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	<updated>2026-04-10T13:15:12Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=85388</id>
		<title>v0.31:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=85388"/>
		<updated>2010-04-06T18:14:37Z</updated>

		<summary type="html">&lt;p&gt;Shandrunn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
:''This is about healthcare in the new version, for the skill see [[40d:Health care (skill)|Health care (skill)]].''&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
'''Hospitals''' are a zone designated via the zone menu. Hospitals use any beds, tables, traction benches, and boxes/bags that are within these zones. You may also alter how much {{l|thread}}, {{l|cloth}}, {{l|splint}}s, {{l|crutch}}es, {{l|powder}} for casts, {{l|bucket}}s, and {{l|soap}} hospitals use.&lt;br /&gt;
&lt;br /&gt;
In the new version of Dwarf Fortress, '''doctors''' are dwarves assigned to any of the five medical labors; dressing wounds, diagnosis, surgery, setting bones, and suturing. All doctors in the fortress operate under the instruction of the Chief Medical Dwarf, one of the new appointed {{l|noble}}s, and presumably only perform medicine on a dwarf after treatment has been prescribed by a diagnostician. &lt;br /&gt;
&lt;br /&gt;
All beds within a hospital zone are automatically Hospital beds, where injured dwarves will go to recuperate.&lt;br /&gt;
&lt;br /&gt;
As of 0.31.01, soap production is bugged, so you will have to make do without. - It is possible to make soap through the manager screen.&lt;br /&gt;
&lt;br /&gt;
==Medical Skills==&lt;br /&gt;
There are five doctor skills - how critical they are is unclear atm, but from [[Toady]]'s pre-release comments we can assume they are moderately important to the healing process. &lt;br /&gt;
:''(And if you choose &amp;quot;{{L|Starting build|Play Now!}}&amp;quot;, one of the 7 dwarves has Adequate (+2) {{L|experience}} in all 5 of these skills - which says something. &amp;quot;What?&amp;quot; is not perfectly clear either, but something.)''&lt;br /&gt;
&lt;br /&gt;
Skill (&amp;amp; Profession)&lt;br /&gt;
&lt;br /&gt;
:* [[Wound Dressing]] (Wound Dresser)&lt;br /&gt;
:* [[Diagnosis]] (Diagnostician)&lt;br /&gt;
:* [[Surgery]] (Surgeon)&lt;br /&gt;
:* [[Setting Bones]] (Bone Doctor)&lt;br /&gt;
:* [[Suturing]] (Suturer)&lt;br /&gt;
&lt;br /&gt;
===Non-doctor labors===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Non&amp;quot;-doctors have 2 {{L|labor}}s that contribute to healthcare:&lt;br /&gt;
&lt;br /&gt;
:* Feed Patients/Prisoners&lt;br /&gt;
:* Recover Wounded&lt;br /&gt;
&lt;br /&gt;
Note that these are not {{L|skill}}s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf. By default, all dwarfs start with these labors designated.&lt;br /&gt;
&lt;br /&gt;
==Setting up a Hospital==&lt;br /&gt;
The first thing you will want to do when carving out your hospital is ensure you have enough beds to keep dwarves unable to walk. Next, hit the 'i' key, and set up a hospital zone in the area you plan on having your hospital in. After this is done, build containers ({{k|b}}-{{k|h}}), bags and/or chests. These are essential since it is where hospital supplies are stashed. Without ample containers, your hospital will not have the supplies it needs, leading to an inability to perform most operations. From the 'i' menu for the zone, you are able to change the maximum amount of supplies in your hospital as well as seeing how many are currently stored in the hospital's chests. You will next want to build tables and a Traction Bench(see below) to allow for surgeries. Turn on the various healthcare labors for some doctor dwarves, and you should be pretty much set.&lt;br /&gt;
&lt;br /&gt;
==Broken bones==&lt;br /&gt;
&lt;br /&gt;
'''Casts''': ''Not to be confused with [[caste|castes]]''&lt;br /&gt;
&lt;br /&gt;
A '''traction bench''' is used by a {{l|doctor}} in a {{l|Hospital|hospital zone}} to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
&lt;br /&gt;
It is constructed in the {{l|Mechanic's workshop}}, and requires a {{l|table}}, a {{l|mechanism}}, and a {{l|rope}} to construct.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Crutches are represented with the symbol&lt;br /&gt;
|{{RT0|┬|#770}}&lt;br /&gt;
|.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf that needs to use a crutch/crutches will gain experience in the '''Crutch Walking''' skill, which Toady has stated will reduce the speed penalty for having to use crutches. Presumably, at legendary, they will move just as fast as without crutches. Testing remains to be seen whether using crutches causes any other penalties that this skill might reduce.&lt;br /&gt;
&lt;br /&gt;
Plaster powder is produced at a kiln or magma kiln from gypsum, alabaster, selenite or satinspar and an empty bag by a dwarf with the furnace operator skill enabled.  They can also be bought at embark for 3P per unit - each unit comes with a free {{L|bag}}. &lt;br /&gt;
&lt;br /&gt;
*'''See Also:''' {{l|Plaster powder}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Current]]&lt;/div&gt;</summary>
		<author><name>Shandrunn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=82967</id>
		<title>v0.31:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=82967"/>
		<updated>2010-04-04T19:31:11Z</updated>

		<summary type="html">&lt;p&gt;Shandrunn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
:''This is about healthcare in the new version, for the skill see [[40d:Health care (skill)|Health care (skill)]].''&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
'''Hospitals''' are a zone designated via the zone menu. Hospitals use any beds, tables, traction benches, and boxes/bags that are within these zones. You may also alter how much {{l|thread}}, {{l|cloth}}, {{l|splint}}s, {{l|crutch}}es, {{l|powder}} for casts, {{l|bucket}}s, and {{l|soap}} hospitals use.&lt;br /&gt;
&lt;br /&gt;
In the new version of Dwarf Fortress, '''doctors''' are dwarves assigned to any of the five medical labors; dressing wounds, diagnosis, surgery, setting bones, and suturing. All doctors in the fortress operate under the instruction of the Chief Medical Dwarf, one of the new appointed {{l|noble}}s, and presumably only perform medicine on a dwarf after treatment has been prescribed by a diagnostician. &lt;br /&gt;
&lt;br /&gt;
All beds within a hospital zone are automatically Hospital beds, where injured dwarves will go to recuperate.&lt;br /&gt;
&lt;br /&gt;
As of 0.31.01, soap production is bugged, so you will have to make do without. - It is possible to make soap through the manager screen.&lt;br /&gt;
&lt;br /&gt;
==Medical Skills==&lt;br /&gt;
There are five doctor skills - how critical they are is unclear atm, but from [[Toady]]'s pre-release comments we can assume they are moderately important to the healing process. &lt;br /&gt;
:''(And if you choose &amp;quot;{{L|Starting build|Play Now!}}&amp;quot;, one of the 7 dwarves has Adequate (+2) {{L|experience}} in all 5 of these skills - which says something. &amp;quot;What?&amp;quot; is not perfectly clear either, but something.)''&lt;br /&gt;
&lt;br /&gt;
Skill (&amp;amp; Profession)&lt;br /&gt;
&lt;br /&gt;
:* Wound Dressing (Wound Dresser)&lt;br /&gt;
:* Diagnosis (Diagnostician)&lt;br /&gt;
:* Surgery (Surgeon)&lt;br /&gt;
:* Setting Bones (Bone Doctor)&lt;br /&gt;
:* Suturing (Suturer)&lt;br /&gt;
&lt;br /&gt;
===Non-doctor labors===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Non&amp;quot;-doctors have 2 {{L|labor}}s that contribute to healthcare:&lt;br /&gt;
&lt;br /&gt;
:* Feed Patients/Prisoners&lt;br /&gt;
:* Recover Wounded&lt;br /&gt;
&lt;br /&gt;
Note that these are not {{L|skill}}s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf. By default, all dwarfs start with these labors designated.&lt;br /&gt;
&lt;br /&gt;
==Setting up a Hospital==&lt;br /&gt;
The first thing you will want to do when carving out your hospital is ensure you have enough beds to keep dwarves unable to walk. Next, hit the 'i' key, and set up a hospital zone in the area you plan on having your hospital in. After this is done, build containers (b-h), bags and/or chests. These are essential since it is where hospital supplies are stashed. Without ample containers, your hospital will not have the supplies it needs, leading to an inability to perform most operations. From the 'i' menu for the zone, you are able to change the maximum amount of supplies in your hospital as well as seeing how many are currently stored in the hospital's chests. You will next want to build tables and a Traction Bench(see below) to allow for surgeries. Turn on the various healthcare labors for some doctor dwarves, and you should be pretty much set.&lt;br /&gt;
&lt;br /&gt;
==broken bones==&lt;br /&gt;
&lt;br /&gt;
'''Casts''': ''Not to be confused with [[caste|castes]]''&lt;br /&gt;
&lt;br /&gt;
A '''traction bench''' is used by a {{l|doctor}} in a {{l|Hospital|hospital zone}} to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
&lt;br /&gt;
It is constructed in the {{l|Mechanic's workshop}}, and requires a {{l|table}}, a {{l|mechanism}}, and a {{l|rope}} to construct.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Crutches are represented with the symbol&lt;br /&gt;
|{{RT0|┬|#770}}&lt;br /&gt;
|.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf that needs to use a crutch/crutches will gain experience in the '''Crutch Walking''' skill, which Toady has stated will reduce the speed penalty for having to use crutches. Presumably, at legendary, they will move just as fast as without crutches. Testing remains to be seen whether using crutches causes any other penalties that this skill might reduce.&lt;br /&gt;
&lt;br /&gt;
Powder for casts can be made at _____ by a _____ with ____.  They can also be bought at embark for 3P per unit - each unit comes with a free {{L|bag}}. &amp;lt;small&amp;gt;''(If diff types of stone powder are available, there is no practical diff in use - this editor has only seen gypsum powder - needs verification.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''See Also:''' {{l|Plaster powder}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Current]]&lt;/div&gt;</summary>
		<author><name>Shandrunn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wrestling&amp;diff=37081</id>
		<title>40d Talk:Wrestling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wrestling&amp;diff=37081"/>
		<updated>2008-06-03T09:36:46Z</updated>

		<summary type="html">&lt;p&gt;Shandrunn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I keep doing to appropriate moves on ant men and rat men limbs, but I never get the opportunity to break them. Is there something I'm doing wrong?&lt;br /&gt;
A: Antmen and ratmen don't have joints, as I recall&lt;br /&gt;
&lt;br /&gt;
Oy, whoever made the Wrestling page: Wikis are made in third person.  That means no I's, we's, anything personal!&lt;br /&gt;
&lt;br /&gt;
== Upper Arms? ==&lt;br /&gt;
&lt;br /&gt;
I was exploring a recently abandoned fortress, and I got close enough to see the fights on my announcement menu. One thing that caught my I was &amp;quot;XXX adjusts the grip of their upper arm and the troglodyte's second toe right foot.&amp;quot; Is this a glitch or something that hasn't been resolved? --[[User:0todd0|0todd0]] 00:52, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Right now, you can grab any body part with any body part. So grabbing a toe with your upper arm is valid, even if you can't do anything useful like throws or strangleholds with it. It'll probably get changed when wrestling gets overhauled, whenever that may be. -- [[User:Shandrunn|Shandrunn]] 05:36, 3 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Shandrunn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Assign_animal&amp;diff=41362</id>
		<title>40d:Assign animal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Assign_animal&amp;diff=41362"/>
		<updated>2008-05-25T21:41:09Z</updated>

		<summary type="html">&lt;p&gt;Shandrunn: typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can assign a [[Dog#War dog|war dog]] or [[Dog#Hunting dog|hunting dog]] to help a dwarf out with fighting or [[hunting]], respectively.&lt;br /&gt;
&lt;br /&gt;
====Assigning animals====&lt;br /&gt;
To assign a [[dog]] {{k|v}}iew a dwarf and check his {{k|p}}references. Then select &amp;quot;Work Dogs&amp;quot;, {{k|e}}. From this menu you can assign any dogs that are available. From that point on they will follow the dwarf and cannot be unassigned.&lt;br /&gt;
&lt;br /&gt;
====Training animals====&lt;br /&gt;
Training animals is done at the [[kennel]]s&lt;br /&gt;
&lt;br /&gt;
====Guard animals====&lt;br /&gt;
You can also [[restraint|restrain]] (or [[cage]]) animals to act as guards and unchain them when an enemy is spotted nearby, allowing them to attack.&lt;br /&gt;
&lt;br /&gt;
Once the restraint (or cage) is built select the restraint (or cage) using the &amp;quot;Set Building Tasks/Prefs&amp;quot; menu, {{k|q}}, and assign the animal to it. A dwarf will haul the animal to the restraint (or cage) and lock it in. Use the {{k|q}} menu again to release the animal. &lt;br /&gt;
*Animals in cages require a dwarf to let them out, or a lever connected to the cage via a mechanism, to unleash the animal within.&lt;br /&gt;
*Animals in restraints need a dwarf to release them.&lt;br /&gt;
*Animals in restraints can move to the 8 squares surrounding the restraint, animals in cages cannot move.&lt;br /&gt;
*Animals can detect ambushing creatures and thieves.&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Shandrunn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Frogman&amp;diff=27112</id>
		<title>40d:Frogman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Frogman&amp;diff=27112"/>
		<updated>2008-05-24T11:15:55Z</updated>

		<summary type="html">&lt;p&gt;Shandrunn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Frogman is a humanoid creature found near underground rivers and lakes. Being as small as the [[Kobold]] and not able to equip weapons or armor, it is not much of a threat.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FROGMAN]&lt;br /&gt;
	[NAME:frogman:frogmen:frogman]&lt;br /&gt;
	[TILE:'f'][COLOR:2:0:0]&lt;br /&gt;
	[LARGE_ROAMING][BIOME:SUBTERRANEAN_WATER][FREQUENCY:100]&lt;br /&gt;
	[AMPHIBIOUS][UNDERSWIM]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[CLUSTER_NUMBER:5:7]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[CAN_LEARN][CAN_SPEAK][LIKES_FIGHTING]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:terrifying features]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:4FINGERS:4TOES:MOUTH]&lt;br /&gt;
	[SIZE:5]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[FEATURE_ATTACK_GROUP]&lt;br /&gt;
	[FAT:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Shandrunn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Frogman&amp;diff=27111</id>
		<title>40d:Frogman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Frogman&amp;diff=27111"/>
		<updated>2008-05-24T11:15:23Z</updated>

		<summary type="html">&lt;p&gt;Shandrunn: added info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Frogman is humanoid creature found near underground rivers and lakes. Being as small as the [[Kobold]] and not able to equip weapons or armor, it is not much of a threat.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FROGMAN]&lt;br /&gt;
	[NAME:frogman:frogmen:frogman]&lt;br /&gt;
	[TILE:'f'][COLOR:2:0:0]&lt;br /&gt;
	[LARGE_ROAMING][BIOME:SUBTERRANEAN_WATER][FREQUENCY:100]&lt;br /&gt;
	[AMPHIBIOUS][UNDERSWIM]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[CLUSTER_NUMBER:5:7]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[CAN_LEARN][CAN_SPEAK][LIKES_FIGHTING]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:terrifying features]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:4FINGERS:4TOES:MOUTH]&lt;br /&gt;
	[SIZE:5]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[FEATURE_ATTACK_GROUP]&lt;br /&gt;
	[FAT:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Shandrunn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:V0.31_creatures&amp;diff=900</id>
		<title>Template:V0.31 creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:V0.31_creatures&amp;diff=900"/>
		<updated>2008-05-24T11:12:32Z</updated>

		<summary type="html">&lt;p&gt;Shandrunn: added frogman&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | [[Creatures]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | [[:Category:Animals|Animals]]&lt;br /&gt;
| [[Black bear]] - [[Bonobo]] - [[Camel]] - [[Carp]] - [[Cat]] - [[Cougar]] - [[Deer]] - [[Dog]] - [[Donkey]] - [[Elephant]] - [[Elk]] - [[Fox]] - [[Giant bat]] - [[Giant cave spider]] - [[Giant cave swallow]] - [[Giant eagle]] - [[Grizzly bear]] - [[Groundhog]] - [[Hoary marmot]] - [[Horse]] - [[Mole dog]] - [[Mountain goat]] - [[Mule]] - [[Muskox]] - [[Pike]] - [[Raccoon]] - [[Rhesus macaque]] - [[Unicorn]] - [[Whale]] - [[Wolf]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | [[:Category:Humanoids|Humanoids]]&lt;br /&gt;
| [[Dark gnome]] - [[Fire imp]] - [[Frogman]] - [[Iron man]] - [[Mountain gnome]] - [[Troglodyte]] - [[Troll]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | [[:Category:Megabeasts|Megabeasts]]&lt;br /&gt;
| [[Bronze colossus]] - [[Dragon]] - [[Hydra]] - [[Titan]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | [[:Category:Races|Races]]&lt;br /&gt;
| [[Dwarves]] - [[Elves]] - [[Humans]] - [[Goblins]] - [[Kobolds]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shandrunn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Challenge_Builds&amp;diff=36249</id>
		<title>Challenge Builds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Challenge_Builds&amp;diff=36249"/>
		<updated>2008-05-17T15:19:26Z</updated>

		<summary type="html">&lt;p&gt;Shandrunn: grammar and markup fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If repeatedly defending a besieged fortress isn't difficult enough for you, here are a few challenges you can set for yourself. You might also want to check out the [[Game goals|List of goals]] for other ways to challenge yourself.&lt;br /&gt;
&lt;br /&gt;
== ASPCA ==&lt;br /&gt;
* No [[animals]]&lt;br /&gt;
&lt;br /&gt;
Don't bring any [[animals|pets]]. Furthermore, due to the possibility of animals being caught in them, don't build any [[traps]], either. If [[immigrants]] bring pets, get rid of them somehow. (If you're a particularly rabid ASPCA member, you could get rid of the pet-bearing immigrants, too, but that's probably excessive.)&lt;br /&gt;
&lt;br /&gt;
== City-States ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* 7 or multiple of 7 of everything you bring&lt;br /&gt;
&lt;br /&gt;
At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get [[door]]s and can lock everyone in, but after that it is every dwarf for him/herself!&lt;br /&gt;
&lt;br /&gt;
== Dieting Dwarves ==&lt;br /&gt;
'''Fishing Village'''&lt;br /&gt;
&lt;br /&gt;
Give your dwarves only the fishing skill and other fishing related skills (like bonecrafting.) Try to survive off a [[fish]] only diet. Flood the river and build houses above it so the dwarves can fish through their floors. There will be an extra challenge if the river freezes in the winter.&lt;br /&gt;
&lt;br /&gt;
'''Carnivore'''&lt;br /&gt;
&lt;br /&gt;
* No plants or seeds&lt;br /&gt;
&lt;br /&gt;
Only eat strays, pets, and animals you trap and hunt. No farming or plant gathering. Keep all your pets in cages and care for them as little as possible. Eat your dwarves' pets first for an extra challenge. If this upsets your dwarves, ridicule or ignore them. (If you are particularly heartless, you could cage those dwarves as well because anyone that empathizes with animals doesn't deserve any rights either.)&lt;br /&gt;
&lt;br /&gt;
'''Vegan'''&lt;br /&gt;
&lt;br /&gt;
* Obviously, no meat, fish, or dairy&lt;br /&gt;
* Also, no leather, silk, or shell&lt;br /&gt;
* In essence, construct an [http://archive.dwarffortresswiki.net/index.php/Main_Glade Elven Forest]&lt;br /&gt;
&lt;br /&gt;
A fairly easy challenge. Take no meat and buy no meat. Butcher no animals. Gut no fish. Use no animal products like the [[Elf|elves]].&lt;br /&gt;
&lt;br /&gt;
'''IOGT/AA'''&lt;br /&gt;
&lt;br /&gt;
* No alcohol&lt;br /&gt;
&lt;br /&gt;
Quite possibly, this is the cruelest challenge that your dwarves can be given. Don't ever brew any alcohol. Build [[well]]s instead and watch your now teetotaller dwarves work slower and slower by the season.&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
* Six dwarves with only social [[skill]]s&lt;br /&gt;
* One skilled dwarf&lt;br /&gt;
&lt;br /&gt;
Six courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneath them.&lt;br /&gt;
&lt;br /&gt;
== Dwarfsicles==&lt;br /&gt;
Select a map region in the northern extremities (or another very cold area), where water is frozen for much or all of the year. All construction that can be undertaken with stone must use [[ice]], instead. Be sure to bring plenty of [[Plump helmet|Plump Helmets]] for brewing drinks!&lt;br /&gt;
&lt;br /&gt;
For an insane challenge, forbid yourself from digging in any material that can yield resources other than ice.&lt;br /&gt;
&lt;br /&gt;
== Exiled Warlord ==&lt;br /&gt;
* Seven starting dwarves with no military skills&lt;br /&gt;
* All immigrants immediately activated into the military&lt;br /&gt;
* No killing them off on purpose!&lt;br /&gt;
&lt;br /&gt;
== Fort Geneva ==&lt;br /&gt;
* Build only nonlethal (cage) traps&lt;br /&gt;
* Sentient creatures ([[Goblins]], etc.) are to be considered prisoners of war and treated humanely&lt;br /&gt;
* Suggested provisions for prisoners: a bed, a personal cell, a commons area, aboveground exercise yard, and the clothes the creature was wearing when captured&lt;br /&gt;
* Inspiration: [http://en.wikipedia.org/wiki/Geneva_Conventions Geneva Conventions]&lt;br /&gt;
&lt;br /&gt;
== Gone to the dogs ==&lt;br /&gt;
* One [[pick]]&lt;br /&gt;
* A ton of [[animals]]&lt;br /&gt;
&lt;br /&gt;
Replace the starting equipment with an equal value in [[dog]]s or [[cat]]s.&lt;br /&gt;
&lt;br /&gt;
== Hermit ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
A well known and popular challenge. Kill off the 6 starting dwarves and any [[immigrants]] as they arrive, and try to make a living for the last dwarf.&lt;br /&gt;
&lt;br /&gt;
== Humanlike Fortress ==&lt;br /&gt;
Pretend you're a filthy above-ground dwelling humie.&lt;br /&gt;
* Build a town wall.&lt;br /&gt;
**Only hovels and farms outside the town walls.&lt;br /&gt;
*House your dwarves in small town homes &lt;br /&gt;
**5-10 dwarves per house (they had pretty big families back in the day)&lt;br /&gt;
**upstairs bedrooms, small dining room, maybe a single level basement.&lt;br /&gt;
*House your workshops according to profession, not conveinance.&lt;br /&gt;
*Build warehouses for stockpiles, and set guards outside them.&lt;br /&gt;
*Create a keep, with its own wall, barracks, treasury, etc.&lt;br /&gt;
*Create a market square.&lt;br /&gt;
*Create a main street from the town wall to the market square and/or keep. Well-paved blocks, statues and decorative shubbery are a must.&lt;br /&gt;
*No underground interconnections between different areas.&lt;br /&gt;
* BONUS: Make a fountain at least 3 Z squares high in the center of the keep, with a +statue+(or better) on top of it.&lt;br /&gt;
* BONUS: The fortress is built around a human town.&lt;br /&gt;
* BONUS: Town has an awesome inn operating in same building as the brewery. REGULAR parties there, or it isn't good enough!&lt;br /&gt;
* BONUS: All booze is kept within a town inn.&lt;br /&gt;
* ÜBERBONUS : Make all of the fortress out of wood. And have a dragon attack it. Send us pictures!&lt;br /&gt;
&lt;br /&gt;
==Hunter Gatherers==&lt;br /&gt;
*No skills&lt;br /&gt;
*No pets&lt;br /&gt;
*No items. &lt;br /&gt;
Yes - no items. No anvil, no seeds, no food, &amp;lt;i&amp;gt;no booze&amp;lt;/i&amp;gt; - nothing. Just the three [[tower-cap]] logs from the wagon.&lt;br /&gt;
&lt;br /&gt;
== Hunting Party ==&lt;br /&gt;
* One marksman/ambusher&lt;br /&gt;
* Two camp servants (e.g. one cook/brewer/herbalist, one butcher/tanner/leatherworker/woodcutter)&lt;br /&gt;
* Four clients, all dabbling in marksman/ambusher but with primarily civilian skills.&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of hunting dogs ... and a haunted wood. (In a terrifying wood, you may find all the trees &amp;amp; plants are dead, severely reducing long-term prospects.)&lt;br /&gt;
&lt;br /&gt;
== Immigration and Customs Enforcement ==&lt;br /&gt;
* One miner/mason/architect&lt;br /&gt;
* One woodcutter/carpenter/architect&lt;br /&gt;
* Five military dwarves&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of food, in a canyon - spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original dwarves remain dedicated to their mission.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;insert material&amp;gt; Fort ==&lt;br /&gt;
'''Wooden'''&lt;br /&gt;
&lt;br /&gt;
Start on any treeless map and make everything that you can out of wood. That means no underground forts, though you may destroy hills and such. You lose points for bringing wood at the start.&lt;br /&gt;
&lt;br /&gt;
'''Glass'''&lt;br /&gt;
&lt;br /&gt;
Construct an above-ground fortress made entirely out of glass. Bonus points for not using magma, constructing your fortress under water, or using [[clear glass]] exclusively. No stone may be used. Metal may only be used for creating stuff that cannot be made out of glass.&lt;br /&gt;
&lt;br /&gt;
== Jack Of All Trades ==&lt;br /&gt;
* No starting skills for any dwarfs&lt;br /&gt;
* All starting dwarfs and all immigrants immediately have all possible jobs activated&lt;br /&gt;
* All workshops must be available at all times for all dwarfs of all skill levels&lt;br /&gt;
&lt;br /&gt;
Pray for strange moods!&lt;br /&gt;
&lt;br /&gt;
== Luddite ==&lt;br /&gt;
* No mechanics or [[mechanism]]s&lt;br /&gt;
* No [[machine]]s&lt;br /&gt;
&lt;br /&gt;
[[Traps]] and moving [[bridge]]s are forbidden, [[farming]] must be accomplished by hand.&lt;br /&gt;
&lt;br /&gt;
== Master Of One ==&lt;br /&gt;
* All starting dwarfs can have one skill and one skill only&lt;br /&gt;
* No changes are allowed on any dwarfs labour screen&lt;br /&gt;
* All immigrants must stay with the profession/professions they arrive with&lt;br /&gt;
* All peasants must be activated into the military&lt;br /&gt;
&lt;br /&gt;
Note: Since all dwarfs start with all hauling activated then that's fine- alternatively you could limit the peasants to hauling duties and only allow dwarfs with military skills into the military...&lt;br /&gt;
&lt;br /&gt;
== Outcast ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
Same as the hermit challenge, only with multiple hermits. Turn off immigrants or kill them.&lt;br /&gt;
&lt;br /&gt;
== Roughing it ==&lt;br /&gt;
* No picks&lt;br /&gt;
&lt;br /&gt;
Don't [[dig]] or build at all. Bring no [[pick]]s, and don't ask for them in [[Trade depot|trade]]. Watch as the more &amp;quot;weather-averse&amp;quot; dwarves slowly go mad.&lt;br /&gt;
&lt;br /&gt;
== Siege Master ==&lt;br /&gt;
* No traps&lt;br /&gt;
* No drawbridges&lt;br /&gt;
* No locked doors&lt;br /&gt;
* No magma/water based defences&lt;br /&gt;
&lt;br /&gt;
== The Mad Butcher ==&lt;br /&gt;
&amp;lt;sub&amp;gt;(this requires a tiny amount of editing to the raws)&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
#Edit Dwarf Fortress\Raw\object\Creature_Domestic.txt. Remove the tag [BUTCHERABLE_NONSTANDARD] from cats and dogs. &amp;lt;br&amp;gt;&lt;br /&gt;
#Start with a normal build except:&lt;br /&gt;
#*One dwarf should be a dedicated butcher/leather worker&lt;br /&gt;
#*buy minimal food&lt;br /&gt;
#*bring as many puppies or kittens as possible&lt;br /&gt;
#Drop all your puppies or kittens into cages or into animal pits as soon as possible. &amp;lt;br&amp;gt;&lt;br /&gt;
#Dig a shaft 10 or more Z-levels deep, mark the top an animal pit.&amp;lt;br&amp;gt;&lt;br /&gt;
#At the bottom of the shaft set up a butcher shop, a tanner shop, a bedroom, and some food and leather stockpiles.&amp;lt;br&amp;gt;&lt;br /&gt;
#Set it all up so that the mad butcher cannot escape.&amp;lt;br&amp;gt;&lt;br /&gt;
#As you need food, begin selecting animals to be dropped into your deep pit, next to the butcher. &amp;lt;br&amp;gt;&lt;br /&gt;
#See how long a single butcher, butchering splattered kittens, can keep your fortress fed! Cooking and farming are cheating... raw meat for everyone!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== This. Is. SPARTAAAA ==&lt;br /&gt;
At least 50% of your dwarves should be military 100% of the time, and train in spears, shield use and [[wrestling]]. All other dwarves are &amp;quot;helots&amp;quot; and shouldn't be given any skills &amp;amp;ndash; they can be pressed into the military during times of war, but given no equipment or at most a bare minimum of inferior weapons.&lt;br /&gt;
&lt;br /&gt;
You should refuse trade with caravans, instead attacking them if possible. You should forbid the use of gold and silver, the making of crafts, and the smoothing of walls or any other task that makes your fortress &amp;quot;beautiful.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You shouldn't create chainmail or plate armour. &amp;lt;!-- why? --Savok --&amp;gt; You should only brew wine.&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Sparta#Society Read more about the real Sparta]&lt;/div&gt;</summary>
		<author><name>Shandrunn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Titan&amp;diff=33565</id>
		<title>40d:Titan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Titan&amp;diff=33565"/>
		<updated>2008-05-16T15:20:53Z</updated>

		<summary type="html">&lt;p&gt;Shandrunn: dem bones!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Titan|symbol=T|color=rgb(0, 127, 127)&lt;br /&gt;
|butcher=no|bones=20|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A&lt;br /&gt;
|biome=* Any land&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''Titan''' is a [[:Category:Megabeasts|megabeast]] that arrives at fortresses without any warning. Titans are large, intelligent, [[:Category:Humanoids|humanoids]] that attack any [[dwarf]] it may see at the time. Unlike a [[Bronze Colossus]], Titans feel pain and can become overexerted or even knocked unconscious. This makes them much easier opponents to take down, especially if your [[military]] consists of wrestlers, since they can force the titan to overexert itself and become an easy target.&lt;br /&gt;
&lt;br /&gt;
Titans can not be butchered, but leaving the corpse to rot gives 20 bones and a skull. However, unlike those of [[dragon]]s and [[hydra]]s, titan skull and bones are no more [[Item value|valuable]] than those of regular creatures. This means that making a stack of 100 [[bolt]]s is the best use for titan bones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Game_Data|[CREATURE:TITAN]&lt;br /&gt;
 	[NAME:titan:titans:titan]&lt;br /&gt;
 	[TILE:'T'][COLOR:3:0:0]&lt;br /&gt;
 	[MEGABEAST]&lt;br /&gt;
 	[GENPOWER:5]&lt;br /&gt;
 	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
 	[FANCIFUL]&lt;br /&gt;
 	[CAN_LEARN][CAN_SPEAK]&lt;br /&gt;
 	[CANOPENDOORS]&lt;br /&gt;
 	[PREFSTRING:height]&lt;br /&gt;
 	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
 	[SIZE:20]&lt;br /&gt;
 	[MAXAGE:600:1200]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
 	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
 	[FAT:10]&lt;br /&gt;
 	[EQUIPS]&lt;br /&gt;
 	[DIURNAL]&lt;br /&gt;
 	[BIOME_ANY_LAND]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[HOMEOTHERM:10067]&lt;br /&gt;
 	[LAYERING:10]&lt;br /&gt;
 	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Megabeasts]]&lt;/div&gt;</summary>
		<author><name>Shandrunn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:V0.31_creatures&amp;diff=899</id>
		<title>Template:V0.31 creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:V0.31_creatures&amp;diff=899"/>
		<updated>2008-05-13T14:17:07Z</updated>

		<summary type="html">&lt;p&gt;Shandrunn: updated megabeasts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | [[Creatures]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | [[:Category:Animals|Animals]]&lt;br /&gt;
| [[Black bear]] - [[Bonobo]] - [[Camel]] - [[Carp]] - [[Cat]] - [[Cougar]] - [[Deer]] - [[Dog]] - [[Donkey]] - [[Elephant]] - [[Elk]] - [[Fox]] - [[Giant bat]] - [[Giant cave spider]] - [[Giant cave swallow]] - [[Giant eagle]] - [[Grizzly bear]] - [[Groundhog]] - [[Hoary marmot]] - [[Horse]] - [[Mole dog]] - [[Mountain goat]] - [[Mule]] - [[Muskox]] - [[Pike]] - [[Raccoon]] - [[Rhesus macaque]] - [[Unicorn]] - [[Whale]] - [[Wolf]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | [[:Category:Humanoids|Humanoids]]&lt;br /&gt;
| [[Dark gnome]] - [[Fire imp]] - [[Iron man]] - [[Mountain gnome]] - [[Troglodyte]] - [[Troll]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | [[:Category:Megabeasts|Megabeasts]]&lt;br /&gt;
| [[Bronze colossus]] - [[Dragon]] - [[Hydra]] - [[Titan]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | [[:Category:Races|Races]]&lt;br /&gt;
| [[Dwarves]] - [[Elves]] - [[Humans]] - [[Goblins]] - [[Kobolds]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shandrunn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Leggings&amp;diff=28718</id>
		<title>40d:Leggings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Leggings&amp;diff=28718"/>
		<updated>2008-05-06T20:45:18Z</updated>

		<summary type="html">&lt;p&gt;Shandrunn: clarified materials line&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Leggings''' are [[armor]] covering the legs. They are made for either the [[leather]] or chain armor level. Chain leggings are made from one [[metal]] bar at a [[forge]].&lt;br /&gt;
[[Plate]] leggings are called [[greaves]].&lt;/div&gt;</summary>
		<author><name>Shandrunn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bin&amp;diff=18516</id>
		<title>40d:Bin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bin&amp;diff=18516"/>
		<updated>2008-05-06T15:47:29Z</updated>

		<summary type="html">&lt;p&gt;Shandrunn: completed list/copyedit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Bin''' is a specially made basket for certain [[stockpiles]]. A bin can be made from one [[wood|wooden log]] at a [[carpenter's workshop]] or three bars of [[metal]] at a [[forge]]. Bins make it possible to store lots of objects into one tile of a stockpile. A stockpile without a bin will likely fill up fast, leaving any remaining items where they are to get in the way.&lt;br /&gt;
&lt;br /&gt;
Stockpiles that use bins are [[ammo]], [[armor]], [[bar]]s/[[block]]s, [[cloth]], [[Currency|coins]], [[finished goods]], [[gems]], [[leather]] and [[weapons]]. [[Food]] stockpiles use [[barrel]]s instead of bins. Other stockpiles do not use anything at all.&lt;br /&gt;
&lt;br /&gt;
When possible, dwarves will organize stockpiles with multiple bins into subgroups. Dwarves can mix items in a bin when given the order to through the stockpile menu.&lt;br /&gt;
&lt;br /&gt;
Bins also save time when hauling goods to the [[trade depot]], as a bin marked for trade will be carried along with all its contents.&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Shandrunn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Shandrunn&amp;diff=41098</id>
		<title>User:Shandrunn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Shandrunn&amp;diff=41098"/>
		<updated>2008-05-02T18:53:30Z</updated>

		<summary type="html">&lt;p&gt;Shandrunn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi. I'm Stefan, or Shandrunn whenever I'm on the intertubes.&lt;br /&gt;
&lt;br /&gt;
I recently got in touch with DF through 4chan's /tg/ so I know that Love Can Bloom and GREEN IZ BEST.&lt;br /&gt;
&lt;br /&gt;
You'll probably find me on WorldIRC #bay12games whenever I'm playing, so drop by and say hi.&lt;br /&gt;
&lt;br /&gt;
'''My fortress(es):''' &lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-2594-earthensubtle Earthensubtle], my first fortress to survive more than a year.&lt;/div&gt;</summary>
		<author><name>Shandrunn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Shandrunn&amp;diff=41097</id>
		<title>User:Shandrunn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Shandrunn&amp;diff=41097"/>
		<updated>2008-05-02T18:52:28Z</updated>

		<summary type="html">&lt;p&gt;Shandrunn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi. I'm Stefan, or Shandrunn whenever I'm on the intertubes.&lt;br /&gt;
&lt;br /&gt;
I recently got in touch with DF through 4chan's /tg/ so I know that Love Can Bloom and GREEN IZ BEST.&lt;br /&gt;
&lt;br /&gt;
You'll probably find me on WorldIRC #bay12games whenever I'm playing, so drop by and say hi.&lt;br /&gt;
&lt;br /&gt;
My fortress(es): &lt;br /&gt;
[http://mkv25.net/dfma/map-2594-earthensubtle Earthensubtle], my first fortress to survive more than a year.&lt;/div&gt;</summary>
		<author><name>Shandrunn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Shandrunn&amp;diff=41096</id>
		<title>User:Shandrunn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Shandrunn&amp;diff=41096"/>
		<updated>2008-05-02T17:35:20Z</updated>

		<summary type="html">&lt;p&gt;Shandrunn: New page: Hi. I'm Stefan, or Shandrunn whenever I'm on the intertubes.  I recently got in touch with DF through 4chan's /tg/ so I know that Love Can Bloom and GREEN IZ BEST.  You'll probably find me...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi. I'm Stefan, or Shandrunn whenever I'm on the intertubes.&lt;br /&gt;
&lt;br /&gt;
I recently got in touch with DF through 4chan's /tg/ so I know that Love Can Bloom and GREEN IZ BEST.&lt;br /&gt;
&lt;br /&gt;
You'll probably find me on WorldIRC #bay12games whenever I'm playing, so drop by and say hi.&lt;/div&gt;</summary>
		<author><name>Shandrunn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Glass&amp;diff=7570</id>
		<title>40d:Glass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Glass&amp;diff=7570"/>
		<updated>2008-05-02T17:30:45Z</updated>

		<summary type="html">&lt;p&gt;Shandrunn: grammar fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Glass]] is a translucent material with widespread uses.  Glass is manufactured at a [[glass furnace]] or [[magma glass furnace]].  There are three types of glass: Green, Clear and Crystal, each with different colour and value. &lt;br /&gt;
&lt;br /&gt;
Green glass can be considered renewable if produced at a magma furnace, because there are no ingredients other than sand used and sand sources cannot be depleted. This makes it a valuable resource for construction.  Green glass goods are manufactured from one [[bag]] of any [[sand]].  &lt;br /&gt;
&lt;br /&gt;
Clear glass uses both a bag of sand and one [[pearlash]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Crystal glass is manufactured from one rough [[rock crystal]] and one pearlash.  &lt;br /&gt;
&lt;br /&gt;
In order to produce glass, sand must be gathered in bags using a task available at a glass furnace.  You must designate a sand-gathering zone from the ({{k|i}})-menu in order for this task to succeed.  Gathering sand requires [[item hauling]] whilst moving sand bags to stockpiles requires [[furniture hauling]]. You will need spare bags in order to collect sand. &lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
Glass can be manufactured into a wide variety of products:  &lt;br /&gt;
&lt;br /&gt;
* Raw glass is essentially a low-value [[gem]], a frequent request of dwarves undergoing a [[strange mood]].  Given its abundance, raw green glass makes an excellent training material for practicing the [[gem cutting]] skill.&lt;br /&gt;
* Glass can be formed into [[block]]s which can then be used for most building purposes.&lt;br /&gt;
* Glass can be used to manufacture a number of [[furniture]] items, including [[armor stand]]s, [[chest|boxes]], [[floodgate]]s, [[hatch cover]]s, [[grate]]s, [[door|portals]], [[statue]]s, [[table]]s, [[throne]]s and [[weapon rack]]s.&lt;br /&gt;
* Glass can be converted into [[trap]] components, such as [[spiked ball]]s or [[giant axe blade]]s.&lt;br /&gt;
* Glass windows can be made at a [[glass furnace]] as an alternative to making windows from gems.&lt;br /&gt;
* [[Cage]]s may be made from glass.  A glass cage is called a terrarium, and is unique among cages in that it may be converted into an [[aquarium]] using the an option in the building tasks/prefs menu{{key|q}}{{key|w}}.  Terraria may not be used for justice applications.&lt;br /&gt;
* Glass [[vial]]s are used in some types of plant processing, making extracts, and three clear glass vials are required to build an [[alchemist's laboratory]]&lt;br /&gt;
* Glass can be formed into a variety of crafts.&lt;br /&gt;
&lt;br /&gt;
Glass items often have unique names:&lt;br /&gt;
* A glass [[chest]] is called a box.&lt;br /&gt;
* A glass [[door]] is called a [[portal]].&lt;br /&gt;
* A glass [[pipe]] is called a tube.&lt;br /&gt;
* A glass [[cage]] is called a terrarium.&lt;br /&gt;
&lt;br /&gt;
==Material value==&lt;br /&gt;
* Green glass has a value of 2.&lt;br /&gt;
* Clear glass has a value of 5.&lt;br /&gt;
* Crystal glass has a value of 10.&lt;br /&gt;
&lt;br /&gt;
The damage value of green glass weapons is 50% (confirmed at [[Gem#Glass]]).&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Shandrunn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Item_value&amp;diff=21811</id>
		<title>40d:Item value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Item_value&amp;diff=21811"/>
		<updated>2008-05-02T17:27:10Z</updated>

		<summary type="html">&lt;p&gt;Shandrunn: changed link to right page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Value is determined by the base value of the object with multipliers for the material it is made out of, the [[quality]] of its creation, and any [[decoration]]s on it.&lt;br /&gt;
&lt;br /&gt;
==Base values of items==&lt;br /&gt;
The base value of an item is found from what the item '''is''', not what it is made out of. For example, a wood block uses the base value for a block, not the one for 'wooden'. A wood log uses the base value for raw material.&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|0||[[Bone]], [[Shell]], [[Fat]], Mangled Meat...&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|1||[[Bolt]]s, [[Seed]]s, [[Tallow]], [[Animal]]s&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|2||[[Meat]], [[Fish]], Raw [[Fish]], [[Alcohol|Drink]]s, [[Plants]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|3||Raw Materials - Rough [[Gem]]s, [[Stone]], [[Log]]s etc&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|5||[[Metal|Bars]], Cut [[Gems]], [[Blocks]], [[Sand]], [[Leather|Tanned Hides]], [[Animal Trap]]s&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|6||[[Thread]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|7||[[Cloth]]*&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|10||Coins, All [[furniture]] except statues, all [[craft]]s, [[clothes]]*, [[Decoration]]s, [[Prepared meal]]s, large gems, [[Buckler]]s&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|15||[[Shoes]]*, [[Clothing|Socks]]*, [[Boot]]s, [[Gauntlet]]s, [[Leggings]], [[Shield]]s, [[Helm]]s,&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|20||[[Leather]] [[Armor]], [[Siege Ammo]], [[Flour]], [[Dwarven sugar|Sugar]], [[Dwarven syrup|Syrup]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|25||[[Statue]]s, [[Window]]s&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|30||[[Greaves]], [[Mechanism]]s, [[Siege Engine]] Parts&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|60||[[Chain Mail]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|100||[[Plate Mail]], [[Anvil]]s&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Cloth has an additional modifier of +20, finished goods made from cloth have a modifier of +40&lt;br /&gt;
&lt;br /&gt;
==Material multipliers==&lt;br /&gt;
The material multiplier of an item is found from what it is made out of. For example, a wood block uses the same multiplier as a log or chest -  that for wood. Oddly, burned wood is no longer considered wooden, but has other modifiers.&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
! Multiplier&lt;br /&gt;
! Materials&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|1||Common [[Stone]] (Shale, Jet, Bauxite, Bituminous coal, Cinnabar..), [[Bismuthinite]] [[Wood]], [[Leather]], [[Bone]], [[Shell]], [[whip vine]],&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|2||[[Silk]]**, [[Pig tail]], [[Rope reed]], [[Plump helmet]], [[Quarry bush]], [[Longland grass]], [[Charcoal]], Green [[Glass]], '''Stone:''' any [[Flux]], '''Metal:''' [[Lead]], [[Nickel]], [[Zinc]], [[Bismuth]], [[Copper]], [[Tin]], '''[[Ore]]:''' [[Garnierite]], [[Malachite]], [[Sphalerite]], [[Cassiterite]], '''Gems:''' [[Morion]], [[Onyx]], [[Schorl]], [[Moss agate]], [[Prase]], [[Variscite]], [[Banded agate]], [[Bloodstone]], [[Carnelian]], [[Sard]], [[Sardonyx]], [[Lavendar jade]], [[Pink jade]], [[Brown jasper]], [[Fire agate]], [[Plume agate]], [[Smoky quartz]], [[Tube agate]], [[Dendritic agate]], [[Fortification agate]], [[Gray chalcedony]], [[Milk quartz]], [[Moonstone]], [[Rock crystal]], [[White chalcedony]], [[White jade]], [[Blue jade]], [[Lace agate]], [[Lapis lazuli]], [[Chrysoprase]], [[Chrysocolla]], [[Turquoise]], [[Citrine]], [[Pyrite]], [[Sunstone]], [[Tiger iron]], [[Tigereye]], [[Yellow jasper]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|3||[[Obsidian]], [[Potash]], [[Nickel silver]], [[Lay pewter]], [[Tetrahedrite]], [[Aventurine]], [[Picture jasper]], [[Rose quartz]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|4||[[Pearlash]], [[Trifle pewter]],&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|5||[[Fine pewter]], [[Bronze]], [[Galena]], Clear [[Glass]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|6||[[Billon]], [[Bismuth bronze]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|7||[[Brass]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|8||[[Sterling silver]], [[Hematite]], [[Limonite]], [[Magnetite]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|10||[[Silver]],[[Iron]], Crystal [[Glass]], [[Pig iron]], [[Horn silver]], [[Moss opal]], [[Prase opal]], [[Amber opal]], [[Wax opal]], [[Wood opal]], [[Bone opal]], [[Clear tourmaline]], [[Jasper opal]], [[Milk opal]], [[Onyx opal]], [[Pineapple opal]], [[Pipe opal]], [[Shell opal]], [[Cherry opal]], [[Gold opal]], [[Resin opal]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|11||[[Black bronze]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|15||[[Melanite]], [[Red tourmaline]], [[Jelly opal]], [[Fire opal]], [[Pink tourmaline]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|20||[[Electrum]], [[Black pyrope]], [[Black zircon]], [[Green tourmaline]], [[Green zircon]], [[Almandine]], [[Red grossular]], [[Red pyrope]], [[Red spinel]], [[Red zircon]], [[Purple spinel]], [[Rhodolite]], [[Alexandrite]], [[Amethyst]], [[Kunzite]], [[Morganite]], [[Pink garnet]], [[Tanzanite]], [[Violet spessartine]], [[Brown zircon]], [[Cinnamon grossular]], [[Honey yellow beryl]], [[Bandfire opal]], [[Cat's eye]], [[Clear garnet]], [[Crystal opal]], [[Goshenite]], [[Harlequin opal]], [[Pinfire opal]], [[White opal]], [[Claro opal]], [[Chrysoberyl]], [[Green jade]], [[Heliodor]], [[Peridot]], [[Aquamarine]], [[Precious fire opal]], [[Red beryl]], [[Red flash opal]], [[Golden beryl]], [[Levin opal]], [[Rubicelle]], [[Topaz]], [[Topazolite]], [[Yellow grossular]], [[Yellow spessartine]], [[Yellow zircon]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|23||[[Rose gold]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|25||[[Indigo tourmaline]], [[Clear zircon]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|30||[[Gold]], [[Steel]], [[Black opal]], [[Blue garnet]], [[Demantoid]], [[Tsavorite]], [[Light yellow diamond]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|40||[[Platinum]], [[Aluminum]], [[Sapphire]], [[Emerald]], [[Ruby]], [[Faint yellow diamond]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|60||[[Black diamond]], [[Blue diamond]], [[Green diamond]], [[Red diamond]], [[Clear diamond]], [[Star sapphire]], [[Star ruby]], [[Yellow diamond]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; background-color: #EEE&amp;quot;&lt;br /&gt;
|250||[[Raw adamantine]]&lt;br /&gt;
|- style=&amp;quot;vertical-align: top&amp;quot;&lt;br /&gt;
|300||[[Adamantine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; '''giant''' cave spider silk has an multiplier of 10, applied after base value, quality and addition of 40. Example: Wellcrafted giant cave spider silk robe (2*10*2+40)*10=800☼&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
Item value is further increased by applying the [[Quality|quality]] modifier.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' || style=&amp;quot;padding-right: 20px; padding-left: 15px; text-align: center;&amp;quot; | '''Value &amp;lt;br&amp;gt;Modifier''' || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Item Name || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;mdash;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1&amp;amp;nbsp; ||&lt;br /&gt;
|-&lt;br /&gt;
| -Item Name- || Well-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+ || Finely-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;3&amp;amp;nbsp; ||&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name* || Superior quality || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;4&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡ || Exceptional || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;5&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼ || Masterful || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;12&amp;amp;nbsp; || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Decorations==&lt;br /&gt;
&lt;br /&gt;
Your craftsdwarves can add [[decoration|decorations]] to your objects. This increases their value. The base value of a decoration is 10. This is multiplied with the material the decoration is made of and the [[quality]] of the decoration, and added to the value of the item. For example, a gold stud would be worth 10 (base value for the decoration) times 30 (material multiplier for gold) =300☼. A finely crafted gold stud would be 3*10*30=900☼.&lt;br /&gt;
&lt;br /&gt;
== Dyeing ==&lt;br /&gt;
Value gained by dyeing is added, like that of decorations. Only thread, cloth and its products can be dyed. Details see [[Dye]].&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Base Object&lt;br /&gt;
!&lt;br /&gt;
! Material&lt;br /&gt;
!&lt;br /&gt;
! Quality&lt;br /&gt;
!&lt;br /&gt;
! Final Value&lt;br /&gt;
|-&lt;br /&gt;
|Anvil ||(100)||Steel ||(x30)||+Item+ ||(x3)||9000☼&lt;br /&gt;
|-&lt;br /&gt;
|Door ||(10)||Obsidian ||(x3)||None ||(x1)||30☼&lt;br /&gt;
|-&lt;br /&gt;
|Block ||(5)||Wood ||(x1)||None ||(x1)||5☼&lt;br /&gt;
|-&lt;br /&gt;
|Goblet ||(10)||Lead ||(x2)||-Item- ||(x2)||40☼&lt;br /&gt;
|-&lt;br /&gt;
|Goblet ||(10)||Aluminum||(x40)||☼Item☼ ||(x12)||4800☼&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Shandrunn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Status_icons&amp;diff=31261</id>
		<title>40d:Status icons</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Status_icons&amp;diff=31261"/>
		<updated>2008-05-01T18:08:22Z</updated>

		<summary type="html">&lt;p&gt;Shandrunn: Pain makes dwarves go unconscious too.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Status Icons''' are symbols that flash when a creature is under a certain effect. When a creature has multiple status icons, they will flash in succession.&lt;br /&gt;
&lt;br /&gt;
{{Tile|☺|rgb(256,0,0)|rgb(0,0,0)}}&lt;br /&gt;
flashes to...&lt;br /&gt;
* {{Tile|☺|rgb(128,0,0)|rgb(0,0,0)}} '''[[Legendary]]:''' The dwarf has a skill that has reached Legendary level. Take care of these fellows.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|X|rgb(128,128,128)|rgb(0,0,0)}} '''[[Immigration|Migrant]]:''' The dwarf has just arrived at your fortress and is still getting used to the place. They won't do any jobs while in this state, which doesn't last long.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|?|rgb(0,256,256)|rgb(0,0,0)}} '''No Job:''' The creature has no job and no destination.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|?|rgb(256,0,0)|rgb(0,0,0)}} '''No Destination:''' The creature has a job, but no destination. They get this when you shut a door on their faces.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|-|rgb(0,256,0)|rgb(0,0,0)}}{{Tile|\|rgb(0,256,0)|rgb(0,0,0)}}{{Tile|&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;|rgb(0,256,0)|rgb(0,0,0)}}{{Tile|/|rgb(0,256,0)|rgb(0,0,0)}}{{Tile|-|rgb(0,256,0)|rgb(0,0,0)}} '''Multiple Creatures:''' More than one creature is on the same tile, the game will switch between them using this animated line.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|↓|rgb(128,128,0)|rgb(0,0,0)}} '''Hungry:''' Dwarf needs [[food]] badly. &lt;br /&gt;
&lt;br /&gt;
* {{Tile|↓|rgb(0,0,256)|rgb(0,0,0)}} '''Thirsty:''' The creature needs [[water]] or [[alcohol]].&lt;br /&gt;
&lt;br /&gt;
* {{Tile|↓|rgb(128,128,128)|rgb(0,0,0)}} '''Tired:''' The dwarf wants [[Sleep]]. Depending on how tired they are, their speed will be drastically lowered.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|↓|rgb(256,0,0)|rgb(0,0,0)}} '''Unhappy:''' The dwarf's unhappy thoughts are piling up. Not a good sign for a fortress, as this can lead to tantrums.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|Z|rgb(128,128,128)|rgb(0,0,0)}} '''[[Sleep|Sleeping]]:''' This dwarf is not going to be productive, and the object it is sleeping on will have an effect on its mood.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|rgb(256,0,0)|rgb(128,128,0)}} '''Prone:''' When the dwarf is lying on the ground. Several prone creatures can be in the same tile; therefore, in tight corridors, dwarves will be constantly lying down and standing so they can go through. Also happens in combat. Make sure to remember to stand up if this happens in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|rgb(256,0,0)|rgb(0,256,256)}} '''Thrown:''' Either the dwarf has been thrown by a wrestling move, or it has gotten smashed by a blunt weapon and is flying backwards from the force.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|rgb(0,0,256)|rgb(0,0,128)}} '''[[Swimmer#Drowning|Drowning]]:''' The creature is underwater and cannot breathe.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|rgb(256,0,0)|rgb(192,192,192)}} '''Webbed:''' The icon that shows when a dwarf walks into a [[cave spider]]'s web.&lt;br /&gt;
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* {{Tile|!|rgb(192,192,192)|rgb(0,0,0)}} '''[[fey mood|Fey Mood]]:''' The dwarf will find a workshop, get materials, and make an artifact. After this, it will have a skill increase to [[Legendary]], along with attributes. If it cannot find the required workshop or items, it will wait until it goes insane, berserk, or melancholy.&lt;br /&gt;
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* {{Tile|!|rgb(256,0,256)|rgb(0,0,0)}} '''Possessed:''' The same thing as [[fey mood]], but without the skill increase.&lt;br /&gt;
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* {{Tile|!|rgb(256,256,0)|rgb(0,0,0)}} '''[[Tantrum]]:''' The dwarf has finally had enough, and has lost his temper. The dwarf stops all work, and proceeds to throw things, destroy buildings and hurt other dwarves. This is not a permanent state, but extremely annoyed dwarves will tantrum repeatedly. &lt;br /&gt;
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* {{Tile|!|rgb(0,256,256)|rgb(0,0,0)}} '''[[Insane]]:''' When they cannot find materials for an artifact, they will eventually go crazy and babble, leading to this icon. Dwarf moves erratically around until he/she dies of hunger or thirst. A form of madness.&lt;br /&gt;
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* {{Tile|!|rgb(0,0,256)|rgb(0,0,0)}} '''[[Melancholy]]:''' When a dwarf has sad thoughts for a very long time, it may lead to this. Dwarf sulks around the place until he/she dies of hunger or thirst, or tries to kill himself by drowning or chasm. A form of madness, it's pretty much permanent.&lt;br /&gt;
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* {{Tile|!|rgb(192,0,0)|rgb(0,0,0)}} '''Enraged:''' After a dwarf is injured or had a pet killed by an enemy, the dwarf may get angrier and attack the enemy with rushes and powerful hits. Dwarves in this state will seek fights with enemy or neutral creatures.  May also occur to non dwarves.  &lt;br /&gt;
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* {{Tile|!|rgb(0,256,0)|rgb(0,0,0)}} '''Martial Trance:''' When a single dwarf is being attacked by more than one enemy, it will fall into this state and supposedly focus better. Toady one has [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=12&amp;amp;t=000037 said], &amp;quot;You have to be a dwarf [to be able to get the martial trance]. It improves all kinds of combat rolls and modifiers (but no direct damage bonus -- 'enraged' does that).&amp;quot; Dwarves in this state will seek fights with enemy or neutral creatures.&lt;br /&gt;
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* {{Tile|☺|rgb(256,0,0)|rgb(128,0,128)}} '''[[Wrestling]]:''' It is grabbing, or attempting to grab, another creature in a fight. Could also be holding on to a part of the opponent as well.&lt;br /&gt;
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* {{Tile|☺|rgb(0,0,0)|rgb(256,0,256)}} '''Last seen:''' Indicates the last known location of the creature. Adventure mode only.&lt;br /&gt;
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* {{Tile|+|rgb(256,256,0)|rgb(192,192,192)}} '''Minor [[Injury]]:''' Any wound that leaves only one hand in working condition, including severings.&lt;br /&gt;
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* {{Tile|+|rgb(256,0,0)|rgb(192,192,192)}} '''Major [[Injury]]:''' Loss of the use of a leg, both arms, or a fatal injury to a vital organ that hasn't killed the dwarf yet.  Yellow or worse damage to any of the brain, throat, heart, guts, or both lungs are all mortal wounds. Yellow or worse damage to one lung is typically not fatal, but this status flag will remain on the dwarf permenantly as he goes about his day.&lt;br /&gt;
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* {{Tile|X|rgb(0,256,256)|rgb(0,0,0)}} '''Stunned:''' Dwarves can be stunned because of pain, and may lead to unconsciousness. Cave spider bites also cause periodic stunning.&lt;br /&gt;
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* {{Tile|X|rgb(0,256,0)|rgb(0,0,0)}} '''Nausea:''' Can be caused by [[cave adaptation]], and will cause [[vomit]], or during combat, when one spears another through the vital organs in the abdomen.&lt;br /&gt;
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* {{Tile|X|rgb(192,192,192)|rgb(0,0,0)}} '''Winded:''' When a dwarf is out of breath, they are winded. This can be caused by being underwater, having a lung pierced or throat torn out.&lt;br /&gt;
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* {{Tile|☼|rgb(0,256,256)|rgb(0,0,0)}} '''[[Combat#Paralysis|Paralyzed]]:''' The creature cannot move. Caused by poison or severe brain damage.&lt;br /&gt;
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* {{Tile|X|rgb(256,256,256)|rgb(0,0,0)}} '''Unconscious:''' A bad sign for a dwarf, since they usually become unconscious in a fight and will die shortly afterwards. Sometimes, pain or permanent spinal injuries will make a dwarf periodically fall unconscious.&lt;br /&gt;
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* {{Tile|☺|rgb(256,0,0)|rgb(128,0,0)}} '''Dead:''' This dwarf is gone, far away from the horrors of the puppy-cooking, noble-drowning fortress.&lt;br /&gt;
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In addition to the above symbols, creatures carrying an object will alternate between their usual icon and the icon of the object they are carrying.&lt;br /&gt;
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{{Game Interface FAQ}}&lt;br /&gt;
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[[Category:Interface]]&lt;br /&gt;
[[Category:Creatures]]&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>Shandrunn</name></author>
	</entry>
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