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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page&amp;diff=311186</id>
		<title>Talk:Main Page</title>
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		<updated>2025-10-20T19:14:24Z</updated>

		<summary type="html">&lt;p&gt;Ringtail Raider: /* Remove or Replace Blogs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive|&lt;br /&gt;
# [[Talk:Main Page/archive1|Archive 1]]&lt;br /&gt;
# [[Talk:Main Page/archive2|Archive 2]]&lt;br /&gt;
# [[Talk:Main Page/archive3|Archive 3]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Needed page; Invader creature roster ==&lt;br /&gt;
The page would consist of multiple lists; each of them would have all creatures what certain type of [[Siege]] or [[Ambush]] invaders can field. It would include name, picture, probability of such creature being used on siege, combat role (Soldier/Pet/Mount/exc), size and special qualities (flying, aquatic, immune to whatever, exc). Probably something extra on top of this.&lt;br /&gt;
&lt;br /&gt;
The parts would be:&lt;br /&gt;
# Roster of [[goblin]] [[sieges]].&lt;br /&gt;
# Roster of [[elf]] [[sieges]].&lt;br /&gt;
# Roster of [[human]] [[sieges]].&lt;br /&gt;
# Roster of [[dwarf]] [[sieges]].&lt;br /&gt;
# Roster of [[necromancer]] [[sieges]].&lt;br /&gt;
# Roster of [[bandit]] [[sieges]].&lt;br /&gt;
# Roster of [[elf]] [[ambush]].&lt;br /&gt;
# Roster of [[kobold]] [[ambush]].&lt;br /&gt;
# Roster of [[necromancer]] [[ambush]].&lt;br /&gt;
# Roster of [[Subterranean animal peoples|cavemen]] [[ambush]].&lt;br /&gt;
# Roster of [[werewolf]] attacks.&lt;br /&gt;
# Probably something else what i didn't write yet.&lt;br /&gt;
&lt;br /&gt;
Remember what i can't create pages. So to make it, i would need to write idea there. --[[Special:Contributions/109.62.164.162|109.62.164.162]] 16:45, 1 May 2024 (UTC)&lt;br /&gt;
* As far as i understand, animal must have &amp;quot;Mount&amp;quot;, &amp;quot;Exotic Mount&amp;quot;, or &amp;quot;War Animal&amp;quot; with it. Humans don't ride Exotic Mounts, but can field them as war animals (IDK if they even field them at all - probably not). Elves and Goblins ride Exotic Mounts. Elves and Humans use surface animals, Goblins use subterranean animals, enemy Dwarf sieges use both subterranean and surface. [[Special:Contributions/95.71.85.187|95.71.85.187]] 09:47, 11 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How to create a new language page? ==&lt;br /&gt;
&lt;br /&gt;
I've just seen one dwarf requesting a Japanese page.&lt;br /&gt;
&lt;br /&gt;
If possible, I'll gladly translate this wiki into Korean. Korea is relatively a small country so the language is not that widely used, but surely there are some players, I guess.&lt;br /&gt;
&lt;br /&gt;
I don't know where to ask about this :9&lt;br /&gt;
&lt;br /&gt;
== Free SSL Certificate ==&lt;br /&gt;
&lt;br /&gt;
If the operators want to re-enable https, they can get a free (as in beer) certificate from https://letsencrypt.org/ . Instructions are on that site and it's very easy.&lt;br /&gt;
:HTTPS is enabled now as of the June 2019 upgrades. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:53, 3 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: Discord ==&lt;br /&gt;
&lt;br /&gt;
I notice there's a Discord on this page.  But shouldn't it be the Kitfox Games Discord, since that's the only official Discord for Dwarf Fortress?&lt;br /&gt;
&lt;br /&gt;
[[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 13:43, 12 February 2020 (UTC)&lt;br /&gt;
;I wasn't aware of it. If that is the case, then it should probably be added to the page. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 16:03, 12 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yeah, the only reason there is one at all is because somebody added some random one. I changed it to the only DF discord I knew of at the time. The only way I've now been able to find it is to search for 'Kitfox Games discord'. It's not listed on the bay12 links page, a forum thread, the reddit, or the Steam pages. Anyway, I've DMed Victoria on the KitfoxGames discord to make sure they're OK with adding the invite to this page. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 20:08, 12 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
...Sorry, is it too late for this? I mean, while we're still discussing this, it looks like [https://dwarffortresswiki.org/index.php/Talk:Main_Page#B12G_Discord someone else got left behind as well]. Add, or not? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 22:21, 12 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm not sure what you were trying to link to. Do you mean this: http://www.bay12forums.com/smf/index.php?topic=163555.0 Note that the thread was locked because of drama. There's a lot of red flags: the drama, despite using the name Bay12Games it never uses the word 'unofficial', the rules channel posts are from a deleted user, the announcements channel hasn't updated in well over a year, many channels haven't been active in months. I'm not so much saying no, but I am asking: should it be linked?&lt;br /&gt;
&lt;br /&gt;
There's also this: http://www.bay12forums.com/smf/index.php?topic=157332.0 But that invite is invalid. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 02:35, 13 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ah, it's a ''dead'' discord. I see now. There was just no response to the April '17 topic, I stumbled across it all and got curious. No, I don't think it should be linked.  Thanks for the analysis, anyway! [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 11:44, 13 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[Multithreading]] ==&lt;br /&gt;
&lt;br /&gt;
Would it be OK to create [[Multithreading]] page describing why (preferably with citations)&lt;br /&gt;
* even perfectly implemented boost would not be significant&lt;br /&gt;
* multithreading is not something that can be bolted on complex program&lt;br /&gt;
* DF is complicated case where taking advantage of multithreading is not obvious http://www.bay12forums.com/smf/index.php?topic=34311.msg7833713#msg7833713&lt;br /&gt;
* DF is filled with many gamebreaking bugs unfixed for many years,  multithreading bugs are unusually awful to fix&lt;br /&gt;
* author of DF has minimal experiences with multithreading&lt;br /&gt;
* writing multithreaded code is hard&lt;br /&gt;
* writing correct multithreaded code is awfully hard&lt;br /&gt;
* fixing bugs in a multithreaded code is nightmare&lt;br /&gt;
&lt;br /&gt;
and multithreading is not going to happen, ever&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=34311.msg7833713#msg7833713&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=107833.0&lt;br /&gt;
https://bholley.net/blog/2015/must-be-this-tall-to-write-multi-threaded-code.html + “At Mozilla, there is a sign on the wall behind one of our engineer’s desks. The sign has a dark horizontal line, below which is the text, ‘You must be this tall to write multi-threaded code.’ The line is roughly nine feet off the ground. We created Rust to allow us to lower that sign.” http://www.oreilly.com/programming/free/files/why-rust.pdf&lt;br /&gt;
&lt;br /&gt;
[[User:Mko|Mko]] ([[User talk:Mko|talk]]) 03:07, 28 March 2020 (UTC)&lt;br /&gt;
:I disagree with some of your talking points&lt;br /&gt;
:* In DF each AI actor makes its own decisions, the computations can be done in parallel for an ncores speedup&lt;br /&gt;
:* This parallelism should be built into the lowest design levels of the program, it can be done in a DF-like program&lt;br /&gt;
:* With training and experience a good developer can write and debug multithreaded code.&lt;br /&gt;
:I agree that multithreading is unlikely to be done in DF; It can not easily be bolted on and I rather see the developer spend time on game-play.&lt;br /&gt;
:Is it worth to create a wiki page for what is essentially a one line explanation?&lt;br /&gt;
:--[[User:MathFox|MathFox]] ([[User talk:MathFox|talk]]) 18:40, 31 March 2020 (UTC)&lt;br /&gt;
::We would essentially be writing a page about a thing that doesn't matter to Dwarf Fortress. I can't agree to the existence of a page that's basically &amp;quot;This subject doesn't exist in the context of the game but here's the reasons why it should or shouldn't&amp;quot;. This is better reserved for forum discussion, not a wiki. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 12:54, 1 April 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Well this aged poorly &lt;br /&gt;
 -- [[User:Antsy555|Antsy555]] ([[User talk:Antsy555|talk]]) 15:38, 18 September 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: Discord II ==&lt;br /&gt;
&lt;br /&gt;
Good morning.&lt;br /&gt;
&lt;br /&gt;
I was confiding with some friends, who had alerted me to the &amp;quot;Unofficial Bay 12 Discord&amp;quot; posted on this Wiki.  Simply put, allegations of the use of ableist slurs were thrown, as well as screenshot evidence of using hard racist slurs against people of colour.&lt;br /&gt;
&lt;br /&gt;
I feel that the Unofficial Discord should hereby be removed from the social media part of the website for the following reasons:&lt;br /&gt;
* No official connection to Bay 12 or the publishers [and, by extension, every non-Bay12 forum should be removed - especially dead ones]&lt;br /&gt;
* This unofficial Discord is actively opposed to the standpoints that Toady One and Threetoe have posted on the bay12games site over the recent days.&lt;br /&gt;
* This unofficial Discord uses slurs and other problematic language that actively harms the image of the Dwarf Fortress community&lt;br /&gt;
* This unofficial Discord will likely make it so that people steer away from the game.&lt;br /&gt;
&lt;br /&gt;
I do not feel comfortable with the Wiki platforming a known racist Discord server, as that is de facto support of the messages of that server.&lt;br /&gt;
[[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:02, 21 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Update: Apparently, this same Discord has been banned from the r/dwarffortress subreddit for as long as one of the mods can remember, and the link to it was banned on the official Kitfox Discord as well.  I can post the screenshots I have of actively problematic behaviour on this Discord but I will not do it unless necessary, as the contents are alarming like that which will not be named.  [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:10, 21 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've removed the link. Safe to say, we don't need the wiki to be associated with this sort of people. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 21:58, 21 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The &amp;quot;Unofficial Bay 12 Discord&amp;quot; was already not linked on the main page - the only place it was mentioned is this talk page. Are you talking about that one or the Unofficial Dwarf Fortress Discord that is linked on the main page? The latter does have it's #elfposting channel, but that channel is initially hidden, opt-in only, and clearly labelled as a lawless zone. For an analogy, there are many very awful subreddits, but we still link to reddit - (yeah that's a little different but not much). Otherwise the unofficial DF discord is well modded and such behavior is not allowed in other channels. So, are you certain which discord/channel the screenshots came from? [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 22:29, 21 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Since there's some confusion, AlastríonaCatskill, could you confirm and/or provide some evidence that following the link that was on the main page (removed in [https://dwarffortresswiki.org/index.php?title=Main_Page&amp;amp;diff=253449&amp;amp;oldid=251109]) takes you to the discord that you were referring to? The only reference I can find to a discord removed from the /r/dwarffortress sidebar is for a different discord, not the one that was linked on the main page (although it's possible that just the invite link was different). I just want to make sure that we're removing the right one here. If you have anything that you don't want to share publicly, you can PM me on the forums (same username) or [[Special:EmailUser/Lethosor|email me]] through the wiki, which I think is working. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:45, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:@Lethosor, I have emailed you the relevant images via the link you had created.  The Discord that was on the main page and removed today is indeed what was being referred to, especially with the confirmation of the #elfposting channel being from said Discord.  In my opinion, @Ziusudra, the inclusion of a problematic part of that community, even as opt-in, is unacceptable in my book for a community to be platformed on this Wiki. [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 03:26, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hello, I am the owner of the Unofficial Dwarf Fortress discord. I just want to clear a few things up and open a channel of communication.&lt;br /&gt;
Several years ago, the original owner of the discord left, in no small part due to all the sexism and racism and such.&lt;br /&gt;
After a few days of an having an interim owner, it was given to another user, who onboarded several users as admins, including me.&lt;br /&gt;
The new owner tried a lot to curb terrible stuff on the server, however this often lead to drama.&lt;br /&gt;
&lt;br /&gt;
The r/dwarffortress delisting happened after some of that drama spawned a new discord with a more &amp;quot;free speech&amp;quot; orientation,&lt;br /&gt;
things spilling over to the forums and other places. Some time after that, she left the server to me, due to the amount of&lt;br /&gt;
stress running that place caused her. When I took over I also tried to make it a better place, but with slower and subtler&lt;br /&gt;
methods that wouldn't spark drama. Completely disallowing some behaviour outside of #elfposting was part of that,&lt;br /&gt;
and later making that channel hidden by default was another. Now, the discord is much much better to be in&lt;br /&gt;
than it ever was before, though it still has major flaws. I don't like #elfposting at all myself, but I don't rule with an iron fist nor &lt;br /&gt;
do I know what much I can do without sparking massive drama again. Since April this year I have had some plans to make the discord&lt;br /&gt;
quite a bit better, however some of my mods have been against it in part due to feeling it would cause bigger problems&lt;br /&gt;
(though, as you probably know, some of them participate in #elfposting).&lt;br /&gt;
With recent events, both within and outside the DF community, we have decided to move ahead, every mod on board,&lt;br /&gt;
with some plans including phasing out the #elfposting channel in a way which will not create large issues for moderation.&lt;br /&gt;
It will be fully gone within one (1) week of now.&lt;br /&gt;
&lt;br /&gt;
Also, I am a tad annoyed that you posted about this here but completely neglected contacting us. In the future, could you&lt;br /&gt;
please contact me or one of my mods when you have any concerns about the server? I really do care about these things and we need feedback.&lt;br /&gt;
&amp;amp;mdash;[[User:Lonjil|Lonjil]] ([[User talk:Lonjil|talk]]) 10:32, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Thank you for replying here Lonjil.  Unfortunately, I cannot trust your take on this matter for several reasons.&lt;br /&gt;
: # One of the moderators has an anti-semitic stereotype profile picture&lt;br /&gt;
: # Even if the only place of no censorship is the elfposting channel, and even if it is opt-in, the complete chaos of racist slurs allowed there is completely unacceptable for minority players and an extremely toxic environment.  There have been instances of straight hate speech on the channel / server as well, suggesting to kill people of colour and LGBTQIAA+ people.&lt;br /&gt;
: In short, the toxicity of your Discord's community makes it not just uncomfortable, but downright dangerous for minority people playing Dwarf Fortress.  As Tarn and Zach have made liberal-to-leftist political views in the past, the chances of minorities to play the game is higher - and I wouldn't want to be a person of colour signing up for a shitposting channel to only be met with over 10,000 instances of the hard-n word being used. The Discord should remain off of the Wiki until things shape up and all instances of hate speech be purged from server history.  Personally I would rather all non-official channels of communication be removed from the page, period, but that is a less pressing discussion than active hatred of minorities being platformed on the Wiki via your unofficial Discord. [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:30, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Small edit / follow-up to my previous message.  My friend tells me that elfposting is the most commonly used channel, which goes to show the level of hatred allowed into the community.  It may be best to remove the channel in entirety, and make a new meme channel with no hate speech allowed. [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:33, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: The admin you are referring to is a jew, who lives in Israel. I prefer to not police people of other ethnicities when it comes to negative stereotypes and such of themselves, they know what they are comfortable with far better than I ever could.&lt;br /&gt;
&lt;br /&gt;
::: Elfposting is not, by any reasonable measure, the most used channel. It has fewer users than any other channel. It has a fair number of messages, but only because there is no rule against spamming in there. So, nearly all of it is spam, which was the point of the channel to begin with.&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;It may be best to remove the channel in entirety&amp;quot; this is exactly what is happening, as I already said. We're giving the channel regulars a few days to hear the news, but then the channel will be gone. We already have a more pleasant meme channel from an experiment we did in April, which we are bringing back. &amp;amp;mdash;[[User:Lonjil|Lonjil]] ([[User talk:Lonjil|talk]]) 13:57, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hi all - thanks for keeping this discussion civil. I've been investigating the policies of other DF communities, and I've come to the conclusion that it would be best for the wiki to only link to the official DF Discord (Kitfox). I'll also make a pass through the other sites linked on the main page. I'm sorry to those of you working hard to maintain Discords and other unofficial communities out there - I know it's difficult, and I don't want to judge your communities without being a part of them. However, there will always be debates like these about whether a community deserves to be linked from a more &amp;quot;official&amp;quot; place, like the wiki, and no matter where we draw the line(s), people will be upset. The policy of only linking to the Kitfox Discord seems to have worked for other communities, which is why I'm applying it here. I would be happy to have a broader discussion at [[DF:Centralized Discussion]] if anyone wants to. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:48, 23 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Put Chinese language wiki on other Languages ==&lt;br /&gt;
Found it on Internet([http://cdf.wikidot.com/start]) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:45.58.187.66|45.58.187.66]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:I added a link to it. I'm not sure what the process is for adding interwiki link support (support for links to pages in the sidebar, like how [[DF2014:Cat]] links to http://dfwk.ru/Cat) but I can look into that too. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:40, 19 August 2020 (UTC)&lt;br /&gt;
::Hello! I'm the admin of [https://dfzh.huijiwiki.com/ Chinese Dwarf Fortress wiki], and I've previous put its link on the main page. We've now enabled interwiki link from our site to English site, and we wish to get one back from English site to CN site as well. Hope that is possible, and thanks so much! The URL for our site should be: &amp;lt;code&amp;gt;https://dfzh.huijiwiki.com/wiki/$1&amp;lt;/code&amp;gt; [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 11:26, 1 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Added. Prefix is &amp;quot;zh&amp;quot;, for example: https://dwarffortresswiki.org/index.php?title=Main_Page&amp;amp;diff=266849&amp;amp;oldid=266730 &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:45, 28 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Villains Wiki ==&lt;br /&gt;
&lt;br /&gt;
To started putting some creatures on the Villains Wiki, because I want to spread the word of Dwarf Fortress around, and these creatures fit the theme of the wiki anyway. Here's an example page, and the template of all pages:&amp;lt;br&amp;gt;&lt;br /&gt;
[https://villains.fandom.com/wiki/Goblins_(Dwarf_Fortress) Villains - Goblins]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://villains.fandom.com/wiki/Template:Dwarf_Fortress_Villains Villains - Template of DF Villains]&lt;br /&gt;
&lt;br /&gt;
If anyone could add more info to those pages, or think more creatures should be on that wiki, please let me know. Or you could add it yourself. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:37, 9 January 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Replace Chinese Wiki with the new one on Fandom ==&lt;br /&gt;
&lt;br /&gt;
The previous Chinese wiki on wikidot seems to be inactive for a long time, with its main page refers to the download link of v0.44.10, and most pages are never updated even earlier than that version. Recently we are working on a new site on Fandom ([https://dwarf-fortress.fandom.com/zh]), trying to keep everything up to date. Wish to replace the links on dwarffortresswiki's main page and the sidebar link (inter-language link) with the one at Fandom, so that more people may get to the right place and join us. [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 04:16, 30 December 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've added the link of Fandom site onto the main page, without removing the previous one. [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 11:09, 12 May 2022 (UTC)&lt;br /&gt;
:We've migrated Chinese Wiki to huijiwiki.com, which is now shown on Main Page. [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 07:41, 29 May 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Added. The &amp;quot;zh&amp;quot; prefix should work for links. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:43, 28 November 2022 (UTC)&lt;br /&gt;
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== Kitfox Discord ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''2022-04-15 BlueManedHawk . . (8,594 bytes) (-135)‎ . . (The Kitfox Games discord server has an unethical code of law. I don't think the wiki should be supporting it.)''&lt;br /&gt;
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''2022-04-15 Ziusudra . . (8,729 bytes) (+135)‎ . . (Undo revision 263652 by BlueManedHawk[:] please discuss changes such as this on the talk page first) (Tag: Undo)''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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Alright, I can do that.&lt;br /&gt;
&lt;br /&gt;
The Kitfox Games discord server has a code of law that contains the following immoralities:&lt;br /&gt;
&lt;br /&gt;
:- Is very vague and nebulous, allowing the moderators to exploit the vagueness to be able to do very different things in similar circumstances in alignment with their biases.  (Not that they do that, but the fact that it's possible is concerning.)&amp;lt;br/&amp;gt;&lt;br /&gt;
:- Contains a &amp;quot;These rules are subject to common sense.&amp;quot; clause, essentially meaning that the moderators are able to do whatever they want and hide it behind the barrier of &amp;quot;common sense&amp;quot;.  This goes completely against the point of the concept of rules in the first place as a promise from those in power in regards to what they will and will not do.&amp;lt;br/&amp;gt;&lt;br /&gt;
:- Allows for infinite punishment.&lt;br /&gt;
&lt;br /&gt;
That last one could do with a bit of explaining.  Let us begin with the premise that the punishment for a crime should be proportional to the severity of the crime.  I think we can all agree on this.  Therefore, an infinite punishment should only ever be given for an infinite crime.  However, humans are not infallible.  People make mistakes.  And this means that if a court of law is able to administer an infinite punishment, they run the risk of accidentally giving somebody an infinite punishment that they do not deserve.  This, I think we can all agree, is unnacceptable.  Therefore, infinite punishment cannot every be administered ethically.&lt;br /&gt;
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I hope that this explains why I want the link to the Kitfox games discord removed.&lt;br /&gt;
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Regards,&lt;br /&gt;
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—[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 22:29, 15 April 2022 (UTC)&lt;br /&gt;
:* Their rules are not vague or nebulous, they even give examples of what the rules cover. Of all the discords I am on, their rules are some of the most detailed.&lt;br /&gt;
:* The &amp;quot;''depending on the action and our judgement''&amp;quot; is quite similar to the &amp;quot;''depending on how disruptive you were and your prior history''&amp;quot; found in the DF forum rules, and is pretty standard social media boilerplate and is itself common sense.&lt;br /&gt;
:* Their rules state &amp;quot;''Breaking these rules will result in a warning or ban''&amp;quot;, which is not at all &amp;quot;''infinite punishment''&amp;quot;, and is again quite similar to the &amp;quot;''If you violate the guidelines, you will be warned, muted for a period of days, or banned completely''&amp;quot; on the forums. It's not like they can keep anyone from playing the game or interacting with the other communities.&lt;br /&gt;
: Your referring to their rules as &amp;quot;code of law&amp;quot; is hyperbolic. Their rules are quite similar to the rules of the forum. So, I disagree and think the link should stay. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 23:13, 15 April 2022 (UTC)&lt;br /&gt;
::* The rules are pretty vague.  Examples aren't enough.  A strict, clear, unambiguous definition is necessary to prevent abuse.&lt;br /&gt;
::* While it is true that their clause is ''normal'', that doesn't mean it's ''right''.&lt;br /&gt;
::* The explanation of bans doesn't explain how long the bans will last.  Since there's nothing explicitly stating that infinite punishment won't be given, and since &amp;quot;ban&amp;quot; by itself generally refers to a permanent ban, I think that it's allowing infinite punishment.&lt;br /&gt;
::* I'm not sure how the term &amp;quot;code of law&amp;quot; is hyperbolic.  I use the term synonymously with &amp;quot;set of rules&amp;quot;.&lt;br /&gt;
::* I can't seem to find a code of law for the forums.  However, if what you said is true, then clearly we should also remove the link to the forums.&lt;br /&gt;
::&lt;br /&gt;
:: Regards,&lt;br /&gt;
::&lt;br /&gt;
:: —[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 02:59, 16 April 2022 (UTC)&lt;br /&gt;
::: http://www.bay12forums.com/smf/index.php?topic=27009 It's linked in the header at the top of every forum page, though if the header is collapsed you won't see it.&lt;br /&gt;
::: Unambiguous rules are technically impossible since human behavior is limitless. That's why we hav judges for actual laws - even society's strictest laws need a human adjudicator. Then, even with &amp;quot;permanent bans&amp;quot;, both Kitfox and Bay12 hav public email addresses and twitter accounts which can be used to petition to hav a ban removed.&lt;br /&gt;
::: Finally, suggesting the removal of the links to the official forums for the game this wiki is dedicated to is unreasonable, to the point of making me wonder if you're trolling. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 04:59, 16 April 2022 (UTC)&lt;br /&gt;
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::::I agree with Ziusudra. More broadly, I think we should keep links to &amp;quot;official&amp;quot; DF channels, and Kitfox is a DF publisher. If a potential for &amp;quot;infinite punishment&amp;quot; warrants removing links to the offending site, then by your logic, we should remove all links to the wiki from the wiki because users here have been banned permanently. That has been done based on the best judgement of the people who volunteer their time to run the wiki and has been open to appeals, and I expect other channels are similar. I'm not interested in entertaining this argument here. If you have specific issues with a specific external site, I suggest that you get in touch with the moderators there instead. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 05:34, 16 April 2022 (UTC)&lt;br /&gt;
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:::::Hello.&lt;br /&gt;
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:::::As I mentioned below, the DFWiki is in a position of power, and by removing the link to them, we can potentially force their hand into making their code of law more moral.  On the other hand, keeping the link there could potentially be seen as supporting their immoral behavior, tarnishing the reputation of the site.  This is why I brought up my issues with an external site onto this one:  because these issues also affect it.&lt;br /&gt;
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:::::It is true that by my logic, the DFwiki is operating immorally.  However, I would like to mention that ''you are in a position of power on the wiki'', Lethosor.  I would think that you have the ability to change the Wiki's code of law to be more moral.  You have the choice to make the wiki a better place, and I advise that you take it.&lt;br /&gt;
&lt;br /&gt;
:::::Regards,&lt;br /&gt;
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:::::—[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 06:22, 16 April 2022 (UTC)&lt;br /&gt;
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::::Hello.&lt;br /&gt;
&lt;br /&gt;
::::* I don't know which header you're referring to—wherever it is, it seems to not be there for me.  Regardless, I thank you for clarifying which guidelines you were referring to.&lt;br /&gt;
::::* Unambiguous rules are largely impossible because nobody has yet created an unambiguous language.  However, that doesn't mean that we shouldn't still seek to get as close to unambiguous as possible when constructing a code of law.&lt;br /&gt;
::::* Claiming that the bans are transient because it's possible to appeal them is optimistic, and while there is a place for optimism, this is not it.  Any potential that a legal system has for corruption is one that we cannot assume will not be used, and often, corruption begets corruption, continuing the cycle until a revolution happens.&lt;br /&gt;
::::* Being a central repository of knowledge on DF, the DFwiki is in a position of power.  If we do remove the link to the Kitfox discord under the condition that they make their code of law more moral, then we can theoretically force their hand, maybe.  There is, of course, a risk to this, and this should be deliberated before a decision is made.&lt;br /&gt;
::::* I am not a troll.  Why does everybody keep thinking that?&lt;br /&gt;
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::::Regards,&lt;br /&gt;
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::::—[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 06:22, 16 April 2022 (UTC)&lt;br /&gt;
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== Advertisements problem ==&lt;br /&gt;
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One of the full-page advertisements(a pop-up that obscures the whole page) had what looked like a &amp;quot;close&amp;quot; button, but it just tried to redirect me to another page.&lt;br /&gt;
Full page advertisments aren't untoward but like, web elements that say 'close' are expected to do what they say, otherwise it's intercepting clicks. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Eerr|Eerr]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:Do you have a screenshot of the offending ad, or can you take one if it happens again? My understanding is that that is something we (admins) don't have control over, but we can report misleading ads to Google. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:09, 2 June 2022 (UTC)&lt;br /&gt;
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== Kitfox Discord (again) ==&lt;br /&gt;
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Hi.  I'm again requesting the removal of the link to the Kitfox discord server for only two reasons this time:  the code of law gives infinite power to the moderators, and the criminal justice system uses punishment to deal with criminals.  These are obviously both immoral, and until the server fixes these issues, the DF wiki ought to remove the link so as not to seem to be promoting them.  [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 21:45, 15 September 2022 (UTC)&lt;br /&gt;
:And again, I don't support removing the official publisher's discord just because you think that there is some thing wrong with their completely normal and reasonable moderation practices, none of which involves &amp;quot;infinite power&amp;quot;, &amp;quot;punishment&amp;quot;, &amp;quot;criminals&amp;quot;, or other such hyperbole. Banning is not &amp;quot;punishment&amp;quot;, it is protection of the community from those that act to harm it, nor is it &amp;quot;infinite power&amp;quot; since all it does is keep those rule breakers off one discord server and nothing else. All of which also happens on both the Bay12 Forums and this very wiki, both of which, by your logic, you should immediately stop using lest you appear to be promoting them. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 03:45, 16 September 2022 (UTC)&lt;br /&gt;
::Normalizing of horribly unethical practices is not okay.  I do not think it is hyperbole to use the terms &amp;quot;infinite power, &amp;quot;punishment&amp;quot;, and &amp;quot;criminals&amp;quot;.  The server is a jurisdiction like any other, and it should be held to the same standards of morality as any other—this includes not using punishment as a means to deal with those who break the law.  It is completely possible to protect the community without using bans—bans simply get rid of problems instead of fixing them, and are ineffective against the diligent.  Infinite power is not an okay thing to give to those who govern a jurisdiction—dictatorial power structures have been shown to fail many times over throughout history.&lt;br /&gt;
::&lt;br /&gt;
::If we simply must keep any official venues for DF on the main page, regardless of morality (this includes the forums, which i agree should also be removed), then the Wiki ought to put a disclaimer of some sort clarifying that they are being listed not in support of the governance policies of the communities, but simply because they are official.&lt;br /&gt;
::&lt;br /&gt;
::[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 17:24, 17 September 2022 (UTC)&lt;br /&gt;
:::Good god, how many of these discussions are you gonna keep making? Is there anything that ''doesn't'' offend you? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:14, 22 September 2022 (UTC)&lt;br /&gt;
::::There's no need to be rude.  But to answer your question, i'm going to have as many discussions as are necessary until a concensus is reached.  [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 21:43, 22 September 2022 (UTC)&lt;br /&gt;
:::::You can't keep just keep making constant requests of &amp;quot;guys can we please remove that and that and that and this and this because of like business and anti-competitive stuff and yeah and like&amp;quot; but then turn around and go &amp;quot;why does everyone think I'm a troll?&amp;quot; Can you seriously not connect those two things together? I've been part of this community for a long time, and you are the one and only person who gets all offended by things that no one else would even care to think about. This wiki is not the place for that. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 10:48, 23 September 2022 (UTC)&lt;br /&gt;
::::::I really don't understand why people think that i'm a troll.  If you or someone else were to explain it to me in a manner that's more polite than your previous messages have been, i'd be happy to listen. [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 20:18, 23 September 2022 (UTC)&lt;br /&gt;
:::::::Hmmmmmmm, no. I'm gonna skip the &amp;quot;polite&amp;quot; thing and just speak the truth. No regrets. The fact that you can't see why people think you're a troll makes the situation even worse. You're someone who got all bent out of shape over a Minecraft diamond reference, something that no one else would ever care about. You keep saying you don't see how people think you're a troll when it was explained to you many times. All this goofy legal stuff you keep bringing up is best left elsewhere. Not here. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:59, 24 September 2022 (UTC)&lt;br /&gt;
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== Wiki logo ==&lt;br /&gt;
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The new wiki logo requires getting used to. Personally, I wouldn't mind something simpler like [[:File:Dfhack-logo.png|DFhacks]] with a more fancy version going to the mainpage. Maybe someone from the community can come up with something, here is what [https://ibb.co/26J569S my meager skill] able to come up with --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 13:20, 7 December 2022 (UTC)&lt;br /&gt;
:I just noticed it and I have to agree. It's like being hit in the face with a brick. It references DF relatively deep lore ([[obsidian]] and [[semi-molten rock]]) and it feels way too harsh compared to the relatively relatable and much more early-game relevant icon of a dwarf mining. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 13:01, 10 December 2022 (UTC)&lt;br /&gt;
:: For reference here is the [[:File:DFDefault.png|digger]] from the classic intro and bellow rendering of what steam version uses in its loading phase, as well as [https://ibb.co/mtzdLm3 this simple variant]&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 ¦¦¦¦¦¦ &lt;br /&gt;
¦      ¦&lt;br /&gt;
¦      ¦&lt;br /&gt;
¦ ¦  ¦ ¦&lt;br /&gt;
▒      ▒&lt;br /&gt;
▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒ ¦¦ ▒▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
   ▒▒▒&lt;br /&gt;
    ▒▒&lt;br /&gt;
&amp;lt;/diagram&amp;gt; --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 15:39, 11 December 2022 (UTC)&lt;br /&gt;
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== steam release ==&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;''We are working on a migration that will be complete in the next few days''&amp;quot;&lt;br /&gt;
Any estimate on how long that is going to take? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 08:53, 10 December 2022 (UTC)&lt;br /&gt;
: Additionally, who is working on this wiki migration, and why is it a closed process? I feel like the migration could have been largely completed by now if everyone was able to help, but that sentiment may just be coming from my ignorance. [[User:Trainzack|Trainzack]] ([[User talk:Trainzack|talk]]) 00:40, 17 December 2022 (UTC)&lt;br /&gt;
::See thread at [[Dwarf_Fortress_Wiki_talk:Versions#v50_organization]]. Emi and I are planning to use a MediaWiki bot for this. My current ETA is 2 days from now. I've asked for help in a few places to write such a bot and have had no responses. My concern with a manual migration (e.g. if we have people copy over just some pages manually) is that it would likely result in a state that is much more complicated to finish. I'm sorry it hasn't gotten done yet. Open to help with automating this. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:39, 17 December 2022 (UTC)&lt;br /&gt;
:::Ah, that page completely eluded me! Thanks for pointing in that direction. I would be totally willing to help write a bot, just let me know what I can do. [[User:Trainzack|Trainzack]] ([[User talk:Trainzack|talk]]) 14:37, 17 December 2022 (UTC)&lt;br /&gt;
::::Thanks for offering. I actually ended up with some time today to work on the migration script. It's almost done, just need to run some final checks before setting it loose. Hopefully tomorrow. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 07:15, 19 December 2022 (UTC)&lt;br /&gt;
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== wiki tasks ==&lt;br /&gt;
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Dwarf old head but new account. I'm trying to do a little grunt work for migrating raws and stuff every time I browse the wiki but adding raws is gated behind the adding a page permission. Is there a honey-do list for stuff that needs editing in order to get some contributions under my belt? ☺ --[[User:Hotty gremlin|Hotty gremlin]] ([[User talk:Hotty gremlin|talk]]) 01:47, 24 December 2022 (UTC)&lt;br /&gt;
:This lists every page that still has the migration template on it: https://dwarffortresswiki.org/index.php/Special:WhatLinksHere/Template:Migrated_article  [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 02:26, 24 December 2022 (UTC)&lt;br /&gt;
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== New main page gallery images ==&lt;br /&gt;
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Should we start some sort of initiative, maybe over discord as well, for people to provide a few new images from the premium version to use on the main page? --[[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 15:47, 6 January 2023 (UTC)&lt;br /&gt;
:What's stopping us from just extracting the sprites?  [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 23:05, 6 January 2023 (UTC)&lt;br /&gt;
::Nothing, but I'm talking about screenshots from in-game similar to the ones in [[Main_Page/gallery]]. :) --[[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 09:26, 7 January 2023 (UTC)&lt;br /&gt;
:::Ahhh.  Yeah, i suppose that half of the screenshots should be from Premium.  [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 20:21, 7 January 2023 (UTC) &lt;br /&gt;
::Same as one can do from any official screenshots or youtube videos. And lets just say that anyone who want to get their hands on the sprites will not waste time here, there are far easier/quicker alternatives so much so that I can probably make you lmgtfy link for it. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 11:32, 7 January 2023 (UTC)&lt;br /&gt;
:For what it's worth, I think there has historically been some level of notability in the screenshots provided, and I'd like for that to continue. E.g. a screenshot of an interesting event would be a good fit, but a screenshot of two cats for the sake of showing something with the premium tileset might not be such a good fit. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:13, 8 January 2023 (UTC)&lt;br /&gt;
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== Migration Progress ==&lt;br /&gt;
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{{User:OddballJoe/Sandbox/MigrationProgress}}&lt;br /&gt;
Made a migration progress bar we could use for the main page. I think it might be a bit too depressing, haha. I'd add a separate category for [[Template:migrated section]] to populate it. Might need to double-check [[User:OddballJoe/Sandbox#stats|my math]] before adding it. [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 02:23, 8 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Fixed the math, looks good to me. Will add if nobody objects. [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 19:28, 10 January 2023 (UTC)&lt;br /&gt;
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== Proposal for holistic crafting/construction format changes across the wiki ==&lt;br /&gt;
&lt;br /&gt;
I propose that any item, workshop, or building that can be constructed or crafted have a unified formatting applied to its entry page pertaining to its constituent components (&amp;quot;Rock boulder x1&amp;quot;), product output (&amp;quot;Rock block x4), and workshop of construction (&amp;quot;Stoneworker's Workshop&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Problem being solved: User visiting pages on the wiki is met with inconsistent or absent information regarding the production and workshop location of many if not most items.  When this information does exist, it is typically located inconsistently within the page in-line with narrative text.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Steel&amp;quot; on the wiki is the best example of this being done but with this proposal I feel that a unified tabled format would help improve readability across the board and build user expectation.&lt;br /&gt;
&lt;br /&gt;
I'm new to wikis but I am starting my workday now and will revisit this topic throughout the day to propose a format to seek feedback and gauge temperature on the subject.&lt;br /&gt;
&lt;br /&gt;
Individual item names within a recipe should be hyperlinked to the wiki entry for that item for good UX, contributing to a user's ability to flow through their problem and quickly find the information they're seeking.&lt;br /&gt;
&lt;br /&gt;
To get the ball rolling, parameters for some examples would be:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Rock Block&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Recipe&lt;br /&gt;
&lt;br /&gt;
Skill used: Stonecrafter&lt;br /&gt;
&lt;br /&gt;
Workshop: Stoneworker's Shop&lt;br /&gt;
&lt;br /&gt;
Required Components: Economic or Non-economic Stone Boulder x1&lt;br /&gt;
&lt;br /&gt;
Resulting Product: Stone Block x4&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Metworker's Shop&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Recipe&lt;br /&gt;
&lt;br /&gt;
Required Components: Stone Boulders, Blocks, Bars x1&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bridge&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Recipe&lt;br /&gt;
&lt;br /&gt;
Required Components: Stone Boulders, Blocks, Bars x(Variable)&lt;br /&gt;
&lt;br /&gt;
Note: Please mind the formatting on this proposal, though the idea is sound I've yet to interface with this markup, my field is UI/UX and I will revisit this post once I've brushed up on wiki formatting to make this proposal shine. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Venality|Venality]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: I'm in favor of something like this. We already do it for workshops with {{tl|V50_workshop}} and could do something similar for items. Couple of thoughts:&lt;br /&gt;
* Some of the recipes (aka reactions) are defined in the raws, not sure what proportion. It might be worth considering automating the inclusion of some of this data from raws, with parser functions or Scribunto or an external script.&lt;br /&gt;
* A lot of this data would be helpful to cross-reference. E.g. an item page lists the workshop needed to make it, the workshop page lists the items it can make, and a material page lists the items that can be made from it. This could be set up to stay up-to-date with an extension like [https://www.mediawiki.org/wiki/Extension:Cargo Cargo]; I've never used it but it looks reasonably straightforward. That could help organize a lot of other data too, like creatures. [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 19:31, 11 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bad caching of main page ==&lt;br /&gt;
&lt;br /&gt;
Viewing the main page right now, logged out in an incognito window, displays the latest version as v50.05 and the &amp;quot;up-to-date&amp;quot; article count as 266, instead of v50.07 and 310. The html shows &amp;quot;Cached 20230205190127&amp;quot;, so it's a 3-day old cached page. It also says &amp;quot;Cache expiry: 3600&amp;quot;, which seems to imply hourly expiry. Maybe adding &amp;lt;nowiki&amp;gt;{{CURRENTHOUR}}&amp;lt;/nowiki&amp;gt; to the page will force a cache expiry via the magic word cache logic? In any case, caching needs to be fixed so we're not serving outdated pages. —[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 17:43, 8 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Outdated Knockout Link ==&lt;br /&gt;
&lt;br /&gt;
Please update the link to the Knockout forum thread to [https://knockout.chat/thread/46824 this one], as the current link on the page links to a closed thread. I'd do it myself but the Main Page appears to be locked to admin-only edits now. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 13:53, 25 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Duplicate version links ==&lt;br /&gt;
&lt;br /&gt;
At the top of the page, under the number of articles, are links to the previous versions. At the bottom of the page, more version links are listed after &amp;quot;Archives&amp;quot;, which appear to be redundant and can be removed. --[[User:Cali|Cali]] ([[User talk:Cali|talk]]) 01:28, 30 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Remove the link to Masterwork ==&lt;br /&gt;
&lt;br /&gt;
Hello. Currently the Other/Mods section has a link to [[Masterwork:Main_Page|the Masterwork namespace]]. I vouch for that link to be removed for three reasons:&lt;br /&gt;
# &lt;br /&gt;
# It no longer works with the current version of DF, due to the mod changes in v50.01. A mod(pack) which is not playable on the version of the namespace, should not be advertised before all others, if at all. The [[list of mods]] does not include mods which are outdated for the namespace.&lt;br /&gt;
# I believe that its popularity has heavily waned, and though it once was a contender for the most popular raw setup (including vanilla!), this is far from the case now. It not being updated for a long time likely contributes. So the break-out popularity of its past which warranted a link does no longer exist.&lt;br /&gt;
# The downloads are broken/removed due to the whole Meph debacle. This is an issue with the Masterwork namespace as a whole, which needs separate discussion over there. But essentially it breaks the purpose of the Masterwork namespace, since they document an unavailable mod, and fail in providing (links to) downloads for the mod. The Main Page should not link to pages that serve no purpose.&lt;br /&gt;
&lt;br /&gt;
--[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 11:26, 21 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That sounds fine to me. The only edit in the past [https://dwarffortresswiki.org/index.php/Special:RecentChanges?hidebots=1&amp;amp;namespace=1000%3B1001&amp;amp;limit=500&amp;amp;days=90&amp;amp;enhanced=1&amp;amp;urlversion=2 90 days] was a spam edit to [[Masterwork:Salamander]]. What link should we put in its place? It would be nice to keep an even number of links if we can. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:43, 22 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Category:Game_development maybe? Fits the category of &amp;quot;other&amp;quot;, isn't already on the main page, and is of general interest. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 22:04, 22 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::What about [[DFHack]]? It is an utility like others in the linked [[utilities]] article, but it is greater in scope and likely popularity, to the point of being on Steam separately from ''Dwarf Fortress'' itself. The Other/Mods section seems to be about a combination of ways players can interact with the game and add to it, beyond its usual scope, and technical details. DFHack fits right into this by not only being a player-made utility, but by providing an environment for players to binary hack the game, and of course being highly technical.  &amp;amp;mdash;[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 09:09, 3 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Broken Bug Tracker Link ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Mantis Bug Tracker&amp;quot; link on the main page (at the bottom in the &amp;quot;Useful Links&amp;quot; section) is broken, pointing at the old bug reporting page.&lt;br /&gt;
As per the [https://kitfoxgames.notion.site/How-to-Report-Bugs-in-Dwarf-Fortress-Updated-Nov-2023-b5e2ca19dabe408897d1c2669599b7a2 Kitfox Announcement (from Nov 2023)], it should now be pointing to the page https://dwarffortressbugtracker.com.&lt;br /&gt;
I'd also recommend updating the text of the link from &amp;quot;Mantis Bug Tracker&amp;quot; to just &amp;quot;Bug Tracker&amp;quot; or &amp;quot;Dwarf Fortress Bug Tracker&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note that I already made this update on the [[Known bugs and issues]] page, it just needs to be propagated to the main page (which I can't do because the main page is locked).&lt;br /&gt;
&lt;br /&gt;
== Remove or Replace Blogs ==&lt;br /&gt;
Both entries ([http://dfstories.com/ Dwarf Fortress Stories], [http://www.bravemule.com/ Bravemule]) in the blog section are broken. I think it would make sense to remove the mention of blogs altogether. To my knowledge, there is no DF blog in existence to replace those? [[User:Urist2000|Urist2000]] ([[User talk:Urist2000|talk]]) 22:34, 2 December 2024 (UTC)&lt;br /&gt;
:Yes, please remove these. Dfstories has been down for 6 months. Bravemule hasn't had Dwarf Fortress content since 2016. [[User:Jecowa|Jecowa]] ([[User talk:Jecowa|talk]]) 09:56, 27 January 2025 (UTC)&lt;br /&gt;
:Can they be replaced with links to archived versions of the websites instead of being totally removed? [[User:Ringtail Raider|Ringtail Raider]] ([[User talk:Ringtail Raider|talk]]) 19:14, 20 October 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Yeti&amp;diff=303739</id>
		<title>Yeti</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Yeti&amp;diff=303739"/>
		<updated>2024-10-06T09:24:22Z</updated>

		<summary type="html">&lt;p&gt;Ringtail Raider: Undo revision 297736 by Quietust (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=yeti_sprites.png&lt;br /&gt;
|meat=31-34&lt;br /&gt;
|fat=18&lt;br /&gt;
|lung=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|eye=2&lt;br /&gt;
|bone=32-33&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Yetis''' are large, [[fanciful]], dangerous [[creature]]s found only in [[savage]] [[mountain]]s, [[tundra]]s and [[glacier]]s. They are fully capable of massacring dozens of unarmed dwarves due to their large size, and their disposition to [[building_destroyer#Dangerous_Fun_Variety|destroy buildings]] will draw them into contact with fortresses, where they will topple [[furniture]] and wreck [[workshop]]s in their path. Yetis can equip items and open unlocked [[door]]s, though the former is not typically seen in normal play and the latter is normally ignored, as the yeti will simply destroy the whole door instead of opening it.&lt;br /&gt;
&lt;br /&gt;
When players embark on a savage glacier, they should expect to encounter yetis. Due to a glacier's general lack of other animal life, the map will almost always spawn one yeti right after another, making them a deadly hazard for an early fortress. However, since they have a relatively low population number, no more than 5-10 yetis will spawn before they become [[extinct]] in your [[biome]]. Despite their humanoid physiology, yetis are not intelligent, and your dwarves will gleefully [[butcher]] them into [[food]] and [[bone]]s for crafting. Items made from yeti parts are [[Item value|worth]] 3 times more than those of your standard [[domestic animal]]s.&lt;br /&gt;
&lt;br /&gt;
Yetis can be captured with [[cage]] [[trap]]s, but cannot be [[Animal trainer|trained]]. If the player doesn't want to butcher them for meat, their extremely long lifespan can make them valuable as permanent decorations for your fortress.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] yetis for their ''white fur''.&lt;br /&gt;
&amp;lt;gallery position=&amp;quot;center&amp;quot; widths=&amp;quot;250px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
Yeti by Philippe Semeria.jpg|Admired for its ''white fur''... From a distance...&lt;br /&gt;
yeti_preview.jpg|He's not evil, just not in the mood.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by kruggsmash''&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Though many take the yetis to be violent, demented beasts, some have been tamed (with great difficulty) and even integrated into dwarven society. This can be attributed to their joyful and cheery nature; often they can be seen playfully tipping over workshops and 'accidentally' crushing anyone working within. Many dwarves admire this warped sense of humour and the yeti's obvious love of beer, wine and spirits.&lt;br /&gt;
&lt;br /&gt;
When faced with a mighty [[sasquatch]], yetis become immense wimps, despite the Sasquatch being barely any different from them. Dwarven scientists think this is caused by the high contrast between a sasquatch's white skin and brown fur, which makes a simple-minded yeti panic.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Demon&amp;diff=303738</id>
		<title>Talk:Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Demon&amp;diff=303738"/>
		<updated>2024-10-06T07:57:09Z</updated>

		<summary type="html">&lt;p&gt;Ringtail Raider: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Impersonating deities ==&lt;br /&gt;
A while back I added a verify tag to the claim that demons still will impersonate deities and be worshiped, but it was marked as confirmed because they have the Power token which supposedly is the cause of that. However I still would like to know if anyone can produce an example of this happening in any post-2014 versions, because I've looked for years trying to verify this and I have never once seen this one single time during all versions of DF2014. There are demons integrated into other civs rarely, but they still show as '''&amp;amp;''' demons and never '''Ä'''/'''Å''' deities (i forget which they use). I've gone back to 0.34 and managed to find a deity impersonating demon fairly easily after making a few worlds and digging into them. I don't know if I've just been unlucky, or if it's only assumed they still do that - if there are no examples it could be that that aspect of the Power token broke and never got reported since it was already an obscure thing. It also has been removed from the [[Deity]] page, from the history it looks like it even got added back and then removed by someone else verifying it was a removed feature - it's not impossible, considering [[v0.34:Demonic fortress|Demonic fortresses]] were also removed in DF2014. --[[User:Ringtail Raider|Ringtail Raider]] ([[User talk:Ringtail Raider|talk]]) 07:54, 6 October 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Demon&amp;diff=303737</id>
		<title>Talk:Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Demon&amp;diff=303737"/>
		<updated>2024-10-06T07:54:09Z</updated>

		<summary type="html">&lt;p&gt;Ringtail Raider: Created page with &amp;quot;== Impersonating deities == A while back I added a verify tag to the claim that demons still will impersonate deities and be worshiped, but it was marked as confirmed because...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Impersonating deities ==&lt;br /&gt;
A while back I added a verify tag to the claim that demons still will impersonate deities and be worshiped, but it was marked as confirmed because they have the Power token which supposedly is the cause of that. However I still would like to know if anyone can produce an example of this happening in any post-2014 versions, because I've looked for years trying to verify this and I have never once seen this one single time during all versions of DF2014. There are demons integrated into other civs rarely, but they still show as '''&amp;amp;''' demons and never '''Ä'''/'''Å''' deities (i forget which they use). I've gone back to 0.34 and managed to find a deity impersonating demon fairly easily after making a few worlds and digging into them. I don't know if I've just been unlucky, or if it's only assumed they still do that - if there are no examples it could be that that aspect of the Power token broke and never got reported since it was already an obscure thing. It also has been removed from the [[Deity]] page, from the history it looks like it even got added back and then removed by someone else verifying it was a removed feature. --[[User:Ringtail Raider|Ringtail Raider]] ([[User talk:Ringtail Raider|talk]]) 07:54, 6 October 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Demon&amp;diff=303425</id>
		<title>Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Demon&amp;diff=303425"/>
		<updated>2024-09-08T02:39:30Z</updated>

		<summary type="html">&lt;p&gt;Ringtail Raider: fixing the part I'm questioning the validity of. I have seen them in non-ruling positions however, like a priest in a town or a wrestler in a bandit gang.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
[[File:demon_preview.png|right]]'''Demons''' {{Tile|&amp;amp;|7:0}} are procedurally-generated [[creature]]s who inhabit the [[Underworld]]. These immense, malicious and formidably powerful beasts are among the most powerful enemies in the game in both [[fortress mode]] and [[adventurer mode]]. They are not available to be spawned in the [[object testing arena]].&lt;br /&gt;
&lt;br /&gt;
Graphically, the sprites that demons use will be of black, mysterious-looking creatures that resemble the generated appearance they've been given. This same setup is used for other procedurally-generated creatures, such as [[megabeast]]s and [[experiment]]s.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{{imagefix|[[File:demon_icon.png|left]]|8}}[[File:Assdemon.png|thumb|right|300px|&amp;quot;Etar Patternedtombs was a mint green demon. It was the only one of its kind. A gigantic feathered ass twisted into humanoid form. It undulates rhythmically. Its mint green feathers are patchy. Beware its deadly gas!&amp;quot; ([http://www.bay12forums.com/smf/index.php?topic=76346.msg2667300#msg2667300 post]).]]Demons inhabit the Underworld. They are randomly generated at worldgen, creating unique [[fun]] for every player. Examples of possible demons include giant centipedes made of ash that hunger for blood, eyeless mosquitoes that spit toxins, and emaciated fruitbats with giant clicking mandibles. The number of different types of demon created during world generation is closely related to world size, and it can be directly controlled with [[advanced world generation]] – a world generated with &amp;quot;{{tt|Number of Demon Types}}&amp;quot; set to {{tt|0}} in advanced world generation will not have any demons in it.&lt;br /&gt;
&lt;br /&gt;
[[File:demon_desc_v50_preview.png|thumb|300px|right|Description of a demon.]]All demons share certain traits. They are [[Creature token#SUPERNATURAL|supernatural]], [[fanciful]], evil-aligned creatures represented by an ampersand with a randomized [[color]]. They are all able to swim in and [[Amphibious|breathe]] water and magma, and [[Building destroyer|destroy buildings]]. Furthermore, they are [[Trapavoid|immune to traps]], [[No Pain|pain]], fear, nausea, [[No Stun|stunning]], [[No Exert|exertion]], dizziness, fevers, fire, any sort of poison, and have fixed body temperature, thus are unaffected by extremes of heat and cold (even if made of materials that would suggest otherwise). Roughly half possess [[Creature_token#EXTRAVISION|extravision]]. They are very large (size 10,000,000, smaller than a [[megabeast]], but larger than a [[giant]] and 167 times the size of a [[dwarf]]). They don't require sleep, food, or drink. All non-unique demons start out at Accomplished [[skill]] level in the following combat skills: wrestling, biting, striking, kicking, fighting, archery, dodging, and observing. Unique demons start out at Grand Master in the same skills. All unique demons, and roughly a half of non-unique ones, possess intelligence ([[Creature token#CAN_LEARN|&amp;lt;code&amp;gt;[CAN_LEARN]&amp;lt;/code&amp;gt;]] + [[Creature token#CAN_SPEAK|&amp;lt;code&amp;gt;[CAN_SPEAK]&amp;lt;/code&amp;gt;]]), so demons you face may well have developed their skills to a higher level than they began with; however, their skills cannot rust to a lower level. The initial wave spawns exactly one frame after you open the Underworld; the amount spawned can range from 10 to over 100. Demons inhabiting the Underworld spawn in groups of 1-5 individuals. The size of their population, specified as 5-10 in the raws, appears to be irrelevant, as the game makes all inhabitants of the Underworld spawn in limitless numbers. As long as the Underworld is unsealed, demons will continue to wander in from the edges of the map indefinitely, due to having populations that are (functionally) infinite.&lt;br /&gt;
&lt;br /&gt;
Demons receive large bonuses to every physical [[attribute]] except agility, and to the mental attributes of focus and willpower (also analytical ability, memory, linguistic ability, and social awareness, but those are less relevant). Many, but not all, are capable of flight. They may possess a wide variety of special attacks, including webbing, firebreath, poisonous appendages, toxic spittle or poison breath. Inorganic or zombie demons are especially difficult to kill; they can be killed by bisection, decapitation, or pulping via blunt weapons (inorganic blobs can only be killed in this manner), but this is far beyond the capabilities of an ordinary dwarf.&lt;br /&gt;
&lt;br /&gt;
Demons of each species can be all genderless, all male or all female, or have both male and female castes. The latter can breed if given enough time. All demons are born adults, and immediately reach their full size after being born. They have a [[pet|pet value]] of 2000☼, but cannot be tamed, and you are rather unlikely to capture one. If you have deactivated compressed saves, the raws for a given world's demons (as well as [[forgotten beast]]s, [[titan]]s, [[werebeast]]s, etc.) can be found in the [[Saved game folder|world.dat]] of its save folder. Blob/inorganic demons tend to be genderless and non-sapient, but more research is required on this.&lt;br /&gt;
&lt;br /&gt;
Due to their somewhat spoilery nature – new players are unlikely to know they exist, creating [[Fun|much surprise]] when they inevitably dig too deep – veteran ''Dwarf Fortress'' players tend to hide the existence of demons by giving them nicknames, the most famous being '''Hidden Fun Stuff''' and '''clowns''', with the Underworld being their &amp;quot;circus&amp;quot;. Unique demons (see below), by extension, are usually referred to as the '''ringleaders'''.&lt;br /&gt;
&lt;br /&gt;
Dwarves may [[Preferences|like]] a species of demon for their ''horrifying features'', their ''rhythmic undulations'' or their ''bloated appearance''.&lt;br /&gt;
&lt;br /&gt;
== Their interaction with the world ==&lt;br /&gt;
Certain types of demons, those described as &amp;quot;being twisted into humanoid form&amp;quot; and marked with {{token|UNIQUE_DEMON|c}} instead of {{token|DEMON|c}} in world.dat, will occasionally escape the underworld. This happens by the aid of a [[deity]] matching that particular demon's [[sphere]] through a ritual conducted with an [[artifact]] [[slab]]. Once they are in the mortal world, they will gain rule over a [[goblin]] [[civilization]] – each goblin faction in the world will be led by a unique demon, and attempting to create a world without demons in it through [[advanced world generation]] will lead to goblins being locked away in the underworld until a dwarf civilization digs too deep. As noted in [[Legends|legends mode]], these demons will occasionally make journeys to the [[Cavern|depths of the world]] and tame the creatures that dwell in them – most specifically, species with the {{token|PET_EXOTIC}} token – going from [[giant rat]]s to [[voracious cave crawler]]s and [[cave dragon]]s. Presumably, this is how goblin civilizations gain access to these creatures to use them in [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
Demons may also arise when a dwarven civilization digs too deep in [[world generation|worldgen]] – the dwarves have a chance to fight them off, but, most of the time, the fortress will be taken over by goblins under a demonic ruler.&lt;br /&gt;
&lt;br /&gt;
Found within the goblins' [[dark fortress]]es are demonic [[Underworld spire|spires]] made of [[slade]], whose lowermost levels lead directly into the Underworld. They will also create slade [[vault]]s, whose treasure is guarded by incredibly powerful and dangerous [[angel]]s. If you can manage to fight off those freakishly strong beings ([[Fun|don't expect to by the way]]), you can find in the vault's centre the slab that contains the demon's true name. Learning this name allows your adventurer to either banish it back to the Underworld or bind it to your servitude. Although you will have a next to unkillable super soldier on your side if you opt for the latter, it's more of a bragging-rights reward, if anything – getting past the angels already requires pretty much being a god among men.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;400px&amp;quot; heights=&amp;quot;184px&amp;quot;&amp;gt;&lt;br /&gt;
File:Demon banish.png|Banishing a demon back to the Underworld&lt;br /&gt;
File:Demon compel service.png|Compelling service from demon&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Escaped demons can also take over human civilizations by impersonating [[deities]] and having humans worship them.{{verify}} As with conventional lords, you can encounter them as normal in adventure mode – they won't be hostile to you and will behave as any other member of the civilization they rule. They can also arrive as non-hostile diplomats from human civilizations in fortress mode. Depending on the type of demon, this can be mildly amusing, or inadvertently deadly to your fort or adventurer.&lt;br /&gt;
&lt;br /&gt;
In [[fortress mode]], goblin law-giver demons may arrive as part of a goblin siege and are most of the time very dangerous.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Demons can (and, in most cases, will) spread sphere-aligned evil from sites they control. Nightmare or darkness demons will spread regions filled with [[bogeymen]], death demons will spread reanimating evil regions, and so on. The evil-spreading can be reversed if the demon is slain or their site conquered or razed (e.g. through a [[raid]].)&lt;br /&gt;
&lt;br /&gt;
Depending on their spheres, demons may also be granted abilities similar to those of [[necromancer]]s. Death demons are able to create [[experiment]]s and raise corpses and [[intelligent undead]], though they do not raise corpses in world gen because they would be hostile to the goblins they rule. Nightmare demons may be able to summon [[nightmare]]s and [[bogeymen]].&lt;br /&gt;
&lt;br /&gt;
== Demon generation ==&lt;br /&gt;
Although the exact algorithm used to produce demons is unknown, something of the algorithm can be gathered from the string dump and analysis of demons. When generating a demon, the game begins by picking a creature from a predefined list, which is fixed and includes creatures not found in vanilla DF (such as anteater, ankylosaurid) and more general shapes (blob, quadruped, and humanoid). It is granted spheres, with a preference for &amp;quot;negative&amp;quot; spheres like misery, death, and torture. If inorganic, a material will be chosen, either one of the hardcoded ones (such as salt, ash, ice, or vomit), flames, or a randomly chosen raw-defined inorganic (any type of stone, soil, gem, metal, or other, such as gypsum plaster). If organic, it will get some sort of randomly-colored covering (such as feathers or hair) and/or have some feature (such as its eyes, nose or skin) removed. It will be granted a few &amp;quot;extra&amp;quot; features, like a tail, a trunk, or a shell, and a flavorful descriptor (such as &amp;quot;it knows and intones the names of all it encounters&amp;quot;). It may get some sort of special attack (such as a poisonous sting, toxic breath, fire breath). It will finally be given a name consisting of an adjective and a noun. The adjective will be based on the creature's color, its material (such as &amp;quot;inferno&amp;quot; or &amp;quot;snow&amp;quot;), what animal it's shaped like, or a descriptor (such as &amp;quot;winged&amp;quot;, &amp;quot;three-eyed&amp;quot; or &amp;quot;skinless&amp;quot;), and the noun chosen from the following list: demon, devil, fiend, brute, monster, spirit, ghost, banshee, haunt, phantom, specter, or wraith.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
[[File:Demon_Size.png|thumb|right|200px|Estimated size comparison between a typical demon and a dwarf.]]&lt;br /&gt;
&lt;br /&gt;
Of all of the challenges facing a player, defeating a demon horde is probably the most difficult, unless you are using certain [[trap]] schemes – and even then, you will need to take special precautions.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
Containment is the simplest strategy for dealing with demons. A simple constructed wall will block any demon. Because of their building destroyer status, demons cannot be contained via locked doors. However, indestructible artifact-quality portals can stop them, as can some bridges. As building destroyers can only destroy objects on the same z-level, a [[floor grate]] or forbidden [[hatch cover]] on a staircase/channel will also block movement. It may be difficult to lure demons away from artifact furniture, should the area need to be accessed to reset a trap. If using [[bridge]]s, be aware that any raising bridge that lands on a demon will deconstruct, and that demons can easily have internal temperatures greatly exceeding the melting points of [[steel]] or [[iron]], leading to deconstruction as they pass over them. Because of their vast numbers, containment is an important part of any attempt to defeat them – fighting two groups of 25 demons is much easier than fighting one group of 50.&lt;br /&gt;
&lt;br /&gt;
One particular gentleman, AussieGuy on the Bay12 forums, has found an ingenious method for disposing of an entire demonic invasion at once: a [[Megaprojects|stupid dwarven trick]] known as &amp;quot;the dwarven checkerboard&amp;quot;.([http://www.bay12forums.com/smf/index.php?topic=94140.0 Source])&lt;br /&gt;
&lt;br /&gt;
When using forbidden hatches to control flow of demons, note that some demons may be spawned with CANOPENDOORS to be not set, so once you unforbid the hatch, only the demons that can open doors will go through the door. The ones that can't open doors will remain behind the hatch, even if it is passable.&lt;br /&gt;
&lt;br /&gt;
=== Traps ===&lt;br /&gt;
Because all demons avoid traps, trapping demons can be very difficult – but not impossible. Demons become vulnerable to traps when they are webbed, so if you can find a way to get web onto your traps, the demons will be affected as any other creature (including your own dwarves!) would be.&lt;br /&gt;
&lt;br /&gt;
Alternatively, advanced triggered traps may be used. Demons do not set off [[pressure plate]]s, but if you can contain them, retracting upright spikes, casting them into [[obsidian]], or caving a portion of mountain onto them are all effective. Any plan involving these kind of traps must involve both a way to bait the demons to where you want them and a way to keep the demons where you want them. Tame animals appear to work well as bait, but need to be replaced as they're killed. Bridges can be used to contain the demons, but be wary of the risks of deconstruction as described above.&lt;br /&gt;
&lt;br /&gt;
Many traps need to be designed with the potential for extreme temperatures in mind. Obsidian trappers may find water used in the casting process boiling into steam before it contacts magma. Frequently, demons made of fire or steam explode on death, broiling nearby creatures and furniture. This effect can destroy upright spikes, leaving you with a trap chamber full of demons that you have no way to deal with. Demons do not destroy supports directly, but a hot enough demon may cause the destruction of nearby supports, just through heat damage. A clever dwarf might find a way to turn that to their advantage, if only such a thing as a clever dwarf existed.&lt;br /&gt;
&lt;br /&gt;
=== Ranged combat ===&lt;br /&gt;
Ranged combat sounds appealing, especially in the face of demons that explode with unimaginable heat upon death, but should be considered carefully. Most demons have vastly more powerful ranged attacks than marksdwarves have. Demons made of weak materials can be easily killed or dismembered by bolts, but inorganic demons composed of stronger stuff will only suffer chipped &amp;quot;bones&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Fortification]]s are appealing, as they can be dug directly into [[adamantine]] without ever exposing your fortress to a path to the demons. Even demons made out of steam cannot pass through a fortification unless it is submerged in 7/7 water or magma. Demons with syndrome attacks may attack through fortifications even without a path, although they appear to do so less frequently than if they have a path.&lt;br /&gt;
&lt;br /&gt;
Still, should you contain a group of demons composed of weaker materials, marksdwarves can be very effective.&lt;br /&gt;
&lt;br /&gt;
=== Melee combat ===&lt;br /&gt;
Demons can be very frightening melee opponents, as each one alone is nearly the size of a [[megabeast]], extremely fast, and has tremendous natural combat skills. That would be bad enough, but there tend to be pages of them rather than individuals. However, demons can still be defeated in melee combat.&lt;br /&gt;
&lt;br /&gt;
Despite their powerful attacks, many demons are made up of very flimsy materials, such as salt, snow, steam, or filth. A strong punch can decapitate creatures like this. Some demons, however, can be made of much harder materials, and it can be very difficult to bring down a demon composed of minerals or armor-quality metal. Blunt weapons can be reasonably effective against weaker-material demons by severing limbs and body parts despite blunt status, but are not nearly as effective against demons as they are against earthly foes that suffer from pain and blood loss; without internal organs or blood loss, piercing weapons are relatively ineffective. Good slashing weapons can reliably take down demons of any material type.&lt;br /&gt;
&lt;br /&gt;
The challenge of melee combat is how to deal with an enormous number of strong combatants while protecting against area-of-effect syndrome attacks and death explosions. Restraining visibility via a labyrinthine battleground is a good start. The area effects suggest meeting them with successive small waves of melee dwarves, but if the dwarves are too few, they'll be butchered by hundreds of angry demons before making a dent.&lt;br /&gt;
&lt;br /&gt;
In all cases, your demon-fighting melee dwarves should be very well armed and armored (steel and adamantine) and Legendary in some, if not all, of the relevant combat skills.&lt;br /&gt;
&lt;br /&gt;
=== Clean-up ===&lt;br /&gt;
Unfortunately, once the wave of demons has been dealt with, it's not yet over. [[Syndrome]]-bearing dust and blood may litter the battlefield and your survivors, and can be very difficult to isolate and contain. Some dwarves may carry burning items back from their encounters with very hot demons. Survivors should all pass through a shallow pool of water to wash them and their equipment of anything dangerous and to douse any flames. Any path used for the fight is best abandoned and walled up. Demons will continue to enter the Underworld from its map edges, as wildlife do on the surface, but path differently from the initial wave, content to wander through the Underworld even should a simple unobstructed path exist into your fortress.&lt;br /&gt;
&lt;br /&gt;
== Killed demons ==&lt;br /&gt;
Only unintelligent demons can be butchered in unmodded games, and butchering them yields products similar to those from [[forgotten beast]]s, including copious amounts of [[meat]] and [[bone]]s, vividly-colored [[hair]], [[feather]]s, [[scale]]s or [[chitin]], and [[shell]]s, if the demon had one. All materials obtained from demons have a value multiplier of 1, and aren't appreciably better than their mundane counterparts.&lt;br /&gt;
&lt;br /&gt;
Inorganic demons cannot be butchered, and after killing them you obtain only a massive demonic corpse to use in your [[stupid dwarf trick]].&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Little do demons know that though their claws and fire cannot pierce the [[adamantine]] sealing them away, a simple [[copper]] [[pick]] (or any other kind of pick, for that matter) can dig right through it with ease. Armok forbid these unholy creatures ever get their hands on one. &lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Example raws (as extracted from world.sav)|[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:DEMON_1]&lt;br /&gt;
[NAME:brine brute:brine brutes:brine brute]&lt;br /&gt;
[CASTE_NAME:brine brute:brine brutes:brine brute]&lt;br /&gt;
[GENERATED]&lt;br /&gt;
[DEMON]&lt;br /&gt;
[NATURAL_SKILL:WRESTLING:10]&lt;br /&gt;
[NATURAL_SKILL:BITE:10]&lt;br /&gt;
[NATURAL_SKILL:GRASP_STRIKE:10]&lt;br /&gt;
[NATURAL_SKILL:STANCE_STRIKE:10]&lt;br /&gt;
[NATURAL_SKILL:MELEE_COMBAT:10]&lt;br /&gt;
[NATURAL_SKILL:RANGED_COMBAT:10]&lt;br /&gt;
[NATURAL_SKILL:DODGING:10]&lt;br /&gt;
[NATURAL_SKILL:SITUATIONAL_AWARENESS:10]&lt;br /&gt;
[LARGE_ROAMING]&lt;br /&gt;
[LARGE_PREDATOR]&lt;br /&gt;
[DIFFICULTY:10]&lt;br /&gt;
[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
[UNDERGROUND_DEPTH:5:5]&lt;br /&gt;
[POPULATION_NUMBER:5:10]&lt;br /&gt;
[CLUSTER_NUMBER:1:5]&lt;br /&gt;
[FEMALE]&lt;br /&gt;
[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]&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:ANXIETY_PROPENSITY:0:0:0]&lt;br /&gt;
[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]&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:ASSERTIVENESS:100:100:100]&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:SWAYED_BY_EMOTIONS:0:0:0]&lt;br /&gt;
[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
[PERSONALITY:PRIDE:100:100:100]&lt;br /&gt;
[PERSONALITY:GREED:100:100:100]&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;
[MAGMA_VISION]&lt;br /&gt;
[EVIL]&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:FISHING]&lt;br /&gt;
[SPHERE:HUNTING]&lt;br /&gt;
[SPHERE:MISERY]&lt;br /&gt;
[SPHERE:TORTURE]&lt;br /&gt;
[BODY_SIZE:0:0:10000000]&lt;br /&gt;
[CREATURE_TILE:'&amp;amp;']&lt;br /&gt;
[NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
[BODY:RCP_BASIC_BODY_STANCE_WITH_HEAD_FLAG:RCP_TWO_FLIGHTLESS_WINGS]&lt;br /&gt;
[TISSUE:UNIFORM_TIS]&lt;br /&gt;
[TISSUE_NAME:tissue:NP]&lt;br /&gt;
[TISSUE_MATERIAL:SALT]&lt;br /&gt;
[TISSUE_MAT_STATE:SOLID_POWDER]&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;
[COLOR:7:0:1]&lt;br /&gt;
[NOBREATHE]&lt;br /&gt;
[EXTRAVISION]&lt;br /&gt;
[FLIER]&lt;br /&gt;
[FIXED_TEMP:10040]&lt;br /&gt;
[FIREIMMUNE]&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: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]) [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:Scramble:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
[GAIT:WALK:Faster Crawl:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
[GAIT:WALK:Fast Crawl:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
[GAIT:WALK:Crawl:2900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:WALK:Slow Crawl:5900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:WALK:Creep:8900: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;
[DESCRIPTION:A towering slug composed of salt.  It has wings and it has a gaunt appearance.]&lt;br /&gt;
[PREFSTRING:horrifying features]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Example [UNIQUE_DEMON] raws (as extracted from world.sav)|[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:DEMON_3]&lt;br /&gt;
[NAME:clear devil:clear devils:clear devilish]&lt;br /&gt;
[CASTE_NAME:clear devil:clear devils:clear devilish]&lt;br /&gt;
[GENERATED]&lt;br /&gt;
[UNIQUE_DEMON]&lt;br /&gt;
[SPREAD_EVIL_SPHERES_IF_RULER]&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;
[CAN_LEARN]&lt;br /&gt;
[CAN_SPEAK]&lt;br /&gt;
[DIFFICULTY:10]&lt;br /&gt;
[NO_GENDER]&lt;br /&gt;
[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]&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:ANXIETY_PROPENSITY:0:0:0]&lt;br /&gt;
[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]&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:ASSERTIVENESS:100:100:100]&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:SWAYED_BY_EMOTIONS:0:0:0]&lt;br /&gt;
[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
[PERSONALITY:PRIDE:100:100:100]&lt;br /&gt;
[PERSONALITY:GREED:100:100:100]&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;
[MAGMA_VISION]&lt;br /&gt;
[EVIL]&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:BLIGHT]&lt;br /&gt;
[SPHERE:DEATH]&lt;br /&gt;
[SPHERE:MURDER]&lt;br /&gt;
[SPHERE:TWILIGHT]&lt;br /&gt;
[BODY_SIZE:0:0:10000000]&lt;br /&gt;
[CREATURE_TILE:'&amp;amp;']&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_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS]&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;
[EXTRAVISION]&lt;br /&gt;
[FIXED_TEMP:10040]&lt;br /&gt;
[SELECT_MATERIAL:SCALE]&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:CLEAR]&lt;br /&gt;
[COLOR:0:0:1]&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:GOO:GOO_TEMPLATE]&lt;br /&gt;
[BLOOD:LOCAL_CREATURE_MAT:GOO:LIQUID]&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;
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
[ENTERS_BLOOD]&lt;br /&gt;
[SYNDROME]&lt;br /&gt;
[SYN_NAME:demon sickness]&lt;br /&gt;
[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
[SYN_IMMUNE_CREATURE:DEMON_3: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_DROWSINESS:SEV:100:PROB:100:START:565:PEAK:1649:END:4938:RESISTABLE:SIZE_DELAYS:SIZE_DILUTES]&lt;br /&gt;
[SECRETION:LOCAL_CREATURE_MAT:POISON:LIQUID:BY_CATEGORY:ALL:SCALE]&lt;br /&gt;
[FIREIMMUNE]&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: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;
[ATTACK:FSCRATCH:CHILD_TISSUE_LAYER_GROUP: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:MAIN]&lt;br /&gt;
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP: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:MAIN]&lt;br /&gt;
[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
[SELECT_MATERIAL:ALL]&lt;br /&gt;
[MAT_FIXED_TEMP:10040]&lt;br /&gt;
[HEATDAM_POINT:NONE]&lt;br /&gt;
[COLDDAM_POINT:NONE]&lt;br /&gt;
[IGNITE_POINT:NONE]&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: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;
[DESCRIPTION:A gigantic eyeless chameleon twisted into humanoid form.  It squirms and fidgets.  Its clear scales are large and set far apart.  Beware its noxious secretions!]&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|Fire immune}}&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:Demon]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = uthgúr&lt;br /&gt;
| elvish  = slevina&lt;br /&gt;
| goblin  = arstruk&lt;br /&gt;
| human   = rohir&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Demon&amp;diff=303421</id>
		<title>Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Demon&amp;diff=303421"/>
		<updated>2024-09-07T22:56:08Z</updated>

		<summary type="html">&lt;p&gt;Ringtail Raider: /* Their interaction with the world */ I haven't ever seen this starting in DF2014. All demons I've seen in other civilizations are ones who were captured in war and later released or escaped.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
[[File:demon_preview.png|right]]'''Demons''' {{Tile|&amp;amp;|7:0}} are procedurally-generated [[creature]]s who inhabit the [[Underworld]]. These immense, malicious and formidably powerful beasts are among the most powerful enemies in the game in both [[fortress mode]] and [[adventurer mode]]. They are not available to be spawned in the [[object testing arena]].&lt;br /&gt;
&lt;br /&gt;
Graphically, the sprites that demons use will be of black, mysterious-looking creatures that resemble the generated appearance they've been given. This same setup is used for other procedurally-generated creatures, such as [[megabeast]]s and [[experiment]]s.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{{imagefix|[[File:demon_icon.png|left]]|8}}[[File:Assdemon.png|thumb|right|300px|&amp;quot;Etar Patternedtombs was a mint green demon. It was the only one of its kind. A gigantic feathered ass twisted into humanoid form. It undulates rhythmically. Its mint green feathers are patchy. Beware its deadly gas!&amp;quot; ([http://www.bay12forums.com/smf/index.php?topic=76346.msg2667300#msg2667300 post]).]]Demons inhabit the Underworld. They are randomly generated at worldgen, creating unique [[fun]] for every player. Examples of possible demons include giant centipedes made of ash that hunger for blood, eyeless mosquitoes that spit toxins, and emaciated fruitbats with giant clicking mandibles. The number of different types of demon created during world generation is closely related to world size, and it can be directly controlled with [[advanced world generation]] – a world generated with &amp;quot;{{tt|Number of Demon Types}}&amp;quot; set to {{tt|0}} in advanced world generation will not have any demons in it.&lt;br /&gt;
&lt;br /&gt;
[[File:demon_desc_v50_preview.png|thumb|300px|right|Description of a demon.]]All demons share certain traits. They are [[Creature token#SUPERNATURAL|supernatural]], [[fanciful]], evil-aligned creatures represented by an ampersand with a randomized [[color]]. They are all able to swim in and [[Amphibious|breathe]] water and magma, and [[Building destroyer|destroy buildings]]. Furthermore, they are [[Trapavoid|immune to traps]], [[No Pain|pain]], fear, nausea, [[No Stun|stunning]], [[No Exert|exertion]], dizziness, fevers, fire, any sort of poison, and have fixed body temperature, thus are unaffected by extremes of heat and cold (even if made of materials that would suggest otherwise). Roughly half possess [[Creature_token#EXTRAVISION|extravision]]. They are very large (size 10,000,000, smaller than a [[megabeast]], but larger than a [[giant]] and 167 times the size of a [[dwarf]]). They don't require sleep, food, or drink. All non-unique demons start out at Accomplished [[skill]] level in the following combat skills: wrestling, biting, striking, kicking, fighting, archery, dodging, and observing. Unique demons start out at Grand Master in the same skills. All unique demons, and roughly a half of non-unique ones, possess intelligence ([[Creature token#CAN_LEARN|&amp;lt;code&amp;gt;[CAN_LEARN]&amp;lt;/code&amp;gt;]] + [[Creature token#CAN_SPEAK|&amp;lt;code&amp;gt;[CAN_SPEAK]&amp;lt;/code&amp;gt;]]), so demons you face may well have developed their skills to a higher level than they began with; however, their skills cannot rust to a lower level. The initial wave spawns exactly one frame after you open the Underworld; the amount spawned can range from 10 to over 100. Demons inhabiting the Underworld spawn in groups of 1-5 individuals. The size of their population, specified as 5-10 in the raws, appears to be irrelevant, as the game makes all inhabitants of the Underworld spawn in limitless numbers. As long as the Underworld is unsealed, demons will continue to wander in from the edges of the map indefinitely, due to having populations that are (functionally) infinite.&lt;br /&gt;
&lt;br /&gt;
Demons receive large bonuses to every physical [[attribute]] except agility, and to the mental attributes of focus and willpower (also analytical ability, memory, linguistic ability, and social awareness, but those are less relevant). Many, but not all, are capable of flight. They may possess a wide variety of special attacks, including webbing, firebreath, poisonous appendages, toxic spittle or poison breath. Inorganic or zombie demons are especially difficult to kill; they can be killed by bisection, decapitation, or pulping via blunt weapons (inorganic blobs can only be killed in this manner), but this is far beyond the capabilities of an ordinary dwarf.&lt;br /&gt;
&lt;br /&gt;
Demons of each species can be all genderless, all male or all female, or have both male and female castes. The latter can breed if given enough time. All demons are born adults, and immediately reach their full size after being born. They have a [[pet|pet value]] of 2000☼, but cannot be tamed, and you are rather unlikely to capture one. If you have deactivated compressed saves, the raws for a given world's demons (as well as [[forgotten beast]]s, [[titan]]s, [[werebeast]]s, etc.) can be found in the [[Saved game folder|world.dat]] of its save folder. Blob/inorganic demons tend to be genderless and non-sapient, but more research is required on this.&lt;br /&gt;
&lt;br /&gt;
Due to their somewhat spoilery nature – new players are unlikely to know they exist, creating [[Fun|much surprise]] when they inevitably dig too deep – veteran ''Dwarf Fortress'' players tend to hide the existence of demons by giving them nicknames, the most famous being '''Hidden Fun Stuff''' and '''clowns''', with the Underworld being their &amp;quot;circus&amp;quot;. Unique demons (see below), by extension, are usually referred to as the '''ringleaders'''.&lt;br /&gt;
&lt;br /&gt;
Dwarves may [[Preferences|like]] a species of demon for their ''horrifying features'', their ''rhythmic undulations'' or their ''bloated appearance''.&lt;br /&gt;
&lt;br /&gt;
== Their interaction with the world ==&lt;br /&gt;
Certain types of demons, those described as &amp;quot;being twisted into humanoid form&amp;quot; and marked with {{token|UNIQUE_DEMON|c}} instead of {{token|DEMON|c}} in world.dat, will occasionally escape the underworld. This happens by the aid of a [[deity]] matching that particular demon's [[sphere]] through a ritual conducted with an [[artifact]] [[slab]]. Once they are in the mortal world, they will gain rule over a [[goblin]] [[civilization]] – each goblin faction in the world will be led by a unique demon, and attempting to create a world without demons in it through [[advanced world generation]] will lead to goblins being locked away in the underworld until a dwarf civilization digs too deep. As noted in [[Legends|legends mode]], these demons will occasionally make journeys to the [[Cavern|depths of the world]] and tame the creatures that dwell in them – most specifically, species with the {{token|PET_EXOTIC}} token – going from [[giant rat]]s to [[voracious cave crawler]]s and [[cave dragon]]s. Presumably, this is how goblin civilizations gain access to these creatures to use them in [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
Demons may also arise when a dwarven civilization digs too deep in [[world generation|worldgen]] – the dwarves have a chance to fight them off, but, most of the time, the fortress will be taken over by goblins under a demonic ruler.&lt;br /&gt;
&lt;br /&gt;
Found within the goblins' [[dark fortress]]es are demonic [[Underworld spire|spires]] made of [[slade]], whose lowermost levels lead directly into the Underworld. They will also create slade [[vault]]s, whose treasure is guarded by incredibly powerful and dangerous [[angel]]s. If you can manage to fight off those freakishly strong beings ([[Fun|don't expect to by the way]]), you can find in the vault's centre the slab that contains the demon's true name. Learning this name allows your adventurer to either banish it back to the Underworld or bind it to your servitude. Although you will have a next to unkillable super soldier on your side if you opt for the latter, it's more of a bragging-rights reward, if anything – getting past the angels already requires pretty much being a god among men.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;400px&amp;quot; heights=&amp;quot;184px&amp;quot;&amp;gt;&lt;br /&gt;
File:Demon banish.png|Banishing a demon back to the Underworld&lt;br /&gt;
File:Demon compel service.png|Compelling service from demon&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Escaped demons can also take over human civilizations by impersonating [[deities]] and having humans worship them. As with conventional lords, you can encounter them as normal in adventure mode – they won't be hostile to you and will behave as any other member of the civilization they rule. They can also arrive as non-hostile diplomats from human civilizations in fortress mode. Depending on the type of demon, this can be mildly amusing, or inadvertently deadly to your fort or adventurer.{{verify}}&lt;br /&gt;
&lt;br /&gt;
In [[fortress mode]], goblin law-giver demons may arrive as part of a goblin siege and are most of the time very dangerous.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Demons can (and, in most cases, will) spread sphere-aligned evil from sites they control. Nightmare or darkness demons will spread regions filled with [[bogeymen]], death demons will spread reanimating evil regions, and so on. The evil-spreading can be reversed if the demon is slain or their site conquered or razed (e.g. through a [[raid]].)&lt;br /&gt;
&lt;br /&gt;
Depending on their spheres, demons may also be granted abilities similar to those of [[necromancer]]s. Death demons are able to create [[experiment]]s and raise corpses and [[intelligent undead]], though they do not raise corpses in world gen because they would be hostile to the goblins they rule. Nightmare demons may be able to summon [[nightmare]]s and [[bogeymen]].&lt;br /&gt;
&lt;br /&gt;
== Demon generation ==&lt;br /&gt;
Although the exact algorithm used to produce demons is unknown, something of the algorithm can be gathered from the string dump and analysis of demons. When generating a demon, the game begins by picking a creature from a predefined list, which is fixed and includes creatures not found in vanilla DF (such as anteater, ankylosaurid) and more general shapes (blob, quadruped, and humanoid). It is granted spheres, with a preference for &amp;quot;negative&amp;quot; spheres like misery, death, and torture. If inorganic, a material will be chosen, either one of the hardcoded ones (such as salt, ash, ice, or vomit), flames, or a randomly chosen raw-defined inorganic (any type of stone, soil, gem, metal, or other, such as gypsum plaster). If organic, it will get some sort of randomly-colored covering (such as feathers or hair) and/or have some feature (such as its eyes, nose or skin) removed. It will be granted a few &amp;quot;extra&amp;quot; features, like a tail, a trunk, or a shell, and a flavorful descriptor (such as &amp;quot;it knows and intones the names of all it encounters&amp;quot;). It may get some sort of special attack (such as a poisonous sting, toxic breath, fire breath). It will finally be given a name consisting of an adjective and a noun. The adjective will be based on the creature's color, its material (such as &amp;quot;inferno&amp;quot; or &amp;quot;snow&amp;quot;), what animal it's shaped like, or a descriptor (such as &amp;quot;winged&amp;quot;, &amp;quot;three-eyed&amp;quot; or &amp;quot;skinless&amp;quot;), and the noun chosen from the following list: demon, devil, fiend, brute, monster, spirit, ghost, banshee, haunt, phantom, specter, or wraith.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
[[File:Demon_Size.png|thumb|right|200px|Estimated size comparison between a typical demon and a dwarf.]]&lt;br /&gt;
&lt;br /&gt;
Of all of the challenges facing a player, defeating a demon horde is probably the most difficult, unless you are using certain [[trap]] schemes – and even then, you will need to take special precautions.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
Containment is the simplest strategy for dealing with demons. A simple constructed wall will block any demon. Because of their building destroyer status, demons cannot be contained via locked doors. However, indestructible artifact-quality portals can stop them, as can some bridges. As building destroyers can only destroy objects on the same z-level, a [[floor grate]] or forbidden [[hatch cover]] on a staircase/channel will also block movement. It may be difficult to lure demons away from artifact furniture, should the area need to be accessed to reset a trap. If using [[bridge]]s, be aware that any raising bridge that lands on a demon will deconstruct, and that demons can easily have internal temperatures greatly exceeding the melting points of [[steel]] or [[iron]], leading to deconstruction as they pass over them. Because of their vast numbers, containment is an important part of any attempt to defeat them – fighting two groups of 25 demons is much easier than fighting one group of 50.&lt;br /&gt;
&lt;br /&gt;
One particular gentleman, AussieGuy on the Bay12 forums, has found an ingenious method for disposing of an entire demonic invasion at once: a [[Megaprojects|stupid dwarven trick]] known as &amp;quot;the dwarven checkerboard&amp;quot;.([http://www.bay12forums.com/smf/index.php?topic=94140.0 Source])&lt;br /&gt;
&lt;br /&gt;
When using forbidden hatches to control flow of demons, note that some demons may be spawned with CANOPENDOORS to be not set, so once you unforbid the hatch, only the demons that can open doors will go through the door. The ones that can't open doors will remain behind the hatch, even if it is passable.&lt;br /&gt;
&lt;br /&gt;
=== Traps ===&lt;br /&gt;
Because all demons avoid traps, trapping demons can be very difficult – but not impossible. Demons become vulnerable to traps when they are webbed, so if you can find a way to get web onto your traps, the demons will be affected as any other creature (including your own dwarves!) would be.&lt;br /&gt;
&lt;br /&gt;
Alternatively, advanced triggered traps may be used. Demons do not set off [[pressure plate]]s, but if you can contain them, retracting upright spikes, casting them into [[obsidian]], or caving a portion of mountain onto them are all effective. Any plan involving these kind of traps must involve both a way to bait the demons to where you want them and a way to keep the demons where you want them. Tame animals appear to work well as bait, but need to be replaced as they're killed. Bridges can be used to contain the demons, but be wary of the risks of deconstruction as described above.&lt;br /&gt;
&lt;br /&gt;
Many traps need to be designed with the potential for extreme temperatures in mind. Obsidian trappers may find water used in the casting process boiling into steam before it contacts magma. Frequently, demons made of fire or steam explode on death, broiling nearby creatures and furniture. This effect can destroy upright spikes, leaving you with a trap chamber full of demons that you have no way to deal with. Demons do not destroy supports directly, but a hot enough demon may cause the destruction of nearby supports, just through heat damage. A clever dwarf might find a way to turn that to their advantage, if only such a thing as a clever dwarf existed.&lt;br /&gt;
&lt;br /&gt;
=== Ranged combat ===&lt;br /&gt;
Ranged combat sounds appealing, especially in the face of demons that explode with unimaginable heat upon death, but should be considered carefully. Most demons have vastly more powerful ranged attacks than marksdwarves have. Demons made of weak materials can be easily killed or dismembered by bolts, but inorganic demons composed of stronger stuff will only suffer chipped &amp;quot;bones&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Fortification]]s are appealing, as they can be dug directly into [[adamantine]] without ever exposing your fortress to a path to the demons. Even demons made out of steam cannot pass through a fortification unless it is submerged in 7/7 water or magma. Demons with syndrome attacks may attack through fortifications even without a path, although they appear to do so less frequently than if they have a path.&lt;br /&gt;
&lt;br /&gt;
Still, should you contain a group of demons composed of weaker materials, marksdwarves can be very effective.&lt;br /&gt;
&lt;br /&gt;
=== Melee combat ===&lt;br /&gt;
Demons can be very frightening melee opponents, as each one alone is nearly the size of a [[megabeast]], extremely fast, and has tremendous natural combat skills. That would be bad enough, but there tend to be pages of them rather than individuals. However, demons can still be defeated in melee combat.&lt;br /&gt;
&lt;br /&gt;
Despite their powerful attacks, many demons are made up of very flimsy materials, such as salt, snow, steam, or filth. A strong punch can decapitate creatures like this. Some demons, however, can be made of much harder materials, and it can be very difficult to bring down a demon composed of minerals or armor-quality metal. Blunt weapons can be reasonably effective against weaker-material demons by severing limbs and body parts despite blunt status, but are not nearly as effective against demons as they are against earthly foes that suffer from pain and blood loss; without internal organs or blood loss, piercing weapons are relatively ineffective. Good slashing weapons can reliably take down demons of any material type.&lt;br /&gt;
&lt;br /&gt;
The challenge of melee combat is how to deal with an enormous number of strong combatants while protecting against area-of-effect syndrome attacks and death explosions. Restraining visibility via a labyrinthine battleground is a good start. The area effects suggest meeting them with successive small waves of melee dwarves, but if the dwarves are too few, they'll be butchered by hundreds of angry demons before making a dent.&lt;br /&gt;
&lt;br /&gt;
In all cases, your demon-fighting melee dwarves should be very well armed and armored (steel and adamantine) and Legendary in some, if not all, of the relevant combat skills.&lt;br /&gt;
&lt;br /&gt;
=== Clean-up ===&lt;br /&gt;
Unfortunately, once the wave of demons has been dealt with, it's not yet over. [[Syndrome]]-bearing dust and blood may litter the battlefield and your survivors, and can be very difficult to isolate and contain. Some dwarves may carry burning items back from their encounters with very hot demons. Survivors should all pass through a shallow pool of water to wash them and their equipment of anything dangerous and to douse any flames. Any path used for the fight is best abandoned and walled up. Demons will continue to enter the Underworld from its map edges, as wildlife do on the surface, but path differently from the initial wave, content to wander through the Underworld even should a simple unobstructed path exist into your fortress.&lt;br /&gt;
&lt;br /&gt;
== Killed demons ==&lt;br /&gt;
Only unintelligent demons can be butchered in unmodded games, and butchering them yields products similar to those from [[forgotten beast]]s, including copious amounts of [[meat]] and [[bone]]s, vividly-colored [[hair]], [[feather]]s, [[scale]]s or [[chitin]], and [[shell]]s, if the demon had one. All materials obtained from demons have a value multiplier of 1, and aren't appreciably better than their mundane counterparts.&lt;br /&gt;
&lt;br /&gt;
Inorganic demons cannot be butchered, and after killing them you obtain only a massive demonic corpse to use in your [[stupid dwarf trick]].&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Little do demons know that though their claws and fire cannot pierce the [[adamantine]] sealing them away, a simple [[copper]] [[pick]] (or any other kind of pick, for that matter) can dig right through it with ease. Armok forbid these unholy creatures ever get their hands on one. &lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Example raws (as extracted from world.sav)|[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:DEMON_1]&lt;br /&gt;
[NAME:brine brute:brine brutes:brine brute]&lt;br /&gt;
[CASTE_NAME:brine brute:brine brutes:brine brute]&lt;br /&gt;
[GENERATED]&lt;br /&gt;
[DEMON]&lt;br /&gt;
[NATURAL_SKILL:WRESTLING:10]&lt;br /&gt;
[NATURAL_SKILL:BITE:10]&lt;br /&gt;
[NATURAL_SKILL:GRASP_STRIKE:10]&lt;br /&gt;
[NATURAL_SKILL:STANCE_STRIKE:10]&lt;br /&gt;
[NATURAL_SKILL:MELEE_COMBAT:10]&lt;br /&gt;
[NATURAL_SKILL:RANGED_COMBAT:10]&lt;br /&gt;
[NATURAL_SKILL:DODGING:10]&lt;br /&gt;
[NATURAL_SKILL:SITUATIONAL_AWARENESS:10]&lt;br /&gt;
[LARGE_ROAMING]&lt;br /&gt;
[LARGE_PREDATOR]&lt;br /&gt;
[DIFFICULTY:10]&lt;br /&gt;
[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
[UNDERGROUND_DEPTH:5:5]&lt;br /&gt;
[POPULATION_NUMBER:5:10]&lt;br /&gt;
[CLUSTER_NUMBER:1:5]&lt;br /&gt;
[FEMALE]&lt;br /&gt;
[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]&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:ANXIETY_PROPENSITY:0:0:0]&lt;br /&gt;
[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]&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:ASSERTIVENESS:100:100:100]&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:SWAYED_BY_EMOTIONS:0:0:0]&lt;br /&gt;
[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
[PERSONALITY:PRIDE:100:100:100]&lt;br /&gt;
[PERSONALITY:GREED:100:100:100]&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;
[MAGMA_VISION]&lt;br /&gt;
[EVIL]&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:FISHING]&lt;br /&gt;
[SPHERE:HUNTING]&lt;br /&gt;
[SPHERE:MISERY]&lt;br /&gt;
[SPHERE:TORTURE]&lt;br /&gt;
[BODY_SIZE:0:0:10000000]&lt;br /&gt;
[CREATURE_TILE:'&amp;amp;']&lt;br /&gt;
[NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
[BODY:RCP_BASIC_BODY_STANCE_WITH_HEAD_FLAG:RCP_TWO_FLIGHTLESS_WINGS]&lt;br /&gt;
[TISSUE:UNIFORM_TIS]&lt;br /&gt;
[TISSUE_NAME:tissue:NP]&lt;br /&gt;
[TISSUE_MATERIAL:SALT]&lt;br /&gt;
[TISSUE_MAT_STATE:SOLID_POWDER]&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;
[COLOR:7:0:1]&lt;br /&gt;
[NOBREATHE]&lt;br /&gt;
[EXTRAVISION]&lt;br /&gt;
[FLIER]&lt;br /&gt;
[FIXED_TEMP:10040]&lt;br /&gt;
[FIREIMMUNE]&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: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]) [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:Scramble:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
[GAIT:WALK:Faster Crawl:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
[GAIT:WALK:Fast Crawl:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
[GAIT:WALK:Crawl:2900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:WALK:Slow Crawl:5900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:WALK:Creep:8900: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;
[DESCRIPTION:A towering slug composed of salt.  It has wings and it has a gaunt appearance.]&lt;br /&gt;
[PREFSTRING:horrifying features]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Example [UNIQUE_DEMON] raws (as extracted from world.sav)|[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:DEMON_3]&lt;br /&gt;
[NAME:clear devil:clear devils:clear devilish]&lt;br /&gt;
[CASTE_NAME:clear devil:clear devils:clear devilish]&lt;br /&gt;
[GENERATED]&lt;br /&gt;
[UNIQUE_DEMON]&lt;br /&gt;
[SPREAD_EVIL_SPHERES_IF_RULER]&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;
[CAN_LEARN]&lt;br /&gt;
[CAN_SPEAK]&lt;br /&gt;
[DIFFICULTY:10]&lt;br /&gt;
[NO_GENDER]&lt;br /&gt;
[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]&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:ANXIETY_PROPENSITY:0:0:0]&lt;br /&gt;
[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]&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:ASSERTIVENESS:100:100:100]&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:SWAYED_BY_EMOTIONS:0:0:0]&lt;br /&gt;
[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
[PERSONALITY:PRIDE:100:100:100]&lt;br /&gt;
[PERSONALITY:GREED:100:100:100]&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;
[MAGMA_VISION]&lt;br /&gt;
[EVIL]&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:BLIGHT]&lt;br /&gt;
[SPHERE:DEATH]&lt;br /&gt;
[SPHERE:MURDER]&lt;br /&gt;
[SPHERE:TWILIGHT]&lt;br /&gt;
[BODY_SIZE:0:0:10000000]&lt;br /&gt;
[CREATURE_TILE:'&amp;amp;']&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_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS]&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;
[EXTRAVISION]&lt;br /&gt;
[FIXED_TEMP:10040]&lt;br /&gt;
[SELECT_MATERIAL:SCALE]&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:CLEAR]&lt;br /&gt;
[COLOR:0:0:1]&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:GOO:GOO_TEMPLATE]&lt;br /&gt;
[BLOOD:LOCAL_CREATURE_MAT:GOO:LIQUID]&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;
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
[ENTERS_BLOOD]&lt;br /&gt;
[SYNDROME]&lt;br /&gt;
[SYN_NAME:demon sickness]&lt;br /&gt;
[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
[SYN_IMMUNE_CREATURE:DEMON_3: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_DROWSINESS:SEV:100:PROB:100:START:565:PEAK:1649:END:4938:RESISTABLE:SIZE_DELAYS:SIZE_DILUTES]&lt;br /&gt;
[SECRETION:LOCAL_CREATURE_MAT:POISON:LIQUID:BY_CATEGORY:ALL:SCALE]&lt;br /&gt;
[FIREIMMUNE]&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: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;
[ATTACK:FSCRATCH:CHILD_TISSUE_LAYER_GROUP: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:MAIN]&lt;br /&gt;
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP: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:MAIN]&lt;br /&gt;
[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
[SELECT_MATERIAL:ALL]&lt;br /&gt;
[MAT_FIXED_TEMP:10040]&lt;br /&gt;
[HEATDAM_POINT:NONE]&lt;br /&gt;
[COLDDAM_POINT:NONE]&lt;br /&gt;
[IGNITE_POINT:NONE]&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: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;
[DESCRIPTION:A gigantic eyeless chameleon twisted into humanoid form.  It squirms and fidgets.  Its clear scales are large and set far apart.  Beware its noxious secretions!]&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|Fire immune}}&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:Demon]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = uthgúr&lt;br /&gt;
| elvish  = slevina&lt;br /&gt;
| goblin  = arstruk&lt;br /&gt;
| human   = rohir&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Cobaltite&amp;diff=280378</id>
		<title>DF2014 Talk:Cobaltite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Cobaltite&amp;diff=280378"/>
		<updated>2022-12-30T10:50:15Z</updated>

		<summary type="html">&lt;p&gt;Ringtail Raider: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Colors look wrong==&lt;br /&gt;
The color of cobaltite appears to have changed to be a more muted blue in v0.50. However, it seems like all the previous versions have also been changed to the new color instead of left pure blue. I have no idea how the template works for these, it's a lot more complicated-looking than the one used on metal pages, can this be fixed somehow? --[[User:Ringtail Raider|Ringtail Raider]] ([[User talk:Ringtail Raider|talk]]) 05:30, 30 December 2022 (UTC)&lt;br /&gt;
:Someone must have changed the color palette centrally to reflect the default palette changes in v50. Not sure if there is a good solution here that allows us to keep both palettes, but I will look around. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 05:53, 30 December 2022 (UTC)&lt;br /&gt;
:Specifically, this edit: https://dwarffortresswiki.org/index.php?title=Template:Fgcolor&amp;amp;diff=279848&amp;amp;oldid=259929 &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 05:54, 30 December 2022 (UTC)&lt;br /&gt;
::Unless there's any wiki code tricks I don't know it'll probably involve either editing all the pre-v50 or post-v50 articles to use different code or templates with the appropriate colors... --[[User:Ringtail Raider|Ringtail Raider]] ([[User talk:Ringtail Raider|talk]]) 10:50, 30 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Cobaltite&amp;diff=280362</id>
		<title>DF2014 Talk:Cobaltite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Cobaltite&amp;diff=280362"/>
		<updated>2022-12-30T05:30:59Z</updated>

		<summary type="html">&lt;p&gt;Ringtail Raider: Created page with &amp;quot;==Colors look wrong== The color of cobaltite appears to have changed to be a more muted blue in v0.50. However, it seems like all the previous versions have also been changed...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Colors look wrong==&lt;br /&gt;
The color of cobaltite appears to have changed to be a more muted blue in v0.50. However, it seems like all the previous versions have also been changed to the new color instead of left pure blue. I have no idea how the template works for these, it's a lot more complicated-looking than the one used on metal pages, can this be fixed somehow? --[[User:Ringtail Raider|Ringtail Raider]] ([[User talk:Ringtail Raider|talk]]) 05:30, 30 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trifle_pewter&amp;diff=280361</id>
		<title>Trifle pewter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trifle_pewter&amp;diff=280361"/>
		<updated>2022-12-30T05:10:05Z</updated>

		<summary type="html">&lt;p&gt;Ringtail Raider: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Alloy|name=Trifle pewter&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:TriflePewterSample.png|256px|center|frameless]]&lt;br /&gt;
|color=7:3:0&lt;br /&gt;
|color1=7:3:0&lt;br /&gt;
|color2=6:4:0&lt;br /&gt;
|uses=* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 2 [[Tin]] [[bar]]s&lt;br /&gt;
* 1 [[Copper]] [[bar]]&lt;br /&gt;
- or -&lt;br /&gt;
* 2 [[Cassiterite]]&lt;br /&gt;
* 1 [[Copper]] [[ore]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 4&lt;br /&gt;
{{firemagmasafe|no|no}}&lt;br /&gt;
* [[Melting point]] {{ct|10417}}&lt;br /&gt;
* [[Boiling point]] {{ct|14648}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 7280&lt;br /&gt;
* Liquid [[density]] 6990&lt;br /&gt;
* [[Specific heat]] 210&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Trifle pewter''' is an [[alloy]] of [[tin]] and [[copper]].&lt;br /&gt;
&lt;br /&gt;
Trifle pewter can be made using one of the following recipes:&lt;br /&gt;
* 2 [[Tin]] bars + 1 [[Copper]] bar = 3 Trifle pewter bars&lt;br /&gt;
* 2 [[Cassiterite]] + 1 [[Native copper]], [[Malachite]], or [[Tetrahedrite]] = 12 Trifle pewter bars&lt;br /&gt;
&lt;br /&gt;
Trifle pewter has a base value of 4, making it better for objects of wealth than its ingredients, whose base values are merely 2. Using tin and copper in this way is, however, still not advisable because [[fine pewter]] and [[bronze]] use the same ingredients (with different formulae), but have base values of 5.&lt;br /&gt;
&lt;br /&gt;
[[File:Curved rectangular hot-water bottle, France, 1751-1810 Wellcome L0057408.jpg|thumb|center|300px|Trifle pewter flask.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Sterling_silver&amp;diff=280360</id>
		<title>Sterling silver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Sterling_silver&amp;diff=280360"/>
		<updated>2022-12-30T05:09:49Z</updated>

		<summary type="html">&lt;p&gt;Ringtail Raider: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Alloy&lt;br /&gt;
|name=Sterling silver&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:SterlingSilverSample.png|256px|center|frameless]]&lt;br /&gt;
|color=7:7:1&lt;br /&gt;
|color1=7:7:1&lt;br /&gt;
|color2=6:4:0&lt;br /&gt;
|uses=* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 3 [[silver]] [[bar]]&lt;br /&gt;
* 1 [[copper]] [[bar]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 8&lt;br /&gt;
{{firemagmasafe|yes|no}}&lt;br /&gt;
* [[Melting point]] {{ct|11602}}&lt;br /&gt;
* [[Boiling point]] {{ct|13892}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 10490&lt;br /&gt;
* Liquid [[density]] 9320&lt;br /&gt;
* [[Specific heat]] 230&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Sterling silver''' is a [[silver]]-based [[alloy]], mixed 3:1 with copper, used to create [[furniture]] and miscellaneous objects. Its value is equal to that of its components, so this metal is only really useful if you want to cater to a [[preference]] or satisfy a [[demand]]. It does, however, possess a striking white color very similar to [[marble]].&lt;br /&gt;
&lt;br /&gt;
== In real life ==&lt;br /&gt;
&lt;br /&gt;
Pure silver is too soft to make functional items out of, so it is alloyed with other metals (primarily copper, but germanium, zinc and platinum can substitute) to make sterling silver – increasing its strength while retaining pure silver's ductile properties and natural beauty. While sterling silver is most commonly used for cutlery and ornamentation, some manufacturers make musical instruments from it, citing the unique sound character of the metal. Its naturally aseptic qualities also make it ideal for non-disposable surgical equipment.&lt;br /&gt;
&lt;br /&gt;
[[File:Chinese Export Punch Bowl, Hung Chong and Co., Shanghai, c. 1875, sterling silver - Huntington Museum of Art - DSC05428.JPG|thumb|center|300px|This is a ≡&amp;lt;&amp;lt;+sterling silver goblet+&amp;gt;&amp;gt;≡. On the item is an image of human soldiers and a flag. The human soldiers are raising the flag. The human soldiers are striking a triumphant pose. The item is decorated with studs of Sterling Silver.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Steel&amp;diff=280359</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Steel&amp;diff=280359"/>
		<updated>2022-12-30T05:09:30Z</updated>

		<summary type="html">&lt;p&gt;Ringtail Raider: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Alloy3&lt;br /&gt;
|name=Steel&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:SteelSample.png|256px|center|frameless]]&lt;br /&gt;
|color=0:7:1&lt;br /&gt;
|color1=0:0:1&lt;br /&gt;
|color2=0:0:1&lt;br /&gt;
|color3=7:0:1&lt;br /&gt;
|tile3=•&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]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[iron]] [[bar]] &lt;br /&gt;
* 1 [[pig iron]] [[bar]] &lt;br /&gt;
* 1 [[flux]] [[stone]]&lt;br /&gt;
* 1 [[fuel|coal]] [[bar]] &lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 30&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] {{ct|12718}}&lt;br /&gt;
* [[Boiling point]] {{ct|14968}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 7850&lt;br /&gt;
* Liquid [[density]] 6980&lt;br /&gt;
* [[Specific heat]] 500&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an [[alloy]] of [[iron]] and carbon ([[fuel|refined coal]]), made at a smelter. It is the best common metal for smithing most [[weapon]]s and [[armor]]. Steel also has the third highest value of all metals, tied with that of [[gold]].&lt;br /&gt;
&lt;br /&gt;
Steel can be created at a [[smelter]] by a [[dwarf]] with the [[furnace operator]] [[labor]] activated.&lt;br /&gt;
&lt;br /&gt;
==Sedimentary layers==&lt;br /&gt;
&lt;br /&gt;
To smelt steel, you will need [[iron]] [[bar]]s, [[flux]] stone, and [[fuel]]. Flux is used to remove impurities, including carbon, during the smelting process, while fuel (charcoal or coke) removes oxygen and puts back in a small amount of carbon.  The end result is steel: iron with just the right amount of carbon in it. The three ores of iron (hematite, magnetite, and limonite) can only be found in [[sedimentary layer]]s, with the exception of hematite, which can occasionally be found in igneous extrusive layers.  Furthermore, four of the five [[flux]] stones (calcite, chalk, dolomite, and limestone) are found only in sedimentary layers, as well as both [[coal]] ores (bituminous coal and lignite).&lt;br /&gt;
&lt;br /&gt;
If you have no sedimentary layers at your fortress site, your only hope to make steel is with:&lt;br /&gt;
* hematite from [[igneous extrusive]] layers, or iron ore imported from [[trade]] caravans, or [[melt]]ing iron items brought by [[siege]]rs ([[goblinite]]) and caravans&lt;br /&gt;
* marble from [[metamorphic]] layers, or imported [[flux]]&lt;br /&gt;
* [[charcoal]] from [[wood]], or coke from imported [[bituminous coal]] or [[lignite]]&lt;br /&gt;
&lt;br /&gt;
If you embark in a forest [[biome]], you can produce thousands of units of wood from the surface trees alone, without even tapping into the [[cavern]]s.  Charcoal requires more labor per unit than coke, but is often easier to acquire.&lt;br /&gt;
&lt;br /&gt;
Note that bituminous coal and lignite, like most stones, cost only 3☼ at embark or from caravans. With [[Sample_Starting_Builds#Minmax_build|a cunning-enough starting build]], it is possible to embark with enough coal boulders to produce several hundred units of coke, but only if your parent [[civilization]] has access to coal; otherwise, it will not be available at all.&lt;br /&gt;
&lt;br /&gt;
==Recipe==&lt;br /&gt;
&amp;lt;!-- EDITORS: If you think these calculations are incorrect, please explain on the Talk page. Also see &amp;quot;100% Recipe&amp;quot; in notes at bottom.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steel production is fairly complex compared to the creation of other [[alloy]]s, which only involves one step to combine bars of different pure [[metal]]s to create the final product. Steelmaking from iron bars* has 2 steps, and both steps require coke or charcoal ''as part of the actual reaction'', combining that &amp;quot;[[fuel]]&amp;quot; with the other ingredients. This is required ''in addition'' to any heating source, if using a non-magma smelter (full details below).&lt;br /&gt;
&lt;br /&gt;
: ''(* If starting from iron ''[[ore]]'', you will first need to create iron bars. Steel (or Pig Iron) cannot be created directly from ore. 1 ore creates 4 bars, but the recipe only requires 2 at a time.)''&lt;br /&gt;
&lt;br /&gt;
'''Recipe:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Necessary ingredients; produces '''2 bars of steel''':&lt;br /&gt;
:* 2 bars [[iron]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
:* 2 units [[flux]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
:* 4 units of [[fuel]] (or only 2 if magma powered)&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Notes:&lt;br /&gt;
:: 1) Unless you are using a [[magma smelter]], melting iron [[ore]] to create iron bars also requires +1 unit of fuel at a conventional ('''non'''-[[magma smelter|magma]]) [[smelter]], producing a total of 4 bars of iron, twice what the recipe uses. This translates to also needing &amp;quot;half a unit&amp;quot; of additional fuel to the ingredients above for each recipe. Since you cannot use &amp;quot;half a unit&amp;quot;, you will need a full unit up front, producing 4 iron bars to start, so add that in to any larger, long-term calculations for ore -&amp;gt; steel.&lt;br /&gt;
:: 2) [[Calcite]], [[Chalk]], [[Dolomite]], [[Limestone]], and/or [[Marble]]&lt;br /&gt;
:: 3) For larger production runs, if using a '''non'''-[[magma smelter]], you may also have to create more fuel. This means either burning wood at a [[wood furnace]], or using 1 fuel to turn [[bituminous coal]] into +8 fuel each or [[lignite]] into +4 fuel each. Add this to any larger, long-term calculations for steel production. (Read: Don't get caught short, and don't consume your very last fuel without a way of producing more!)&lt;br /&gt;
[[Image:SteelSword.png|thumb|right|200px|''A [[steel]] [[short sword]].'']]&lt;br /&gt;
'''Step 1:''' Use one iron bar to '''create [[pig iron]]''':&lt;br /&gt;
&lt;br /&gt;
:* 1 bar of [[iron]]&lt;br /&gt;
:* 1 [[flux]] stone&lt;br /&gt;
:* 1 unit of [[fuel]] (as a source of carbon)&lt;br /&gt;
:* 1 unit of fuel, or magma (to heat the forge)&lt;br /&gt;
: '''Produces''':&lt;br /&gt;
:* 1 bar of pig iron&lt;br /&gt;
&lt;br /&gt;
'''Step 2:''' Combine the pig iron bar with the second iron bar to '''produce steel''':&lt;br /&gt;
&lt;br /&gt;
:* 1 bar of iron&lt;br /&gt;
:* 1 bar of pig iron&lt;br /&gt;
:* 1 [[flux]] stone&lt;br /&gt;
:* 1 unit of fuel (as a source of carbon)&lt;br /&gt;
:* 1 unit of fuel, or magma (to heat the forge)&lt;br /&gt;
: '''Produces''':&lt;br /&gt;
:: '''2 bars of steel'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To go from raw materials to finished products (assuming 1 bar per crafted item) at a conventional forge, a total of...&lt;br /&gt;
* 8 iron bearing ore (= 32 iron bars)&lt;br /&gt;
* 32 flux stone&lt;br /&gt;
* 13 bituminous coal (or 26 lignite or 104 logs)&lt;br /&gt;
... will have no leftover raw material and will yield '''32''' single-bar steel items.  This is assuming, of course, that your dwarves can time-travel, and use the last remaining piece of coke to fire the [[furnace]], to create the first [[fuel]] to get things rolling.&lt;br /&gt;
 [[File:SteelChart.png|center|450px]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt;
&lt;br /&gt;
==100% Reaction Recipes==&lt;br /&gt;
&lt;br /&gt;
''' Recipe: Magma + catalyst '''&lt;br /&gt;
&lt;br /&gt;
1 [[iron]] [[ore]] + 4 [[flux]]stone  + 4 [[fuel]] = 4 bars of steel&lt;br /&gt;
:* 4 Bituminous coal + 9 [[iron]] [[ore]] + 36 [[Flux]]stone = 36 bars of steel&lt;br /&gt;
:* 4 [[Lignite]] + 5 [[iron]] [[ore]] + 20 [[Flux]]stone = 20 bars of steel&lt;br /&gt;
:* 8 [[Wood]] + 2 [[iron]] [[ore]] + 8 [[Flux]]stone = 8 bars of steel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''' Recipe: Non-Magma '''&lt;br /&gt;
&lt;br /&gt;
:* 9 [[wood]] + 1 [[iron]] [[ore]] + 4 [[flux]]stone = 4 bars of steel&lt;br /&gt;
:* 9 bituminous coal + 8 [[iron]] [[ore]] + 32 [[flux]]stone = 32 bars of steel&lt;br /&gt;
:*9 [[lignite]] + 4 x [[iron]] [[ore]] + 16 x [[flux]]stone = 16 bars of steel&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Automated steel production==&lt;br /&gt;
&lt;br /&gt;
You can fully automate the production of steel via the use of a [[work order]]. The arrangement of these orders would be:&lt;br /&gt;
&lt;br /&gt;
:*Make 9 [[coke]] from [[bituminous coal]] (or 18 [[lignite]], or make 72 [[charcoal]]), then add the {{K|c}}ondition to restart if completed, checked daily (press {{K|+}} or {{K|-}} until &amp;quot;Restart if completed, checked daily&amp;quot; is visible).&lt;br /&gt;
:*Smelt 8 [[magnetite]] ''(or [[hematite]] or [[limonite]])'' [[ore]], then add the {{K|c}}ondition to restart if completed, checked daily. then set the {{K|o}}rder condition to &amp;quot;Make 9 [[coke]] from [[bituminous coal]]&amp;quot;&lt;br /&gt;
:*Make 16 pig iron bars, then add the {{K|c}}ondition to restart if completed, checked daily. then set the {{K|o}}rder condition to &amp;quot;Smelt 8 magnetite ''(or etc.)'' ores&amp;quot;&lt;br /&gt;
:*Make 16 steel bars, then  add the {{K|c}}ondition to restart if completed, checked daily. then set the {{K|o}}rder condition to &amp;quot;Make 16 pig iron bars&amp;quot;&lt;br /&gt;
:*Wait until the &amp;quot;Smelt 8 magnetite&amp;quot; order activates (once the coke or charcoal is done) to set its {{K|o}}rder condition to &amp;quot;Make 16 steel bars&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This automated process would produce 32 steel bars every 4 days, assuming you have an adequate flow of ore, coke-producing stone, flux stone and labourers. You can also make multiple work order sets to increase production as much as necessary.&lt;br /&gt;
&lt;br /&gt;
==Planned Steel Production==&lt;br /&gt;
It is always recommended to have more [[iron]] bars than [[pig iron]] bars because, supposing you have an abundance of [[charcoal]]/[[coke]] and [[flux]], you can always turn iron into pig iron, but not vice versa. In a fortress with only a limited number of iron bars and pig iron bars, you want to plan the two steps of steel production to maximize the steel bar yield:&lt;br /&gt;
* Step 1: Make pig iron bars, but also leave enough iron bars available for step 2 of the steel bar production&lt;br /&gt;
* Step 2: Have iron bars and pig iron bars in ratio 1:1, process them into steel bars&lt;br /&gt;
&lt;br /&gt;
===Questions===&lt;br /&gt;
* How many pig iron job orders should be issued to result in a 1:1 iron to pig iron ratio?&lt;br /&gt;
* How many steel bars can be optimally produced from all this?&lt;br /&gt;
&lt;br /&gt;
===General formulas===&lt;br /&gt;
Variables:&lt;br /&gt;
    ''i'': number of available iron bars&lt;br /&gt;
    ''p'': number of available pig iron bars&lt;br /&gt;
&lt;br /&gt;
Formula for stage 1, pig iron production plan:&lt;br /&gt;
&lt;br /&gt;
    ''j'': job orders for pig iron production to be issued&lt;br /&gt;
    ''j'' = (''i'' – ''p'')/2 (round down for iron surplus, or up for pig iron surplus)&lt;br /&gt;
&lt;br /&gt;
It is recommended to round down for iron surplus. Should need arise, an iron bar can be forged into a [[weapon]], whereas a pig iron bar cannot.&lt;br /&gt;
&lt;br /&gt;
Formula for the potential steel bar yield:&lt;br /&gt;
&lt;br /&gt;
    ''s'': number of potential steel bars&lt;br /&gt;
    ''s'' = 2 * (round_down(''j'') + p)&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
'''Question:'''&lt;br /&gt;
&lt;br /&gt;
If I have 32 iron bars and 8 pig iron bars, how many steel bars can I produce from this and how? (Presupposing an abundance of [[flux]] and [[fuel]])&lt;br /&gt;
&lt;br /&gt;
'''Current stocks:'''&lt;br /&gt;
* 32 iron bars&lt;br /&gt;
* 8 pig iron bars&lt;br /&gt;
    ''i'' = 32&lt;br /&gt;
    ''p'' = 8&lt;br /&gt;
&lt;br /&gt;
'''Calculation:'''&lt;br /&gt;
&lt;br /&gt;
Formula for pig iron job orders, (where ''i'' &amp;gt; ''p''):&lt;br /&gt;
&lt;br /&gt;
    ''j'' = (''i'' – ''p'')/2&lt;br /&gt;
    ''j'' = (32 – 8)/2&lt;br /&gt;
    ''j'' = 24/2&lt;br /&gt;
&lt;br /&gt;
    ''j'' = 12 (rounded down)&lt;br /&gt;
&lt;br /&gt;
Formula for expected steel bar yield:&lt;br /&gt;
&lt;br /&gt;
    ''s'' = 2 * (round_down(''j'') + p)&lt;br /&gt;
    ''s'' = 2 * (12 + 8)&lt;br /&gt;
    ''s'' = 2 * 20&lt;br /&gt;
&lt;br /&gt;
    ''s'' = 40&lt;br /&gt;
&lt;br /&gt;
This can also be calculated from the initial amounts:&lt;br /&gt;
&lt;br /&gt;
    ''s'' = ''i'' + ''p'' rounded down to the closest even number&lt;br /&gt;
&lt;br /&gt;
'''Answer:'''&lt;br /&gt;
&lt;br /&gt;
From 32 iron bars and 8 pig iron bars, 40 steel bars can be produced. Here is how:&lt;br /&gt;
&lt;br /&gt;
'''Plan:'''&lt;br /&gt;
* Stage 1: Issue 12 job orders to make pig iron bars. This will turn 12 iron bars into 12 pig iron bars. 20 of our original 32 iron bars will remain. 12 new pig iron bars are produced, increasing pig iron bar stocks from 8 to 20.&lt;br /&gt;
* Stage 2: After stage 1 is completed, we will have 20 iron bars and 20 pig iron bars. We issue 20 job orders to make steel bars (each job order will produce two steel bars).&lt;br /&gt;
* Result: 40 new steel bars, 0 iron bars, 0 pig iron bars left unused. &lt;br /&gt;
Note: 10 metal bars can produce a full set of [[armor]] and a [[weapon]] for one [[soldier]].&lt;br /&gt;
&lt;br /&gt;
===Simplification, rule of thumb===&lt;br /&gt;
If there are at least 20 iron bars more than pig iron bars, issue a job order to make 10 [[pig iron]] bars. If not, issue job orders to make steel bars, as many as there are pig iron bars.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = deler&lt;br /&gt;
| elvish  = inire&lt;br /&gt;
| goblin  = zodsto&lt;br /&gt;
| human   = kadest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Rose_gold&amp;diff=280358</id>
		<title>Rose gold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Rose_gold&amp;diff=280358"/>
		<updated>2022-12-30T05:07:26Z</updated>

		<summary type="html">&lt;p&gt;Ringtail Raider: &lt;/p&gt;
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{{Alloy|name=Rose Gold&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:RoseGoldSample.png|256px|center|frameless]]&lt;br /&gt;
|color=5:5:1&lt;br /&gt;
|color1=6:6:1&lt;br /&gt;
|color2=6:4:0&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 3 [[gold]] [[bar]]s&lt;br /&gt;
* 1 [[copper]] [[bar]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 23&lt;br /&gt;
{{firemagmasafe|yes|no}}&lt;br /&gt;
* [[Melting point]] {{ct|11915}}&lt;br /&gt;
* [[Boiling point]] {{ct|15141}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 19320&lt;br /&gt;
* Liquid [[density]] 17310&lt;br /&gt;
* [[Specific heat]] 129&lt;br /&gt;
}}{{av}}{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
'''Rose gold''' is an [[alloy]] of [[gold]] and [[copper]], made at a [[smelter]].  It is made by combining three gold [[bar]]s with one copper bar, which results in four rose gold bars. The value of this is a little subjective, as the total material worth of the produced metal is the same as that of the ingredients (3*30 and 1*2 -&amp;gt; 4*23).  However, on screen it is a lovely pink color.&lt;br /&gt;
&lt;br /&gt;
Disregarding [[fuel]], you lose the possible utility of the copper bar to get purple-coloured furniture and crafts (for buildings and constructions, [[bismuth]] will produce the same color). If you have no magma access then the transition will cost you fuel as well, so it's really a question of how important it is that you get purple [[metal]].&lt;br /&gt;
&lt;br /&gt;
One quirk of rose gold is that it is the same density as gold, despite using a much lighter copper bar in its creation.  If you're in need of a lot of especially heavy items for your [[stupid dwarf trick]], this bears consideration.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = istbar limul | elvish = sareve ithi | goblin = umstos ongong | human = tawki abli}}&lt;br /&gt;
&lt;br /&gt;
[[File:The Jane Seymour - I.jpg|thumb|center|300px|Rose gold ring.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pig_iron&amp;diff=280357</id>
		<title>Pig iron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pig_iron&amp;diff=280357"/>
		<updated>2022-12-30T05:06:55Z</updated>

		<summary type="html">&lt;p&gt;Ringtail Raider: &lt;/p&gt;
&lt;hr /&gt;
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{{Quality|Unrated}}&lt;br /&gt;
{{Alloy3&lt;br /&gt;
|name=Pig iron&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:PigIron Swatch.png|256px|center|frameless]]&lt;br /&gt;
|color=0:7:1&lt;br /&gt;
|color1=0:7:1&lt;br /&gt;
|color2=7:0:1&lt;br /&gt;
|tile2=•&lt;br /&gt;
|color3=0:0:1&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[steel]] at [[smelter]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[Iron]] [[bar]]&lt;br /&gt;
* 1 [[Flux]] [[stone]]&lt;br /&gt;
* 1 [[Fuel|Coal]] [[bar]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 10&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] {{ct|12106}}&lt;br /&gt;
* [[Boiling point]] {{ct|13968}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 7850&lt;br /&gt;
* Liquid [[density]] 6980&lt;br /&gt;
* [[Specific heat]] 500&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Pig iron''' bars can be created at a [[smelter]] by a dwarf with the [[Furnace_operator|furnace operating]] labor activated.&lt;br /&gt;
&lt;br /&gt;
The recipe for pig iron is: one [[iron]] [[bar]], one [[flux]] material, and one unit of [[fuel]] will create one pig iron bar. Note that the fuel is part of the reaction as a source of carbon - even when using a [[magma smelter]] you will need one unit of fuel, and for a normal smelter you will need two, with the second unit being used to ''fuel'' the smelter. The flux material must be a [[stone]], not a block, and the fuel must be coke or charcoal, not wood.&lt;br /&gt;
&lt;br /&gt;
Pig iron is mainly used as a component in the manufacture of [[steel]] but can also be used for buildings and constructions that allow bars and have no restrictions on what type of [[bar]]s to use; however, it cannot be used to make any other products. It is possible to [[decoration|stud]] other objects with pig iron, although the option isn't available at the forge, and instead needs to be ordered by the [[manager]]. &lt;br /&gt;
&lt;br /&gt;
Dwarves can have a [[preference]] for pig iron and will be happier in a room whose floors and walls are made of it. Keeping a few spare pig iron bars may be marginally useful for [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
After years of extensive dwarven research, scientists have concluded that no, pig iron is not related to [[pig]]s in any way, and is therefore impossible to craft into ☼steel bacon☼.&lt;br /&gt;
&lt;br /&gt;
Stories of a [[skill|legendary]] [[ranger]] carrying pig iron on his hip are so far unproven.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = thuveg datan | elvish = sano icori | goblin = dul dusna | human = pum uzin}}&lt;br /&gt;
&lt;br /&gt;
== In real life ==&lt;br /&gt;
Pig iron is a high-carbon iron that is an intermediate product in the production of wrought iron as well as steel. It is very brittle and thus, as in ''Dwarf Fortress'', only marginally useful except as a step towards better materials. Its name comes from the traditional shape of pig iron castings, consisting of a central runner with ingots on each side at right angles, resembling a sow suckling a litter of piglets.&lt;br /&gt;
&lt;br /&gt;
[[File:Pig iron1.jpg|thumb|center|400px|Pig iron in a display case.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Nickel_silver&amp;diff=280356</id>
		<title>Nickel silver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Nickel_silver&amp;diff=280356"/>
		<updated>2022-12-30T05:06:32Z</updated>

		<summary type="html">&lt;p&gt;Ringtail Raider: &lt;/p&gt;
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{{Quality|Unrated}}&lt;br /&gt;
{{Alloy3&lt;br /&gt;
|name=Nickel silver&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:NickelSilverSample.png|256px|center|frameless]]&lt;br /&gt;
|color=7:7:1&lt;br /&gt;
|color1=7:3:0&lt;br /&gt;
|color2=6:4:0&lt;br /&gt;
|color3=7:3:0&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 2 [[nickel]] [[bar]]&lt;br /&gt;
* 1 [[copper]] [[bar]]&lt;br /&gt;
* 1 [[zinc]] [[bar]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 3&lt;br /&gt;
{{firemagmasafe|yes|no}}&lt;br /&gt;
* [[Melting point]] {{ct|11620}}&lt;br /&gt;
* [[Boiling point]] {{ct|15243}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 8650&lt;br /&gt;
* Liquid [[density]] 7810&lt;br /&gt;
* [[Specific heat]] 444&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Nickel silver''' is a [[metal]] produced from a mixture of [[nickel]], [[zinc]] and [[copper]].  Despite its name, it does not contain [[silver]]. Because the components of nickel silver can be forged into (much more valuable) [[brass]] instead, there is no specific reason to create nickel silver unless one of your dwarves [[preferences|likes it]].&lt;br /&gt;
&lt;br /&gt;
Smelting nickel silver produces 4 bars, meaning there is a net gain in value from 8 to 12.&lt;br /&gt;
&lt;br /&gt;
Nickel silver is '''not''' magma-safe.&lt;br /&gt;
&lt;br /&gt;
[[File:CortezRodriguezWorkshopSMA005.jpg|thumb|center|350px|A nickel silver chest. It is studded with nickel silver. It is encrusted with an oval turquoise cabochon.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Lay_pewter&amp;diff=280355</id>
		<title>Lay pewter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Lay_pewter&amp;diff=280355"/>
		<updated>2022-12-30T05:05:05Z</updated>

		<summary type="html">&lt;p&gt;Ringtail Raider: &lt;/p&gt;
&lt;hr /&gt;
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{{Alloy3|name=Lay pewter&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:LayPewterSample.png|256px|center|frameless]]&lt;br /&gt;
|color=3:7:0&lt;br /&gt;
|color1=7:3:0&lt;br /&gt;
|color2=6:4:0&lt;br /&gt;
|color3=0:7:1&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 2 [[Tin]] [[bar]]s&lt;br /&gt;
* 1 [[Copper]] [[bar]]&lt;br /&gt;
* 1 [[Lead]] [[bar]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 3&lt;br /&gt;
{{firemagmasafe|no|no}}&lt;br /&gt;
* [[Melting point]] {{ct|10417}}&lt;br /&gt;
* [[Boiling point]] {{ct|14684}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 7280&lt;br /&gt;
* Liquid [[density]] 6990&lt;br /&gt;
* [[Specific heat]] 210&lt;br /&gt;
}}{{av}}{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
'''Lay pewter''' is an [[alloy]] that cannot be smelted directly from [[ore]]; it can only be created from [[bar]]s of metal, at a [[smelter]], using the following recipe:&lt;br /&gt;
&lt;br /&gt;
*2 [[Tin]] [[bar]]s + 1 [[Copper]] bar + 1 [[Lead]] bar&lt;br /&gt;
&lt;br /&gt;
Lay pewter has a base value of 3, which would make it preferable over its ingredient metals for creating objects of [[value]], since all of its ingredients have a value of only 2.  However, with the same ingredients (in a different formula) you get more value from making [[trifle pewter]] or, better still, [[bronze]] or [[fine pewter]], and using lead as-is (separately). &lt;br /&gt;
&lt;br /&gt;
Lay pewter is notable for producing [[bar]]s, [[furniture]] and [[crafts]] that appear in-game as teal-colored, a color shared only by [[clear glass]] and [[spore tree]] wood.&lt;br /&gt;
&lt;br /&gt;
Technically ''(i.e. &amp;quot;in real life&amp;quot;)'', lay pewter is [[trifle pewter]] that has been cut with [[lead]]; it is less valuable, but you get more of it. &lt;br /&gt;
&lt;br /&gt;
[[File:Pewter chunks.JPG|thumb|center|150px|Lay pewter]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fine_pewter&amp;diff=280353</id>
		<title>Fine pewter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fine_pewter&amp;diff=280353"/>
		<updated>2022-12-30T05:04:46Z</updated>

		<summary type="html">&lt;p&gt;Ringtail Raider: &lt;/p&gt;
&lt;hr /&gt;
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{{Alloy|name=Fine pewter&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:FinePewterSample.png|256px|center|frameless]]&lt;br /&gt;
|color=7:7:1&lt;br /&gt;
|color1=7:3:0&lt;br /&gt;
|color2=6:4:0&lt;br /&gt;
|uses=* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 3 [[Tin]] [[bar]]s&lt;br /&gt;
* 1 [[Copper]] [[bar]]&lt;br /&gt;
- or -&lt;br /&gt;
* 3 [[Cassiterite]]&lt;br /&gt;
* 1 [[Copper]] [[ore]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 5&lt;br /&gt;
{{firemagmasafe|no|no}}&lt;br /&gt;
* [[Melting point]] {{ct|10417}}&lt;br /&gt;
* [[Boiling point]] {{ct|14648}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 7280&lt;br /&gt;
* Liquid [[density]] 6990&lt;br /&gt;
* [[Specific heat]] 210&lt;br /&gt;
}}{{av}}{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
'''Fine pewter''' is an [[alloy]] of [[tin]] and [[copper]].&lt;br /&gt;
&lt;br /&gt;
Fine pewter can be made using one of the following recipes:&lt;br /&gt;
*3 [[Tin]] bars + 1 [[Copper]] bar = 4 Fine pewter bars&lt;br /&gt;
*3 [[Cassiterite]] + 1 [[Native copper]], [[Malachite]], or [[Tetrahedrite]] = 16 Fine pewter bars&lt;br /&gt;
&lt;br /&gt;
Fine pewter has a material value of 5. This represents a significant increase over its component parts (which all have a value of 2), making fine pewter suitable for creating mid-value furniture and items. If you have an abundance of tin, this is the best form of [[pewter]] to make. &lt;br /&gt;
&lt;br /&gt;
Note that [[bronze]] uses the same ingredients (though in different proportions), has the same material value, and is also useful as a mid-grade [[weapon]]s material, while [[bismuth bronze]] is more valuable. However, you can produce 16 bars of fine pewter with a single unit of [[fuel]] (when smelting from [[ore]]s), giving fine pewter a slight advantage over bronze if fuel is constrained.&lt;br /&gt;
&lt;br /&gt;
[[File:State Gifts Ewer.JPG|thumb|center|300px|Fine pewter jug.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Electrum&amp;diff=280352</id>
		<title>Electrum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Electrum&amp;diff=280352"/>
		<updated>2022-12-30T05:03:37Z</updated>

		<summary type="html">&lt;p&gt;Ringtail Raider: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Alloy|name=Electrum&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:ElectrumSample.png|256px|center|frameless]]&lt;br /&gt;
|color=6:6:1&lt;br /&gt;
|color1=7:7:1&lt;br /&gt;
|color2=6:6:1&lt;br /&gt;
|uses=* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[Silver]] [[bar]]&lt;br /&gt;
* 1 [[Gold]] [[bar]]&lt;br /&gt;
- or -&lt;br /&gt;
* 1 [[Silver]] [[ore]]&lt;br /&gt;
* 1 [[Native gold]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 20&lt;br /&gt;
{{firemagmasafe|yes|no}}&lt;br /&gt;
* [[Melting point]] {{ct|11828}}&lt;br /&gt;
* [[Boiling point]] {{ct|14968}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 14905&lt;br /&gt;
* Liquid [[density]] 13000&lt;br /&gt;
* [[Specific heat]] 180&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Electrum''' is an [[alloy]] of equal parts [[gold]] and [[silver]]. Electrum [[bar]]s can be made at a [[smelter]] by a dwarf with the [[furnace operating]] labor activated. Electrum is useful for high-value [[crafts]], [[furniture]], and [[decoration]]s.&lt;br /&gt;
&lt;br /&gt;
One [[gold]] bar and one [[silver]] bar will produce two electrum bars. One gold nugget and one silver-bearing [[ore]] will produce eight electrum bars.&lt;br /&gt;
&lt;br /&gt;
Smelting bars together consumes a value 30 material and a value 10 material to produce two units of value 20, thus producing no net gain (or loss); you're taking a high-value item and a medium-value item and averaging their values. The value relative to density is improved greatly, however, and makes hauling jobs much more efficient. Smelting the ores directly saves you five units of [[fuel]] (if you don't have access to [[magma]]). Moreover, low-value [[galena]] or [[tetrahedrite]] can be substituted for [[native silver]] or [[horn silver]], producing more value overall than would be generated from smelting the ores separately. Thus, if you have access to galena or tetrahedrite, producing electrum bars creates value. &lt;br /&gt;
&lt;br /&gt;
[[File:Gobelet Monstres Electrum Marlik Louvre AO 20281 14012018 2.jpg|thumb|center|300px|This is an x+electrum goblet+x. On the item is an image of two forgotten beasts and two gazelles. The two forgotten beasts are raising the two gazelles. The two forgotten beasts are screaming. The two gazelles look terrified.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bronze&amp;diff=280351</id>
		<title>Bronze</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bronze&amp;diff=280351"/>
		<updated>2022-12-30T05:02:54Z</updated>

		<summary type="html">&lt;p&gt;Ringtail Raider: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{Alloy|name=Bronze&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:BronzeSample.png|256px|center|frameless]]&lt;br /&gt;
|color=6:4:0&lt;br /&gt;
|color1=7:3:0&lt;br /&gt;
|color2=6:4:0&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;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[tin]] [[bar]]&lt;br /&gt;
* 1 [[copper]] [[bar]]&lt;br /&gt;
- or -&lt;br /&gt;
* 1 [[cassiterite]]&lt;br /&gt;
* 1 [[copper]] [[ore]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 5&lt;br /&gt;
{{firemagmasafe|yes|no}}&lt;br /&gt;
* [[Melting point]] {{ct|11868}}&lt;br /&gt;
* [[Boiling point]] {{ct|14140}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 8250&lt;br /&gt;
* Liquid [[density]] 8020&lt;br /&gt;
* [[Specific heat]] 435&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Bronze''' is an [[alloy]] of [[tin]] and [[copper]], which can be used to create all metallic items in the game.&lt;br /&gt;
&lt;br /&gt;
== Smelting ==&lt;br /&gt;
Bronze can be made at the [[Smelter]] or [[Magma smelter]] using one of the following recipes:&lt;br /&gt;
&lt;br /&gt;
* from [[ore]]: 1 [[Cassiterite]] + 1 {[[Native copper]], [[Malachite]] &amp;lt;u&amp;gt;or&amp;lt;/u&amp;gt; [[Tetrahedrite]]} = 8 Bronze bars&lt;br /&gt;
* from [[bar]]s: 1 [[Tin]] bar + 1 [[Copper]] bar = 2 Bronze bars&lt;br /&gt;
== Use ==&lt;br /&gt;
Bronze can be forged into [[weapon]]s and [[armor]], and has [[Weapon#Material|material qualities]] very close to [[iron]]. Bronze can also be used to make [[furniture]] and other objects at a [[metalsmith's forge]]. It has a [[value]] of 5 and uses the same ingredients as [[fine pewter]] (which also has a value of 5). If you find yourself short of [[tin]], use this metal to make your objects of art instead of using [[fine pewter]]. If you are using ores to smelt bronze, you can produce 8 bars of weapon-grade metal with one unit of [[fuel]], making it an extremely useful material.&lt;br /&gt;
&lt;br /&gt;
Alternatively, copper and tin can also be alloyed with [[bismuth]], in order to make the alloy [[bismuth bronze]]. While this doesn't improve the properties of the materials, it does result in a modest increase in [[value]] and cuts the cost in tin in half. &lt;br /&gt;
&lt;br /&gt;
The one major drawback of bronze compared to iron is that it cannot be used to make [[anvil|anvils]].&lt;br /&gt;
&lt;br /&gt;
== Material properties ==&lt;br /&gt;
As mentioned before, bronze has material properties that are very similar to those of [[iron]], and is a significant improvement over [[copper]], except for blunt weapons where its superior edge properties are virtually irrelevant. If your fortress is in an area without significant quantities of iron ore, then bronze is a very good substitute. However, the material properties of bronze are inferior to those of [[steel]] in virtually every way.&lt;br /&gt;
&lt;br /&gt;
The properties of [[bismuth bronze]] are identical in every way to standard bronze, the only differences are that items made from bizmuth bronze are 20% more [[value|valuable]] (×6 vs. ×5), and the [[color]] of bismuth bronze items in-game is yellow rather than brown.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = kilrud&lt;br /&gt;
| elvish  = dagi&lt;br /&gt;
| goblin  = susäl&lt;br /&gt;
| human   = zobsha&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:AMGR - Helm Sehlsdorf.jpg|thumb|center|230px|Bronze helm.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Brass&amp;diff=280350</id>
		<title>Brass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Brass&amp;diff=280350"/>
		<updated>2022-12-30T05:02:38Z</updated>

		<summary type="html">&lt;p&gt;Ringtail Raider: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Alloy|name=Brass|c&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:BrassSample.png|256px|center|frameless]]&lt;br /&gt;
|color=6:6:1&lt;br /&gt;
|color1=7:3:0&lt;br /&gt;
|color2=6:4:0&lt;br /&gt;
|uses=* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[zinc]] [[bar]]&lt;br /&gt;
* 1 [[copper]] [[bar]]&lt;br /&gt;
- or -&lt;br /&gt;
* 1 [[zinc]] [[ore]]&lt;br /&gt;
* 1 [[copper]] [[ore]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 7&lt;br /&gt;
{{firemagmasafe|yes|no}}&lt;br /&gt;
* [[Melting point]] {{ct|11656}}&lt;br /&gt;
* [[Boiling point]] {{ct|14068}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 8550&lt;br /&gt;
* Liquid [[density]] 8000&lt;br /&gt;
* [[Specific heat]] 377&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Brass''' is an [[metal|alloy]] of [[zinc]] and [[copper]]. Brass can be used to make [[furniture]] and [[metal crafter|other objects]] at a [[metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
Brass can be made using one of the following recipes:&lt;br /&gt;
*[[Zinc]] bar + [[Copper]] bar = 2 brass bars&lt;br /&gt;
*[[Sphalerite]] + [[Native copper]] or [[Malachite]] or [[Tetrahedrite]] = 8 brass bars&lt;br /&gt;
&lt;br /&gt;
Zinc and copper both have a [[material value]] of 2, but brass has a value of 7, making it a very profitable alloy to produce (specifically, a value increase of 250%). Note that brass is not [[magma-safe]].&lt;br /&gt;
&lt;br /&gt;
[[File:Zoroastrian temple doors in Yazd.jpg|thumb|center|400px|This is a finely crafted brass door. It is studded with brass. On the item is an image of two humans and two spears in brass. The humans are holding the spears.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = konos&lt;br /&gt;
| elvish  = irìci&lt;br /&gt;
| goblin  = orbuk&lt;br /&gt;
| human   = athod&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Black_bronze&amp;diff=280349</id>
		<title>Black bronze</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Black_bronze&amp;diff=280349"/>
		<updated>2022-12-30T05:00:34Z</updated>

		<summary type="html">&lt;p&gt;Ringtail Raider: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Alloy3|name=Black Bronze&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:BlackBronzeSample.png|256px|center|frameless]]&lt;br /&gt;
|color=5:6:0&lt;br /&gt;
|color1=6:4:0&lt;br /&gt;
|color2=7:7:1&lt;br /&gt;
|color3=6:6:1&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Metal crafter|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 2 [[Copper]] [[bar]]s&lt;br /&gt;
* 1 [[Silver]] [[bar]]&lt;br /&gt;
* 1 [[Gold]] [[bar]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 11&lt;br /&gt;
{{firemagmasafe|yes|no}}&lt;br /&gt;
* [[Melting point]] {{ct|11952}}&lt;br /&gt;
* [[Boiling point]] {{ct|14611}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 8930&lt;br /&gt;
* Liquid [[density]] 8020&lt;br /&gt;
* [[Specific heat]] 385&lt;br /&gt;
|wiki=Hepatizon&lt;br /&gt;
}}{{av}}&lt;br /&gt;
'''Black bronze''' is a semiprecious alloy of [[copper]], [[gold]] and [[silver]]. Unlike [[bronze|regular]] or [[bismuth bronze]], black bronze cannot be used to create [[weapon]]s or [[armor]], restricting its uses to [[Blacksmith|blacksmithing]] and [[Metal crafter|metalcrafting]] purposes. Black bronze cannot be [[Smelter|smelt]]ed directly from [[ore]], but only from [[bar]]s of pure [[metal]]s. Unlike some [[alloy]]s, the [[Item value|value]] of a bar of black bronze is equal exactly to the average value of its components – creating this alloy does not increase the total value of the material (2 [[copper]] bars at 2☼ each + 1 [[silver]] bar at 10☼ + 1 [[gold]] bar at 30☼ = 44☼/4 bars = 11☼/bar of black bronze).&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = udir kilrud | elvish = opa dagi | goblin = ogur susäl | human = oth zobsha}}&lt;br /&gt;
&lt;br /&gt;
[[File:Armreif aus Corinthium aes.jpg|thumb|center|350px|Black bronze bracelet.]]&lt;br /&gt;
&lt;br /&gt;
== In real life ==&lt;br /&gt;
The actual composition and process of creating Black Corinthian Bronze has been lost to history, as is typical of closely guarded trade secrets of pre-industrial society.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bismuth_bronze&amp;diff=280348</id>
		<title>Bismuth bronze</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bismuth_bronze&amp;diff=280348"/>
		<updated>2022-12-30T05:00:15Z</updated>

		<summary type="html">&lt;p&gt;Ringtail Raider: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Alloy3|name=Bismuth bronze&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:BismuthBronzeSample.png|256px|center|frameless]]&lt;br /&gt;
|color=6:6:1&lt;br /&gt;
|color1=7:3:0&lt;br /&gt;
|color2=6:4:0&lt;br /&gt;
|color3=5:5:1&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[Tin]]&lt;br /&gt;
* 2 [[Copper]]&lt;br /&gt;
* 1 [[Bismuth]]&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;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 6&lt;br /&gt;
{{firemagmasafe|yes|no}}&lt;br /&gt;
* [[Melting point]] {{ct|11868}}&lt;br /&gt;
* [[Boiling point]] {{ct|14140}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 8250&lt;br /&gt;
* Liquid [[density]] 8020&lt;br /&gt;
* [[Specific heat]] 435&lt;br /&gt;
}}{{av}}{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
'''Bismuth bronze''' is an alloy of [[copper]], [[tin]] and [[bismuth]]. It has exactly the same [[weapon]] and [[armor]] properties as regular [[bronze]].&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Just like regular bronze, it can be used to make weapons and armour, along with all [[furniture]] and other objects.  Bismuth bronze is 20% more [[value|valuable]] than [[bronze]] and three times more [[value|valuable]] than its component parts.&lt;br /&gt;
&lt;br /&gt;
==Obtaining==&lt;br /&gt;
&lt;br /&gt;
Bismuth bronze is made with the following recipe:&lt;br /&gt;
&lt;br /&gt;
* 1 [[tin]] [[bar]] + 2 [[copper]] bars + 1 [[bismuth]] bar (not [[ore]]s)&lt;br /&gt;
&lt;br /&gt;
Because of these proportions, bismuth bronze is produced in lots of four bars at a time.  While the ores must be smelted normally, only one additional [[fuel]] is needed to produce those four bars of bismuth bronze from the four bars noted above at a regular [[smelter]]. At a [[magma smelter]], fuel isn't an issue, although the additional time and labor of smelting each ore into bars should still be considered.&lt;br /&gt;
&lt;br /&gt;
Bismuth bronze also provides more weapons-grade metal per tin bar than regular bronze, which may be a consideration if [[cassiterite]] is rare on your map.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
In real life, bismuth bronze is often used in applications where ordinary bronze would corrode. Unlike in Dwarf Fortress, real bismuth bronze typically does not contain more than 1-3% bismuth by weight, though in some cases, up to 6% bismuth may be used.&lt;br /&gt;
&lt;br /&gt;
[[File:combronze.jpg|thumb|250px|center|Long bismuth bronze bars.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Billon&amp;diff=280347</id>
		<title>Billon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Billon&amp;diff=280347"/>
		<updated>2022-12-30T04:59:53Z</updated>

		<summary type="html">&lt;p&gt;Ringtail Raider: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Alloy&lt;br /&gt;
|name=Billon&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:BillonSample.png|256px|center|frameless]]&lt;br /&gt;
|color=7:3:0&lt;br /&gt;
|color1=7:7:1&lt;br /&gt;
|color2=6:4:0&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[silver]] [[bar]]&lt;br /&gt;
* 1 [[copper]] [[bar]]&lt;br /&gt;
- or -&lt;br /&gt;
* 1 [[silver]] [[ore]]&lt;br /&gt;
* 1 [[copper]] [[ore]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 6&lt;br /&gt;
{{firemagmasafe|yes|no}}&lt;br /&gt;
* [[Melting point]] {{ct|11952}}&lt;br /&gt;
* [[Boiling point]] {{ct|14611}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 8930&lt;br /&gt;
* Liquid [[density]] 8020&lt;br /&gt;
* [[Specific heat]] 385&lt;br /&gt;
|wiki=Billon (alloy)&lt;br /&gt;
}}{{av}}{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
'''Billon''' is an alloy of equal parts [[silver]] and [[copper]]. Historically, billon was used to mint [[coins]], but it remains to be seen if billon coins will be useful when the [[dwarven economy]] is re-developed. &lt;br /&gt;
&lt;br /&gt;
Two billon bars can be made at a [[smelter]] from 1 silver [[bar]] and 1 copper bar, which does not create an increase in value. However, eight billon bars can be created by smelting 1 silver-bearing [[ore]] and 1 copper-bearing ore.  Since [[tetrahedrite]] counts as both types of ore, two tetrahedrite nuggets can yield eight bars of billon for a roughly 70% increase in value over smelting the tetrahedrite nuggets separately. This recipe will only be used when no other silver-bearing ores are available to the [[smelter]], otherwise [[silver|silver nugget]]s or [[galena]] ore will be used as the silver-bearing ore, though tetrahedrite can still serve as the copper-bearing ore.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Unlike both of its constituent metals, billon cannot be used to forge weapons or ammunition. Billon can be used to make moderately valuable furniture and other objects at a [[Metalsmith's forge]]. Be aware, however, that it is not [[magma-safe]].&lt;br /&gt;
&lt;br /&gt;
[[File:Henry VIII teston 602365.jpg|thumb|center|400px|Billon coin.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Zinc&amp;diff=280346</id>
		<title>Zinc</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Zinc&amp;diff=280346"/>
		<updated>2022-12-30T04:54:30Z</updated>

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{{Metal&lt;br /&gt;
|name=Zinc&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:ZincSample.png|256px|center|frameless]]&lt;br /&gt;
|color=7:3:0&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[nickel silver]] at [[smelter]]&lt;br /&gt;
* Make [[brass]] at [[smelter]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Sphalerite]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 2&lt;br /&gt;
{{firemagmasafe|no|no}}&lt;br /&gt;
* [[Melting point]] {{ct|10755}}&lt;br /&gt;
* [[Boiling point]] {{ct|11633}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 7135&lt;br /&gt;
* Liquid density 6570&lt;br /&gt;
* [[Specific heat]] 390&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Zinc''' is an uncommon, low-value [[metal]] primarily useful in the creation of [[alloy]]s. It is [[smelter|smelted]] from [[sphalerite]]. Note that, unlike [[sphalerite]] itself, refined zinc is '''not''' [[magma-safe]], or even fire-safe, and will melt in a grass fire.&lt;br /&gt;
&lt;br /&gt;
Zinc may be combined with other metals at a smelter to form the following alloys:&lt;br /&gt;
*[[Brass]] = Zinc + [[Copper]]&lt;br /&gt;
*[[Nickel silver]] = Zinc + [[Copper]] + 2x [[Nickel]]&lt;br /&gt;
&lt;br /&gt;
Zinc is the second-lightest normal metal after [[Aluminum]], and so a reasonable alternative to [[wood]] for making [[bin]]s, [[barrel]]s and [[pot]]s.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tin&amp;diff=280345</id>
		<title>Tin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tin&amp;diff=280345"/>
		<updated>2022-12-30T04:53:39Z</updated>

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{{Metal&lt;br /&gt;
|name=Tin&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:TinSample.png|256px|center|frameless]]&lt;br /&gt;
|color=7:3:0&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[bronze]] at [[smelter]]&lt;br /&gt;
* Make [[bismuth bronze]] at [[smelter]]&lt;br /&gt;
* Make [[fine pewter]] at [[smelter]]&lt;br /&gt;
* Make [[trifle pewter]] at [[smelter]]&lt;br /&gt;
* Make [[lay pewter]] at [[smelter]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|ore= &lt;br /&gt;
* [[Cassiterite]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 2&lt;br /&gt;
{{firemagmasafe|no|no}}&lt;br /&gt;
* [[Melting point]] {{ct|10417}}&lt;br /&gt;
* [[Boiling point]] {{ct|14684}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 7280&lt;br /&gt;
* Liquid [[density]] 6990&lt;br /&gt;
* [[Specific heat]] 210&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Tin''' is an uncommon, low-value [[metal]] whose only ore is [[cassiterite]]. Although it is not very useful itself, it is a component in the creation of a number of valuable [[alloy]]s, such as [[fine pewter]] (used for decorations and furniture) and [[bronze]] (also useful for weapons). On its own, tin is not magma safe, or even fire safe, and will melt in a grass fire.&lt;br /&gt;
&lt;br /&gt;
If you have a lot of cassiterite, it might be better to use it for [[tin glaze]] rather than tin bars.  Tin bars cannot be used for tin glaze.&lt;br /&gt;
&lt;br /&gt;
Tin is the third-lightest normal metal after [[Aluminum]] and [[Zinc]] and a reasonable choice for making [[Bin|bins]], [[Barrel|barrels]] and [[pots]].&lt;br /&gt;
&lt;br /&gt;
* [[Lay pewter]]     =  2x Tin + [[Copper]] + [[Lead]]&lt;br /&gt;
* [[Fine pewter]]    =  3x Tin + [[Copper]]&lt;br /&gt;
* [[Trifle pewter]]  =  2x Tin + [[Copper]]&lt;br /&gt;
* [[Bronze]]         =  Tin + [[Copper]]&lt;br /&gt;
* [[Bismuth bronze]] =  Tin + 2x [[Copper]] + [[Bismuth]]&lt;br /&gt;
&lt;br /&gt;
[[File:tin_cuts.jpg|thumb|center|200px|Small cuts of tin.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = akrul&lt;br /&gt;
| elvish  = thono&lt;br /&gt;
| goblin  = unstô&lt;br /&gt;
| human   = irnat&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Silver&amp;diff=280344</id>
		<title>Silver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Silver&amp;diff=280344"/>
		<updated>2022-12-30T04:53:21Z</updated>

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{{Metal|name=Silver&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:SilverSample.png|256px|frameless]]&lt;br /&gt;
|color=7:7:1&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[Billon]] at [[smelter]]&lt;br /&gt;
* Make [[Electrum]] at [[smelter]]&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Native silver]]&lt;br /&gt;
* [[Horn silver]]&lt;br /&gt;
* [[Galena]] (50%)&lt;br /&gt;
* [[Tetrahedrite]] (20%)&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 10&lt;br /&gt;
{{firemagmasafe|yes|no}}&lt;br /&gt;
* [[Melting point]] {{ct|11731}}&lt;br /&gt;
* [[Boiling point]] {{ct|13892}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 10490&lt;br /&gt;
* Liquid [[density]] 9320&lt;br /&gt;
* [[Specific heat]] 230&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Silver''' is a mid-value [[metal]] which is useful for [[weapon]]s, [[ammunition]], [[furniture]],  [[decoration]]s, and other objects. Silver may be combined with other [[metal|metals]] in a [[magma smelter]] or [[smelter]] to produce the following [[metal|alloys]]:&lt;br /&gt;
&lt;br /&gt;
* [[Billon]] = Silver + [[Copper]]&lt;br /&gt;
* [[Electrum]] = Silver + [[Gold]]&lt;br /&gt;
* [[Black bronze]] = Silver + [[Gold]] + 2× [[Copper]] &amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Sterling silver]] = 3× Silver + [[Copper]] &amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; these reactions may only be performed with bars (not ores) &lt;br /&gt;
&lt;br /&gt;
Despite its name, [[nickel silver]] does not contain any silver.&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
Silver has the highest density of all the weapon-grade metals; its additional weight enhances the performance of [[Attack types#Blunt weapons|bludgeon]]ing weapons such as [[mace]]s, [[Weapon#Foreign weapons|maul]]s, and [[war hammer]]s. However, a low shear strength means silver-forged [[edge]]d weapons such as [[spear]]s or [[sword]]s are quite terrible compared to other weapons-grade metals. &lt;br /&gt;
&lt;br /&gt;
In tests in the [[Object_testing_arena|Object Testing Arena]], silver [[war hammer]]s were found to be the deadliest weapon against humanoids in the size ranges of the [[DF2014:Creature#Civilized|civilized races]]. Silver has somewhat poor yield values, and is more prone to [[wear]] than most other weapon grade metals.&lt;br /&gt;
&lt;br /&gt;
While silver swords were said to be the only blades capable of slaying [[Werebeast|werewolves]] in legends, and individual werebeasts in ''Dwarf Fortress'' may well be vulnerable to the metal, [[steel]] will tend to fare better.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Silver.jpg|Silver bars&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ral&lt;br /&gt;
| elvish  = nelare&lt;br /&gt;
| goblin  = one&lt;br /&gt;
| human   = obin&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Platinum&amp;diff=280342</id>
		<title>Platinum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Platinum&amp;diff=280342"/>
		<updated>2022-12-30T04:48:17Z</updated>

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{{Metal|name=Platinum|&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:PlatinumSample.png|256px|center|frameless]]&lt;br /&gt;
|color=7:7:1&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Native platinum|Platinum nuggets]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 40&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] {{ct|13182}}&lt;br /&gt;
* [[Boiling point]] {{ct|16885}}&lt;br /&gt;
* [[Solid density]] 21400&lt;br /&gt;
* Liquid [[density]] 19770&lt;br /&gt;
* [[Specific heat]] 130&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Platinum''' is a rare and extremely valuable [[metal]], second only to [[adamantine]] (and tied with [[aluminum]]). Platinum is [[magma-safe]] and is significant for being reasonably strong and the heaviest metal, making it the best material for [[artifact]] impact [[weapon]]s.&lt;br /&gt;
&lt;br /&gt;
Platinum is extremely heavy, making it a good choice for your [[mood]]y dwarves looking to create [[artifact]] [[war hammer]]s or [[mace]]s. They're also a good choice for [[minecart]]s: platinum minecarts destroy creatures of virtually any size by crushing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:platinum-bar.png|thumb|300px|center|Like gold, but just better.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Nickel&amp;diff=280341</id>
		<title>Nickel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Nickel&amp;diff=280341"/>
		<updated>2022-12-30T04:47:32Z</updated>

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{{Metal&lt;br /&gt;
|name=Nickel&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:NickelSample.png|256px|center|frameless]]&lt;br /&gt;
|color=7:3:0&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[nickel silver]] at [[smelter]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Garnierite]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 2&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] {{ct|12619}}&lt;br /&gt;
* [[Boiling point]] {{ct|15243}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 8800&lt;br /&gt;
* Liquid [[density]] 7810&lt;br /&gt;
* [[Specific heat]] 444&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Nickel''' is an uncommon, low-value, [[magma-safe]] [[metal]] used for the creation of [[nickel silver]] (note that nickel silver is not magma-safe). However, the [[zinc]] required for nickel silver is often better saved for producing [[brass]], which is more than twice as valuable as nickel silver. It can also be used to create most metalcrafting and construction objects. It can only be smelted from [[garnierite]]. Nickel is the cheapest of the four magma-safe metals and thus is the easiest minecart metal to buy if you're using it for magma.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Nickel round cabochons, when [[magma|properly heated]], are an excellent tool for !!SCIENCE!! involving the flammability of [[elf|various substances]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Lead&amp;diff=280340</id>
		<title>Lead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Lead&amp;diff=280340"/>
		<updated>2022-12-30T04:47:10Z</updated>

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{{Metal&lt;br /&gt;
|name=Lead&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:LeadSample.png|256px|center|frameless]]&lt;br /&gt;
|color=0:7:1&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[lay pewter]] at [[smelter]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Galena]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 2&lt;br /&gt;
{{firemagmasafe|no|no}}&lt;br /&gt;
* [[Melting point]] {{ct|10589}}&lt;br /&gt;
* [[Boiling point]] {{ct|13148}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 11340&lt;br /&gt;
* Liquid [[density]] 10660&lt;br /&gt;
* [[Specific heat]] 130&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Lead''' is a heavy, low-value [[metal]] available only from [[galena]] [[ore]].  Unlike in real life, lead is '''not''' a biological toxin.  Lead is not magma-safe or even fire-safe -  it will melt in a grass fire.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Lead can be forged into [[furniture]] and other objects, like most metals, but its low value and high weight may make it a poor choice for personal objects or anything portable, respectively. However, lead items that are not [[weapon|weapons]] or [[armor]] are just as strong as those of any other metal - a lead [[chain]] or [[bridge]] is exactly as strong as a [[steel]] bridge, even against a [[dragon]] or a [[building destroyer]]. &lt;br /&gt;
&lt;br /&gt;
Rare [[mood|moods]] might result in a lead weapon or lead armor - and material strength &amp;lt;u&amp;gt;is&amp;lt;/u&amp;gt; considered in [[combat]], as well as weapon weight. Lead armor would not be a good result (it's so fragile it can literally be torn apart by a normal [[human|human's]] bare hands), but a lead mace could be very nice.&lt;br /&gt;
&lt;br /&gt;
Lead can also be used to make massive [[minecart]]s to send crashing into [[goblin]] [[invader]]s. What fun!&lt;br /&gt;
&lt;br /&gt;
If you have a surplus of it, lead can be semi-useful for decorating objects and training [[metal crafter]]s; lead crafts may be traded for a value of 100☼ or more, depending upon [[quality]]. &lt;br /&gt;
&lt;br /&gt;
Lead can be [[alloy]]ed with [[copper]] and [[tin]] to produce [[lay pewter]].&lt;br /&gt;
[[File:lead_ingots.jpg|thumb|230px|center|Lead ingots.]]&lt;br /&gt;
In [[adventure mode]], lead items (or items made of other heavy material) tend to stay close to their original position upon [[reclaim]]. So if you want to find the item easily, make it out of lead, or place it in a lead [[bin]].&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Since lead poisoning does not (yet) exist in ''Dwarf Fortress'', trading lead [[barrel]]s and [[craft]]s only weighs down the [[caravan]].  This, unfortunately, eliminates the possibility of lead poisoning the elves or humans through trade of lead-based crafts and lead-laced alcohol. However, if your dwarves happen to be irradiated as a result of an [[unfortunate accident]], lead coffins are a safe and practical way to ensure the remains are properly contained.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Iron&amp;diff=280339</id>
		<title>Iron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Iron&amp;diff=280339"/>
		<updated>2022-12-30T04:46:35Z</updated>

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{{Metal|name=Iron&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:IronSample.png|256px|center|frameless]]&lt;br /&gt;
|color=0:7:1&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Hematite]]&lt;br /&gt;
* [[Limonite]]&lt;br /&gt;
* [[Magnetite]]&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[pig iron]] at [[smelter]]&lt;br /&gt;
* Make [[steel]] at [[smelter]]&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;
|properties=&lt;br /&gt;
* [[Material value]] 10&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] {{ct|12768}}&lt;br /&gt;
* [[Boiling point]] {{ct|15150}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 7850&lt;br /&gt;
* Liquid [[density]] 6980&lt;br /&gt;
* [[Specific heat]] 450&lt;br /&gt;
}}{{av}}&lt;br /&gt;
'''Iron''' is an important resource for a fortress, as an often-plentiful [[metal]] that can be used to make just about anything necessary, from weapons to [[furniture]] to [[trade good|trade goods]].  Iron is also a necessary ingredient in the production of [[steel]], the best non-spoiler metal in the game for [[weapon]]s and [[armor]]. If you are unable to produce enough steel in your fort, then the next best metal for military purposes is iron.&lt;br /&gt;
&lt;br /&gt;
The three ores of iron, which are [[Hematite]], [[Magnetite]], and [[Limonite]], can only be found in [[sedimentary layer]]s, with the exception of [[hematite]], which can occasionally be found in [[igneous extrusive layer]]s.&lt;br /&gt;
&lt;br /&gt;
Note that iron does not rust (though it may in future versions), so there's no harm in leaving iron objects out in the rain or submerging them in [[water]].&lt;br /&gt;
&lt;br /&gt;
== Uses==&lt;br /&gt;
* Melee weapons. Mostly useful for edged weapons. Good for bolts as well. You can also make crossbows out of iron but there are better metals.&lt;br /&gt;
* Armor. It's pretty good, though not the best.&lt;br /&gt;
* Construction, if you are so inclined.&lt;br /&gt;
* Good quality [[furniture]]. It is quite heavy, however.&lt;br /&gt;
* Magma-safe mechanisms, though there are plenty of magma-safe [[stones]] that would work just as well, if you can get your hands on them.&lt;br /&gt;
* [[Anvil]]s, which can only be made from iron or [[steel]].&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
Iron comes from three ores: [[hematite]] (most common), [[magnetite]] (appears in large clusters), and [[limonite]] (least dense).&lt;br /&gt;
&lt;br /&gt;
Any of these iron ores can be smelted at a [[smelter]] to produce four iron bars. If you have a standard smelter, a bar of [[fuel]] will be necessary; magma smelters require no fuel to operate.&lt;br /&gt;
&lt;br /&gt;
Iron will also be available through [[goblinite]], as well as the dwarven and human caravans.&lt;br /&gt;
&lt;br /&gt;
== Alloys ==&lt;br /&gt;
Iron may be combined with other materials at a [[smelter]], mostly for the production of [[steel]]&lt;br /&gt;
&lt;br /&gt;
* Iron + [[Flux]] + [[Fuel]] = [[Pig iron]]&lt;br /&gt;
* Iron + [[Pig iron]] + [[Flux]] + [[Fuel]] = 2 × [[Steel]]&lt;br /&gt;
&lt;br /&gt;
Note that [[fuel]] is used as a reactant: even [[magma smelter]]s need fuel for these reactions. A standard smelter will require two bars of fuel, one as a reactant and one to operate the furnace. This conforms with the process of carbonization of iron and [[pig iron]] in ferrous metallurgy in real life. &lt;br /&gt;
[[File:iron.jpg|thumb|230px|center|Pieces of iron.]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = datan&lt;br /&gt;
| elvish  = icori&lt;br /&gt;
| goblin  = dusna&lt;br /&gt;
| human   = uzin&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Gold&amp;diff=280337</id>
		<title>Gold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Gold&amp;diff=280337"/>
		<updated>2022-12-30T04:44:37Z</updated>

		<summary type="html">&lt;p&gt;Ringtail Raider: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Metal&lt;br /&gt;
|name=Gold&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:GoldSample.png|256px|center|frameless]]&lt;br /&gt;
|color=6:6:1&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[black bronze]] at [[smelter]]&lt;br /&gt;
* Make [[electrum]] at [[smelter]]&lt;br /&gt;
* Make [[rose gold]] at [[smelter]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|ore= &lt;br /&gt;
* [[Native gold]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 30&lt;br /&gt;
{{firemagmasafe|yes|no}}&lt;br /&gt;
* [[Melting point]] {{ct|11915}}&lt;br /&gt;
* [[Boiling point]] {{ct|15141}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 19320&lt;br /&gt;
* Liquid [[density]] 17310&lt;br /&gt;
* [[Specific heat]] 129&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Gold''' is a high-value, relatively common [[metal]]. It is the third highest value metal, tied with [[steel]]. The only [[ore]] of gold is [[native gold]], which yields '''gold nuggets''' when mined. Each gold nugget can be turned into four gold [[bar]]s at a [[smelter]] or [[magma smelter]] by a dwarf with the [[furnace operating]] labor enabled. Gold used to be one of the three metals (with [[copper]] and [[silver]]) used to mint [[DF2014:Currency|coins]] for the dwarven [[economy]] and has the highest value of the three.  Gold is [[fire-safe]] but ''not'' [[magma safe]].&lt;br /&gt;
&lt;br /&gt;
Gold may be combined with other metals at a smelter or magma smelter to form several [[alloy]]s:&lt;br /&gt;
&lt;br /&gt;
* [[Black bronze]] = Gold + [[Silver]] + 2× [[Copper]]&lt;br /&gt;
* [[Electrum]] = Gold + [[Silver]]&lt;br /&gt;
* [[Rose gold]] = 3× Gold + [[Copper]]&lt;br /&gt;
&lt;br /&gt;
None of the gold alloys have a greater material value than gold itself, but may prove useful if gold is particularly scarce on a map. Further, if gold nuggets (material value 30) are smelted directly with a low-value [[silver]] ore such as [[galena]] (material value 5) or [[tetrahedrite]] (material value 3), it will produce eight bars of [[electrum]] (material value 20) for a net gain in total value.&lt;br /&gt;
&lt;br /&gt;
Refining gold nuggets produces 4 bars, which can result in significantly increased value compared to the original nuggets; however in some cases it may be advantageous to make  furniture directly from gold ore, since it requires no [[fuel]] and uses a labor that is easily trained. Native gold furniture may also be useful to satisfy a [[noble]]'s [[mandate]] or [[demand]]. To use native gold for furniture and the like, you should place a stone [[stockpile]] allowing only native gold near your [[Mason's workshop]] (native gold furniture, blocks, etc.), [[Craftsdwarf's workshop]] (native gold crafts), or [[Mechanic's workshop]] (native gold mechanisms) and enable &amp;quot;gold nuggets&amp;quot; ('''not''' &amp;quot;gold&amp;quot;) using the {{K|z}} : &amp;lt;tt&amp;gt;Stone&amp;lt;/tt&amp;gt; menu. To avoid wasting gold nuggets, assign your stockpile to 'give' only to one specific workshop, and disable non-economic use upon completion.&lt;br /&gt;
&lt;br /&gt;
Note that a dwarf who has a preference for gold metal will not be particularly impressed by items crafted from native gold nuggets, and vice-versa.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=253px&amp;gt;&lt;br /&gt;
File:Gold.jpg|A gold bar.&lt;br /&gt;
File:gold_bars_old.jpg|Many worn gold bars.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = limul&lt;br /&gt;
| elvish  = ithi&lt;br /&gt;
| goblin  = ongong&lt;br /&gt;
| human   = abli&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Copper&amp;diff=280335</id>
		<title>Copper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Copper&amp;diff=280335"/>
		<updated>2022-12-30T04:44:09Z</updated>

		<summary type="html">&lt;p&gt;Ringtail Raider: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
{{Metal|name=Copper|&lt;br /&gt;
sample=&lt;br /&gt;
[[File:CopperSample.png|256px|center|frameless]]&lt;br /&gt;
|color=6:4:0&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[Brass]] at [[smelter]]&lt;br /&gt;
* Make [[Bronze]] at [[smelter]]&lt;br /&gt;
* Make [[Billon]] at [[smelter]]&lt;br /&gt;
* Make [[Fine pewter]] at [[smelter]]&lt;br /&gt;
* Make [[Trifle pewter]] at [[smelter]]&lt;br /&gt;
* Make [[Lay pewter]] at [[smelter]]&lt;br /&gt;
* Make [[Nickel silver]] at [[smelter]]&lt;br /&gt;
* Make [[Black bronze]] at [[smelter]]&lt;br /&gt;
* Make [[Sterling silver]] at [[smelter]]&lt;br /&gt;
* Make [[Rose gold]] at [[smelter]]&lt;br /&gt;
* Make [[Bismuth bronze]] at [[smelter]]&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;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Native copper]] &lt;br /&gt;
* [[Malachite]]&lt;br /&gt;
* [[Tetrahedrite]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 2&lt;br /&gt;
{{firemagmasafe|yes|no}}&lt;br /&gt;
* [[Melting point]] {{ct|11952}}&lt;br /&gt;
* [[Boiling point]] {{ct|14611}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 8930&lt;br /&gt;
* Liquid [[density]] 8020&lt;br /&gt;
* [[Specific heat]] 385&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Copper''' is a [[metal]] used in a large number of alloys, among them [[bronze]], which is almost as good as [[iron]] for smithing [[weapon]]s and [[armor]], and [[brass]], which has the largest value increase of all non-[[steel]] alloys. Copper itself is a common, low-value metal and a sub-par arms material – more specifically, it is the second-worst metal available for slashing weapons, but is pretty good for blunt weapons.&lt;br /&gt;
&lt;br /&gt;
Copper is [[fire-safe]] but ''not'' [[magma-safe]].&lt;br /&gt;
&lt;br /&gt;
== Major uses ==&lt;br /&gt;
&lt;br /&gt;
*Early-game melee weapon and armor production, if you have no [[tin]] to make [[bronze]] or no [[iron]]. You will probably do best to find better metals though.&lt;br /&gt;
*Making [[pick|picks]] (The material of a pick is irrelevant for mining, but does matter if the pick is used as a weapon.)&lt;br /&gt;
*Making [[bronze]], which is better overall than copper for military applications.&lt;br /&gt;
*Training metalworking dwarves: copper is generally plentiful. This is possibly the best use for copper if you have better metals.&lt;br /&gt;
*Copper [[crossbow|crossbows]] and copper [[bolts]]. Copper crossbows are the best crossbows if your [[marksdwarves]] are forced into melee – [[silver]] crossbows are only brought by humans and have no quality modifiers. Copper bolts are heavy enough and sharp enough to work as a good projectile, and iron/steel is generally too rare to be used in bolts. Both uses also train your [[weaponsmith]]s, which is always a good thing.&lt;br /&gt;
*Bins, cages, and barrels: although wooden ones are generally cheaper and lighter, copper containers are fire-safe and resistant to [[vermin]]. On maps where wood is scarce, copper can serve as a suitable substitute.&lt;br /&gt;
*Copper giant spiked balls for weapon [[trap]]s.&lt;br /&gt;
&lt;br /&gt;
== Alloys ==&lt;br /&gt;
&lt;br /&gt;
Copper is smelted (at a [[smelter]]) from [[native copper]], [[malachite]], or [[tetrahedrite]]. &lt;br /&gt;
&lt;br /&gt;
Copper may be combined with other metals at a [[smelter]]. The following is a list of recipes involving copper:&lt;br /&gt;
*[[Brass]] = Copper + [[Zinc]]&lt;br /&gt;
*[[Bronze]] = Copper + [[Tin]]&lt;br /&gt;
*[[Billon]] = Copper + [[Silver]]&lt;br /&gt;
*[[Fine pewter]] = Copper + 3x [[Tin]]&lt;br /&gt;
*[[Trifle pewter]] = Copper + 2x [[Tin]]&lt;br /&gt;
*[[Lay pewter]] = Copper + 2x [[Tin]] + [[Lead]]&lt;br /&gt;
*[[Nickel silver]] = Copper + 2x [[Nickel]] + [[Zinc]]&lt;br /&gt;
*[[Black bronze]] = 2x Copper + [[Silver]] + [[Gold]]&lt;br /&gt;
*[[Sterling silver]] = Copper + 3x [[Silver]]&lt;br /&gt;
*[[Rose gold]] = Copper + 3x [[Gold]]&lt;br /&gt;
*[[Bismuth bronze]] = 2x Copper + [[Tin]] + [[Bismuth]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Copper_2.jpg|A copper ingot, coin and rod.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = gusil&lt;br /&gt;
| elvish  = canò&lt;br /&gt;
| goblin  = saxo&lt;br /&gt;
| human   = gugir&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bismuth&amp;diff=280333</id>
		<title>Bismuth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bismuth&amp;diff=280333"/>
		<updated>2022-12-30T04:42:20Z</updated>

		<summary type="html">&lt;p&gt;Ringtail Raider: ascii color&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Metal|name=Bismuth|&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:Bismuth Swatch.png|256px|center|frameless]]&lt;br /&gt;
|color=5:5:1&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[bismuth bronze]] at [[smelter]]&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Bismuthinite]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 2&lt;br /&gt;
{{firemagmasafe|no|no}}&lt;br /&gt;
* [[Melting point]] {{ct|10488}}&lt;br /&gt;
* [[Boiling point]] {{ct|12815}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 9780&lt;br /&gt;
* Liquid [[density]] 10050&lt;br /&gt;
* [[Specific heat]] 123&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bismuth''' is a metal smelted from [[bismuthinite]].  Bismuth bars can normally only be used to make the [[alloy]] bismuth bronze (although [[Strange mood|moody]] dwarves can apparently construct almost anything out of bismuth). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*1x Bismuth bar + 1x [[Tin]] bar + 2x [[Copper]] bar = 4x [[Bismuth bronze]] bar&lt;br /&gt;
&lt;br /&gt;
You can stud other objects with bismuth, although the option isn't available at the forge, and instead needs to be ordered by the [[manager]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Wismut Kristall und 1cm3 Wuerfel.jpg|Bismuth crystals and cube&lt;br /&gt;
File:Bismuth_2.jpg|Bismuth&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Some dwarven !!SCIENTISTS!! have hypothesised a combination of elemental bismuth, hydrogen, carbon, and other elements could be used to treat nausea. Experiments on cave-adapted Elf prisoners have proved inconclusive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Metal&amp;diff=280331</id>
		<title>Template:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Metal&amp;diff=280331"/>
		<updated>2022-12-30T04:37:15Z</updated>

		<summary type="html">&lt;p&gt;Ringtail Raider: There's no reason to delete the ascii image, it breaks this template on pages for older version, and the game is still available in ascii.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{infostart|{{{name}}}}}&lt;br /&gt;
{{infocell|{{{sample|}}}}}&lt;br /&gt;
{{infocell|{{Metal/picture|ingredients={{#if:{{{color3|}}}|3|{{#if:{{{color2|}}}|2|1}}}}|color={{{color}}}|&lt;br /&gt;
tile1={{{tile1|≡}}}|color1={{{color1}}}|&lt;br /&gt;
tile2={{{tile2|≡}}}|color2={{{color2}}}|&lt;br /&gt;
tile3={{{tile3|≡}}}|color3={{{color3}}}}}}}&lt;br /&gt;
{{infoheader|Uses}}&lt;br /&gt;
{{infocell|{{{uses|}}}&lt;br /&gt;
* [[Construction]]}}&lt;br /&gt;
{{#if:{{{ore|}}}|{{infoheader|[[Ore]]}}&lt;br /&gt;
{{infocell|{{{ore|}}}}}}}&lt;br /&gt;
{{#if:{{{recipe|}}}|{{infoheader|Recipe}}&lt;br /&gt;
{{infocell|{{{recipe|}}}}}}}&lt;br /&gt;
{{infoheader|Properties}}&lt;br /&gt;
{{infocell|{{{properties|}}}}}&lt;br /&gt;
{{#ifeq:{{{wiki}}}|no||{{infocell|style=text-align:center; background-color: #eee; border-top: 1px solid #aaa|1=[[wikipedia:{{#if:{{{wiki|}}}|{{{wiki}}}|{{{name}}}}}|Wikipedia article]]}}|{{!-}}}}&lt;br /&gt;
{{infoend}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{Metal|name=Silver|&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:SilverSample.png|256px|center|frameless]]&lt;br /&gt;
|color=7:7:1&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Silver nuggets]]&lt;br /&gt;
* [[Horn silver]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Damage]]% 50&lt;br /&gt;
* [[Material value]] 10&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Bolts]]&lt;br /&gt;
* [[Weapon|Melee weapons]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Metal|name=Silver|&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:SilverSample.png|256px|center|frameless]]&lt;br /&gt;
|color=7:7:1&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Silver nuggets]]&lt;br /&gt;
* [[Horn silver]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Damage]]% 50&lt;br /&gt;
* [[Material value]] 10&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Bolts]]&lt;br /&gt;
* [[Weapon|Melee weapons]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[category:materials templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ruby&amp;diff=267307</id>
		<title>Ruby</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ruby&amp;diff=267307"/>
		<updated>2022-12-15T02:54:07Z</updated>

		<summary type="html">&lt;p&gt;Ringtail Raider: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:30, 1 December 2010 (UTC)}}{{gemlookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Ruby''' is a valuable red [[gem]] found in small clusters within [[bauxite]]. A given cluster may also contain a single [[star ruby]]. Aside from the colour, rubies are exactly identical to [[sapphire]]s, including the value and physical characteristics (this implies that rubies are not magma-safe, melting at {{ct|11500}}). Rubies are also exactly identical to star rubies aside from the location and value.&lt;br /&gt;
&lt;br /&gt;
==In real life==&lt;br /&gt;
&amp;quot;Ruby&amp;quot; is a type of red corundum (aluminum oxide: Al&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;); any colored corundum besides red is called a [[sapphire]]. Unlike in-game, rubies do '''not''' occur within [[bauxite]] in real life.&lt;br /&gt;
&lt;br /&gt;
[[File:Ruby gem.JPG|thumb|center|300px|Cut ruby.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ruby&amp;diff=267306</id>
		<title>Ruby</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ruby&amp;diff=267306"/>
		<updated>2022-12-15T02:50:26Z</updated>

		<summary type="html">&lt;p&gt;Ringtail Raider: Adding image from wiki commons. Not sure if this or Rubin013.JPG would be better.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:30, 1 December 2010 (UTC)}}{{gemlookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Ruby''' is a valuable red [[gem]] found in small clusters within [[bauxite]]. A given cluster may also contain a single [[star ruby]]. Aside from the colour, rubies are exactly identical to [[sapphire]]s, including the value and physical characteristics (this implies that rubies are not magma-safe, melting at {{ct|11500}}). Rubies are also exactly identical to star rubies aside from the location and value.&lt;br /&gt;
&lt;br /&gt;
==In real life==&lt;br /&gt;
&amp;quot;Ruby&amp;quot; is a type of red corundum (aluminum oxide: Al&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;); any colored corundum besides red is called a [[sapphire]]. Unlike in-game, rubies do '''not''' occur within [[bauxite]] in real life.&lt;br /&gt;
&lt;br /&gt;
[[File:Ruby gem.JPG|thumb|center|300px|A cut ruby.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Iron_man&amp;diff=267286</id>
		<title>Iron man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Iron_man&amp;diff=267286"/>
		<updated>2022-12-14T12:18:14Z</updated>

		<summary type="html">&lt;p&gt;Ringtail Raider: Undo revision 266967 by 67.8.252.137 (talk) Already in the section as the second paragraph&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:42, 8 February 2017 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|vary=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=item&lt;br /&gt;
|item=☼[[iron]] [[statue]]☼ (worth 3000☼)&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
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'''Iron men''' are dangerous and exceptionally rare inorganic [[construct creature]]s made out of [[iron]], who inhabit the third layer of the [[caverns]]. Like other inorganic construct creatures, they are non-sentient, [[No Pain|feel no pain]], fear or [[No Exert|exertion]], [[No Stun|cannot be stunned]] and don't need to breathe. They are as large as [[human]]s and are level 2 [[building destroyer]]s. Iron men are immortal and only die to violence.&lt;br /&gt;
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Iron men are not as tough as you'd expect, the reason being the fact they are actually hollow: they have an iron exterior layer and an interior gas layer, making them far more fragile than a fully metallic creature such as the [[bronze colossus]], and even [[dwarf]] nails can damage the iron. Iron men are unharmed by [[fire]] and [[magma]], but can be damaged by [[dragonfire]] just like regular iron items. Additionally, iron men are able to breathe a poisonous gas which causes a [[syndrome]] called &amp;quot;iron man cough&amp;quot;, consisting of coughing up [[blood]]. Dwarves with standard disease resistance will experience a peak in coughing shortly (100 [[time|time units]]) after infection, and will recover in less than a game day (1000 time units out of a full day's 1200 time units). These periods will vary according to the disease resistance of the infected dwarf, but the disease is not life-threatening. (Unless, of course, [[thought|being sick]] is the straw that breaks the camel's back of your dwarf's [[insanity|sanity]].)&lt;br /&gt;
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Upon death, iron men become a random masterwork iron [[statue]]. Parts like thumbs and noses removed from the creature during combat may be [[melt item|melted]] at a [[smelter]] in order to produce a small amount of iron.&lt;br /&gt;
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Some dwarves [[Preferences|like]] iron men for their ''stern appearance''.&lt;br /&gt;
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[[File:Iron_golem.png|thumb|center|300px|Admired for its ''stern appearance''.]]&lt;br /&gt;
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===Creature behavior and origin===&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Surprisingly, the Iron Man does not deplete your fortress' [[alcohol|booze]] supplies, nor does it woo nearly all of your female dwarves. On rare occasions humans who exhibit strange moods may sometimes turn into one of these. However, dwarves have been unable to duplicate this process, even given the finest workshops and crafting materials, leading most dwarven scholars to declare it impossible for a human to do so in a cave, with a box of scraps. !!EDIT!! The scholars are now running around naked, on account of losing a bet.&lt;br /&gt;
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It's unknown if the creature's metallic nature is a result of travelling through a magnetic field, or if it is capable of time travel. It will, however, still seek to fill your dwarves full of dread.&lt;br /&gt;
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Another amazing capability of the iron man is that just like the [[bronze colossus]], the iron man will nearly always polymorph into the form of another standard, non-randomly generated creature upon death, the post-death statue is almost never a statue of a man. Maybe the energy released upon death somehow shapes the iron into another creature's shape.  An alternative theory postulates that upon the metal tissue becoming nonliving, it transforms in such a way that it begins to chemically react with the gas inside the iron man, posthumously mutating the iron cells into a different creature.&lt;br /&gt;
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{{Translation| dwarven = datan udos | elvish = icori onino | goblin = dusna ngorûg | human = uzin abo}}&lt;br /&gt;
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{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Ringtail Raider</name></author>
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