt;
  linux-c6-openal-soft linux-c6-libsndfile linux-c6-alsa-plugins-oss&lt;br /&gt;
&lt;br /&gt;
===linux-f10===&lt;br /&gt;
If you don't have the linux-c6 ports available in your system, you can still run Dwarf Fortress (albeit without sound) using the following packages:&lt;br /&gt;
  sudo pkg install linux-f10-alsa-lib linux-f10-atk linux-f10-cairo linux-f10-expat linux-f10-fontconfig \&lt;br /&gt;
  linux-f10-gtk2 linux-f10-jpeg linux-f10-pango linux-f10-png linux-f10-sdl linux-f10-sdl_image linux-f10-tiff \&lt;br /&gt;
  linux-f10-xorg-libs linux-sdl_ttf linux_base-f10 linux_dri linux-f10-libGLU&lt;br /&gt;
linux_dri might be optional if you have the NVIDIA driver. Note that due to the lack of a linux-f10-libsndfile port, the sound will not work. Requests are being made to [http://lists.freebsd.org/pipermail/freebsd-ports-bugs/2013-January/247698.html port] it, as well as a [https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=178474 DF] port itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After you install the required packages, copy (or symlink) DF's own library files to the linux-compatible directory:&lt;br /&gt;
  cd dwarf_fortress_directory&lt;br /&gt;
  sudo cp libs/lib* /compat/linux/usr/lib/&lt;br /&gt;
Or&lt;br /&gt;
  cd dwarf_fortress_directory&lt;br /&gt;
  sudo ln -s libs/lib* /compat/linux/usr/lib/&lt;br /&gt;
&lt;br /&gt;
You can then run df normally. Although it will likely display a bunch of warnings and errors about fonts, it should work.&lt;br /&gt;
&lt;br /&gt;
If you want to avoid polluting your linux-compatible directory, you can always just set LD_LIBRARY_PATH when running df:&lt;br /&gt;
  LD_LIBRARY_PATH=libs:$LD_LIBRARY_PATH ./df&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
&lt;br /&gt;
Fortunately the documentation on this wiki is very detailed and extensive. You may want to start out with:&lt;br /&gt;
* [[Tutorials]]&lt;br /&gt;
* [[Quickstart_guide|Fortress Mode Quickstart Guide]]&lt;br /&gt;
* [[Adventure mode quick start|Adventure Mode Quickstart Guide]]&lt;br /&gt;
&lt;br /&gt;
Then move on to:&lt;br /&gt;
* [[Dwarf fortress mode|Fortress Mode reference]]&lt;br /&gt;
* [[Adventure mode|Adventure Mode reference]]&lt;br /&gt;
* [[Special:Search|Searching]] the wiki&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;/div&gt;</summary>
		<author><name>Pgallert</name></author>
	</entry>
</feed>