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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Silverwing235</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Silverwing235"/>
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	<updated>2026-09-01T05:14:11Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Deinonychus&amp;diff=319342</id>
		<title>Deinonychus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Deinonychus&amp;diff=319342"/>
		<updated>2026-08-31T22:05:02Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: ref edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=deinonychus_sprites.png&lt;br /&gt;
|portrait=deinonychus_portrait_anim.gif&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Deinonychus''' are [[extinct]] bipedal [[dinosaur]]s from the [[wikipedia:Cretaceous|Cretaceous]] era. They are found in [[Surroundings#Savage|savage]] [[Forest|broadleaf forests]] and [[Shrubland|temperate shrubland]]s, appearing in packs of 3-5. They are large predators and can easily wipe out unarmed citizens they come across. While [[Extinction#Extinct creatures|extinct]] in real life, their appearance is dependent on the settings chosen when [[World generation#Real world extinct creatures|creating a world]]. A young deinonychus is called a ''hatchling''.&lt;br /&gt;
&lt;br /&gt;
Deinonychus can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into exotic [[pet]]s. They can be further trained into war or hunting beasts; their bulk, quick maturity rate, and staggering clutch size make them an excellent option for quickly building an army or bodyguarding force. They are also a good choice for [[egg production]] in general. A large [[egg]] size and high yield of 10-30 eggs per clutch put them on equal footing with [[alligator]]s in terms of volume, though they lack a [[Item value|value multiplier]]. Deinonychus become adults after 1 year and reach their full size after 2.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] deinonychus for their ''scything claws'' and ''feathers''.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: 'Plants VS Zombies 2--&amp;gt;&lt;br /&gt;
Deinonychus seem to have a high tendency to kick [[undead]] creatures to displace them forward, for reasons yet to be uncovered.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Coconut_palm&amp;diff=319318</id>
		<title>Coconut palm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Coconut_palm&amp;diff=319318"/>
		<updated>2026-08-30T12:37:23Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Treelookup/0&lt;br /&gt;
|graphic=mangrove_trunk_sprite.png&lt;br /&gt;
|product=palm_sprite.png&lt;br /&gt;
|sapling=palm_sapling.png&lt;br /&gt;
|wiki=coconut}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Coconut palms''' are a type of [[above ground]] [[tree]], that can be found in dry areas of any [[tropical]] biome. Like the overwhelming majority of overland trees, palm [[carpenter|wood]] is brown and produces brown products.&lt;br /&gt;
&lt;br /&gt;
Coconut palms produce coconuts that can be harvested by setting up a gathering [[zone]]. Coconuts are edible raw or cooked, but cannot be brewed. Unlike most other fruit trees, coconuts do not have seeds (technically, the edible part of the coconut is the seed and the fruit itself is inedible, but it isn't set as such in the raws, and dwarves still eat the entire fruit).&lt;br /&gt;
&lt;br /&gt;
Some [[Dwarf|dwarves]] [[Preferences|like]] coconut palms for their ''leaves''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Coconut green.JPG|thumb|center|300px|Admired for its ''leaves''.]]&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Da Coconut Nut&amp;quot; song composed by Ryan Cayabyab --&amp;gt;&lt;br /&gt;
There is often confusion over if the coconut nut is a big big nut or a coco fruit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: ? --&amp;gt;&lt;br /&gt;
Coconut palm [[wood]] is preferably used for building big [[house]]s for [[Relationship|families]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Coconut&amp;quot; song composed by Harry Nilsson --&amp;gt;&lt;br /&gt;
One [[human]] [[Singer|bard]] has reported that combining a [[Round lime|lime]] and a [[coconut]] then drinking the mixture will make one feel better.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{Category|Surface trees}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Peasant&amp;diff=319304</id>
		<title>Peasant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Peasant&amp;diff=319304"/>
		<updated>2026-08-29T00:50:20Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin-left:10px&amp;quot;&amp;gt;&lt;br /&gt;
{{Skill Box|Peasant|3:0|3:0|}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:peasant_sprite_preview.png|right]]In [[fortress mode]], a '''peasant''' is basically an unskilled laborer, a [[dwarf]] who is at most of dabbling [[skill]] when it comes to labor. Peasants are automatically assigned only to [[hauling]] tasks, and may be important in this regard - a large body of haulers will keep your skilled dwarves from dealing with the tedium themselves, allowing them to go about their work more efficiently, though this problem is also solved by having numerous [[Children#Chores| children]] as well. They appear [[color|teal]] on the [[unit list]].&lt;br /&gt;
&lt;br /&gt;
Some peasants have military skills and are therefore more valuable than other peasants. Graphically, peasants will always appear as wearing cyan clothes, unless the option to [[Settings#Dye_display|display clothing dye]] is enabled.&lt;br /&gt;
&lt;br /&gt;
==Generating Peasants==&lt;br /&gt;
&lt;br /&gt;
*Peasants appear in [[immigration|migrant waves]]. Note that military and social skills are not considered when labeling a dwarf - a peasant may well be a skilled military fighter, but still only haul around stones at the workplace. More often than not, peasants in migrant waves have some military skills and relatively few in-fortress relationships, and therefore make good recruits for your [[military]].&lt;br /&gt;
&lt;br /&gt;
*A peasant is often produced when [[children]] reach their eighteenth birthday. Children that have been around a while usually gain levels in the [[planter]] skill, because &amp;quot;Harvest Plants&amp;quot; can be done by any dwarf, children included, if you kept the &amp;quot;Dwarves All Harvest&amp;quot; option in [[standing orders]]. Children who completed a non-possessed [[strange mood]] will grow up into legendary [[Craftsdwarf|craftsdwarves]] rather than peasants. Children that come to full term will likely have lots of strong relationships around your fortress, and drafting them into your &amp;lt;s&amp;gt;suicide squads&amp;lt;/s&amp;gt; army can result in unhappy [[thought]]s. Fortresses that manage to survive until their 25th year should expect to see ''plenty'' of peasants and should be prepared by building lots of comfy white-collar workshops.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
In many fortresses, peasants are forced to remain unskilled laborers by only assigning them hauling tasks. They can also be used to exploit the [[strange mood]] system: by temporarily assigning a peasant a skill which requires significant cost to the fort to train (i.e. any of the smithing skills, or glassmaking if sand or fuel are scarce) until they reach a level of novice, the next strange mood has an increased chance of yielding a legendary laborer in a critical field. Due to skill rust, peasants assigned in this way to the &amp;quot;mood lottery&amp;quot; can be reassigned easily later on, or you can simply use them to explore the [[caverns]], draft them into the military, or... [[Stupid dwarf trick|other things]].&lt;br /&gt;
&lt;br /&gt;
{{V50 misc professions}}&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Rhamphorhynchus&amp;diff=319299</id>
		<title>Rhamphorhynchus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Rhamphorhynchus&amp;diff=319299"/>
		<updated>2026-08-28T18:16:50Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=rhamphorhynchus_sprites.png&lt;br /&gt;
|portrait=rhamphorhynchus_portrait_anim.gif&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
The '''Rhamphorhynchus''' (plural: Rhamphorhynchi) is an [[Extinction|extinct]] flying reptile (or pterosaur) from the [[wikipedia:Jurassic|Jurassic]] era. They can be found in savage tropical dry leaf forests. Like all flying [[creature]]s, they possess a legendary [[skill]] in [[climbing]]. If tamed, they can be made into [[exotic pet]]s, with a low pet value of 50. [[Egg]]s can be harvested from them, with amounts laid being between 4-8. When attacking, their ferocious jaws - as their description would indicate - give them very dangerous biting attacks, as well as the ability to scratch and snatch creatures with their talons.&lt;br /&gt;
&lt;br /&gt;
Some [[Dwarf|dwarves]] [[like]] rhamphorhynchi for their ''ferocious jaws''.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:rhamp_preview.png|thumb|350px|center|Admired for their ''ferocious jaws''.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Heinrich Harder''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fire-safe&amp;diff=319238</id>
		<title>Fire-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fire-safe&amp;diff=319238"/>
		<updated>2026-08-24T17:15:17Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Material properties}}&lt;br /&gt;
'''Fire-safe materials''' are those that are not damaged by [[fire]]. These materials include [[glass]], ''most'' (but not all!) [[stone]], and ''most'' [[metal]] (everything ''but'' [[bismuth]], [[lead]], [[tin]], [[zinc]], and all three pewters). [[Nether-cap]] is the only [[wood]] that can withstand fire (and even [[magma]]) thanks to its fixed temperature, but the game does not recognize it as a fire-safe building material. Counterintuitively, [[bituminous coal]], [[lignite]], [[charcoal]], and [[coke]] '''are''' considered fire-safe, since they only catch fire when they're hot enough (see below).&lt;br /&gt;
&lt;br /&gt;
For the purpose of job item requirements (e.g. in custom [[reaction]]s or when constructing certain buildings), only [[bar]]s, [[block]]s, [[stone]], [[log]]s, and [[anvil]]s can be classified as &amp;quot;fire-safe materials&amp;quot; - all other item types are rejected outright. Fire-safe materials are only required when the object is going to come into contact with extreme heat, such as all conventional [[furnace]]s and the [[metalsmith's forge|forge]]. For the magma-powered versions of these buildings, as well as anything that will be in direct contact with magma (such as [[floodgate]]s,  [[grate]]s or [[pump]]s, but not constructed walls, floors, fortifications, etc.), fire-safe is not enough: it has to be [[magma-safe|&amp;lt;u&amp;gt;magma&amp;lt;/u&amp;gt;-safe]].&lt;br /&gt;
&lt;br /&gt;
As far as the game is concerned, only materials which are stable at the [[temperature]] {{ct|11000}} (i.e. MELTING_POINT/BOILING_POINT/IGNITE_POINT/HEATDAM_POINT greater than 11000 and COLDDAM_POINT less than 11000) are considered fire-safe.  Despite this temperature being considered fire-safe, actual [[fire]] can generate temperatures significantly higher - in particular, all burning items generate temperatures up to 200 degrees ''above'' their material's ignite point, so once a &amp;quot;fire-safe&amp;quot; item manages to get ignited (e.g. by exposure to [[magma]]), it can easily spread further. For practical purposes, anything which has an IGNITE_POINT should be treated as not fire-safe.&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Malachite&amp;diff=319233</id>
		<title>Malachite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Malachite&amp;diff=319233"/>
		<updated>2026-08-24T12:07:18Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: consolidate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{stonelookup/0&lt;br /&gt;
|graphic=ore_cyan_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{For/see|the month|[[Calendar]]}}&lt;br /&gt;
&lt;br /&gt;
'''Malachite''' is one of several [[ore]]s of [[copper]]. It is found as [[vein]]s, is rare compared to other copper ores, is among the few types of stone that are not [[fire-safe]], and also is the name of the 5th month of the dwarven [[calendar]], covering mid-Summer.&lt;br /&gt;
&lt;br /&gt;
Other copper ores include [[native copper]] and [[tetrahedrite]].&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==In real life==&lt;br /&gt;
Malachite is a hydrated copper carbonate (Cu&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;(CO&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;)(OH)&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;) that forms as a result of the weathering of pre-existing copper deposits. Malachite is known to form alongside both [[Chrysocolla]], and Azurite (which is not present in ''Dwarf Fortress'') which it commonly pseudomorphs from.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:9135 - Milano - Museo storia naturale - Malachite - Foto Giovanni Dall'Orto 22-Apr-2007.jpg|Malachite&lt;br /&gt;
File:Malachit getupft.jpg|Smooth malachite&lt;br /&gt;
File:Ermitáž (32).jpg|Malachite vase&lt;br /&gt;
File:Malachite, Zaire.jpg|Malachite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Kosmoceratops&amp;diff=319232</id>
		<title>Kosmoceratops</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Kosmoceratops&amp;diff=319232"/>
		<updated>2026-08-24T09:39:22Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: definitely confusing, here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=kosmoceratops_sprites.png&lt;br /&gt;
|portrait=kosmoceratops_portrait_anim.gif&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: ? --&amp;gt;&lt;br /&gt;
It does not, in fact, possess any sort of &amp;lt;s&amp;gt;kosmic&amp;lt;/s&amp;gt; cosmic powers.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trilobite&amp;diff=319231</id>
		<title>Trilobite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trilobite&amp;diff=319231"/>
		<updated>2026-08-24T09:36:06Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: Anon causes confusion, again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=trilobite_sprites.png&lt;br /&gt;
|portrait=trilobite_portrait_anim.gif&lt;br /&gt;
|wiki=Isotelus maximus}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Trilobites''' are [[extinct]] [[aquatic]] animals from the [[wikipedia:Cambrian|Cambrian]] era, found in [[temperate]] or [[tropical]] oceans or saltwater [[pool]]s. They are not butcherable or fishable, although they have the {{token|COOKABLE_LIVE|creature}} token.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] trilobites for their ''spines'' and ''lobopods''.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: ? --&amp;gt;&lt;br /&gt;
They indeed cannot distinguish oboes from elbows. Squid men are somehow both irritated and amused by this.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Crop&amp;diff=319188</id>
		<title>Crop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Crop&amp;diff=319188"/>
		<updated>2026-08-21T09:47:42Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
:''(This article is about crop plants. If you want information about trees, see [[Tree]].)''&lt;br /&gt;
[[File:crops_sprites_preview.png|right]]'''Crops''' are [[plant]]s that can be [[farming|farmed]] (which happens at [[farm plot]]s), traded for, or acquired by [[plant gathering]]. There are two types of crops: [[aboveground]] and subterranean (underground). The [[seed]]s of subterranean crops may be brought from the starting embark screen or, with some small luck, purchased from dwarven caravans. Above ground crops and seeds may be purchased from human or elven caravans or gathered by dwarves with the plant gathering labor enabled. Seeds may also be collected by processing the plants or eating them (but not by cooking!). There is a limit of 200 seeds per type (adjustable in [[Settings#Population_and_seed_capacities|settings]]), after which no additional seeds will be produced.&lt;br /&gt;
&lt;br /&gt;
The game has a total of 110 crops and 2 completely &amp;quot;wild&amp;quot; plants that can only be found in the form of [[shrub]]s — [[kobold bulb]] and [[valley herb]], as they have no seeds and can't be planted (see note &amp;quot;4&amp;quot;, below). &amp;quot;Wet&amp;quot; and &amp;quot;Dry&amp;quot; determine where plants are found in proximity to watercourses when gathering wild plants, and do not affect farm plots.&lt;br /&gt;
&lt;br /&gt;
Most plants can be brewed into [[alcohol]], each plant type producing a different variation, and dwarves do prefer ''some'' variety in their drink. Some plants may be eaten raw, others must be cooked first, others must be processed (by [[milling]] or [[thresher|plant processing]]) before they are edible, and still others are inedible, producing only non-food products (their seeds may be edible, though). Drinks may be cooked as ingredients in prepared meals, but at least one of the ingredients must be a non-liquid.&lt;br /&gt;
{{catbox|Plants}}&lt;br /&gt;
All drinks require a spare [[barrel]] or [[large pot]] for storage, and some other products also require specific containers for storage. Plants can be stored in barrels or without a container; seeds are stored individually or in [[bag]]s which can then be put into barrels. It may be advisable to have a small stockpile that accepts only seeds next to your farm(s), since dwarves will happily carry entire pots of seeds across the map to pick up a single seed, leading to cancellation spam and irregular planting.&lt;br /&gt;
&lt;br /&gt;
== Standard plants ==&lt;br /&gt;
These are the plants defined in the file plant_standard.txt. Most of these plants do not exist in real life and are present only in the ''Dwarf Fortress'' world (with exception of [[strawberries]]). &amp;quot;Standard&amp;quot; refers to the fact that these plants have been in the game since the very early versions.&lt;br /&gt;
&lt;br /&gt;
=== Dwarven crops ===&lt;br /&gt;
There are only 6 underground (aka &amp;quot;dwarven&amp;quot;) crops. Five can be used for food, [[alcohol|booze]] and other fortress needs, and one (dimple cups) is [[dye]] only (although the seeds can be cooked). All six are (usually) available on [[embark]] and included in the [[Embark#Supplies|default embark]] profile.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- default template (see Template:Plant_table_row for more details)&lt;br /&gt;
{{plant table row|name=|tile=|color=|seasons=|biome=(|biome2=|biome3=...)|dry=|align=|value=&lt;br /&gt;
  |drink=|drinkv=|eat=|cook=&lt;br /&gt;
  |p1=|pv1=&lt;br /&gt;
  }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Plump helmet&lt;br /&gt;
  |graphic=[[File:plump_helmet_shrub_sprite.png]]&lt;br /&gt;
  |tile=♠|color=5:0|biome=Subterranean Water/Layers 1-3|dry=b|value=4&lt;br /&gt;
  |drink=Dwarven wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|·|4:1}} / [[File:plump_helmet_seeds_sprite.png]] plump helmet spawn|pv1=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Pig tail|tile=τ|color=7:0|seasons={{seasons||1|1|}}|biome=Subterranean Water/Layers 1-3|dry=b|value=4&lt;br /&gt;
  |graphic=[[File:pig_tail_shrub_sprite.png]]&lt;br /&gt;
  |drink=Dwarven ale|drinkv=10&lt;br /&gt;
  |p1={{tile|·|0:1}} / [[File:pig_tail_seeds_sprite.png]] pig tail seed|pv1=1&lt;br /&gt;
  |p2={{tile|φ|7:0}} pig tail thread (p)|pv2=12&lt;br /&gt;
  |p3={{tile|≈|7:0}} / [[File:glob_sprite.png|16px]] pig tail slurry (h)|pv3=2&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cave wheat|tile=τ|color=7:1|seasons={{seasons||1|1|}}|biome=Subterranean Water/Layers 1-3|dry=b|value=4&lt;br /&gt;
  |graphic=[[File:cave_wheat_shrub_sprite.png]]&lt;br /&gt;
  |drink=Dwarven beer|drinkv=10|cook=p&lt;br /&gt;
  |p1={{tile|·|6:0}} / [[File:cave_wheat_seeds_sprite.png]] cave wheat seed|pv1=1&lt;br /&gt;
  |p2={{tile|·|7:1}} dwarven wheat flour (m)|pv2=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Sweet pod|tile=Φ|color=4:1|seasons={{seasons|1|1||}}|biome=Subterranean Water/Layers 1-3|dry=b|value=4&lt;br /&gt;
  |graphic=[[File:sweet_pod_shrub_sprite.png]]  &lt;br /&gt;
  |drink=Dwarven rum|drinkv=10|cook=p&lt;br /&gt;
  |p1={{tile|·|2:1}} / [[File:sweet_pod_seeds_sprite.png]] sweet pod seed|pv1=1&lt;br /&gt;
  |p2={{tile|·|6:0}} dwarven sugar (m)|pv2=20&lt;br /&gt;
  |p3={{tile|≈|6:0}} dwarven syrup (l)|pv3=100&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Quarry bush|tile=♣|color=7:0|seasons={{seasons|1|1|1|}}|biome=Subterranean Water/Layers 1-3|dry=b|value=4&lt;br /&gt;
  |graphic=[[File:quarry_bush_shrub_sprite.png]]&lt;br /&gt;
  |cook=p&lt;br /&gt;
  |p1={{tile|♠|7:0}} / [[File:quarry_bush_leaf_sprite.png]] quarry bush leaf (b)|pv1=50&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
  |p2={{tile|·|7:1}} / [[File:quarry_bush_seeds_sprite.png]] rock nut|pv2=1&lt;br /&gt;
  |p3={{tile|≈|6:0}} rock nut paste (m)|pv3=1&lt;br /&gt;
  |p4={{tile|≈|6:0}} rock nut press cake (s)|pv4=1&lt;br /&gt;
  |p5={{tile|≈|6:1}} rock nut oil (s)|pv5=5&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Dimple cup|tile=♥|color=1:1|biome=Subterranean Water/Layers 1-3|dry=b|value=4&lt;br /&gt;
  |graphic=[[File:dimple_cup_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|·|5:1}} / [[File:dimple_cup_seeds_sprite.png]] dimple cup spawn|pv1=1&lt;br /&gt;
  |p2={{tile|·|1:1}} dimple dye (m)|pv2=20&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Above-ground plants ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- default template (see Template:Plant_table_row for more details)&lt;br /&gt;
{{plant table row|name=|tile=|color=|seasons=|biome=(|biome2=|biome3=...)|dry=|align=|value=&lt;br /&gt;
  |drink=|drinkv=|eat=|cook=&lt;br /&gt;
  |p1=|pv1=&lt;br /&gt;
  }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Muck root|tile=τ|color=0:1|biome=Any Wetland|dry=n|value=1&lt;br /&gt;
  |graphic=[[File:muck_root_shrub_sprite.png]]&lt;br /&gt;
  |drink=Swamp whiskey|drinkv=5|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|·|6:0}} / [[File:muck_root_seeds_sprite.png]] muck root seed|pv1=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Bloated tuber|tile=Φ|color=6:0|biome=Any Wetland|dry=y|value=2&lt;br /&gt;
  |graphic=[[File:bloated_tuber_shrub_sprite.png]]&lt;br /&gt;
  |drink=Tuber beer|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|·|0:1}} / [[File:bloated_tuber_seeds_sprite.png]] bloated tuber seed|pv1=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Kobold bulb|super=4|tile=Φ|color=0:1|biome=Any Wetland|dry=n|value=5&lt;br /&gt;
  |graphic=[[File:kobold_bulb_shrub_sprite.png]]  &lt;br /&gt;
  |p1={{tile|≈|7:1}} [[gnomeblight]] (e)|pv1=500&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Prickle berry|tile=:|color=2:0|biome=Not Freezing|dry=y|value=1&lt;br /&gt;
  |graphic=[[File:prickle_berries_shrub_sprite.png]]&lt;br /&gt;
  |drink=Prickle berry wine|drinkv=5|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|·|2:0}} / [[File:prickle_berry_seeds_sprite.png]] prickle berry seed|pv1=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Strawberry|tile=:|color=4:0|biome=Not Freezing|dry=y|value=4&lt;br /&gt;
  |graphic=[[File:strawberry_shrub_sprite.png]]  &lt;br /&gt;
  |drink=Strawberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|%|4:1}} / [[File:strawberry_fruit_sprite.png]] strawberry fruit|pv1=1&lt;br /&gt;
  |p2={{tile|:|4:0}} strawberry plant|pv2=1&lt;br /&gt;
  |p3={{tile|·|0:1}} strawberry seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Longland grass|tile=τ|color=6:1|biome=Not Freezing|dry=y|value=4&lt;br /&gt;
  |graphic=[[File:longland_grass_shrub_sprite.png]]&lt;br /&gt;
  |drink=Longland beer|drinkv=10|cook=p&lt;br /&gt;
  |p1={{tile|·|6:0}} / [[File:longland_grass_seeds_sprite.png]] longland grass seed|pv1=1&lt;br /&gt;
  |p2={{tile|·|7:1}} longland flour (m)|pv2=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Valley herb|super=4|tile=ÿ|color=2:1|seasons={{seasons|1|||}}|biome=Temperate Grassland|dry=y|value=10&lt;br /&gt;
  |graphic=[[File:valley_herb_shrub_sprite.png]]&lt;br /&gt;
  |cook=y&lt;br /&gt;
  |p1={{tile|≈|6:1}} [[golden salve]] (v)|pv1=500&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Rat weed|tile=τ|color=2:0|biome=Not Freezing|dry=n|value=1&lt;br /&gt;
  |graphic=[[File:rat_weed_shrub_sprite.png]]&lt;br /&gt;
  |drink=Sewer brew|drinkv=5|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|·|0:1}} / [[File:rat_weed_seeds_sprite.png]] rat weed seed|pv1=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Fisher berry|tile=:|color=7:0|biome=Not Freezing|dry=n|value=4&lt;br /&gt;
  |graphic=[[File:fisher_berry_shrub_sprite.png]]&lt;br /&gt;
  |drink=Fisher berry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|·|0:1}} / [[File:fisher_berry_seeds_sprite.png]] fisher berry seed|pv1=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Rope reed|tile=ƒ|color=2:0|biome=Not Freezing|dry=n|value=4&lt;br /&gt;
  |graphic=[[File:reed_rope_shrub_sprite.png]]&lt;br /&gt;
  |drink=River spirits|drinkv=10&lt;br /&gt;
  |p1={{tile|·|6:0}} / [[File:rope_reed_seeds_sprite.png]] rope reed seed|pv1=1&lt;br /&gt;
  |p2={{tile|φ|7:0}} rope reed thread (p)|pv2=12&lt;br /&gt;
  |p3={{tile|≈|7:0}} rope reed slurry (h)|pv3=2&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Blade weed|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=4&lt;br /&gt;
  |graphic=[[File:blade_weed_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|·|0:1}} / [[File:blade_weed_seeds_sprite.png]] blade weed seed|pv1=1&lt;br /&gt;
  |p2={{tile|·|2:0}} emerald dye (m)|pv2=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Hide root|tile=τ|color=6:0|biome=Not Freezing|dry=y|value=1&lt;br /&gt;
  |graphic=[[File:hide_root_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|·|4:0}} / [[File:hide_root_seeds_sprite.png]] hide root seed|pv1=1&lt;br /&gt;
  |p2={{tile|·|6:0}} redroot dye (m)|pv2=10&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Sliver barb|tile=τ|color=0:1|biome=Not Freezing|dry=y|align=Evil|value=1&lt;br /&gt;
  |graphic=[[File:sliver_barb_shrub_sprite.png]]&lt;br /&gt;
  |drink=Gutter cruor|drinkv=5&lt;br /&gt;
  |p1={{tile|·|4:1}} / [[File:sliver_barb_seeds_sprite.png]] sliver barb seed|pv1=1&lt;br /&gt;
  |p2={{tile|·|0:1}} sliver dye (m)|pv2=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Sun berry|tile=:|color=6:1|biome=Not Freezing|dry=n|align=Good|value=9&lt;br /&gt;
  |graphic=[[File:sun_berry_shrub_sprite.png]]&lt;br /&gt;
  |drink=Sunshine|drinkv=25|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|·|4:1}} / [[File:sun_berry_seeds_sprite.png]] sun berry seed|pv1=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Whip vine|tile=§|color=3:1|biome=Not Freezing|dry=y|align=Savage|value=1&lt;br /&gt;
  |graphic=[[File:vine_whip_shrub_sprite.png]]&lt;br /&gt;
  |drink=Whip wine|drinkv=15|cook=p&lt;br /&gt;
  |p1={{tile|·|0:1}} / [[File:whip_vine_seeds_sprite.png]] whip vine seed|pv1=1&lt;br /&gt;
  |p2={{tile|·|3:1}} whip vine flour (m)|pv2=25&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the value for a stack of 5 units, which is the number rendered from a single plant.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Anything that can be cooked is edible afterwards. Note that cooking leaves no seeds for re-planting.&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see &amp;quot;products&amp;quot; column for process product.&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; These plants cannot be grown on a farm plot (in unmodded games) as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.&lt;br /&gt;
:&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; To get the products/extracts from the plants they have to be processed, in the following [[workshop]]s, using the following [[labor]]s:&lt;br /&gt;
::*'''m''': mill ([[cave wheat]], [[sweet pod]], [[longland grass]], [[whip vine]], [[dimple cup]], [[blade weed]], [[hide root]], [[sliver barb]]): at [[quern]] or [[millstone]], using [[milling]].&lt;br /&gt;
::*'''b''': process to bag ([[quarry bush]]): at [[farmer's workshop]], using [[plant processing]].&lt;br /&gt;
::*'''s''': press paste into oil ([[quarry bush]]): at [[screw press]].&lt;br /&gt;
::*'''l''': process to barrel ([[sweet pod]]): at farmer's workshop, using plant processing.&lt;br /&gt;
::*'''p''': process plant ([[pig tail]], [[rope reed]]): at farmer's workshop, using plant processing.&lt;br /&gt;
::*'''h''': mash plant ([[pig tail]], [[rope reed]]): at quern or millstone, using [[papermaking]].&lt;br /&gt;
::*'''v''': process to vial ([[valley herb]]): at farmer's workshop, using plant processing.&lt;br /&gt;
::*'''e''': extract plant essence ([[kobold bulb]]): at [[still]], using [[plant gathering]].&lt;br /&gt;
:&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; 'Not Freezing' Biome refers to all land biomes except Mountains, Glaciers, and Tundras.&lt;br /&gt;
&lt;br /&gt;
== Garden plants ==&lt;br /&gt;
All garden plants are above-ground, and can grow year-round. Garden plants are defined in a separate file from standard plants, named, somewhat predictably, plant_garden.txt.&lt;br /&gt;
&lt;br /&gt;
Unlike standard plants, garden plants will also produce growths - leaves, buds, flowers, pods and fruits.&lt;br /&gt;
&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Artichoke|tile=:|color=2:0|biome=Temperate Grassland|dry=y|value=2&lt;br /&gt;
  |graphic=[[File:artichoke_shrub_sprite.png]]&lt;br /&gt;
  |drink=Artichoke wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:artichoke_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|4:1}} / [[File:artichoke_heart_sprite.png]] heart|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:0}} / [[File:artichoke_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:artichoke_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Asparagus|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |graphic=[[File:asparagus_shrub_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:asparagus_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|4:1}} / [[File:asparagus_fruit_sprite.png]] fruit|pv2=&lt;br /&gt;
  |p3={{tile|♣|6:1}} / [[File:asparagus_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:asparagus_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Bambara groundnut|super=6|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2&lt;br /&gt;
  |graphic=[[File:bambara_groundnut_shrub_sprite.png]]&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:bambara_groundnut_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|6:1}} / [[File:bambara_groundnut_fruit_sprite.png]] fruit|pv2=&lt;br /&gt;
  |p3={{tile|♣|6:1}} / [[File:bambara_groundnut_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|6:0}} / [[File:bambara_groundnut_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=String bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |graphic=[[File:string_bean_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:string_bean_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} / [[File:string_bean_pod_sprite.png]] pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|7:1}} / [[File:string_bean_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} / [[File:string_bean_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Broad bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |graphic=[[File:broad_bean_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:broad_bean_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} / [[File:broad_bean_pod_sprite.png]] pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|7:1}} / [[File:broad_bean_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} / [[File:broad_bean_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Beet|tile=:|color=4:1|biome=Temperate Grassland|dry=y|value=4&lt;br /&gt;
  |graphic=[[File:beet_shrub_sprite.png]]&lt;br /&gt;
  |drink=Beetroot wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:beet_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|2:0}} / [[File:beet_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:beet_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Bitter melon|super=6|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |graphic=[[File:bitter_melon_shrub_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:bitter_melon_leaf_sprite.png]] leaf|pv1=2&lt;br /&gt;
  |p2={{tile|%|2:1}} / [[File:bitter_melon_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|6:1}} / [[File:bitter_melon_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:bitter_melon_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cabbage|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |graphic=[[File:cabbage_shrub_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:bitter_melon_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} / [[File:bitter_melon_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:cabbage_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Caper|tile=:|color=2:0|biome=Any Desert|biome2=Any Grassland|dry=y|value=2&lt;br /&gt;
  |graphic=[[File:caper_shrub_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:caper_leaf_sprite.png]] leaf|pv1=2&lt;br /&gt;
  |p2={{tile|%|2:0}} / [[File:caper_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} / [[File:caper_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|%|2:0}} / [[File:caper_bud_sprite.png]] bud|pv4=2&lt;br /&gt;
  |p5={{tile|·|0:1}} / [[File:caper_seeds_sprite.png]] seed|pv5=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Wild carrot|tile=:|color=7:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |graphic=[[File:wild_carrot_shrub_sprite.png]]&lt;br /&gt;
  |drink=Carrot wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:wild_carrot_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} / [[File:wild_carrot_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:wild_carrot_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cassava|tile=:|color=2:0|biome=Any Tropical|dry=y|value=4&lt;br /&gt;
  |graphic=[[File:cassava_shrub_sprite.png]]&lt;br /&gt;
  |drink=Cassava beer|drinkv=10|eat=n|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:cassava_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|5:1}} / [[File:cassava_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|7:1}} / [[File:cassava_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Celery|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |graphic=[[File:celery_shrub_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:celery_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:0}} / [[File:celery_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:celery_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Chickpea|super=6|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |graphic=[[File:chickpea_shrub_sprite.png]]&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:chickpea_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} / [[File:chickpea_pod_sprite.png]] pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|7:1}} / [[File:chickpea_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:1}} / [[File:chickpea_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Chicory|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |graphic=[[File:chicory_shrub_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:chicory_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|1:1}} / [[File:chicory_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:chicory_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cowpea|super=6|tile=:|color=2:1|biome=Tropical Grassland|dry=y|value=2&lt;br /&gt;
  |graphic=[[File:cowpea_shrub_sprite.png]]&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:cowpea_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} / [[File:cowpea_pod_sprite.png]] pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|5:1}} / [[File:cowpea_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:1}} / [[File:cowpea_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cucumber|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2&lt;br /&gt;
  |graphic=[[File:cucumber_shrub_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:cucumber_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:0}} / [[File:cucumber_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|6:1}} / [[File:cucumber_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:1}} / [[File:cucumber_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Eggplant|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2&lt;br /&gt;
  |graphic=[[File:eggplant_shrub_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:eggplant_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|5:0}} / [[File:eggplant_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:0}} / [[File:eggplant_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:0}} / [[File:eggplant_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Garden cress|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |graphic=[[File:garden_cress_shrub_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:garden_cress_leaf_sprite.png]] leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|7:1}} / [[File:garden_cress_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:garden_cress_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Garlic|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |graphic=[[File:garlic_shrub_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:garlic_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|2:0}} / [[File:garlic_bulb_sprite.png]] bulb|pv2=2&lt;br /&gt;
  |p3={{tile|ü|5:1}} / [[File:garlic_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:garlic_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Horned melon|tile=:|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:horned_melon_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:horned_melon_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|*|6:1}} / [[File:horned_melon_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|6:1}} / [[File:horned_melon_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:1}} / [[File:horned_melon_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Leek|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |graphic=[[File:leek_shrub_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:leek_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|5:1}} / [[File:leek_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:leek_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Lentil|super=6|tile=:|color=2:0|biome=Not Freezing|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |graphic=[[File:lentil_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:lentil_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} / [[File:lentil_pod_sprite.png]] pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|7:1}} / [[File:lentil_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|6:0}} / [[File:lentil_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Lettuce|super=6|tile=:|color=2:1|biome=Any Temperate|biome2=Tropical Dry Broadleaf Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|dry=y|value=4&lt;br /&gt;
  |graphic=[[File:lettuce_shrub_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:lettuce_leaf_sprite.png]] leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|6:1}} / [[File:lettuce_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:lettuce_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Mung bean|super=6|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |graphic=[[File:mung_bean_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:mung_bean_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} / [[File:mung_bean_pod_sprite.png]] pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|6:1}} / [[File:mung_bean_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} / [[File:mung_bean_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Muskmelon|tile=:|color=2:0|biome=Any Temperate|biome2=Tropical Dry Broadleaf Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|dry=y|value=2&lt;br /&gt;
  |graphic=[[File:muskmelon_shrub_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:muskmelon_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|7:0}} / [[File:muskmelon_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|6:1}} / [[File:muskmelon_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:1}} / [[File:muskmelon_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Onion|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:onion_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:onion_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|7:1}} / [[File:onion_bulb_sprite.png]] bulb|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} / [[File:onion_flower_sprite.png]] flower|prv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:onion_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Parsnip|tile=:|color=7:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Parsnip wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:parsnip_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:parsnip_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} / [[File:parsnip_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:parsnip_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Pea|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |graphic=[[File:pea_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:pea_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} / [[File:pea_pod_sprite.png]] pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|5:1}} / [[File:pea_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:0}} / [[File:pea_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Peanut|super=6|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2&lt;br /&gt;
  |graphic=[[File:peanut_shrub_sprite.png]]&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:peanut_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|6:0}} / [[File:peanut_fruit_sprite.png]] fruit|pv2=&lt;br /&gt;
  |p3={{tile|♣|6:1}} / [[File:peanut_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|6:0}} / [[File:peanut_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Pepper|tile=:|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:pepper_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:pepper_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|4:1}} / [[File:pepper_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} / [[File:pepper_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:0}} / [[File:pepper_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Potato|tile=:|color=6:0|biome=Not Freezing|dry=y|value=4&lt;br /&gt;
  |drink=Potato wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:potato_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:potato_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|5:1}} / [[File:potato_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:potato_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Radish|tile=:|color=5:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Radish wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:radish_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:radish_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} / [[File:radish_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:radish_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Red bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |graphic=[[File:red_bean_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:red_bean_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} / [[File:red_bean_pod_sprite.png]] pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|5:1}} / [[File:red_bean_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} / [[File:red_bean_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Rhubarb|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:rhubarb_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:rhubarb_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|4:1}} / [[File:rhubarb_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:rhubarb_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Soybean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |graphic=[[File:soybean_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:soybean_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} / [[File:soybean_pod_sprite.png]] pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|5:1}} / [[File:soybean_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:0}} / [[File:soybean_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Spinach|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:spinach_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:spinach_leaf_sprite.png]] leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|6:1}} / [[File:spinach_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:spinach_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Squash|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:squash_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|6:1}} / [[File:squash_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|6:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:squash_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Sweet potato|tile=:|color=6:0|biome=Any Tropical|dry=y|value=4&lt;br /&gt;
  |drink=Sweet potato wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:sweet_potato_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:sweet_potato_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|5:1}} / [[File:sweet_potato_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:sweet_potato_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Taro|super=6|tile=:|color=6:0|biome=Any Tropical|dry=y|value=4&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |graphic=[[File:taro_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:taro_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} / [[File:taro_flower_sprite.png]] flowers|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:taro_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Tomato|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|dry=y|value=2&lt;br /&gt;
  |drink=Tomato wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:tomato_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:tomato_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|4:1}} / [[File:tomato_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|6:1}} / [[File:tomato_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:1}} / [[File:tomato_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Tomatillo|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2&lt;br /&gt;
  |graphic=[[File:tomatillo_shrub_sprite.png]]&lt;br /&gt;
  |drink=Tomatillo wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:tomatillo_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} / [[File:tomatillo_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|6:1}} / [[File:tomatillo_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:1}} / [[File:tomatillo_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Turnip|tile=:|color=5:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Turnip wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:turnip_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:turnip_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} / [[File:turnip_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:turnip_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Urad bean|super=6|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |graphic=[[File:urad_bean_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:urad_bean_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} / [[File:urad_bean_pod_sprite.png]] pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|6:1}} / [[File:urad_bean_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} / [[File:urad_bean_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Watermelon|tile=:|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:watermelon_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:watermelon_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|o|2:0}} / [[File:watermelon_fruit_sprite.png]] fruit|pv2=&lt;br /&gt;
  |p3={{tile|♣|6:1}} / [[File:watermelon_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:watermelon_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Winter melon|tile=:|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:winter_melon_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:winter_melon_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|o|2:0}} / [[File:winter_melon_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|6:1}} / [[File:winter_melon_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:winter_melon_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Lesser yam|super=6|tile=:|color=6:0|biome=Any Tropical|dry=y|value=4&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |graphic=[[File:lesser_yam_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:lesser_yam_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} / [[File:lesser_yam_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:lesser_yam_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Long yam|super=6|tile=:|color=6:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:long_yam_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:long_yam_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} / [[File:long_yam_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:long_yam_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Purple yam|super=6|tile=:|color=5:0|biome=Any Tropical|dry=y|value=4&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |graphic=[[File:purple_yam_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:purple_yam_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} / [[File:purple_yam_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:purple_yam_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=White yam|super=6|tile=:|color=6:0|biome=Any Tropical|dry=y|value=4&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |graphic=[[File:white_yam_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:white_yam_seeds_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} / [[File:white_yam_seeds_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:white_yam_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Passion fruit|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |drink=Passion fruit wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:passion_fruit_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:passion_fruit_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|4:1}} / [[File:passion_fruit_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} / [[File:passion_fruit_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:passion_fruit_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Grape|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:grape_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:grape_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|5:0}} / [[File:grape_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} / [[File:grape_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:grape_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cranberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2&lt;br /&gt;
  |drink=Cranberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:cranberry_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:cranberry_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} / [[File:cranberry_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|4:0}} / [[File:cranberry_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:cranberry_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Bilberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2&lt;br /&gt;
  |drink=Bilberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:bilberry_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:bilberry_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|1:1}} / [[File:bilberry_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} / [[File:bilberry_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:bilberry_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Blueberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2&lt;br /&gt;
  |drink=Blueberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:blueberry_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:blueberry_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|1:1}} / [[File:blueberry_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} / [[File:blueberry_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:blueberry_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Blackberry|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Blackberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:blackberry_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:blackberry_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|0:1}} / [[File:blackberry_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} / [[File:blackberry_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:blackberry_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Raspberry|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Raspberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:raspberry_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:raspberry_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|4:1}} / [[File:raspberry_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} / [[File:raspberry_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:raspberry_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Pineapple|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |drink=Pineapple wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:pineapple_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:pineapple_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|6:0}} / [[File:pineapple_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} / [[File:pineapple_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:pineapple_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the value for a stack of 5 units, which is the number rendered from a single plant.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Anything that can be cooked is edible afterwards. Note that cooking leaves no seeds for re-planting.&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see &amp;quot;products&amp;quot; column for process product.&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; These plants cannot be grown on a farm plot as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.&lt;br /&gt;
:&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; Some products may require processing; see plant page for details.&lt;br /&gt;
:&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; These plants, when grown from seed on a farm plot, don't yield products that can be processed for seeds.&lt;br /&gt;
&lt;br /&gt;
== Crop plants ==&lt;br /&gt;
These plants are defined in the file plant_crops.txt. They grow above ground, in any season.&lt;br /&gt;
&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Single-grain wheat|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2&lt;br /&gt;
  |drink=Single-grain wheat beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:generic_wheat_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:generic_wheat_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} / [[File:generic_wheat_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Two-grain wheat|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2&lt;br /&gt;
  |drink=Two-grain wheat beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:generic_wheat_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:generic_wheat_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} / [[File:generic_wheat_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Soft wheat|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2&lt;br /&gt;
  |drink=Soft wheat beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:generic_wheat_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:generic_wheat_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} / [[File:generic_wheat_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Hard wheat|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2&lt;br /&gt;
  |drink=Hard wheat beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:generic_wheat_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:generic_wheat_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} / [[File:generic_wheat_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Spelt|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Spelt beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:generic_wheat_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} / [[File:generic_wheat_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Barley|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=2&lt;br /&gt;
  |drink=Barley wine|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:generic_wheat_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} / [[File:generic_wheat_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Buckwheat|tile=τ|color=2:0|biome=Tropical Dry Broadleaf Forest|dry=y|value=2&lt;br /&gt;
  |drink=Buckwheat beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:buckwheat_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:buckwheat_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} / [[File:buckwheat_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:buckwheat_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  |p4={{tile|·|7:1}} flour (m)|pv4=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Oats|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:oats_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:generic_wheat_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} / [[File:oats_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Alfalfa|super=6|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:alfalfa_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:alfalfa_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|5:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:alfalfa_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Rye|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=2&lt;br /&gt;
  |drink=Rye beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:generic_wheat_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:generic_wheat_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} / [[File:generic_wheat_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Sorghum|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2&lt;br /&gt;
  |drink=Sorghum beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:sorghum_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:sorghum_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|5:1}} / [[File:sorghum_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:sorghum_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  |p4={{tile|·|7:1}} flour (m)|pv4=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Rice|tile=τ|color=2:0|biome=Any Tropical|dry=b|value=2&lt;br /&gt;
  |drink=Rice beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:rice_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:rice_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} / [[File:rice_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Maize|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |drink=Maize beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:maize_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:maize_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} / [[File:maize_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Quinoa|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Quinoa beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:quinoa_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:quinoa_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|2:1}} / [[File:quinoa_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|4:1}} / [[File:quinoa_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  |p4={{tile|·|7:1}} flour (m)|pv4=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Kaniwa|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Kaniwa beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:kaniwa_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:kaniwa_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|2:1}} / [[File:kaniwa_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|4:1}} / [[File:kaniwa_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  |p4={{tile|·|7:1}} flour (m)|pv4=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Bitter vetch|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:bitter_vetch_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:bitter_vetch_leaf_sprite.png]] leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|7:1}} / [[File:bitter_vetch_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|%|2:1}} pod|pv3=&lt;br /&gt;
  |p4={{tile|·|6:0}} / [[File:bitter_vetch_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Pendant amaranth|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |drink=Pendant amaranth beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:pendant_amaranth_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:pendant_amaranth_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|5:1}} / [[File:pendant_amaranth_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:pendant_amaranth_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  |p4={{tile|·|7:1}} flour (m)|pv4=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Blood amaranth|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |drink=Blood amaranth beer|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:blood_amaranth_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:blood_amaranth_leaf_sprite.png]] leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|4:1}} / [[File:blood_amaranth_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:blood_amaranth_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  |p4={{tile|·|7:1}} flour (m)|pv4=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Purple amaranth|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Purple amaranth beer|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:purple_amaranth_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:purple_amaranth_leaf_sprite.png]] leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|5:0}} / [[File:purple_amaranth_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:purple_amaranth_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  |p4={{tile|·|7:1}} flour (m)|pv4=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Red spinach|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:red_spinach_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:red_spinach_leaf_sprite.png]] leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|2:1}} / [[File:red_spinach_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:red_spinach_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Elephant-head amaranth|super=6|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:elephant_head_amaranth_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|6:1}} / [[File:elephant_head_amaranth_leaf_sprite.png]] leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|5:0}} / [[File:elephant_head_amaranth_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:elephant_head_amaranth_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Pearl millet|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |drink=Pearl millet beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:pearl_millet_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:pearl_millet_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|7:0}} / [[File:pearl_millet_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=White millet|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=White millet beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:white_millet_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:white_millet_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|7:1}} / [[File:white_millet_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Finger millet|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Finger millet beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:finger_millet_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:white_millet_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|6:0}} / [[File:finger_millet_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Foxtail millet|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Foxtail millet beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:foxtail_millet_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|7:0}} / [[File:foxtail_millet_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Fonio|tile=τ|color=2:0|biome=Tropical Savanna|dry=y|value=2&lt;br /&gt;
  |drink=Fonio beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:fonio_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|6:0}} / [[File:generic_wheat_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Teff|tile=τ|color=2:0|biome=Tropical Grassland|dry=y|value=2&lt;br /&gt;
  |drink=Teff beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:teff_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|6:0}} seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Flax|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:flax_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:flax_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|1:1}} / [[File:flax_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:flax_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  |p4={{tile|·|7:1}} flour|pv4=20&lt;br /&gt;
  |p5={{tile|≈|6:0}} paste (m)|pv5=1&lt;br /&gt;
  |p6={{tile|≈|6:0}} p. cake (s)|pv6=1&lt;br /&gt;
  |p7={{tile|≈|6:1}} oil (s)|pv7=5&lt;br /&gt;
  |p8={{tile|φ|7:0}} thread (p)|pv8=12&lt;br /&gt;
  |p9={{tile|≈|7:0}} slurry (h)|pv9=2&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Jute|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:jute_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:jute_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} / [[File:jute_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:jute_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  |p4={{tile|φ|7:0}} thread (p)|pv4=12&lt;br /&gt;
  |p5={{tile|≈|7:0}} slurry (h)|pv5=2&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Hemp|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:hemp_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:hemp_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} / [[File:hemp_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour|pv3=20&lt;br /&gt;
  |p4={{tile|≈|6:0}} paste (m)|pv4=1&lt;br /&gt;
  |p5={{tile|≈|6:0}} p. cake (s)|pv5=1&lt;br /&gt;
  |p6={{tile|≈|6:1}} oil (s)|pv6=5&lt;br /&gt;
  |p7={{tile|φ|7:0}} thread (p)|pv7=12&lt;br /&gt;
  |p8={{tile|≈|7:0}} slurry (h)|pv8=2&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cotton|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:cotton_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:cotton_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} / [[File:cotton_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|7:1}} / [[File:cotton_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  |p4={{tile|≈|6:0}} paste (m)|pv4=1&lt;br /&gt;
  |p5={{tile|≈|6:0}} p. cake (s)|pv5=1&lt;br /&gt;
  |p6={{tile|≈|6:1}} oil (s)|pv6=5&lt;br /&gt;
  |p7={{tile|φ|7:0}} thread (p)|pv7=12&lt;br /&gt;
  |p8={{tile|≈|7:0}} slurry (h)|pv8=2&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Ramie|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:ramie_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} / [[File:ramie_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|φ|7:0}} thread (p)|pv3=12&lt;br /&gt;
  |p4={{tile|≈|7:0}} slurry (h)|pv4=2&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Kenaf|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:kenaf_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:kenaf_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:kenaf_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  |p4={{tile|≈|6:0}} paste (m)|pv4=1&lt;br /&gt;
  |p5={{tile|≈|6:0}} p. cake (s)|pv5=1&lt;br /&gt;
  |p6={{tile|≈|6:1}} oil (s)|pv6=5&lt;br /&gt;
  |p7={{tile|φ|7:0}} thread (p)|pv7=12&lt;br /&gt;
  |p8={{tile|≈|7:0}} slurry (h)|pv8=2&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Papyrus sedge|tile=τ|color=2:0|biome=Any Tropical Wetland|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:papyrus_sedge_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:papyrus_sedge_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:0}} / [[File:papyrus_sedge_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:papyrus_sedge_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  |p4={{tile|⌡|6:0}} papyrus|pv4=10&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the value for a stack of 5 units, which is the number rendered from a single plant.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Anything that can be cooked is edible afterwards. Note that cooking leaves no seeds for re-planting.&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see &amp;quot;products&amp;quot; column for process product.&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; These plants cannot be grown on a farm plot as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.&lt;br /&gt;
:&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; Some products may require processing; see plant page for details.&lt;br /&gt;
:&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; These plants, when grown from seed on a farm plot, don't yield products that can be processed for seeds.&lt;br /&gt;
&lt;br /&gt;
== Best crop to grow ==&lt;br /&gt;
There is no &amp;quot;best&amp;quot; crop, but some are clearly superior to others, depending on your needs and available resources.&lt;br /&gt;
&lt;br /&gt;
===All-purpose===&lt;br /&gt;
Many [[dwarf|dwarves]] prefer the humble [[plump helmet]], which can be [[farming|grown]] year-round, [[food|eaten raw]], [[cook|cooked]], or brewed into [[Alcohol|wine]], and many early fortresses rely on the plump helmet crop as a staple of their diet. All above-ground crops are all-seasons as well, the best of which are probably [[sun berry|sun berries]], [[hemp]], and [[whip vine]]s.  See the above table summarizing the [[crop]] products, limitations, and values. &lt;br /&gt;
&lt;br /&gt;
Because of [[siege|occasional above-ground inconveniences]], having an underground [[plump helmet]] farm, or, at least, some [[plump helmet]] spawn, may be useful emergency preparation.&lt;br /&gt;
&lt;br /&gt;
===Booze===&lt;br /&gt;
Four principal seeds available at the beginning of an expedition ([[cave wheat]], [[pig tail]], [[plump helmet]], [[sweet pod]]) all produce underground crops that can be made into [[booze]] worth 10☼. Above ground crops will require you to [[trade]] or [[gather plants|gather]] for [[seed]]s, but the best of them that can be [[farming|farmed]] are [[sun berry|sun berries]], which produce [[sunshine]] worth 25☼.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that dwarves care more about the diversity of available booze than its [[value]].  &lt;br /&gt;
&lt;br /&gt;
For quantity, [[cave wheat]] and [[sweet pod]] mature in 42 days, versus 25 for the other crops, so they may yield less alcohol per farm plot. [[Plump helmet]]s mature in 25 days and grow year-round, which may be a good starting point for your [[alcohol]] [[industry]], but exclusive dependence on it will cause [[stress]].&lt;br /&gt;
&lt;br /&gt;
Rope reeds and pig tails can be made into booze, but you might prefer to use them to make thread.&lt;br /&gt;
&lt;br /&gt;
===Dye===&lt;br /&gt;
{{main|Dye}}&lt;br /&gt;
Some crops can be used for [[dyer|dyeing]]. There are 4 crops that [[milled]] into dye [[powder]] ([[blade weed]], [[sliver barb]], [[hide root]] and [[dimple cup]]s) and 23 used directly in the dye reaction in a [[dyer's shop]]. All crops give 20☼ dye value, with the only exception being [[hide root]], which only costs 10☼. Note that some dye reactions use plants as whole, while others use only leaves or fruits. For a detailed list, see [[Dye#List_of_dyes|here]]. Furthermore, crops used directly in a [[dyer's shop]] do not leave [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
If your fortress heavily relies on the [[textile industry]], you have three options. First, to cultivate millable plants; they always yield seeds and are usually available to dwarven civilizations. Second, to choose a plant that has multiple uses (such as [[grape]], which is edible raw, cookable and brewable), but then you'll have to manage your seed supply, which can be automated through complex [[work order]]s. Third, to choose a plant that produces several different products at once (for example, [[pineapple]], which yield both fruits for food and leaves for dyeing).&lt;br /&gt;
&lt;br /&gt;
Although you might not want a dedicated farm to grow dye crops at all; you can get more than enough dyeing resources from [[tree]]s. In areas without trees you can also forage for dyeing plants with [[plant gathering|herbalism]] or import resources from caravans.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
In terms of sheer [[Currency|dwarfbuck]]s, [[sweet pod]]s produce the most valuable foodstuff: [[dwarven syrup]] (100☼). In terms of quantity and value, other good crops are [[quarry bush]]es (which yield 5 quarry bush leaves when processed) and [[whip vine]]s (which can be [[mill]]ed into [[flour|whip vine flour]]).  Diversity in meals is also important to dwarves.&lt;br /&gt;
&lt;br /&gt;
===Thread===&lt;br /&gt;
All plant thread is equally valuable (at 2☼ per unit), so the main decision is between a seasonal underground crop ([[pig tail]]s) or one of the year-round [[Textile_industry#Crops|above-ground crops]] ([[cotton]], [[rope reed]]s, [[hemp]], [[flax]], [[jute]], [[ramie]], [[kenaf]]).  These plants are also equally useful for [[papermaking|making paper]].  [[Papyrus]] is slightly easier to process if you want to make a lot of paper, but papyrus can't be used for any other purpose and it is only available in some tropical wetlands.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Plant handling/processing is incomplete for some crops.{{bug|6940}}  This results in plants that, when picked, are inedible because the wrong parts are picked, or where seeds are impossible to pull from the proper plant parts.  Large numbers of crops are therefore incapable of being farmed.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Farming]]&lt;br /&gt;
&lt;br /&gt;
{{Plants|cat=nocat}}&lt;br /&gt;
[[Category:Crops| ]]&lt;br /&gt;
[[ru:Crop]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Crop&amp;diff=319179</id>
		<title>Crop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Crop&amp;diff=319179"/>
		<updated>2026-08-20T20:20:44Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Standard plants */ grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
:''(This article is about crop plants. If you want information about trees, see [[Tree]].)''&lt;br /&gt;
[[File:crops_sprites_preview.png|right]]'''Crops''' are [[plant]]s that can be [[farming|farmed]] (this happens at [[farm plot]]s), traded for, or acquired by [[plant gathering]]. There are two types of crops: [[aboveground]] and subterranean (underground). The [[seed]]s of subterranean crops may be brought from the starting embark screen or, with some small luck, purchased from dwarven caravans. Above ground crops and seeds may be purchased from human or elven caravans or gathered by dwarves with the plant gathering labor enabled. Seeds may also be collected by processing the plants or eating them (but not by cooking!). There is a limit of 200 seeds per type (adjustable in [[Settings#Population_and_seed_capacities|settings]]), after which no additional seeds will be produced.&lt;br /&gt;
&lt;br /&gt;
The game has a total of 110 crops and 2 completely &amp;quot;wild&amp;quot; plants that can only be found in the form of [[shrub]]s — [[kobold bulb]] and [[valley herb]], as they have no seeds and can't be planted (see note &amp;quot;4&amp;quot;, below). &amp;quot;Wet&amp;quot; and &amp;quot;Dry&amp;quot; determine where plants are found in proximity to watercourses when gathering wild plants, and do not affect farm plots.&lt;br /&gt;
&lt;br /&gt;
Most plants can be brewed into [[alcohol]], each plant type producing a different variation, and dwarves do prefer ''some'' variety in their drink. Some plants may be eaten raw, others must be cooked first, others must be processed (by [[milling]] or [[thresher|plant processing]]) before they are edible, and still others are inedible, producing only non-food products (their seeds may be edible, though). Drinks may be cooked as ingredients in prepared meals, but at least one of the ingredients must be a non-liquid.&lt;br /&gt;
{{catbox|Plants}}&lt;br /&gt;
All drinks require a spare [[barrel]] or [[large pot]] for storage, and some other products also require specific containers for storage. Plants can be stored in barrels or without a container; seeds are stored individually or in [[bag]]s which can then be put into barrels. It may be advisable to have a small stockpile that accepts only seeds next to your farm(s), since dwarves will happily carry entire pots of seeds across the map to pick up a single seed, leading to cancellation spam and irregular planting.&lt;br /&gt;
&lt;br /&gt;
== Standard plants ==&lt;br /&gt;
These are the plants defined in the file plant_standard.txt. These plants do not exist in real life and exist only in the ''Dwarf Fortress'' world. &amp;quot;Standard&amp;quot; refers to the fact that these plants have been in the game since the very early versions.&lt;br /&gt;
&lt;br /&gt;
=== Dwarven crops ===&lt;br /&gt;
There are only 6 underground (aka &amp;quot;dwarven&amp;quot;) crops. Five can be used for food, [[alcohol|booze]] and other fortress needs, and one (dimple cups) is [[dye]] only (although the seeds can be cooked). All six are (usually) available on [[embark]] and included in the [[Embark#Supplies|default embark]] profile.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- default template (see Template:Plant_table_row for more details)&lt;br /&gt;
{{plant table row|name=|tile=|color=|seasons=|biome=(|biome2=|biome3=...)|dry=|align=|value=&lt;br /&gt;
  |drink=|drinkv=|eat=|cook=&lt;br /&gt;
  |p1=|pv1=&lt;br /&gt;
  }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Plump helmet&lt;br /&gt;
  |graphic=[[File:plump_helmet_shrub_sprite.png]]&lt;br /&gt;
  |tile=♠|color=5:0|biome=Subterranean Water/Layers 1-3|dry=b|value=4&lt;br /&gt;
  |drink=Dwarven wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|·|4:1}} / [[File:plump_helmet_seeds_sprite.png]] plump helmet spawn|pv1=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Pig tail|tile=τ|color=7:0|seasons={{seasons||1|1|}}|biome=Subterranean Water/Layers 1-3|dry=b|value=4&lt;br /&gt;
  |graphic=[[File:pig_tail_shrub_sprite.png]]&lt;br /&gt;
  |drink=Dwarven ale|drinkv=10&lt;br /&gt;
  |p1={{tile|·|0:1}} / [[File:pig_tail_seeds_sprite.png]] pig tail seed|pv1=1&lt;br /&gt;
  |p2={{tile|φ|7:0}} pig tail thread (p)|pv2=12&lt;br /&gt;
  |p3={{tile|≈|7:0}} / [[File:glob_sprite.png|16px]] pig tail slurry (h)|pv3=2&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cave wheat|tile=τ|color=7:1|seasons={{seasons||1|1|}}|biome=Subterranean Water/Layers 1-3|dry=b|value=4&lt;br /&gt;
  |graphic=[[File:cave_wheat_shrub_sprite.png]]&lt;br /&gt;
  |drink=Dwarven beer|drinkv=10|cook=p&lt;br /&gt;
  |p1={{tile|·|6:0}} / [[File:cave_wheat_seeds_sprite.png]] cave wheat seed|pv1=1&lt;br /&gt;
  |p2={{tile|·|7:1}} dwarven wheat flour (m)|pv2=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Sweet pod|tile=Φ|color=4:1|seasons={{seasons|1|1||}}|biome=Subterranean Water/Layers 1-3|dry=b|value=4&lt;br /&gt;
  |graphic=[[File:sweet_pod_shrub_sprite.png]]  &lt;br /&gt;
  |drink=Dwarven rum|drinkv=10|cook=p&lt;br /&gt;
  |p1={{tile|·|2:1}} / [[File:sweet_pod_seeds_sprite.png]] sweet pod seed|pv1=1&lt;br /&gt;
  |p2={{tile|·|6:0}} dwarven sugar (m)|pv2=20&lt;br /&gt;
  |p3={{tile|≈|6:0}} dwarven syrup (l)|pv3=100&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Quarry bush|tile=♣|color=7:0|seasons={{seasons|1|1|1|}}|biome=Subterranean Water/Layers 1-3|dry=b|value=4&lt;br /&gt;
  |graphic=[[File:quarry_bush_shrub_sprite.png]]&lt;br /&gt;
  |cook=p&lt;br /&gt;
  |p1={{tile|♠|7:0}} / [[File:quarry_bush_leaf_sprite.png]] quarry bush leaf (b)|pv1=50&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
  |p2={{tile|·|7:1}} / [[File:quarry_bush_seeds_sprite.png]] rock nut|pv2=1&lt;br /&gt;
  |p3={{tile|≈|6:0}} rock nut paste (m)|pv3=1&lt;br /&gt;
  |p4={{tile|≈|6:0}} rock nut press cake (s)|pv4=1&lt;br /&gt;
  |p5={{tile|≈|6:1}} rock nut oil (s)|pv5=5&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Dimple cup|tile=♥|color=1:1|biome=Subterranean Water/Layers 1-3|dry=b|value=4&lt;br /&gt;
  |graphic=[[File:dimple_cup_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|·|5:1}} / [[File:dimple_cup_seeds_sprite.png]] dimple cup spawn|pv1=1&lt;br /&gt;
  |p2={{tile|·|1:1}} dimple dye (m)|pv2=20&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Above-ground plants ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- default template (see Template:Plant_table_row for more details)&lt;br /&gt;
{{plant table row|name=|tile=|color=|seasons=|biome=(|biome2=|biome3=...)|dry=|align=|value=&lt;br /&gt;
  |drink=|drinkv=|eat=|cook=&lt;br /&gt;
  |p1=|pv1=&lt;br /&gt;
  }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Muck root|tile=τ|color=0:1|biome=Any Wetland|dry=n|value=1&lt;br /&gt;
  |graphic=[[File:muck_root_shrub_sprite.png]]&lt;br /&gt;
  |drink=Swamp whiskey|drinkv=5|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|·|6:0}} / [[File:muck_root_seeds_sprite.png]] muck root seed|pv1=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Bloated tuber|tile=Φ|color=6:0|biome=Any Wetland|dry=y|value=2&lt;br /&gt;
  |graphic=[[File:bloated_tuber_shrub_sprite.png]]&lt;br /&gt;
  |drink=Tuber beer|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|·|0:1}} / [[File:bloated_tuber_seeds_sprite.png]] bloated tuber seed|pv1=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Kobold bulb|super=4|tile=Φ|color=0:1|biome=Any Wetland|dry=n|value=5&lt;br /&gt;
  |graphic=[[File:kobold_bulb_shrub_sprite.png]]  &lt;br /&gt;
  |p1={{tile|≈|7:1}} [[gnomeblight]] (e)|pv1=500&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Prickle berry|tile=:|color=2:0|biome=Not Freezing|dry=y|value=1&lt;br /&gt;
  |graphic=[[File:prickle_berries_shrub_sprite.png]]&lt;br /&gt;
  |drink=Prickle berry wine|drinkv=5|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|·|2:0}} / [[File:prickle_berry_seeds_sprite.png]] prickle berry seed|pv1=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Strawberry|tile=:|color=4:0|biome=Not Freezing|dry=y|value=4&lt;br /&gt;
  |graphic=[[File:strawberry_shrub_sprite.png]]  &lt;br /&gt;
  |drink=Strawberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|%|4:1}} / [[File:strawberry_fruit_sprite.png]] strawberry fruit|pv1=1&lt;br /&gt;
  |p2={{tile|:|4:0}} strawberry plant|pv2=1&lt;br /&gt;
  |p3={{tile|·|0:1}} strawberry seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Longland grass|tile=τ|color=6:1|biome=Not Freezing|dry=y|value=4&lt;br /&gt;
  |graphic=[[File:longland_grass_shrub_sprite.png]]&lt;br /&gt;
  |drink=Longland beer|drinkv=10|cook=p&lt;br /&gt;
  |p1={{tile|·|6:0}} / [[File:longland_grass_seeds_sprite.png]] longland grass seed|pv1=1&lt;br /&gt;
  |p2={{tile|·|7:1}} longland flour (m)|pv2=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Valley herb|super=4|tile=ÿ|color=2:1|seasons={{seasons|1|||}}|biome=Temperate Grassland|dry=y|value=10&lt;br /&gt;
  |graphic=[[File:valley_herb_shrub_sprite.png]]&lt;br /&gt;
  |cook=y&lt;br /&gt;
  |p1={{tile|≈|6:1}} [[golden salve]] (v)|pv1=500&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Rat weed|tile=τ|color=2:0|biome=Not Freezing|dry=n|value=1&lt;br /&gt;
  |graphic=[[File:rat_weed_shrub_sprite.png]]&lt;br /&gt;
  |drink=Sewer brew|drinkv=5|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|·|0:1}} / [[File:rat_weed_seeds_sprite.png]] rat weed seed|pv1=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Fisher berry|tile=:|color=7:0|biome=Not Freezing|dry=n|value=4&lt;br /&gt;
  |graphic=[[File:fisher_berry_shrub_sprite.png]]&lt;br /&gt;
  |drink=Fisher berry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|·|0:1}} / [[File:fisher_berry_seeds_sprite.png]] fisher berry seed|pv1=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Rope reed|tile=ƒ|color=2:0|biome=Not Freezing|dry=n|value=4&lt;br /&gt;
  |graphic=[[File:reed_rope_shrub_sprite.png]]&lt;br /&gt;
  |drink=River spirits|drinkv=10&lt;br /&gt;
  |p1={{tile|·|6:0}} / [[File:rope_reed_seeds_sprite.png]] rope reed seed|pv1=1&lt;br /&gt;
  |p2={{tile|φ|7:0}} rope reed thread (p)|pv2=12&lt;br /&gt;
  |p3={{tile|≈|7:0}} rope reed slurry (h)|pv3=2&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Blade weed|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=4&lt;br /&gt;
  |graphic=[[File:blade_weed_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|·|0:1}} / [[File:blade_weed_seeds_sprite.png]] blade weed seed|pv1=1&lt;br /&gt;
  |p2={{tile|·|2:0}} emerald dye (m)|pv2=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Hide root|tile=τ|color=6:0|biome=Not Freezing|dry=y|value=1&lt;br /&gt;
  |graphic=[[File:hide_root_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|·|4:0}} / [[File:hide_root_seeds_sprite.png]] hide root seed|pv1=1&lt;br /&gt;
  |p2={{tile|·|6:0}} redroot dye (m)|pv2=10&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Sliver barb|tile=τ|color=0:1|biome=Not Freezing|dry=y|align=Evil|value=1&lt;br /&gt;
  |graphic=[[File:sliver_barb_shrub_sprite.png]]&lt;br /&gt;
  |drink=Gutter cruor|drinkv=5&lt;br /&gt;
  |p1={{tile|·|4:1}} / [[File:sliver_barb_seeds_sprite.png]] sliver barb seed|pv1=1&lt;br /&gt;
  |p2={{tile|·|0:1}} sliver dye (m)|pv2=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Sun berry|tile=:|color=6:1|biome=Not Freezing|dry=n|align=Good|value=9&lt;br /&gt;
  |graphic=[[File:sun_berry_shrub_sprite.png]]&lt;br /&gt;
  |drink=Sunshine|drinkv=25|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|·|4:1}} / [[File:sun_berry_seeds_sprite.png]] sun berry seed|pv1=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Whip vine|tile=§|color=3:1|biome=Not Freezing|dry=y|align=Savage|value=1&lt;br /&gt;
  |graphic=[[File:vine_whip_shrub_sprite.png]]&lt;br /&gt;
  |drink=Whip wine|drinkv=15|cook=p&lt;br /&gt;
  |p1={{tile|·|0:1}} / [[File:whip_vine_seeds_sprite.png]] whip vine seed|pv1=1&lt;br /&gt;
  |p2={{tile|·|3:1}} whip vine flour (m)|pv2=25&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the value for a stack of 5 units, which is the number rendered from a single plant.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Anything that can be cooked is edible afterwards. Note that cooking leaves no seeds for re-planting.&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see &amp;quot;products&amp;quot; column for process product.&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; These plants cannot be grown on a farm plot (in unmodded games) as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.&lt;br /&gt;
:&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; To get the products/extracts from the plants they have to be processed, in the following [[workshop]]s, using the following [[labor]]s:&lt;br /&gt;
::*'''m''': mill ([[cave wheat]], [[sweet pod]], [[longland grass]], [[whip vine]], [[dimple cup]], [[blade weed]], [[hide root]], [[sliver barb]]): at [[quern]] or [[millstone]], using [[milling]].&lt;br /&gt;
::*'''b''': process to bag ([[quarry bush]]): at [[farmer's workshop]], using [[plant processing]].&lt;br /&gt;
::*'''s''': press paste into oil ([[quarry bush]]): at [[screw press]].&lt;br /&gt;
::*'''l''': process to barrel ([[sweet pod]]): at farmer's workshop, using plant processing.&lt;br /&gt;
::*'''p''': process plant ([[pig tail]], [[rope reed]]): at farmer's workshop, using plant processing.&lt;br /&gt;
::*'''h''': mash plant ([[pig tail]], [[rope reed]]): at quern or millstone, using [[papermaking]].&lt;br /&gt;
::*'''v''': process to vial ([[valley herb]]): at farmer's workshop, using plant processing.&lt;br /&gt;
::*'''e''': extract plant essence ([[kobold bulb]]): at [[still]], using [[plant gathering]].&lt;br /&gt;
:&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; 'Not Freezing' Biome refers to all land biomes except Mountains, Glaciers, and Tundras.&lt;br /&gt;
&lt;br /&gt;
== Garden plants ==&lt;br /&gt;
All garden plants are above-ground, and can grow year-round. Garden plants are defined in a separate file from standard plants, named, somewhat predictably, plant_garden.txt.&lt;br /&gt;
&lt;br /&gt;
Unlike standard plants, garden plants will also produce growths - leaves, buds, flowers, pods and fruits.&lt;br /&gt;
&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Artichoke|tile=:|color=2:0|biome=Temperate Grassland|dry=y|value=2&lt;br /&gt;
  |graphic=[[File:artichoke_shrub_sprite.png]]&lt;br /&gt;
  |drink=Artichoke wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:artichoke_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|4:1}} / [[File:artichoke_heart_sprite.png]] heart|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:0}} / [[File:artichoke_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:artichoke_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Asparagus|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |graphic=[[File:asparagus_shrub_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:asparagus_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|4:1}} / [[File:asparagus_fruit_sprite.png]] fruit|pv2=&lt;br /&gt;
  |p3={{tile|♣|6:1}} / [[File:asparagus_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:asparagus_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Bambara groundnut|super=6|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2&lt;br /&gt;
  |graphic=[[File:bambara_groundnut_shrub_sprite.png]]&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:bambara_groundnut_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|6:1}} / [[File:bambara_groundnut_fruit_sprite.png]] fruit|pv2=&lt;br /&gt;
  |p3={{tile|♣|6:1}} / [[File:bambara_groundnut_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|6:0}} / [[File:bambara_groundnut_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=String bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |graphic=[[File:string_bean_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:string_bean_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} / [[File:string_bean_pod_sprite.png]] pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|7:1}} / [[File:string_bean_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} / [[File:string_bean_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Broad bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |graphic=[[File:broad_bean_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:broad_bean_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} / [[File:broad_bean_pod_sprite.png]] pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|7:1}} / [[File:broad_bean_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} / [[File:broad_bean_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Beet|tile=:|color=4:1|biome=Temperate Grassland|dry=y|value=4&lt;br /&gt;
  |graphic=[[File:beet_shrub_sprite.png]]&lt;br /&gt;
  |drink=Beetroot wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:beet_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|2:0}} / [[File:beet_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:beet_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Bitter melon|super=6|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |graphic=[[File:bitter_melon_shrub_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:bitter_melon_leaf_sprite.png]] leaf|pv1=2&lt;br /&gt;
  |p2={{tile|%|2:1}} / [[File:bitter_melon_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|6:1}} / [[File:bitter_melon_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:bitter_melon_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cabbage|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |graphic=[[File:cabbage_shrub_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:bitter_melon_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} / [[File:bitter_melon_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:cabbage_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Caper|tile=:|color=2:0|biome=Any Desert|biome2=Any Grassland|dry=y|value=2&lt;br /&gt;
  |graphic=[[File:caper_shrub_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:caper_leaf_sprite.png]] leaf|pv1=2&lt;br /&gt;
  |p2={{tile|%|2:0}} / [[File:caper_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} / [[File:caper_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|%|2:0}} / [[File:caper_bud_sprite.png]] bud|pv4=2&lt;br /&gt;
  |p5={{tile|·|0:1}} / [[File:caper_seeds_sprite.png]] seed|pv5=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Wild carrot|tile=:|color=7:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |graphic=[[File:wild_carrot_shrub_sprite.png]]&lt;br /&gt;
  |drink=Carrot wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:wild_carrot_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} / [[File:wild_carrot_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:wild_carrot_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cassava|tile=:|color=2:0|biome=Any Tropical|dry=y|value=4&lt;br /&gt;
  |graphic=[[File:cassava_shrub_sprite.png]]&lt;br /&gt;
  |drink=Cassava beer|drinkv=10|eat=n|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:cassava_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|5:1}} / [[File:cassava_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|7:1}} / [[File:cassava_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Celery|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |graphic=[[File:celery_shrub_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:celery_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:0}} / [[File:celery_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:celery_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Chickpea|super=6|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |graphic=[[File:chickpea_shrub_sprite.png]]&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:chickpea_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} / [[File:chickpea_pod_sprite.png]] pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|7:1}} / [[File:chickpea_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:1}} / [[File:chickpea_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Chicory|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |graphic=[[File:chicory_shrub_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:chicory_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|1:1}} / [[File:chicory_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:chicory_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cowpea|super=6|tile=:|color=2:1|biome=Tropical Grassland|dry=y|value=2&lt;br /&gt;
  |graphic=[[File:cowpea_shrub_sprite.png]]&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:cowpea_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} / [[File:cowpea_pod_sprite.png]] pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|5:1}} / [[File:cowpea_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:1}} / [[File:cowpea_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cucumber|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2&lt;br /&gt;
  |graphic=[[File:cucumber_shrub_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:cucumber_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:0}} / [[File:cucumber_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|6:1}} / [[File:cucumber_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:1}} / [[File:cucumber_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Eggplant|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2&lt;br /&gt;
  |graphic=[[File:eggplant_shrub_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:eggplant_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|5:0}} / [[File:eggplant_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:0}} / [[File:eggplant_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:0}} / [[File:eggplant_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Garden cress|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |graphic=[[File:garden_cress_shrub_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:garden_cress_leaf_sprite.png]] leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|7:1}} / [[File:garden_cress_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:garden_cress_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Garlic|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |graphic=[[File:garlic_shrub_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:garlic_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|2:0}} / [[File:garlic_bulb_sprite.png]] bulb|pv2=2&lt;br /&gt;
  |p3={{tile|ü|5:1}} / [[File:garlic_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:garlic_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Horned melon|tile=:|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:horned_melon_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:horned_melon_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|*|6:1}} / [[File:horned_melon_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|6:1}} / [[File:horned_melon_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:1}} / [[File:horned_melon_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Leek|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |graphic=[[File:leek_shrub_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:leek_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|5:1}} / [[File:leek_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:leek_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Lentil|super=6|tile=:|color=2:0|biome=Not Freezing|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |graphic=[[File:lentil_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:lentil_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} / [[File:lentil_pod_sprite.png]] pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|7:1}} / [[File:lentil_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|6:0}} / [[File:lentil_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Lettuce|super=6|tile=:|color=2:1|biome=Any Temperate|biome2=Tropical Dry Broadleaf Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|dry=y|value=4&lt;br /&gt;
  |graphic=[[File:lettuce_shrub_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:lettuce_leaf_sprite.png]] leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|6:1}} / [[File:lettuce_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:lettuce_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Mung bean|super=6|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |graphic=[[File:mung_bean_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:mung_bean_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} / [[File:mung_bean_pod_sprite.png]] pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|6:1}} / [[File:mung_bean_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} / [[File:mung_bean_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Muskmelon|tile=:|color=2:0|biome=Any Temperate|biome2=Tropical Dry Broadleaf Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|dry=y|value=2&lt;br /&gt;
  |graphic=[[File:muskmelon_shrub_sprite.png]]&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:muskmelon_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|7:0}} / [[File:muskmelon_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|6:1}} / [[File:muskmelon_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:1}} / [[File:muskmelon_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Onion|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:onion_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:onion_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|7:1}} / [[File:onion_bulb_sprite.png]] bulb|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} / [[File:onion_flower_sprite.png]] flower|prv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:onion_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Parsnip|tile=:|color=7:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Parsnip wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:parsnip_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:parsnip_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} / [[File:parsnip_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:parsnip_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Pea|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |graphic=[[File:pea_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:pea_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} / [[File:pea_pod_sprite.png]] pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|5:1}} / [[File:pea_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:0}} / [[File:pea_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Peanut|super=6|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2&lt;br /&gt;
  |graphic=[[File:peanut_shrub_sprite.png]]&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:peanut_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|6:0}} / [[File:peanut_fruit_sprite.png]] fruit|pv2=&lt;br /&gt;
  |p3={{tile|♣|6:1}} / [[File:peanut_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|6:0}} / [[File:peanut_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Pepper|tile=:|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:pepper_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:pepper_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|4:1}} / [[File:pepper_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} / [[File:pepper_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:0}} / [[File:pepper_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Potato|tile=:|color=6:0|biome=Not Freezing|dry=y|value=4&lt;br /&gt;
  |drink=Potato wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:potato_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:potato_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|5:1}} / [[File:potato_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:potato_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Radish|tile=:|color=5:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Radish wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:radish_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:radish_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} / [[File:radish_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:radish_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Red bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |graphic=[[File:red_bean_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:red_bean_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} / [[File:red_bean_pod_sprite.png]] pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|5:1}} / [[File:red_bean_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} / [[File:red_bean_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Rhubarb|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:rhubarb_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:rhubarb_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|4:1}} / [[File:rhubarb_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:rhubarb_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Soybean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |graphic=[[File:soybean_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:soybean_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} / [[File:soybean_pod_sprite.png]] pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|5:1}} / [[File:soybean_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:0}} / [[File:soybean_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Spinach|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:spinach_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:spinach_leaf_sprite.png]] leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|6:1}} / [[File:spinach_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:spinach_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Squash|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:squash_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|6:1}} / [[File:squash_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|6:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:squash_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Sweet potato|tile=:|color=6:0|biome=Any Tropical|dry=y|value=4&lt;br /&gt;
  |drink=Sweet potato wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:sweet_potato_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:sweet_potato_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|5:1}} / [[File:sweet_potato_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:sweet_potato_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Taro|super=6|tile=:|color=6:0|biome=Any Tropical|dry=y|value=4&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |graphic=[[File:taro_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:taro_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} / [[File:taro_flower_sprite.png]] flowers|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:taro_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Tomato|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|dry=y|value=2&lt;br /&gt;
  |drink=Tomato wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:tomato_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:tomato_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|4:1}} / [[File:tomato_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|6:1}} / [[File:tomato_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:1}} / [[File:tomato_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Tomatillo|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2&lt;br /&gt;
  |graphic=[[File:tomatillo_shrub_sprite.png]]&lt;br /&gt;
  |drink=Tomatillo wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:tomatillo_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} / [[File:tomatillo_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|6:1}} / [[File:tomatillo_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:1}} / [[File:tomatillo_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Turnip|tile=:|color=5:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Turnip wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:turnip_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:turnip_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} / [[File:turnip_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:turnip_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Urad bean|super=6|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |graphic=[[File:urad_bean_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:urad_bean_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} / [[File:urad_bean_pod_sprite.png]] pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|6:1}} / [[File:urad_bean_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} / [[File:urad_bean_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Watermelon|tile=:|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:watermelon_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:watermelon_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|o|2:0}} / [[File:watermelon_fruit_sprite.png]] fruit|pv2=&lt;br /&gt;
  |p3={{tile|♣|6:1}} / [[File:watermelon_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:watermelon_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Winter melon|tile=:|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:winter_melon_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:winter_melon_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|o|2:0}} / [[File:winter_melon_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|6:1}} / [[File:winter_melon_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:winter_melon_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Lesser yam|super=6|tile=:|color=6:0|biome=Any Tropical|dry=y|value=4&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |graphic=[[File:lesser_yam_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:lesser_yam_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} / [[File:lesser_yam_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:lesser_yam_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Long yam|super=6|tile=:|color=6:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:long_yam_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:long_yam_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} / [[File:long_yam_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:long_yam_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Purple yam|super=6|tile=:|color=5:0|biome=Any Tropical|dry=y|value=4&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |graphic=[[File:purple_yam_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:purple_yam_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} / [[File:purple_yam_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:purple_yam_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=White yam|super=6|tile=:|color=6:0|biome=Any Tropical|dry=y|value=4&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |graphic=[[File:white_yam_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:white_yam_seeds_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} / [[File:white_yam_seeds_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:white_yam_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Passion fruit|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |drink=Passion fruit wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:passion_fruit_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:passion_fruit_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|4:1}} / [[File:passion_fruit_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} / [[File:passion_fruit_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:passion_fruit_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Grape|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:grape_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:grape_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|5:0}} / [[File:grape_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} / [[File:grape_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:grape_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cranberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2&lt;br /&gt;
  |drink=Cranberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:cranberry_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:cranberry_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} / [[File:cranberry_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|4:0}} / [[File:cranberry_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:cranberry_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Bilberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2&lt;br /&gt;
  |drink=Bilberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:bilberry_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:bilberry_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|1:1}} / [[File:bilberry_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} / [[File:bilberry_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:bilberry_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Blueberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2&lt;br /&gt;
  |drink=Blueberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:blueberry_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:blueberry_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|1:1}} / [[File:blueberry_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} / [[File:blueberry_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:blueberry_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Blackberry|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Blackberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:blackberry_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:blackberry_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|0:1}} / [[File:blackberry_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} / [[File:blackberry_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:blackberry_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Raspberry|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Raspberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:raspberry_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:raspberry_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|4:1}} / [[File:raspberry_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} / [[File:raspberry_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:raspberry_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Pineapple|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |drink=Pineapple wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:pineapple_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:pineapple_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|6:0}} / [[File:pineapple_fruit_sprite.png]] fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} / [[File:pineapple_flower_sprite.png]] flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} / [[File:pineapple_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the value for a stack of 5 units, which is the number rendered from a single plant.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Anything that can be cooked is edible afterwards. Note that cooking leaves no seeds for re-planting.&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see &amp;quot;products&amp;quot; column for process product.&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; These plants cannot be grown on a farm plot as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.&lt;br /&gt;
:&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; Some products may require processing; see plant page for details.&lt;br /&gt;
:&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; These plants, when grown from seed on a farm plot, don't yield products that can be processed for seeds.&lt;br /&gt;
&lt;br /&gt;
== Crop plants ==&lt;br /&gt;
These plants are defined in the file plant_crops.txt. They grow above ground, in any season.&lt;br /&gt;
&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Single-grain wheat|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2&lt;br /&gt;
  |drink=Single-grain wheat beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:generic_wheat_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:generic_wheat_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} / [[File:generic_wheat_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Two-grain wheat|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2&lt;br /&gt;
  |drink=Two-grain wheat beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:generic_wheat_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:generic_wheat_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} / [[File:generic_wheat_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Soft wheat|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2&lt;br /&gt;
  |drink=Soft wheat beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:generic_wheat_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:generic_wheat_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} / [[File:generic_wheat_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Hard wheat|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2&lt;br /&gt;
  |drink=Hard wheat beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:generic_wheat_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:generic_wheat_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} / [[File:generic_wheat_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Spelt|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Spelt beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:generic_wheat_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} / [[File:generic_wheat_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Barley|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=2&lt;br /&gt;
  |drink=Barley wine|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:generic_wheat_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} / [[File:generic_wheat_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Buckwheat|tile=τ|color=2:0|biome=Tropical Dry Broadleaf Forest|dry=y|value=2&lt;br /&gt;
  |drink=Buckwheat beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:buckwheat_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:buckwheat_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} / [[File:buckwheat_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:buckwheat_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  |p4={{tile|·|7:1}} flour (m)|pv4=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Oats|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:oats_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:generic_wheat_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} / [[File:oats_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Alfalfa|super=6|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:alfalfa_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:alfalfa_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|5:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:alfalfa_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Rye|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=2&lt;br /&gt;
  |drink=Rye beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:generic_wheat_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:generic_wheat_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} / [[File:generic_wheat_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Sorghum|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2&lt;br /&gt;
  |drink=Sorghum beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:sorghum_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:sorghum_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|5:1}} / [[File:sorghum_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:sorghum_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  |p4={{tile|·|7:1}} flour (m)|pv4=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Rice|tile=τ|color=2:0|biome=Any Tropical|dry=b|value=2&lt;br /&gt;
  |drink=Rice beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:rice_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:rice_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} / [[File:rice_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Maize|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |drink=Maize beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:maize_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:maize_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} / [[File:maize_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Quinoa|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Quinoa beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:quinoa_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:quinoa_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|2:1}} / [[File:quinoa_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|4:1}} / [[File:quinoa_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  |p4={{tile|·|7:1}} flour (m)|pv4=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Kaniwa|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Kaniwa beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:kaniwa_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:kaniwa_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|2:1}} / [[File:kaniwa_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|4:1}} / [[File:kaniwa_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  |p4={{tile|·|7:1}} flour (m)|pv4=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Bitter vetch|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:bitter_vetch_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:bitter_vetch_leaf_sprite.png]] leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|7:1}} / [[File:bitter_vetch_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|%|2:1}} pod|pv3=&lt;br /&gt;
  |p4={{tile|·|6:0}} / [[File:bitter_vetch_seeds_sprite.png]] seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Pendant amaranth|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |drink=Pendant amaranth beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:pendant_amaranth_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:pendant_amaranth_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|5:1}} / [[File:pendant_amaranth_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:pendant_amaranth_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  |p4={{tile|·|7:1}} flour (m)|pv4=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Blood amaranth|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |drink=Blood amaranth beer|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:blood_amaranth_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:blood_amaranth_leaf_sprite.png]] leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|4:1}} / [[File:blood_amaranth_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:blood_amaranth_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  |p4={{tile|·|7:1}} flour (m)|pv4=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Purple amaranth|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Purple amaranth beer|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:purple_amaranth_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:purple_amaranth_leaf_sprite.png]] leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|5:0}} / [[File:purple_amaranth_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:purple_amaranth_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  |p4={{tile|·|7:1}} flour (m)|pv4=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Red spinach|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:red_spinach_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:red_spinach_leaf_sprite.png]] leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|2:1}} / [[File:red_spinach_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:red_spinach_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Elephant-head amaranth|super=6|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |graphic=[[File:elephant_head_amaranth_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|6:1}} / [[File:elephant_head_amaranth_leaf_sprite.png]] leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|5:0}} / [[File:elephant_head_amaranth_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:elephant_head_amaranth_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Pearl millet|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |drink=Pearl millet beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:pearl_millet_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:pearl_millet_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|7:0}} / [[File:pearl_millet_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=White millet|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=White millet beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:white_millet_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:white_millet_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|7:1}} / [[File:white_millet_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Finger millet|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Finger millet beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:finger_millet_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:white_millet_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|6:0}} / [[File:finger_millet_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Foxtail millet|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Foxtail millet beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:foxtail_millet_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|7:0}} / [[File:foxtail_millet_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Fonio|tile=τ|color=2:0|biome=Tropical Savanna|dry=y|value=2&lt;br /&gt;
  |drink=Fonio beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:fonio_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|6:0}} / [[File:generic_wheat_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Teff|tile=τ|color=2:0|biome=Tropical Grassland|dry=y|value=2&lt;br /&gt;
  |drink=Teff beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:teff_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|6:0}} seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Flax|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:flax_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:flax_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|1:1}} / [[File:flax_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:flax_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  |p4={{tile|·|7:1}} flour|pv4=20&lt;br /&gt;
  |p5={{tile|≈|6:0}} paste (m)|pv5=1&lt;br /&gt;
  |p6={{tile|≈|6:0}} p. cake (s)|pv6=1&lt;br /&gt;
  |p7={{tile|≈|6:1}} oil (s)|pv7=5&lt;br /&gt;
  |p8={{tile|φ|7:0}} thread (p)|pv8=12&lt;br /&gt;
  |p9={{tile|≈|7:0}} slurry (h)|pv9=2&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Jute|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:jute_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:jute_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} / [[File:jute_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:jute_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  |p4={{tile|φ|7:0}} thread (p)|pv4=12&lt;br /&gt;
  |p5={{tile|≈|7:0}} slurry (h)|pv5=2&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Hemp|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:hemp_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:hemp_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} / [[File:hemp_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour|pv3=20&lt;br /&gt;
  |p4={{tile|≈|6:0}} paste (m)|pv4=1&lt;br /&gt;
  |p5={{tile|≈|6:0}} p. cake (s)|pv5=1&lt;br /&gt;
  |p6={{tile|≈|6:1}} oil (s)|pv6=5&lt;br /&gt;
  |p7={{tile|φ|7:0}} thread (p)|pv7=12&lt;br /&gt;
  |p8={{tile|≈|7:0}} slurry (h)|pv8=2&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cotton|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:cotton_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:cotton_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} / [[File:cotton_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|7:1}} / [[File:cotton_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  |p4={{tile|≈|6:0}} paste (m)|pv4=1&lt;br /&gt;
  |p5={{tile|≈|6:0}} p. cake (s)|pv5=1&lt;br /&gt;
  |p6={{tile|≈|6:1}} oil (s)|pv6=5&lt;br /&gt;
  |p7={{tile|φ|7:0}} thread (p)|pv7=12&lt;br /&gt;
  |p8={{tile|≈|7:0}} slurry (h)|pv8=2&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Ramie|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:ramie_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} / [[File:ramie_seeds_sprite.png]] seed|pv2=1&lt;br /&gt;
  |p3={{tile|φ|7:0}} thread (p)|pv3=12&lt;br /&gt;
  |p4={{tile|≈|7:0}} slurry (h)|pv4=2&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Kenaf|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=p&lt;br /&gt;
  |graphic=[[File:kenaf_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:kenaf_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:kenaf_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  |p4={{tile|≈|6:0}} paste (m)|pv4=1&lt;br /&gt;
  |p5={{tile|≈|6:0}} p. cake (s)|pv5=1&lt;br /&gt;
  |p6={{tile|≈|6:1}} oil (s)|pv6=5&lt;br /&gt;
  |p7={{tile|φ|7:0}} thread (p)|pv7=12&lt;br /&gt;
  |p8={{tile|≈|7:0}} slurry (h)|pv8=2&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Papyrus sedge|tile=τ|color=2:0|biome=Any Tropical Wetland|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |graphic=[[File:papyrus_sedge_shrub_sprite.png]]&lt;br /&gt;
  |p1={{tile|♠|2:0}} / [[File:papyrus_sedge_leaf_sprite.png]] leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:0}} / [[File:papyrus_sedge_flower_sprite.png]] flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} / [[File:papyrus_sedge_seeds_sprite.png]] seed|pv3=1&lt;br /&gt;
  |p4={{tile|⌡|6:0}} papyrus|pv4=10&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the value for a stack of 5 units, which is the number rendered from a single plant.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Anything that can be cooked is edible afterwards. Note that cooking leaves no seeds for re-planting.&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see &amp;quot;products&amp;quot; column for process product.&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; These plants cannot be grown on a farm plot as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.&lt;br /&gt;
:&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; Some products may require processing; see plant page for details.&lt;br /&gt;
:&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; These plants, when grown from seed on a farm plot, don't yield products that can be processed for seeds.&lt;br /&gt;
&lt;br /&gt;
== Best crop to grow ==&lt;br /&gt;
There is no &amp;quot;best&amp;quot; crop, but some are clearly superior to others, depending on your needs and available resources.&lt;br /&gt;
&lt;br /&gt;
===All-purpose===&lt;br /&gt;
Many [[dwarf|dwarves]] prefer the humble [[plump helmet]], which can be [[farming|grown]] year-round, [[food|eaten raw]], [[cook|cooked]], or brewed into [[Alcohol|wine]], and many early fortresses rely on the plump helmet crop as a staple of their diet. All above-ground crops are all-seasons as well, the best of which are probably [[sun berry|sun berries]], [[hemp]], and [[whip vine]]s.  See the above table summarizing the [[crop]] products, limitations, and values. &lt;br /&gt;
&lt;br /&gt;
Because of [[siege|occasional above-ground inconveniences]], having an underground [[plump helmet]] farm, or, at least, some [[plump helmet]] spawn, may be useful emergency preparation.&lt;br /&gt;
&lt;br /&gt;
===Booze===&lt;br /&gt;
Four principal seeds available at the beginning of an expedition ([[cave wheat]], [[pig tail]], [[plump helmet]], [[sweet pod]]) all produce underground crops that can be made into [[booze]] worth 10☼. Above ground crops will require you to [[trade]] or [[gather plants|gather]] for [[seed]]s, but the best of them that can be [[farming|farmed]] are [[sun berry|sun berries]], which produce [[sunshine]] worth 25☼.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that dwarves care more about the diversity of available booze than its [[value]].  &lt;br /&gt;
&lt;br /&gt;
For quantity, [[cave wheat]] and [[sweet pod]] mature in 42 days, versus 25 for the other crops, so they may yield less alcohol per farm plot. [[Plump helmet]]s mature in 25 days and grow year-round, which may be a good starting point for your [[alcohol]] [[industry]], but exclusive dependence on it will cause [[stress]].&lt;br /&gt;
&lt;br /&gt;
Rope reeds and pig tails can be made into booze, but you might prefer to use them to make thread.&lt;br /&gt;
&lt;br /&gt;
===Dye===&lt;br /&gt;
{{main|Dye}}&lt;br /&gt;
Some crops can be used for [[dyer|dyeing]]. There are 4 crops that [[milled]] into dye [[powder]] ([[blade weed]], [[sliver barb]], [[hide root]] and [[dimple cup]]s) and 23 used directly in the dye reaction in a [[dyer's shop]]. All crops give 20☼ dye value, with the only exception being [[hide root]], which only costs 10☼. Note that some dye reactions use plants as whole, while others use only leaves or fruits. For a detailed list, see [[Dye#List_of_dyes|here]]. Furthermore, crops used directly in a [[dyer's shop]] do not leave [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
If your fortress heavily relies on the [[textile industry]], you have three options. First, to cultivate millable plants; they always yield seeds and are usually available to dwarven civilizations. Second, to choose a plant that has multiple uses (such as [[grape]], which is edible raw, cookable and brewable), but then you'll have to manage your seed supply, which can be automated through complex [[work order]]s. Third, to choose a plant that produces several different products at once (for example, [[pineapple]], which yield both fruits for food and leaves for dyeing).&lt;br /&gt;
&lt;br /&gt;
Although you might not want a dedicated farm to grow dye crops at all; you can get more than enough dyeing resources from [[tree]]s. In areas without trees you can also forage for dyeing plants with [[plant gathering|herbalism]] or import resources from caravans.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
In terms of sheer [[Currency|dwarfbuck]]s, [[sweet pod]]s produce the most valuable foodstuff: [[dwarven syrup]] (100☼). In terms of quantity and value, other good crops are [[quarry bush]]es (which yield 5 quarry bush leaves when processed) and [[whip vine]]s (which can be [[mill]]ed into [[flour|whip vine flour]]).  Diversity in meals is also important to dwarves.&lt;br /&gt;
&lt;br /&gt;
===Thread===&lt;br /&gt;
All plant thread is equally valuable (at 2☼ per unit), so the main decision is between a seasonal underground crop ([[pig tail]]s) or one of the year-round [[Textile_industry#Crops|above-ground crops]] ([[cotton]], [[rope reed]]s, [[hemp]], [[flax]], [[jute]], [[ramie]], [[kenaf]]).  These plants are also equally useful for [[papermaking|making paper]].  [[Papyrus]] is slightly easier to process if you want to make a lot of paper, but papyrus can't be used for any other purpose and it is only available in some tropical wetlands.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Plant handling/processing is incomplete for some crops.{{bug|6940}}  This results in plants that, when picked, are inedible because the wrong parts are picked, or where seeds are impossible to pull from the proper plant parts.  Large numbers of crops are therefore incapable of being farmed.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Farming]]&lt;br /&gt;
&lt;br /&gt;
{{Plants|cat=nocat}}&lt;br /&gt;
[[Category:Crops| ]]&lt;br /&gt;
[[ru:Crop]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Primordial_remnant&amp;diff=319142</id>
		<title>Primordial remnant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Primordial_remnant&amp;diff=319142"/>
		<updated>2026-08-19T11:43:52Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Raw material */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
{{infostart|}}&lt;br /&gt;
:''&amp;quot;In the beginning, there was an endless expanse of salt...&amp;quot;'' - [[Toady One]], [http://www.bay12forums.com/smf/index.php?topic=169696.msg8565801#msg8565801 Future of the Fortress]&lt;br /&gt;
&lt;br /&gt;
[[File:Mythical remnant sprite preview.png|right]]'''Primordial remnants''', alternatively known as '''remnants of creation''' and '''mythical remnants''', are a type of procedurally-generated material that can be found as [[artifact]]s.&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
{{infoheader|Properties}}&lt;br /&gt;
{{infocell|&lt;br /&gt;
* [[Material value]] 200☼&lt;br /&gt;
* [[Material science|Impact strength]] 2 GPa&lt;br /&gt;
* [[Material science|Shear strength]] 2 GPa&amp;amp;nbsp;{{Tooltip|×1.2|MAX_EDGE of 12,000 compared to the default 10,000 for metals}}&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] None&lt;br /&gt;
* [[Boiling point]] None&lt;br /&gt;
* [[Ignition point]] None&lt;br /&gt;
* [[Solid density]] 1000 kg/m³&lt;br /&gt;
* [[Specific heat]] 7500 J/kg·K}}&lt;br /&gt;
{{infoend}} The name and appearance of a remnant is generated based on its associated [[sphere]]. This linkage is consistent between all remnants and [[mysterious dungeon]]s - &amp;quot;cosmic wood&amp;quot; might be guarded by &amp;quot;adepts of the forest,&amp;quot; while a &amp;quot;primal crystal&amp;quot; might generate &amp;quot;gem worshippers&amp;quot;. Currently, only one type of remnant can exist in a world.&lt;br /&gt;
&lt;br /&gt;
Remnants have identical mechanical properties to [[divine metal]]  -  their yield is 1,000,000 KPa in all dimensions, and fractures at 2,000,000 KPa - superior to [[steel]]. They are perfectly inelastic and can be extremely sharp, with a strain-at-yield of 0 and a max edge of 12,000. Their density is 1,000 kg/m³, about as much as [[wood]]. Remnants are completely fireproof.&lt;br /&gt;
&lt;br /&gt;
(A remnant associated with the [[sphere]] of [[Sphere#METALS|metals]] gains the {{token|ITEMS_METAL|md}} token, and is thus recognized as being [[metal]].)&lt;br /&gt;
&lt;br /&gt;
Because remnants are hidden in [[mysterious dungeon]]s without any historical interactions, they can't be viewed in [[legends mode]] until they're encountered in play.&lt;br /&gt;
&lt;br /&gt;
==Raw material==&lt;br /&gt;
Primordial remnants originate from [[Mysterious dungeon|mysterious lair]]s, though [[historical figure]]s can steal them like other [[artifact]]s, and bring them into the wider world. &lt;br /&gt;
&lt;br /&gt;
They have, as of yet, no known powers or uses (but equipment made from them has; see below). [[Religion]]s seek to gather them, and therefore offer a [[quest]] to retrieve one.  They are categorized as a &amp;quot;small rock,&amp;quot; like those used for [[Knapper|knapping]].&lt;br /&gt;
&lt;br /&gt;
==List of remnants==&lt;br /&gt;
There are unique sprites and different colors for primordial remnants, depending on the sphere they are attached to. Similar materials can have ambiguous spheres, and thus the powers a sphere grants are sometimes indeterminate on the remnant name alone.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#c4c4c4;&amp;quot; | Icon&lt;br /&gt;
! style=&amp;quot;background:#c4c4c4;&amp;quot; | Possible Sphere(s)&lt;br /&gt;
! style=&amp;quot;background:#c4c4c4;&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;background:#c4c4c4;&amp;quot; | Color&lt;br /&gt;
! style=&amp;quot;background:#c4c4c4;&amp;quot; | Possible Powers (based on sphere)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:remnant_1.png]]&lt;br /&gt;
| Default / None&lt;br /&gt;
| glitchstuff&lt;br /&gt;
| Black&lt;br /&gt;
| —&lt;br /&gt;
|-&lt;br /&gt;
| [[File:remnant_2.png]]&lt;br /&gt;
| Mountains, Minerals, Caverns&lt;br /&gt;
| stone&lt;br /&gt;
| style=&amp;quot;background: {{fgcolor|0:1}}; color: #fff;&amp;quot;| Gray&lt;br /&gt;
| '''Mountains''' – Ice Bolt, Suffocate, Cause Dizziness&amp;lt;br&amp;gt;&lt;br /&gt;
'''Minerals''' – Propel&amp;lt;br&amp;gt;&lt;br /&gt;
'''Caverns''' – Blind&lt;br /&gt;
|-&lt;br /&gt;
| [[File:remnant_3.png]]&lt;br /&gt;
| Jewels&lt;br /&gt;
| crystal&lt;br /&gt;
| style=&amp;quot;background: {{fgcolor|7:1}};&amp;quot;| White&lt;br /&gt;
| '''Jewels''' – Propel&lt;br /&gt;
|-&lt;br /&gt;
| [[File:remnant_4.png]]&lt;br /&gt;
| Chaos&lt;br /&gt;
| chaos&lt;br /&gt;
| style=&amp;quot;background: {{fgcolor|4:1}}; color: #fff;&amp;quot;| Red&lt;br /&gt;
| '''Chaos''' – Cause Pain, Blister, Bleeding, Nausea, Cause Dizziness&lt;br /&gt;
|-&lt;br /&gt;
| [[File:remnant_5.png]]&lt;br /&gt;
| Darkness, Death, Nightmares&lt;br /&gt;
| darkness&lt;br /&gt;
| style=&amp;quot;background: {{fgcolor|0:1}}; color: #fff;&amp;quot;| Black&lt;br /&gt;
| '''Darkness''' – Blind&amp;lt;br&amp;gt;&lt;br /&gt;
'''Death''' – Cause Pain, Paralysis, Blind, Suffocate&amp;lt;br&amp;gt;&lt;br /&gt;
'''Nightmares''' – Propel, Cause Pain, Blister, Paralysis, Bleeding, Sicken (Cough Blood), Sicken (Vomit Blood), Nausea, Rot, Blind, Suffocate, Cause Dizziness&lt;br /&gt;
|-&lt;br /&gt;
| [[File:remnant_6.png]]&lt;br /&gt;
| Dreams&lt;br /&gt;
| dreamstuff&lt;br /&gt;
| style=&amp;quot;background: {{fgcolor|2:1}};&amp;quot;| Green&lt;br /&gt;
| '''Dreams''' – Propel&lt;br /&gt;
|-&lt;br /&gt;
| [[File:remnant_7.png]]&lt;br /&gt;
| Fire&lt;br /&gt;
| fire&lt;br /&gt;
| style=&amp;quot;background: {{fgcolor|4:1}}; color: #fff;&amp;quot;| Red&lt;br /&gt;
| '''Fire''' – Blister, Blind&lt;br /&gt;
|-&lt;br /&gt;
| [[File:remnant_8.png]]&lt;br /&gt;
| Light&lt;br /&gt;
| light&lt;br /&gt;
| style=&amp;quot;background: {{fgcolor|6:1}};&amp;quot;| Yellow&lt;br /&gt;
| '''Light''' – Blind&lt;br /&gt;
|-&lt;br /&gt;
| [[File:remnant_9.png]]&lt;br /&gt;
| Lightning&lt;br /&gt;
| lightning&lt;br /&gt;
| style=&amp;quot;background: {{fgcolor|6:1}};&amp;quot;| Yellow&lt;br /&gt;
| '''Lightning''' – Blind&lt;br /&gt;
|-&lt;br /&gt;
| [[File:remnant_10.png]]&lt;br /&gt;
| Metals&lt;br /&gt;
| metal&lt;br /&gt;
| style=&amp;quot;background: {{fgcolor|7:1}};&amp;quot;| Silver&lt;br /&gt;
| '''Metals''' – Propel&lt;br /&gt;
|-&lt;br /&gt;
| [[File:remnant_11.png]]&lt;br /&gt;
| Moon&lt;br /&gt;
| [[moonstone]]&lt;br /&gt;
| style=&amp;quot;background: {{fgcolor|7:1}};&amp;quot;| White&lt;br /&gt;
| '''Moon''' – Blind&lt;br /&gt;
|-&lt;br /&gt;
| [[File:remnant_12.png]]&lt;br /&gt;
| Muck&lt;br /&gt;
| [[mudstone]]&lt;br /&gt;
| style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Brown&lt;br /&gt;
| '''Muck''' – Nausea, Rot, Blind, Suffocate&lt;br /&gt;
|-&lt;br /&gt;
| [[File:remnant_13.png]]&lt;br /&gt;
| Oceans, Water&lt;br /&gt;
| ice&lt;br /&gt;
| style=&amp;quot;background: {{fgcolor|1:1}}; color: #fff;&amp;quot;| Blue&lt;br /&gt;
| '''Oceans''' – Ice Bolt&amp;lt;br&amp;gt;&lt;br /&gt;
'''Water''' – Ice Bolt, Suffocate&lt;br /&gt;
|-&lt;br /&gt;
| [[File:remnant_14.png]]&lt;br /&gt;
| Plants&lt;br /&gt;
| leaf&lt;br /&gt;
| style=&amp;quot;background: {{fgcolor|2:1}};&amp;quot;| Green&lt;br /&gt;
| '''Plants''' – Propel&lt;br /&gt;
|-&lt;br /&gt;
| [[File:remnant_15.png]]&lt;br /&gt;
| Salt&lt;br /&gt;
| salt&lt;br /&gt;
| style=&amp;quot;background: {{fgcolor|7:1}};&amp;quot;| White&lt;br /&gt;
| '''Salt''' – Paralysis, Nausea&lt;br /&gt;
|-&lt;br /&gt;
| [[File:remnant_16.png]]&lt;br /&gt;
| Mist, Sky, Storms, Wind&lt;br /&gt;
| cloudstuff&lt;br /&gt;
| style=&amp;quot;background: {{fgcolor|7:1}};&amp;quot;| White&lt;br /&gt;
| '''Mist''' – Blind&amp;lt;br&amp;gt;&lt;br /&gt;
'''Sky''' – Propel&amp;lt;br&amp;gt;&lt;br /&gt;
'''Storms''' – Ice Bolt, Propel&amp;lt;br&amp;gt;&lt;br /&gt;
'''Wind''' – Propel&lt;br /&gt;
|-&lt;br /&gt;
| [[File:remnant_17.png]]&lt;br /&gt;
| Stars&lt;br /&gt;
| stardust&lt;br /&gt;
| style=&amp;quot;background: {{fgcolor|6:1}};&amp;quot;| Yellow&lt;br /&gt;
| '''Stars''' – Blind&lt;br /&gt;
|-&lt;br /&gt;
| [[File:remnant_18.png]]&lt;br /&gt;
| Sun&lt;br /&gt;
| [[sunstone]]&lt;br /&gt;
| style=&amp;quot;background: {{fgcolor|6:1}};&amp;quot;| Yellow&lt;br /&gt;
| '''Sun''' – Blister, Blind&lt;br /&gt;
|-&lt;br /&gt;
| [[File:remnant_19.png]]&lt;br /&gt;
| Trees&lt;br /&gt;
| wood&lt;br /&gt;
| style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Brown&lt;br /&gt;
| '''Trees''' – Propel&lt;br /&gt;
|- &lt;br /&gt;
| [[File:remnant_20.png]]&lt;br /&gt;
| Volcanoes&lt;br /&gt;
| [[obsidian]]&lt;br /&gt;
| style=&amp;quot;background: {{fgcolor|4:1}}; color: #fff;&amp;quot;| Red&lt;br /&gt;
| '''Volcanoes''' – Propel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
[[Jewelry]] and [[weapon]]s made from primordial remnants are found in [[mysterious dungeon]]s and palaces, respectively. These items are also [[Magic|magical]], granting the wielder use of an {{Adv menu icon|X}} [[interaction]]. Weapons made from these materials are as strong as [[divine metal]], and use the same set of special graphics. The powers are based on the sphere of the primordial remnant, see the above table. For more information on magic powers and their effects, see [[intelligent undead]].&lt;br /&gt;
&lt;br /&gt;
==List of powers==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon !! Power !! Flavor text&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_ice_bolt.png]] || '''Ice Bolt''' || ''This item shimmers with frost.''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_propel_away.png]] || '''Propel Away''' || ''Air swirls around this item.''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_pain.png]] || '''Pain''' || ''This item feels sinister.''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_paralyze.png]] || '''Paralysis''' || ''This item feels strangely still.''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_blisters.png]] || '''Blisters''' || ''This item feels prickly.''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_sicken_anim.gif]] || '''Sicken''' || ''This item is unsettling.''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_bleeding.png]] || '''Bleeding''' || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_blind.png]] || '''Blind''' || ''This item is difficult to look at.''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_rot.png]] || '''Rot''' || ''This item smells foul.''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_dizziness.png]] || '''Dizziness''' || ''This item seems to spin in place.''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:icon_suffocate.png]] || '''Suffocate''' || ''This item whistles quietly.''&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!--Reference: Sweet Dreams by Eurythmics--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A world can generate where sweet [[Sphere#DREAMS|dreams]] are made of these. Adventurers might have to travel the [[world]] and several [[Ocean|seas]], as everybody (or at least the [[Priest|clergy]]) is looking for something.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Reference: Dark Souls--&amp;gt;&lt;br /&gt;
A [[Chosen]] [[Intelligent undead|undead]] can gather [[Sphere#FIRE|fire]]-based remnants to prevent the [[Calendar#Ages|Age of Death]]. &lt;br /&gt;
&lt;br /&gt;
{{Scriptdata}}&lt;br /&gt;
{{v50 materials}}&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Myth}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Lore}}&lt;br /&gt;
[[ru:Primordial remnant]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Archery&amp;diff=319116</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Archery&amp;diff=319116"/>
		<updated>2026-08-18T08:12:45Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 0:0&lt;br /&gt;
| skill      = Archer&lt;br /&gt;
| profession = [[Military]]&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = *Using any ranged weapon in combat&lt;br /&gt;
| attributes = &lt;br /&gt;
*Agility &lt;br /&gt;
*Focus &lt;br /&gt;
*Spatial Sense&lt;br /&gt;
*Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:dwarf_archer.jpg|thumb|229px|right|A dwarf archer.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Artigas''&amp;lt;/small&amp;gt;]]'''Archery''' is the [[combat skill]] associated with all ranged combat, as well as the name given to using ranged weapons in general. Its exact function is unknown, except that it has been shown to decrease the probability of an enemy dodging a ranged attack. It serves as the ranged counterpart of the Fighter skill.&lt;br /&gt;
&lt;br /&gt;
In terms of weapons, archery encompasses the [[crossbow]], the [[bow]], the [[blowgun]] and anything a creature has [[Thrower|thrown]] at another. Out of these, the crossbow is the only one available to [[Dwarf|dwarves]] outside of [[trading]], looting hostiles, [[strange mood]]s or [[modding]]; as such, this skill will be most relevant to your [[Crossbowman|marksdwarves]].&lt;br /&gt;
&lt;br /&gt;
==Archery==&lt;br /&gt;
In order to engage in archery, a dwarf needs five things: a [[weapon|ranged weapon]]; a [[quiver]] and [[Weapon#Ammunition|ammunition]]; proper [[labor]]/[[military interface|military]] assignments; and a target. For further information, see the [[archery target]] page. &lt;br /&gt;
&lt;br /&gt;
Dwarves will fire at targets 25 tiles away and are able to engage targets that are up to 3 z-levels up or down without any loss in firing distance.{{verify}}&amp;lt;!-- Easily tested in the Object Testing Arena, maybe Fortress mode will give a different result. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assignment of ranged weapons is done through the equipment screen in {{menu icon|q}} [[Squad]] menu. If you only have a few ranged weapons, [[military]] squads get first pick, and then [[ambusher|hunters]] can choose from the leftovers. [[Squad]]s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.&lt;br /&gt;
&lt;br /&gt;
Assignment of ammunition is not possible in the current versions, dwarves will decide for themselves what ammunition to use, ''usually'' choosing worse ammo for training. Hunters reserve 25 bolts for their needs. Ammunition must match the weapon: bolts for [[crossbow]]s, arrows for [[bow]]s. More details on military ammunition [[Squad#Ammunition_and_marksdwarf_squads|here]].&lt;br /&gt;
&lt;br /&gt;
A living target can be selected from the {{menu icon|q}} [[Squad]] menu by selecting the squad(s) you wish to have attack and then selecting the [[File:Interface_squad_attack.jpg]] attack target. You can then select a single target with the cursor [[File:Button single select.jpg|26px]], or a number of targets by enabling selection by rectangle [[File:Button box select.jpg|26px]]. Note that if your dwarves don't have the required ammunition, quiver, or bow/blowgun/crossbow, the squad members missing these components will attempt to engage the target in melee. There is no way to force dwarves to only attack from range, but adequately equipped dwarves stand the best chance of remaining at range.&lt;br /&gt;
&lt;br /&gt;
===Subsections of Archery===&lt;br /&gt;
&lt;br /&gt;
[[Crossbow]] – [[Ammunition|Ranged Ammunition]] – [[Equipment#Quivers|Quivers]] – [[Archery target|Archery Target]] – [[Crossbowman]] – [[Ambusher|Hunters]] – [[Ranger]]&lt;br /&gt;
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===Effects of Skill Leveling===&lt;br /&gt;
&lt;br /&gt;
Higher skills in the bowman, crossbowman, or blowgunner attribute equates with greater accuracy and higher rates of fire. In order to increase the crossbowman/blowgunner/bowman skill, a dwarf must fire at something; if it misses a target, it will gain the same amount of experience points just as if it had been hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Copied and reworded from [[Crossbowman]] References 40d data! --&amp;gt;&lt;br /&gt;
Firing at live targets gives much more experience points than firing on inanimate [[archery target]]s. The difference is about fourfold. Tests found that by firing around 67 practice bolts, which provided 7.5 experience for each shot at the archery target; the same experience total is gained by firing 17 bolts at a live target, providing 30 experience per bolt.&lt;br /&gt;
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==Value in the Military==&lt;br /&gt;
Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by [[weapon|melee weapons]] or by [[undead|being mauled to death]]. They can fire through allies without hitting them, allowing them to support friendly warriors from behind. They may fire from higher or lower [[Z-level]]s than the target intended. [[Archery target]]s must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire at enemy targets through [[fortification]]s and over empty spaces although their usefulness is thwarted by proper armor and tactics.&lt;br /&gt;
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[[ambusher|Hunters]] use the archery skill and will use ranged weapons in general.&lt;br /&gt;
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Archers will use their bows, or other ranged weapons, as melee weapons if they run out of ammunition, although regardless of having ammunition or not, they will prefer to run towards the enemy anyway. [[Crossbow]] melee uses the [[combat skill|hammerman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill. &lt;br /&gt;
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It is possible to equip melee and ranged weapons simultaneously, dwarves can usefully switch between weapons in the middle of fights - perhaps sometimes to the wrong one.&lt;br /&gt;
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==[[Known bugs and issues|Issues with Archery]]==&lt;br /&gt;
* It can be tricky to get dwarves to pickup ammo. This seems to be related to how squad equipment recipes are created and assigned. The default marksdwarf recipe seems to work for most people. If you deleted it, try the following:&lt;br /&gt;
** create a new equipment recipe. Include leather armor, cap, mittens (not gloves), boots, etc. Assign the ranged weapon of your choice. Save the recipe.&lt;br /&gt;
** delete the current squad. Create a new squad and select the ranged equipment plan you created.&lt;br /&gt;
* if you assign the squad to train at a barracks they will do melee training using the ranged weapons as clubs. Instead, assign them to the barracks for everything except training and to an archery range for training&lt;br /&gt;
As of v51.12 the following bugs have been addressed:&lt;br /&gt;
* Quivers and ammo are now automatically assigned to a dwarf with a ranged weapon assigned and ammo assigned to their squad. You can tell that this has happened by checking the squad's/dwarf's equipment from the squad sidebar and seeing an ammo slot (to the left of backpack) and a quiver slot (to the left of the ammo).&lt;br /&gt;
* Assigning archers to fire from the top of a wall may result in the archers climbing down to engage the target in melee combat. Fully enclose towers and battlements with a roof and ensure your archers cannot path to attempt melee combat, even through climbing.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
*[[Military]]&lt;br /&gt;
*[[Combat skill]]&lt;br /&gt;
*[[Weapon]]&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Combat Skills}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Potato&amp;diff=319045</id>
		<title>Potato</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Potato&amp;diff=319045"/>
		<updated>2026-08-13T11:58:29Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{plantlookup&lt;br /&gt;
|graphic=potato_shrub_sprite.png&lt;br /&gt;
|seedimage=potato_seeds_sprite.png&lt;br /&gt;
|uses=&lt;br /&gt;
*[[Alcohol]]&lt;br /&gt;
*[[Food]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{distinguish|sweet potato}}&lt;br /&gt;
&lt;br /&gt;
'''Potatoes''' are an [[aboveground]] [[crop|garden vegetable]]. Potato seeds can be planted in all seasons, while the plants are edible raw or [[cooking|cooked]], and can also be [[brewing|brewed]] into [[alcohol|potato wine]] or processed in a [[dyer's shop]] into beige [[dye]].&lt;br /&gt;
&lt;br /&gt;
Some [[Dwarf|dwarves]] [[preferences|like]] potato plants for their ''edible tubers''.&lt;br /&gt;
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&lt;br /&gt;
[[File:Patates.jpg|thumb|center|300px|Admired for its ''edible tubers''.]]&lt;br /&gt;
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&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: McDonald's Corporation / fast food franchises --&amp;gt;&lt;br /&gt;
One can succeed in making an entire dwarven civilization [[fat|obese]] by starting a chain of [[kitchen]]s that serve +potato biscuits+ made with minced potatoes and finely minced cow tallow, and call it McDwarf's.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: ? --&amp;gt;&lt;br /&gt;
If you like to waltz with potatoes...&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dye sources]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Potato&amp;diff=319035</id>
		<title>Potato</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Potato&amp;diff=319035"/>
		<updated>2026-08-13T09:50:31Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: ref update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{plantlookup&lt;br /&gt;
|graphic=potato_shrub_sprite.png&lt;br /&gt;
|seedimage=potato_seeds_sprite.png&lt;br /&gt;
|uses=&lt;br /&gt;
*[[Alcohol]]&lt;br /&gt;
*[[Food]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{distinguish|sweet potato}}&lt;br /&gt;
&lt;br /&gt;
'''Potatoes''' are an [[aboveground]] [[crop|garden vegetable]]. Potato seeds can be planted in all seasons.  Potato plants are edible raw or [[cooking|cooked]], and can also be [[brewing|brewed]] into [[alcohol|potato wine]] or processed in a [[dyer's shop]] into beige [[dye]].&lt;br /&gt;
&lt;br /&gt;
Some [[Dwarf|dwarves]] [[preferences|like]] potato plants for their ''edible tubers''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Patates.jpg|thumb|center|300px|Admired for its ''edible tubers''.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: McDonald's Corporation / fast food franchises --&amp;gt;&lt;br /&gt;
One can succeed in making an entire dwarven civilization [[fat|obese]] by starting a chain of [[kitchen]]s that serve +potato biscuits+ made with minced potatoes and finely minced cow tallow, and call it McDwarf's.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: ? --&amp;gt;&lt;br /&gt;
If you like to waltz with potatoes...&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dye sources]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=319015</id>
		<title>Zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=319015"/>
		<updated>2026-08-12T16:26:50Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Pit/Pond */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork}}&lt;br /&gt;
{{av}} &lt;br /&gt;
[[Image:Zones menu v50.03.png|right]]&lt;br /&gt;
A '''zone''' is an area where your citizens will work, socialize, rest, or perform specific duties, such as [[fishing]], dumping objects, or collecting [[water]].&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Zones can be placed in any [[revealed tile]], including in [[open space]], over a [[river]], on top of a [[building]] or [[stockpile]], or a [[wall]]. They are placed in one of three ways: rectangular, draw, or (for some zones) multi. From within the Zones [[menu]] ({{menu icon|z}}), selecting a zone type will open the zone creation menu. From here, you can select whether to create a zone in a rectangle (at which point you click the two corners for the zone) or simply draw it (where clicking adds single squares to the zone). You can enable erasing at any time and use rectangle and draw to remove squares from the zone. The number shown indicates how many selected floor tiles can be used for that type of zone. After selecting some tiles, two numbers are shown with a plus sign (+) between; the first is the number of valid tiles already in the zone, and the second is how many would be added with the new selection or tile.&lt;br /&gt;
&lt;br /&gt;
Unlike [[stockpiles]], multiple zones can overlap, though this can greatly reduce their value, see [[Zone#Overlapping_Rooms|below]].&lt;br /&gt;
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For zone types that require a piece of furniture, you can change from Paint to Multi mode, in which you can draw a rectangle over multiple rooms, and each room valid for that zone type will be a separate zone. The number shown is the number of zones created in the last rectangle drawn, and the undo button will only undo the last rectangle created. This will define each room from the furniture building (either built or only designated) out to the walls (including diagonally); this requires some way for the game to know where the room ends, i.e. walls all around and a way in and out, either a door, stair, or ramp. The [[DFHack]] tool &amp;lt;code&amp;gt;[https://docs.dfhack.org/en/stable/docs/tools/burial.html burial]&amp;lt;/code&amp;gt; can create a 1×1 tomb zone for each built coffin, without the need for walls or a door.&lt;br /&gt;
&lt;br /&gt;
Some zones can be further specified into [[location]]s after creation. To do this, first create the relevant zone, then click the Add Location button ([[File:Ui location add.png]]) to further specify it as a location. Multiple zones can be added to a single location, allowing them to span multiple rooms.&lt;br /&gt;
&lt;br /&gt;
In some cases (pen/pasture, pit/pond) additional orders can then be set from the same menu. The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile. The size of a zone is unlimited.&lt;br /&gt;
&lt;br /&gt;
== Zone Types ==&lt;br /&gt;
&lt;br /&gt;
=== Meeting area ===&lt;br /&gt;
[[File:meeting_icon_preview.png|right]]'''Meeting area zones''' are zones in which idle dwarves and animals will congregate. After a meeting area is designated, it can be left as is, or it can be made into a [[tavern]], [[temple]], [[library]], [[guildhall]] or [[hospital]], but animals will not congegrate to meeting areas, which are assigned to certain locations like temple, tavern or guildhall (and presumably, but not yet tested, library or hospital). Additionally, [[immigration|immigrants]] will collect at a meeting area until their &amp;quot;migrant&amp;quot; status wears off. Note that the [[wagon (embark)|wagon]] you [[embark|arrive with]] constitutes a meeting area until you designate the first meeting area of your own (and it will, at least as long as the embark wagon is around, constitute a meeting area for animals, if all other meeting areas are assigned to locations to which animals do not congregate to). If you start in hostile surroundings, it is important to do so, so as to get your dwarves and animals out of danger quickly. It is a good idea to have at least one meeting area of one form or another: It allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable within the fortress. A meeting area filled with dwarves increases the [[social skill]]s of idlers. It makes idle dwarves a little less idle. Because almost every dwarf visits a meeting area at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting area exposed to sunlight will additionally prevent dwarves from becoming [[cave adaptation|cave-adapted]]. Note that having dwarves socialize will often result in them forming [[relationship]]s.&lt;br /&gt;
&lt;br /&gt;
It is not advisable to have animals mill around in crowded meeting areas for a prolonged time, as they will pick fights with dwarves and other animals. While this may be negligible in the case of a hen, it also applies to your [[Dog#War dogs|war dogs]] (although this can be partly beneficial, since all your dwarves will get combat experience from being bitten occasionally, especially the children, who mill around constantly).&lt;br /&gt;
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If the meeting area is made a guildhall or a temple, the icon of the zone will change depending on the room's quality. For a guildhall, the icons are [[File:meeting_quality0_sprite.png|19px]] and [[File:meeting_quality1_sprite.png|19px]]. For a temple, the icons are [[File:temple_quality0_sprite.png|20px]], [[File:temple_quality1_sprite.png|20px]] and [[File:temple_quality2_sprite.png|20px]]. Dwarves may petition for these types of rooms of varying qualities.&lt;br /&gt;
&lt;br /&gt;
=== Office ===&lt;br /&gt;
{{main|Office}}&lt;br /&gt;
&lt;br /&gt;
[[File:office_medium_icon.png|right]]An office is a zone required by some [[Noble|nobles]], and requires a [[chair]]. [[Manager|Managers]] will use the chair to validate and check [[work orders]]. A [[bookkeeper]] will use the office to update the [[stock]]records and increase the precision of the records. A dwarf with an office assigned will sometimes [[eat]] in their own office if there is no communal [[dining hall]] designated in the fortress, but this does not provide any happy [[thought]], no matter how [[#Quality_and_value|luxuriously decorated]] the office may be, and may even generate a bad thought if the chair doesn't have a [[table]] adjacent to it.&lt;br /&gt;
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=== Bedroom ===&lt;br /&gt;
{{main|Bedroom}}&lt;br /&gt;
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[[File:bedroom_medium_icon.png|right]]A bedroom is a zone where a single dwarf (and possibly their spouse and children) will sleep and store their belongings in. Requires a [[bed]]. A cabinet can be built for the dwarf to store their [[Wear|old]] clothing; and a chest for dwarves to store their belongings like [[coins]], [[Finished Goods|rings, scepters]] etc. A dwarf with no cabinet, or with low [[Personality facet#ORDERLINESS|orderliness]] personality facet will scatter their old clothing everywhere.&lt;br /&gt;
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=== Dormitory ===&lt;br /&gt;
{{main|Dormitory}}&lt;br /&gt;
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[[File:bedroom_medium_icon.png|right]]A dormitory is a zone containing multiple [[Bed|beds]] where all dwarves that do not have a bedroom assigned to them will sleep. However, sleeping in a dormitory will generate a negative [[thought]] (embarrassed after sleeping without a proper room).&lt;br /&gt;
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=== Dining hall ===&lt;br /&gt;
{{main|Dining hall}}&lt;br /&gt;
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[[File:dining_medium_icon.png|right]]A Dining Hall is a zone where dwarves go to eat. Requires one or more [[Table|tables]].&lt;br /&gt;
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=== Barracks ===&lt;br /&gt;
{{main|Barracks}}&lt;br /&gt;
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[[File:barracks_medium_icon.png|right]]A barracks zone is a zone where a [[military]] will go to sleep, train, or store their equipment.&lt;br /&gt;
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=== Pen/Pasture ===&lt;br /&gt;
{{main|Pasture}}&lt;br /&gt;
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[[File:pasture_medium_icon.png|right]]A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually from the zone information menu. Dwarves will drag the assigned animals to the pen or pasture automatically. Domestic animals tend to aggregate at [[meeting area]]s instead, as will herbivorous ones, which will probably lead to starvation, unless your meeting area is overgrown with [[grass]] or fungi for some reason. '''Any tame creature with the &amp;quot;grazer&amp;quot; token in the raws should be assigned to a pasture.  This includes mules, cows, goats, horses, yaks, unicorns etc.'''  Animals will not typically wander out of their assigned pasture even if it is not walled in, however animals will abandon their posts and will have to be dragged back to them if they are threatened by enemies, and an exposed pasture may lead to premature slaughter at the hands of invaders. Since pets can be assigned to pen/pastures and a zone can be created under a [[dwarven atom smasher]], this is one of the easiest ways to prevent [[catsplosion]]s.&lt;br /&gt;
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=== Archery range ===&lt;br /&gt;
{{main|Archery range}}&lt;br /&gt;
&lt;br /&gt;
[[File:archery_medium_icon.png|right]]An archery range is used by [[marksdwarves]] (or [[Bow|bowdwarves]] and [[blowgun|blowgunners]] by editing the raw). A marksdwarf will pick up bolts nearest to them And then shoot at the target. Upon depleting the bolts, the markdwarf will gain a happy thought(feels pleasure after practicing at an archery range). The marksdwarf's XP gain by practicing in an archery range is only [[Experience|half the amount]] compared to using a [[Advanced Marksdwarf Training Guide|live target]]. but it has the advantages of  being easy to set up and needing much less micromanagement. Note that markdwarves cannot shoot adjacent to the [[archery target]]. and there must be at least 1 tile of walkable perimeter that is from the target in order for archery practice to happen.&lt;br /&gt;
&lt;br /&gt;
=== Pit/Pond ===&lt;br /&gt;
{{TipBox2|titlebg=#c00|textbg=#ffd|[[File:warning_icon.png|25px]]&amp;amp;nbsp;Warning!|There have been multiple reports of hostile creatures escaping confinement while pitting. Use of forbidden tightly closed hatches above every hole appears to prevent escape. &lt;br /&gt;
See [[Mass pitting]] for more. If there are walls under the hole's edges rather than open space, they will allow [[Climber|grabbing and climbing]], so you may want to dig out an overhang, or at least [[Smoothing|smooth]] these walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:pit_medium_icon.png|right]]A Pit/Pond requires a [[ramp]] or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole, such that the zone designation is floating in the open space above the floor of the pit/pond. By default, the zone will be a pit. To toggle between pit and pond, press corresponding icon in zone information menu ([[File:Ui Pit.png|24px]]/[[File:Ui Pond.png|24px]]).&lt;br /&gt;
&lt;br /&gt;
Creatures can be assigned to a pit/pond ([[File:Ui assign creature.png|24px]]). If the creature is [[cage]]d, a dwarf will release it from the cage (rather than bringing the cage to the pit). The dwarf will lead the beast to the pit and throw it in. If the pit is a ramp rather than a hole, the creature will then wander back out, as it will if the pit has some other exit path (which would include straight back up the hole for flying creatures). Note that some (or possibly all?) hostile creatures may escape on being released from their cage, possibly attacking the dwarf who opened the cage. &lt;br /&gt;
Additionally, dwarves refuse to pit dwarves, hostile or not.&lt;br /&gt;
{{Colored Notice Box||See [[Mass pitting]] for more information on pit design involving hostile creatures.}}&lt;br /&gt;
&lt;br /&gt;
The only real difference between a pit and a pond is that dwarves will attempt to fill a pond with [[water]], carried by [[bucket]] from a water source. They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  This works even if there is a forbidden [[floor hatch]] covering the hole. Each bucketful increases the depth of the water in the tile below by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds. Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7. Specifying a pond zone is one technique used for [[irrigation]], in order to make [[mud]] for [[farming]] on areas without soil. Currently, no matter how large the designated pond area, only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area).&lt;br /&gt;
&lt;br /&gt;
To make obsidian or cleanse stagnant water with fresh water, the pond zone must be designated an extra tile above the magma/stagnant pool, so that the water falls for a full tile before contacting the surface.&lt;br /&gt;
&lt;br /&gt;
If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty; this may be undesirable, although otherwise-idle dwarves performing this task won't be making any friends.  Only dwarves with the [[Hauling#Water_hauling|water hauling]] labor enabled will fill ponds.&lt;br /&gt;
&lt;br /&gt;
Artificial ponds are considered to be the same as Murky Pools - you'll only catch pond fish from them (i.e. turtles). If you want to catch river fish, you must fish from a river's original tiles (or perform some DFHack trickery to mark your new tiles as being part of the river).&lt;br /&gt;
&lt;br /&gt;
:See also [[Irrigation#via_Buckets|irrigating via bucket]]&lt;br /&gt;
&lt;br /&gt;
=== Garbage Dump ===&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
[[File:trash_medium_icon.png|right]]Garbage dump zones are areas in which dwarves will throw items marked for dumping - either by manual setting of dump status from item information menu, or {{menu icon|i|p}} (bulk dumping; note that this designates ''all'' items on the tiles for dumping, even built [[furniture]] and items inside [[Storage|container]]s). Garbage dumps are ''not'' the same as [[Refuse#Refuse|refuse]] stockpiles, which can be designated to accept specific type(s) of refuse, such as animal [[corpse]]s or [[bones]], and then are automatically filled by haulers whenever the items appear on the map. Despite the name, garbage dump zones are useful for many things beyond [[garbage disposal]]; they can create [[quantum stockpile]]s, transport materials to a job site, send items to the [[trade depot]] when no caravan is present, [[trap design#Falling_debris_trap|drop rocks]] on enemies below, and numerous other uses.&lt;br /&gt;
&lt;br /&gt;
Be aware that if a garbage zone is designated beside a cliff or hole (any open space, either natural or dwarf-made), garbage will be thrown into the open space. If a dump is designated over a [[ramp]] to the next level down, some dwarves may walk down the ramp to dump their items, while others may just toss their items down from above and onto those dwarves, injuring or killing them.&lt;br /&gt;
&lt;br /&gt;
The garbage dump may be inappropriately named, as it's more of a matter compression zone. The specifics are beyond human understanding; however, dwarves are in fact capable of compressing an infinite amount of matter into only one tile, as long as it is specified as a garbage dump. If, for some reason [[Main:Urist|Urist]] is yet again incapable of locating his favorite pair of, say, troll fur socks, he should think to look among the black hole of matter that is the nearest garbage dump, as they could be snugly lodged between a few billion rocks.&lt;br /&gt;
&lt;br /&gt;
=== Water source ===&lt;br /&gt;
[[File:water_medium_icon.png|right]]Dwarves will use these zones to draw water, to satisfy booze-less [[thirst]], to tend to another thirsty dwarf (with the Give Water job), or to fill a [[#Pit/Pond|Pond zone]]. Only tiles ''adjacent'' to water qualify as usable water sources - thus, if you want to place a single-tile zone, place the zone onto a ground tile next to the water, not over the water itself. This zone should ''not'' be used with [[well]]s - this is redundant, as they are already considered their own water source.&lt;br /&gt;
&lt;br /&gt;
If this zone does not exist, any water source can be used. If at least one water source zone exists, then dwarves will only get water from these zones.&lt;br /&gt;
&lt;br /&gt;
Remember that natural bodies of water usually contain aquatic wildlife, some of which may attack your dwarves, or at least spook civilians, and interrupt their tasks. Often it may be best to simply designate a safe body of water as a water source so dwarves aren't allowed to drink/fish anywhere else.&lt;br /&gt;
&lt;br /&gt;
Normally, creatures cannot attack any dwarves through a [[well]] so long as the well is not on the same z-level as the top of the lake/river, thus building one will allow your dwarves safe access to water inhabited by vicious animals (as long as those can't climb).&lt;br /&gt;
&lt;br /&gt;
When dangerous fish are found in the river, one solution is to dig an artificial [[channel]] and place a [[grate]] between it and the river proper, as fish cannot swim through grates, but grates still allow water through. However, beware [[Grate#Bugs|the bug with flow and ''wall'' grates]] - taking water via U-shaped tunnel capped with ''floor'' grates may be safer. If you use a completely isolated smooth reservoir filled with [[pump]]-filtered water, it may still need protection, since the dwarf operating a pump stands right next to its water source tile.&lt;br /&gt;
Placing floor grates over the river or channel may also protect dwarves by preventing them from falling in.&lt;br /&gt;
&lt;br /&gt;
[[Carp]] and other non-[[vermin]] fish suffocate if they are not in water, so in some situations it might be possible to pump the water out of a lake or pond. Conversely, an open water body (river or sea) not only cannot be subjected to temporary drainage, but even if there isn't anything dangerous right now, it may arrive later.&lt;br /&gt;
&lt;br /&gt;
=== Animal Training ===&lt;br /&gt;
{{main|Animal Training}}&lt;br /&gt;
[[File:animaltraining_medium_icon.png|right]]An animal training zone allows [[Animal trainer|animal training]]. Animals cannot be trained, unless they are in a training zone or [[pasture]], or on a [[restraint]]. To be tamed, they must be in a [[cage]]. &lt;br /&gt;
&lt;br /&gt;
For making an animal training zone, it is advisable to create a small room with a [[door]], which can be closed if necessary. The training zone should be combined with a pasture to keep in wild animals. This will make sure your animals don't escape when they are not being trained.&lt;br /&gt;
&lt;br /&gt;
=== Dungeon ===&lt;br /&gt;
{{main|Jail}}&lt;br /&gt;
[[File:dungeon_medium_icon.png|right]]A dungeon is a room designed for [[justice|dwarven justice]]; and in each room, there must be 1 metal [[cage]]  or a [[Restraint|rope/chain]]. Once the prisoner is selected to be imprisoned via the justice screen. the [[fortress guard]]/[[sheriff]] will chain or lock the creature in the selected chain or cage. The prisoner will continuously generate a bad thought while being imprisoned. so with some micromanagement, you can save the poor innocent [[cheese maker]] who violated the [[mayor]]'s export ban, from being overly stressed out, by deconstructing the chain as soon as they were chained up. A chain is recommended over a cage, as the chained up creature can still have access to the 8 tiles adjacent to the chain, granting them access to bed, food stockpile, chair and table, as well as allowing the prisoner to admire the chain if they were made from valuable metal like [[gold]] and [[platinum]]. While a caged prisoner is fully dependent on idle dwarves to deliver them food and drink (and only water instead of alcohol are delivered!). So they are more likely to starve to death than chained prisoners (provided you designate a food &amp;amp; drink stockpile within that can be reached by the chained prisoner). Plus, sleeping on a cage floor is, as expected, [[Stress|not very pleasant]].&lt;br /&gt;
&lt;br /&gt;
=== Tomb ===&lt;br /&gt;
{{main|Tomb}}&lt;br /&gt;
[[File:tomb_medium_icon.png|right]]A tomb is designated to a specific dwarf ([[File:Interface dwarf face.jpg|26px]]), or a pet's corpse ([[File:Interface tomb pet.png|26px]]), to be buried or memorialized in order to prevent the appearance of [[ghosts]]. A tomb zone can only accommodate one dwarf. The primary function of tombs is to keep nobles happy: certain nobles demand their own tomb, and the more self-important the noble is, the higher the quality they will require. In some circumstances a noble will get an unhappy thought if an &amp;quot;inferior&amp;quot; dwarf has a higher-quality tomb, however it is unclear what quality threshold the tomb must be to trigger the thought. Also, a noble that demands a tomb also generates a bad thought at the end of every year if the tomb is yet to be built for them, or did not reach their [[#Quality_and_value|desired rank]]. Nobles may also store certain favored objects in their tombs. To be considered properly buried, at least ''half'' (rounded up, so no less than one) of their existing body parts must be buried.&lt;br /&gt;
&lt;br /&gt;
=== Fishing ===&lt;br /&gt;
[[File:fishing_medium_icon.png|right]]Dwarves will preferably use these zones when [[fishing]], using them up until their supply is exhausted before moving on to the next water source. As with water sources, only tiles ''adjacent'' to water qualify as usable tiles. Far-flung fisherdwarves fishing in a distant [[river]] or [[pool]] are a serious defensive liability in case of an attack, so designating a safer fishing zone and, optionally, restricting non-zone fishing in the [[standing orders]] menu will help keep your fisherdwarves safe. Dwarves can fish through a [[grate]] or even a [[well]], provided there is water in the tile 1 z-level below the activity zone.&lt;br /&gt;
&lt;br /&gt;
The [[Captured live fish|capture live fish]] job can ''only'' be carried out at a designated fishing zone.&lt;br /&gt;
&lt;br /&gt;
=== Gather Fruit ===&lt;br /&gt;
[[File:gather_medium_icon.png|right]]This will automate plant-gathering jobs in this area, necessary if you want your dwarves to collect fruit from the floor ([[File:Ui gather fallen fruits.png|28px]]), from the [[shrub]]s ([[File:Ui gather shrubs.png|28px]]) and from the trees ([[File:Ui gather trees.png|28px]]). If there are fruit-bearing trees in the designated area, a dwarf will fetch a [[stepladder]] to climb into the tree. The ladder-using dwarf will drop harvested fruit to the ground for others to collect and haul. The details can be set in a sub-menu.&lt;br /&gt;
&lt;br /&gt;
=== Sand collection ===&lt;br /&gt;
{{main|Glass industry#Collecting sand}}&lt;br /&gt;
[[File:sandpit_medium_icon.png|right]]A '''sand collection''' zone allows dwarves with the [[item hauling]] labor active to fill an unused [[bag]] with [[sand]] for use in the [[glass industry]]. The 'collect sand' task is created at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
=== Clay collection ===&lt;br /&gt;
{{main|Ceramic industry#Clay collection}}&lt;br /&gt;
[[File:claypit_medium_icon.png|right]]A '''clay collection''' zone allows dwarves with the [[item hauling]] labor active to create [[clay]] for use in the [[ceramic industry]]. The 'collect clay' task is created at a [[kiln]].&lt;br /&gt;
&lt;br /&gt;
== Quality and value ==&lt;br /&gt;
&lt;br /&gt;
Most dwarves don't have high expectations when it comes to rooms - a communal [[dining room]] and [[dormitory]] are enough for the general populace, though making that dining room high-quality and giving them individual quarters will give them happy [[thoughts]], helping to avoid [[tantrum]]s.&lt;br /&gt;
[[Nobles]], on the other hand, require rooms of a particular minimum quality that contain certain [[furniture]].  Not meeting these demands will cause [[Emotion|stressful thoughts]], and may prevent them from functioning at their full capacity. &lt;br /&gt;
&lt;br /&gt;
The thoughts generated by more impressive zones will have a stronger stress–relieving value than the thoughts generated by plain or unimpressive zones. &lt;br /&gt;
&lt;br /&gt;
You can check a current rank of a room in the owner's [[profile]] on the &amp;quot;Rooms&amp;quot; tab. There are 8 rank names for each type of a personal room:&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bedroom name&lt;br /&gt;
! Dining room name&lt;br /&gt;
! Office Name&lt;br /&gt;
! Grave Name&lt;br /&gt;
! Numeric Value&lt;br /&gt;
|-&lt;br /&gt;
| Meager Quarters&lt;br /&gt;
| Meager Dining Room&lt;br /&gt;
| Meager Office&lt;br /&gt;
| Grave&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| Modest Quarters&lt;br /&gt;
| Modest Dining Room&lt;br /&gt;
| Modest Office&lt;br /&gt;
| Servant's Burial Chamber&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 100&lt;br /&gt;
|-&lt;br /&gt;
| Quarters&lt;br /&gt;
| Dining Room&lt;br /&gt;
| Office&lt;br /&gt;
| Burial Chamber&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Decent Quarters&lt;br /&gt;
| Decent Dining Room&lt;br /&gt;
| Decent Office&lt;br /&gt;
| Tomb&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
| Fine Quarters&lt;br /&gt;
| Fine Dining Room&lt;br /&gt;
| Splendid Office&lt;br /&gt;
| Fine Tomb&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1000&lt;br /&gt;
|-&lt;br /&gt;
| Great Bedroom&lt;br /&gt;
| Great Dining Room&lt;br /&gt;
| Throne Room&lt;br /&gt;
| Mausoleum&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1500&lt;br /&gt;
|-&lt;br /&gt;
| Grand Bedroom&lt;br /&gt;
| Grand Dining Room&lt;br /&gt;
| Opulent Throne Room&lt;br /&gt;
| Grand Mausoleum&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 2500&lt;br /&gt;
|-&lt;br /&gt;
| Royal Bedroom&lt;br /&gt;
| Royal Dining Room&lt;br /&gt;
| Royal Throne Room&lt;br /&gt;
| Royal Mausoleum&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10000&lt;br /&gt;
|}&lt;br /&gt;
Note: unassigned (or communal) rooms may be referenced by other descriptors, such as the happy thought &amp;quot;... dined in a legendary dining room ...&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== What counts towards room value ===&lt;br /&gt;
&lt;br /&gt;
Room value can be loosely-split into 3 categories: walls, floors, and furniture (everything that is a placeable object goes here, including doors).&lt;br /&gt;
&lt;br /&gt;
A room's furniture value is calculated simply by counting every item of furniture in the room and adding all their [[item value]]s up. Due to the quality-value nerf in v50, furniture is a less effective way to pump up a room's value.&lt;br /&gt;
&lt;br /&gt;
[[Display furniture]] counts towards room value. However, the items ''displayed in it'' only count if the dwarf has a [[preference]] for them. So if your king likes [[sword]]s then any sword in a display case will count towards room value, and any other item (such as a [[crossbow]]), no matter how valuable, won't.&lt;br /&gt;
&lt;br /&gt;
Unlike previous versions where natural surfaces were preferred, now ''placed'' floors and walls have a higher value than natural, with walls having a slightly higher value than floors. Wall and floor values are also calculated by adding all the individual tiles of walls and floor, but first we have to calculate the individual values...&lt;br /&gt;
&lt;br /&gt;
=== Value calculation ===&lt;br /&gt;
The formula for calculating the final room value has changed significantly from prior versions of Dwarf Fortress. Thanks to research by TBTerra{{cite reddit|zzqlfu}}, the new formula has been discovered (and included here with only minor edits).&lt;br /&gt;
&lt;br /&gt;
* '''[[Item value#Material multipliers|Material value]]''' - The value given to an item, floor, wall etc due to the material it is made from. ''Common material types:'' Natural spaces like sky, water, or magma are 1, wood is 1, rocks are 1–3, ores/metals are 2–40, gems are 2–60&lt;br /&gt;
* '''Pre v50 quality multiplier''' - This is still used in some places.&lt;br /&gt;
* '''Current quality multiplier''' - This is used for items.&lt;br /&gt;
* '''Quality bonus''' - a flat bonus added after the multiplier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right; margin:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Quality&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Quality multiplier&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Quality bonus&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Pre v50&lt;br /&gt;
! Current&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -well crafted-&lt;br /&gt;
| 2&lt;br /&gt;
| 1.1&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +finely crafted+&lt;br /&gt;
| 3&lt;br /&gt;
| 1.2&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | *superior*&lt;br /&gt;
| 4&lt;br /&gt;
| 4⁄3 ≈ 1.3&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ≡exceptional≡&lt;br /&gt;
| 5&lt;br /&gt;
| 1.5&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ☼masterful☼&lt;br /&gt;
| 12&lt;br /&gt;
| 2.0&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Artifact&lt;br /&gt;
| 120&lt;br /&gt;
| 20.0&lt;br /&gt;
| 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Values of floor tiles ===&lt;br /&gt;
&lt;br /&gt;
The value of an individual floor tile depends on if it's the original cave floor, a smoothed cave floor, or a placed floor. &lt;br /&gt;
&lt;br /&gt;
;raw cave floor&lt;br /&gt;
:1 × material value&lt;br /&gt;
;smoothed cave floor&lt;br /&gt;
:4 × material value&lt;br /&gt;
;placed floor&lt;br /&gt;
:7 × material value&lt;br /&gt;
&lt;br /&gt;
Additionally if the floor is engraved you add an extra 10 × material value × old quality multiplier.&lt;br /&gt;
&lt;br /&gt;
=== Values of wall tiles ===&lt;br /&gt;
&lt;br /&gt;
Again, value depends on whether a tile is original stone, smoothed stone, or placed wall. (Boulders, bars, and blocks of the same material type all have the same value.)&lt;br /&gt;
&lt;br /&gt;
;original wall&lt;br /&gt;
:1 × material value&lt;br /&gt;
;smoothed wall&lt;br /&gt;
:5 × material value&lt;br /&gt;
;placed wall&lt;br /&gt;
:9 × material value&lt;br /&gt;
&lt;br /&gt;
[[Engraving]] with walls is not always a simple matter. In order for an engraved wall to add its engraving to the room value, the room must contain both the wall itself ''and'' the location the engraver was standing when it was engraved. This means that an engraved wall shared between two zones will only add its value to one of those zones, whichever one the engraver was standing in when that engraving was done.&lt;br /&gt;
&lt;br /&gt;
The value of a wall engraving is 10 × old quality multiplier × material value.&lt;br /&gt;
&lt;br /&gt;
=== Overlapping Rooms ===&lt;br /&gt;
[[File:overlapping_zones_preview.png]]{{clear}}&lt;br /&gt;
When room designations such that they share floor tiles, the label of some zones in that same area will be renamed to &amp;quot;Overlapping (Zone)&amp;quot; in red text. When selecting an overlapped area, the player is able to select the zone layers with clickable arrows on either side of the zone name. Zones in this state have their values set to 0{{cite reddit|13097u3/comment/jhwgm0e}}. There is no difference in value between a piece of furniture shared by two rooms, or by forty.&lt;br /&gt;
&lt;br /&gt;
Sharing walls is fine however, and sharing doors is allowed as long as the room contains a wall adjacent to the door. When sharing a door, the floor tile it is on is also shared.&lt;br /&gt;
&lt;br /&gt;
[[Location]]s have individual values and are therefore not affected by overlapping zones (eg. A ''Dining Hall/Tavern'' overlapping a ''Meeting Hall/Temple'' will have both Dining and Meeting halls value to 0, but the Temple and the Tavern will share the same values{{cite forum|181632.msg8475740#msg8475740}}.&lt;br /&gt;
&lt;br /&gt;
=== Building optimally ===&lt;br /&gt;
&lt;br /&gt;
If you are limited on your high-value materials (or have lots of rooms you wish to improve) and don't want to abuse wall sharing or other glitches, here's how best to use those high value mats:&lt;br /&gt;
&lt;br /&gt;
# Use your high-value materials on floor tiles, not furniture. A decently-engraved floor has a value of 37–57 × material value; the only thing that gets close to that is the mechanisms in levers.&lt;br /&gt;
# The floors of doors that go between rooms you wish to increase are of particular importance as they will count for both rooms.&lt;br /&gt;
# Engravings are tedious to redo (For a natural floor, you will need to carve tracks and smooth over before re-engraving. For constructed floors, you will need to build a wall, then carve fortifications, remove the fortification and replace the floor). To minimize the extra work of redoing engravings, leave your highest-value tiles to be done by your most experienced engraver so they will have a high quality on the first try.&lt;br /&gt;
&lt;br /&gt;
=== Breaking room value ===&lt;br /&gt;
&lt;br /&gt;
Since version 50, there is nothing that requires a room to be a single connected piece. This, combined with wall sharing, allows for some… less than fair cheesing of platinum walls that are somehow owned by every single bedroom. And with a trick in the “how to break room value” section, you can have every room royal quality for as little as 4 platinum and 6 basic wood/stone&lt;br /&gt;
&lt;br /&gt;
So you don’t care about using glitches and non–contiguous rooms. Here’s the way you break room value with minimal effort and resources:&lt;br /&gt;
[[File:Zone value breaking example.png|thumb|200px|Steps 2 and 3.]]&lt;br /&gt;
# Make a line of wall with a 1 tile gap on either side (if your engravers are really good this might only need to be 2–3 long).&lt;br /&gt;
# Make the lines of floor either side of this wall out of the most valuable material you can (aluminum or platinum are great, steel and gold also work), and have your best engraver engrave them.&lt;br /&gt;
# Place doors on top of all those engraved tiles, what sort doesn’t really matter, as they will be adding 10–100 value to 2–3k value floor tiles.&lt;br /&gt;
# For every room ''on the same [[z-level]]'' add the doors and the wall (this is a convenient rectangle). The wall makes the doors shareable, and the doors make the engraved floor shareable.&lt;br /&gt;
# For optimal results hide this to the south east of your area, otherwise the zone icons can get rather confusing.&lt;br /&gt;
&lt;br /&gt;
You can also assign arbitrary stretches of space on the same z-level, such as sky, magma, or water, as part of the zone to increase value. Because the standard 4×4 embark contains 192×192=36864 tiles, each with a value of one, designating one entire z-level of sky would instantly create a royal quality zone.&lt;br /&gt;
&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Zones}}&lt;br /&gt;
[[ru:Zones]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Obsidian&amp;diff=318923</id>
		<title>Obsidian</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Obsidian&amp;diff=318923"/>
		<updated>2026-08-08T12:45:32Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: summarise refs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Stonelookup/0&lt;br /&gt;
|graphic=obsidian_sprite.png&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Short sword|Sharp blades]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Igneous extrusive layer]]&lt;br /&gt;
* [[Material value]] 3☼&lt;br /&gt;
* [[Material science|Impact strength]] 1000 MPa&lt;br /&gt;
* [[Material science|Shear strength]] 35 MPa&amp;amp;nbsp;{{Tooltip|×2|MAX_EDGE is 20,000, twice that of the default 10,000 for metals}}&lt;br /&gt;
* {{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] {{ct|13600}}&lt;br /&gt;
* [[Boiling point]] {{ct|16000}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 2650 kg/m³&lt;br /&gt;
* [[Specific heat]] 800 J/kg·K&lt;br /&gt;
* [[Color]] black}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{For/see|the month|[[Calendar]]}}&lt;br /&gt;
&lt;br /&gt;
'''Obsidian''' is one of the types of &amp;quot;[[stone]]&amp;quot; (technically volcanic [[glass]]) that forms entire [[Stone#Stones forming entire layers|layer]]s.  Obsidian is also found surrounding [[magma pool]]s and [[volcano]]es, exactly 1 tile thick, and has the distinction of being the only stone that can be [[obsidian farming|created during play]]. Obsidian is considered an [[Economic stones|economic stone]] by default; in order to allow general use at workshops, and in architecture, you must enable &amp;quot;obsidian&amp;quot; in the [[labor]] menu under 'stone use' =&amp;gt; 'economic stone'.  It is notable in that it has the highest [[material value]] among non-ore stones, is higher in value than some low-value [[ore]]s like [[native copper]], and is also the twelfth month of the dwarven [[calendar]], covering late Winter.&lt;br /&gt;
&lt;br /&gt;
==Rock short sword==&lt;br /&gt;
Due to the defined [[Material definition token#MAX_EDGE|sharpness]] of obsidian, it is [[Weapon token#CAN_STONE|unique]] among [[stone]]s in that it can also be made into a [[weapon]], an obsidian [[short sword]]. This requires one obsidian stone plus one [[log]] at a [[craftsdwarf's workshop]], and uses the [[stone crafter]] labor. If you embark on an obsidian [[mountain]] or manage to reach [[magma]] before finding [[weapons-grade]] metallic ores, these are serviceable as early weapons to defend your fort from early animal and unarmed intruders. However, they are significantly weaker in comparison to any metal weaponry, being unable to defeat even basic copper armor, so keep that in mind once you start encountering metal-armored invaders. Also, stone swords can accrue [[wear]], as do metal weapons (if at different rates).&lt;br /&gt;
&lt;br /&gt;
:* Note that, as obsidian short swords use wood (used in the [[Decoration|handle]]), [[Elf|elves]] will be offended if you offer obsidian swords in [[trade]], will [[Trading#Unacceptable_items|refuse the trade and leave]].&lt;br /&gt;
&lt;br /&gt;
Previous versions lacked defined [[Material science|yield and shear]] values and used the defaults from the stone template; this rendered them very blunt and unable to cut skin. Since 40.05, obsidian features more proper yield and shear values, making these weapons much more viable. Obsidian now has [[glass]]-like yield and shear values, which allow rock short swords to slice through skin, leather armor, and wood armor used by [[Elf|elves]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, obsidian short swords in the Premium version look completely different depending on who is using them, with [[dwarf|dwarves]] getting a less-[https://en.wikipedia.org/wiki/Macuahuitl Aztec-looking] sprite than everyone else; not that you'd notice in gameplay, unless a [[kobold]] gets particularly lucky.{{verify|This may have been fixed in 53.16.}}&lt;br /&gt;
&lt;br /&gt;
==Obsidian formation==&lt;br /&gt;
Obsidian can be formed by mixing [[water]] and [[magma]]. Any tiles containing both [[water]] and [[magma]], except tiles also containing a [[magma flow]], will be replaced with unmined obsidian, generating abundant amounts of [[steam]]. Tiles on a [[magma flow]] will instead replace the [[water]] and [[magma]] with just [[steam]]. When dumping water via a pond zone onto magma, the water has to freefall for at least one z-level (i.e. the pond zone must be two or more z-levels above the magma); otherwise only steam will be produced. The formation of obsidian will not affect the light level.&lt;br /&gt;
&lt;br /&gt;
Most non-[[magma-safe]] objects that were in the [[magma]] prior to the formation of obsidian are completely destroyed, which can be an effective method of removing unwanted items or enemies, although long exposure times to magma are suggested to ensure destruction. All [[magma-safe]] items will be entombed in the tile, and can be regained by mining it along with any magma-unsafe items that happened to survive the casting process.  No instances of globs of molten metal surviving obsidian formation have been noted, though apparently [[fire|burning]] objects can remain on fire when cast in obsidian. The survival rate of magma-unsafe items is believed to depend on the exposure time to magma being short enough to not cause the item in question to melt or burn before obsidian formation occurs—fragile items placed in [[water]] that is then exposed to magma tend to survive casting unscathed. Creatures cast in obsidian die, even without significant exposure to magma. Creatures in cages will survive the casting process, though they may still die from exposure to the extreme temperature of magma.&lt;br /&gt;
 &lt;br /&gt;
[[Obsidian farming]] can be used to produce large amounts of obsidian for masonry, crafting, or construction.&lt;br /&gt;
&lt;br /&gt;
==Suspicious Rock Formations==&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
Recently, [[Unusual volcanic wall|strange formations]] of obsidian have been observed within the [[caverns]]. Shallow cavern layers will often feature 3x3 squares of ([[magma|warm]] or [[water|damp]]) obsidian, while deeper layers may sometimes feature large clusters of obsidian. In all cases these formations are composed solely of obsidian and studded with many high-value gems such as [[emerald]], diamond, star ruby, and [[star sapphire]]. Exploratory miners have reported many [[fun]] things contained within the gem-studded obsidian, such as magma, spontaneous explosions, [[divine metal|divine]] [[artifacts]], [[forgotten beast]]s, and [[demon|other]] [[angel|things]]. The full extent of new content is still being determined. Some [[scholars]] theorize that the precious gems were set as bait for careless dwarves who dig too greedily and too deeply.&lt;br /&gt;
&lt;br /&gt;
==Real life==&lt;br /&gt;
A common misconception is that the dark color of obsidian indicates an inclusion of metals like iron. In fact, obsidian is almost entirely quartz, just at a microcrystalline level. As there has yet to be any known threat by dragon or animated frost wights, the historical use of obsidian was mostly decorative until several peoples discovered its use as a sharp tool and eventually weaponized. Localized variants like &amp;quot;snowflake obsidian&amp;quot; and &amp;quot;chocolate&amp;quot; obsidian (with brown inclusions) are typically attributed to inclusionary quartz crystals and mafic minerals, respectively.  &lt;br /&gt;
&lt;br /&gt;
The use of obsidian to create short swords in ''Dwarf Fortress'' is almost certainly inspired by the ''macuahuitl'', a sword-club used by the Aztecs and the other native peoples of Mesoamerica. The weapon was a short, strong wooden staff (normally one-handed, but two-handed versions existed), set with obsidian-flake blades that were literally more than razor-sharp. Flaked obsidian can have a monomolecular edge; today, it's used for extremely high-quality surgical scalpels, which have to be handled with extreme care – a little pressure is enough for such a scalpel to cut deep, and if you cut yourself with one, you won't feel it until you start to bleed. The main disadvantage, however (other than the expense incurred from the labor to hand-knap high-quality blades), is that obsidian is quite brittle compared to metal (and alternative materials like chert or flint) – this can be mitigated to a degree through quality craftsmanship and skillful use, but there remains the risk that an obsidian blade will leave tiny but incredibly sharp glass flakes behind in the surgical wound.&lt;br /&gt;
&lt;br /&gt;
Macuahuitls could penetrate flesh and leather with ease; Spanish conquistadors reported one case where a blow from a two-handed macuahuitl decapitated a horse. But the obsidian edges shattered when they struck metal armor, and macuahuitls didn't have a thrusting attack. The Spanish soon learned to put their armored soldiers forward, to fight in chokepoints – and to recruit the Aztecs' enemies, to field macuahuitl-wielders of their own (and let them do more of the dying in their place).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Lipari-Obsidienne (5).jpg|Obsidian&lt;br /&gt;
File:ObsidianDomeCA.JPG|Obsidian rock face&lt;br /&gt;
File:Teotihuacán - Obsidianklinge.jpg|Obsidian blade&lt;br /&gt;
File:Snowflake_obsidian.jpg|Snowflake obsidian &amp;amp; an obsidian arrowhead&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Minecraft (and the means of constructing a Nether Portal/Enchanting Table crafting recipe) --&amp;gt;&lt;br /&gt;
Despite what other popular forms of media may perpetuate, obsidian – even when crafted into [[Block|blocks]] – will not provide any assistance in reaching the [[underworld]]. The only method of reaching the underworld known to dwarfkind is to physically dig down deep enough to get there.&lt;br /&gt;
&lt;br /&gt;
All claims that obsidian can be combined with [[blue diamond]]s to [[Magic|magically]] improve weapons and armor have been thoroughly debunked by extensive Dwarven science.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Obsidian&amp;diff=318922</id>
		<title>Obsidian</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Obsidian&amp;diff=318922"/>
		<updated>2026-08-08T12:39:48Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Obsidian formation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Stonelookup/0&lt;br /&gt;
|graphic=obsidian_sprite.png&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Short sword|Sharp blades]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Igneous extrusive layer]]&lt;br /&gt;
* [[Material value]] 3☼&lt;br /&gt;
* [[Material science|Impact strength]] 1000 MPa&lt;br /&gt;
* [[Material science|Shear strength]] 35 MPa&amp;amp;nbsp;{{Tooltip|×2|MAX_EDGE is 20,000, twice that of the default 10,000 for metals}}&lt;br /&gt;
* {{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] {{ct|13600}}&lt;br /&gt;
* [[Boiling point]] {{ct|16000}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 2650 kg/m³&lt;br /&gt;
* [[Specific heat]] 800 J/kg·K&lt;br /&gt;
* [[Color]] black}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{For/see|the month|[[Calendar]]}}&lt;br /&gt;
&lt;br /&gt;
'''Obsidian''' is one of the types of &amp;quot;[[stone]]&amp;quot; (technically volcanic [[glass]]) that forms entire [[Stone#Stones forming entire layers|layer]]s.  Obsidian is also found surrounding [[magma pool]]s and [[volcano]]es, exactly 1 tile thick, and has the distinction of being the only stone that can be [[obsidian farming|created during play]]. Obsidian is considered an [[Economic stones|economic stone]] by default; in order to allow general use at workshops, and in architecture, you must enable &amp;quot;obsidian&amp;quot; in the [[labor]] menu under 'stone use' =&amp;gt; 'economic stone'.  It is notable in that it has the highest [[material value]] among non-ore stones, is higher in value than some low-value [[ore]]s like [[native copper]], and is also the twelfth month of the dwarven [[calendar]], covering late Winter.&lt;br /&gt;
&lt;br /&gt;
==Rock short sword==&lt;br /&gt;
Due to the defined [[Material definition token#MAX_EDGE|sharpness]] of obsidian, it is [[Weapon token#CAN_STONE|unique]] among [[stone]]s in that it can also be made into a [[weapon]], an obsidian [[short sword]]. This requires one obsidian stone plus one [[log]] at a [[craftsdwarf's workshop]], and uses the [[stone crafter]] labor. If you embark on an obsidian [[mountain]] or manage to reach [[magma]] before finding [[weapons-grade]] metallic ores, these are serviceable as early weapons to defend your fort from early animal and unarmed intruders. However, they are significantly weaker in comparison to any metal weaponry, being unable to defeat even basic copper armor, so keep that in mind once you start encountering metal-armored invaders. Also, stone swords can accrue [[wear]], as do metal weapons (if at different rates).&lt;br /&gt;
&lt;br /&gt;
:* Note that, as obsidian short swords use wood (used in the [[Decoration|handle]]), [[Elf|elves]] will be offended if you offer obsidian swords in [[trade]], will [[Trading#Unacceptable_items|refuse the trade and leave]].&lt;br /&gt;
&lt;br /&gt;
Previous versions lacked defined [[Material science|yield and shear]] values and used the defaults from the stone template; this rendered them very blunt and unable to cut skin. Since 40.05, obsidian features more proper yield and shear values, making these weapons much more viable. Obsidian now has [[glass]]-like yield and shear values, which allow rock short swords to slice through skin, leather armor, and wood armor used by [[Elf|elves]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, obsidian short swords in the Premium version look completely different depending on who is using them, with [[dwarf|dwarves]] getting a less-[https://en.wikipedia.org/wiki/Macuahuitl Aztec-looking] sprite than everyone else; not that you'd notice in gameplay, unless a [[kobold]] gets particularly lucky.{{verify|This may have been fixed in 53.16.}}&lt;br /&gt;
&lt;br /&gt;
==Obsidian formation==&lt;br /&gt;
Obsidian can be formed by mixing [[water]] and [[magma]]. Any tiles containing both [[water]] and [[magma]], except tiles also containing a [[magma flow]], will be replaced with unmined obsidian, generating abundant amounts of [[steam]]. Tiles on a [[magma flow]] will instead replace the [[water]] and [[magma]] with just [[steam]]. When dumping water via a pond zone onto magma, the water has to freefall for at least one z-level (i.e. the pond zone must be two or more z-levels above the magma); otherwise only steam will be produced. The formation of obsidian will not affect the light level.&lt;br /&gt;
&lt;br /&gt;
Most non-[[magma-safe]] objects that were in the [[magma]] prior to the formation of obsidian are completely destroyed, which can be an effective method of removing unwanted items or enemies, although long exposure times to magma are suggested to ensure destruction. All [[magma-safe]] items will be entombed in the tile, and can be regained by mining it along with any magma-unsafe items that happened to survive the casting process.  No instances of globs of molten metal surviving obsidian formation have been noted, though apparently [[fire|burning]] objects can remain on fire when cast in obsidian. The survival rate of magma-unsafe items is believed to depend on the exposure time to magma being short enough to not cause the item in question to melt or burn before obsidian formation occurs—fragile items placed in [[water]] that is then exposed to magma tend to survive casting unscathed. Creatures cast in obsidian die, even without significant exposure to magma. Creatures in cages will survive the casting process, though they may still die from exposure to the extreme temperature of magma.&lt;br /&gt;
 &lt;br /&gt;
[[Obsidian farming]] can be used to produce large amounts of obsidian for masonry, crafting, or construction.&lt;br /&gt;
&lt;br /&gt;
==Suspicious Rock Formations==&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
Recently, [[Unusual volcanic wall|strange formations]] of obsidian have been observed within the [[caverns]]. Shallow cavern layers will often feature 3x3 squares of ([[magma|warm]] or [[water|damp]]) obsidian, while deeper layers may sometimes feature large clusters of obsidian. In all cases these formations are composed solely of obsidian and studded with many high-value gems such as [[emerald]], diamond, star ruby, and [[star sapphire]]. Exploratory miners have reported many [[fun]] things contained within the gem-studded obsidian, such as magma, spontaneous explosions, [[divine metal|divine]] [[artifacts]], [[forgotten beast]]s, and [[demon|other]] [[angel|things]]. The full extent of new content is still being determined. Some [[scholars]] theorize that the precious gems were set as bait for careless dwarves who dig too greedily and too deeply.&lt;br /&gt;
&lt;br /&gt;
==Real life==&lt;br /&gt;
A common misconception is that the dark color of obsidian indicates an inclusion of metals like iron. In fact, obsidian is almost entirely quartz, just at a microcrystalline level. As there has yet to be any known threat by dragon or animated frost wights, the historical use of obsidian was mostly decorative until several peoples discovered its use as a sharp tool and eventually weaponized. Localized variants like &amp;quot;snowflake obsidian&amp;quot; and &amp;quot;chocolate&amp;quot; obsidian (with brown inclusions) are typically attributed to inclusionary quartz crystals and mafic minerals, respectively.  &lt;br /&gt;
&lt;br /&gt;
The use of obsidian to create short swords in ''Dwarf Fortress'' is almost certainly inspired by the ''macuahuitl'', a sword-club used by the Aztecs and the other native peoples of Mesoamerica. The weapon was a short, strong wooden staff (normally one-handed, but two-handed versions existed), set with obsidian-flake blades that were literally more than razor-sharp. Flaked obsidian can have a monomolecular edge; today, it's used for extremely high-quality surgical scalpels, which have to be handled with extreme care – a little pressure is enough for such a scalpel to cut deep, and if you cut yourself with one, you won't feel it until you start to bleed. The main disadvantage, however (other than the expense incurred from the labor to hand-knap high-quality blades), is that obsidian is quite brittle compared to metal (and alternative materials like chert or flint) – this can be mitigated to a degree through quality craftsmanship and skillful use, but there remains the risk that an obsidian blade will leave tiny but incredibly sharp glass flakes behind in the surgical wound.&lt;br /&gt;
&lt;br /&gt;
Macuahuitls could penetrate flesh and leather with ease; Spanish conquistadors reported one case where a blow from a two-handed macuahuitl decapitated a horse. But the obsidian edges shattered when they struck metal armor, and macuahuitls didn't have a thrusting attack. The Spanish soon learned to put their armored soldiers forward, to fight in chokepoints – and to recruit the Aztecs' enemies, to field macuahuitl-wielders of their own (and let them do more of the dying in their place).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Lipari-Obsidienne (5).jpg|Obsidian&lt;br /&gt;
File:ObsidianDomeCA.JPG|Obsidian rock face&lt;br /&gt;
File:Teotihuacán - Obsidianklinge.jpg|Obsidian blade&lt;br /&gt;
File:Snowflake_obsidian.jpg|Snowflake obsidian &amp;amp; an obsidian arrowhead&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Minecraft (and the means of constructing a Nether Portal) --&amp;gt;&lt;br /&gt;
Despite what other popular forms of media may perpetuate, obsidian – even when crafted into [[Block|blocks]] – will not provide any assistance in reaching the [[underworld]]. The only method of reaching the underworld known to dwarfkind is to physically dig down deep enough to get there.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: also Minecraft (and its crafting recipe for the Enchanting Table) --&amp;gt;&lt;br /&gt;
All claims that obsidian can be combined with [[blue diamond]]s to [[Magic|magically]] improve weapons and armor have been thoroughly debunked by extensive Dwarven science.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Obsidian&amp;diff=318918</id>
		<title>Obsidian</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Obsidian&amp;diff=318918"/>
		<updated>2026-08-07T19:00:14Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: whoops, too many 'also's&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Stonelookup/0&lt;br /&gt;
|graphic=obsidian_sprite.png&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Short sword|Sharp blades]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Igneous extrusive layer]]&lt;br /&gt;
* [[Material value]] 3☼&lt;br /&gt;
* [[Material science|Impact strength]] 1000 MPa&lt;br /&gt;
* [[Material science|Shear strength]] 35 MPa&amp;amp;nbsp;{{Tooltip|×2|MAX_EDGE is 20,000, twice that of the default 10,000 for metals}}&lt;br /&gt;
* {{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] {{ct|13600}}&lt;br /&gt;
* [[Boiling point]] {{ct|16000}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 2650 kg/m³&lt;br /&gt;
* [[Specific heat]] 800 J/kg·K&lt;br /&gt;
* [[Color]] black}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{For/see|the month|[[Calendar]]}}&lt;br /&gt;
&lt;br /&gt;
'''Obsidian''' is one of the types of &amp;quot;[[stone]]&amp;quot; (technically volcanic [[glass]]) that forms entire [[Stone#Stones forming entire layers|layer]]s.  Obsidian is also found surrounding [[magma pool]]s and [[volcano]]es, exactly 1 tile thick, and has the distinction of being the only stone that can be [[obsidian farming|created during play]]. Obsidian is considered an [[Economic stones|economic stone]] by default; in order to allow general use at workshops, and in architecture, you must enable &amp;quot;obsidian&amp;quot; in the [[labor]] menu under 'stone use' =&amp;gt; 'economic stone'.  It is notable in that it has the highest [[material value]] among non-ore stones, is higher in value than some low-value [[ore]]s like [[native copper]], and is also the twelfth month of the dwarven [[calendar]], covering late Winter.&lt;br /&gt;
&lt;br /&gt;
==Rock short sword==&lt;br /&gt;
Due to the defined [[Material definition token#MAX_EDGE|sharpness]] of obsidian, it is [[Weapon token#CAN_STONE|unique]] among [[stone]]s in that it can also be made into a [[weapon]], an obsidian [[short sword]]. This requires one obsidian stone plus one [[log]] at a [[craftsdwarf's workshop]], and uses the [[stone crafter]] labor. If you embark on an obsidian [[mountain]] or manage to reach [[magma]] before finding [[weapons-grade]] metallic ores, these are serviceable as early weapons to defend your fort from early animal and unarmed intruders. However, they are significantly weaker in comparison to any metal weaponry, being unable to defeat even basic copper armor, so keep that in mind once you start encountering metal-armored invaders. Also, stone swords can accrue [[wear]], as do metal weapons (if at different rates).&lt;br /&gt;
&lt;br /&gt;
:* Note that, as obsidian short swords use wood (used in the [[Decoration|handle]]), [[Elf|elves]] will be offended if you offer obsidian swords in [[trade]], will [[Trading#Unacceptable_items|refuse the trade and leave]].&lt;br /&gt;
&lt;br /&gt;
Previous versions lacked defined [[Material science|yield and shear]] values and used the defaults from the stone template; this rendered them very blunt and unable to cut skin. Since 40.05, obsidian features more proper yield and shear values, making these weapons much more viable. Obsidian now has [[glass]]-like yield and shear values, which allow rock short swords to slice through skin, leather armor, and wood armor used by [[Elf|elves]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, obsidian short swords in the Premium version look completely different depending on who is using them, with [[dwarf|dwarves]] getting a less-[https://en.wikipedia.org/wiki/Macuahuitl Aztec-looking] sprite than everyone else; not that you'd notice in gameplay, unless a [[kobold]] gets particularly lucky.{{verify|This may have been fixed in 53.16.}}&lt;br /&gt;
&lt;br /&gt;
==Obsidian formation==&lt;br /&gt;
Obsidian can be formed by mixing [[water]] and [[magma]]. Any tiles containing both [[water]] and [[magma]], except tiles also containing a [[magma flow]], will be replaced with unmined obsidian, generating abundant amounts of [[steam]]. Tiles on a [[magma flow]] will instead replace the [[water]] and [[magma]] with just [[steam]]. When dumping water via a pond zone onto magma, the water has to fall free for at least one z-level (i.e. the pond zone must be two or more z-levels above the magma); otherwise only steam will be produced. The formation of obsidian will not affect the light level.&lt;br /&gt;
&lt;br /&gt;
Most non-[[magma-safe]] objects that were in the [[magma]] prior to the formation of obsidian are completely destroyed, which can be an effective method of removing unwanted items or enemies, although long exposure times to magma are suggested to ensure destruction. All [[magma-safe]] items will be entombed in the tile, and can be regained by mining it along with any magma-unsafe items that happened to survive the casting process.  No instances of globs of molten metal surviving obsidian formation have been noted, though apparently [[fire|burning]] objects can remain on fire when cast in obsidian. The survival rate of magma-unsafe items is believed to depend on the exposure time to magma being short enough to not cause the item in question to melt or burn before obsidian formation occurs—fragile items placed in [[water]] that is then exposed to magma tend to survive casting unscathed. Creatures cast in obsidian die, even without significant exposure to magma. Creatures in cages will survive the casting process, though they may still die from exposure to the extreme temperature of magma.&lt;br /&gt;
 &lt;br /&gt;
[[Obsidian farming]] can be used to produce large amounts of obsidian for masonry, crafting, or construction.&lt;br /&gt;
&lt;br /&gt;
==Suspicious Rock Formations==&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
Recently, [[Unusual volcanic wall|strange formations]] of obsidian have been observed within the [[caverns]]. Shallow cavern layers will often feature 3x3 squares of ([[magma|warm]] or [[water|damp]]) obsidian, while deeper layers may sometimes feature large clusters of obsidian. In all cases these formations are composed solely of obsidian and studded with many high-value gems such as [[emerald]], diamond, star ruby, and [[star sapphire]]. Exploratory miners have reported many [[fun]] things contained within the gem-studded obsidian, such as magma, spontaneous explosions, [[divine metal|divine]] [[artifacts]], [[forgotten beast]]s, and [[demon|other]] [[angel|things]]. The full extent of new content is still being determined. Some [[scholars]] theorize that the precious gems were set as bait for careless dwarves who dig too greedily and too deeply.&lt;br /&gt;
&lt;br /&gt;
==Real life==&lt;br /&gt;
A common misconception is that the dark color of obsidian indicates an inclusion of metals like iron. In fact, obsidian is almost entirely quartz, just at a microcrystalline level. As there has yet to be any known threat by dragon or animated frost wights, the historical use of obsidian was mostly decorative until several peoples discovered its use as a sharp tool and eventually weaponized. Localized variants like &amp;quot;snowflake obsidian&amp;quot; and &amp;quot;chocolate&amp;quot; obsidian (with brown inclusions) are typically attributed to inclusionary quartz crystals and mafic minerals, respectively.  &lt;br /&gt;
&lt;br /&gt;
The use of obsidian to create short swords in ''Dwarf Fortress'' is almost certainly inspired by the ''macuahuitl'', a sword-club used by the Aztecs and the other native peoples of Mesoamerica. The weapon was a short, strong wooden staff (normally one-handed, but two-handed versions existed), set with obsidian-flake blades that were literally more than razor-sharp. Flaked obsidian can have a monomolecular edge; today, it's used for extremely high-quality surgical scalpels, which have to be handled with extreme care – a little pressure is enough for such a scalpel to cut deep, and if you cut yourself with one, you won't feel it until you start to bleed. The main disadvantage, however (other than the expense incurred from the labor to hand-knap high-quality blades), is that obsidian is quite brittle compared to metal (and alternative materials like chert or flint) – this can be mitigated to a degree through quality craftsmanship and skillful use, but there remains the risk that an obsidian blade will leave tiny but incredibly sharp glass flakes behind in the surgical wound.&lt;br /&gt;
&lt;br /&gt;
Macuahuitls could penetrate flesh and leather with ease; Spanish conquistadors reported one case where a blow from a two-handed macuahuitl decapitated a horse. But the obsidian edges shattered when they struck metal armor, and macuahuitls didn't have a thrusting attack. The Spanish soon learned to put their armored soldiers forward, to fight in chokepoints – and to recruit the Aztecs' enemies, to field macuahuitl-wielders of their own (and let them do more of the dying in their place).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Lipari-Obsidienne (5).jpg|Obsidian&lt;br /&gt;
File:ObsidianDomeCA.JPG|Obsidian rock face&lt;br /&gt;
File:Teotihuacán - Obsidianklinge.jpg|Obsidian blade&lt;br /&gt;
File:Snowflake_obsidian.jpg|Snowflake obsidian &amp;amp; an obsidian arrowhead&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Minecraft (and the means of constructing a Nether Portal) --&amp;gt;&lt;br /&gt;
Despite what other popular forms of media may perpetuate, obsidian – even when crafted into [[Block|blocks]] – will not provide any assistance in reaching the [[underworld]]. The only method of reaching the underworld known to dwarfkind is to physically dig down deep enough to get there.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: also Minecraft (and its crafting recipe for the Enchanting Table) --&amp;gt;&lt;br /&gt;
All claims that obsidian can be combined with [[blue diamond]]s to [[Magic|magically]] improve weapons and armor have been thoroughly debunked by extensive Dwarven science.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Obsidian&amp;diff=318917</id>
		<title>Obsidian</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Obsidian&amp;diff=318917"/>
		<updated>2026-08-07T18:58:40Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: run-on, grammatical issues, and other things&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Stonelookup/0&lt;br /&gt;
|graphic=obsidian_sprite.png&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Short sword|Sharp blades]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Igneous extrusive layer]]&lt;br /&gt;
* [[Material value]] 3☼&lt;br /&gt;
* [[Material science|Impact strength]] 1000 MPa&lt;br /&gt;
* [[Material science|Shear strength]] 35 MPa&amp;amp;nbsp;{{Tooltip|×2|MAX_EDGE is 20,000, twice that of the default 10,000 for metals}}&lt;br /&gt;
* {{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] {{ct|13600}}&lt;br /&gt;
* [[Boiling point]] {{ct|16000}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 2650 kg/m³&lt;br /&gt;
* [[Specific heat]] 800 J/kg·K&lt;br /&gt;
* [[Color]] black}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{For/see|the month|[[Calendar]]}}&lt;br /&gt;
&lt;br /&gt;
'''Obsidian''' is one of the types of &amp;quot;[[stone]]&amp;quot; (technically volcanic [[glass]]) that forms entire [[Stone#Stones forming entire layers|layer]]s.  Obsidian is also found surrounding [[magma pool]]s and [[volcano]]es, exactly 1 tile thick, and has the distinction of being the only stone that can be [[obsidian farming|created during play]]. Obsidian is considered an [[Economic stones|economic stone]] by default; in order to allow general use at workshops, and in architecture, you must enable &amp;quot;obsidian&amp;quot; in the [[labor]] menu under 'stone use' =&amp;gt; 'economic stone'.  It is also notable in that it has the highest [[material value]] among non-ore stones, is higher in value than some low-value [[ore]]s like [[native copper]], and is also the twelfth month of the dwarven [[calendar]], covering late Winter.&lt;br /&gt;
&lt;br /&gt;
==Rock short sword==&lt;br /&gt;
Due to the defined [[Material definition token#MAX_EDGE|sharpness]] of obsidian, it is [[Weapon token#CAN_STONE|unique]] among [[stone]]s in that it can also be made into a [[weapon]], an obsidian [[short sword]]. This requires one obsidian stone plus one [[log]] at a [[craftsdwarf's workshop]], and uses the [[stone crafter]] labor. If you embark on an obsidian [[mountain]] or manage to reach [[magma]] before finding [[weapons-grade]] metallic ores, these are serviceable as early weapons to defend your fort from early animal and unarmed intruders. However, they are significantly weaker in comparison to any metal weaponry, being unable to defeat even basic copper armor, so keep that in mind once you start encountering metal-armored invaders. Also, stone swords can accrue [[wear]], as do metal weapons (if at different rates).&lt;br /&gt;
&lt;br /&gt;
:* Note that, as obsidian short swords use wood (used in the [[Decoration|handle]]), [[Elf|elves]] will be offended if you offer obsidian swords in [[trade]], will [[Trading#Unacceptable_items|refuse the trade and leave]].&lt;br /&gt;
&lt;br /&gt;
Previous versions lacked defined [[Material science|yield and shear]] values and used the defaults from the stone template; this rendered them very blunt and unable to cut skin. Since 40.05, obsidian features more proper yield and shear values, making these weapons much more viable. Obsidian now has [[glass]]-like yield and shear values, which allow rock short swords to slice through skin, leather armor, and wood armor used by [[Elf|elves]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, obsidian short swords in the Premium version look completely different depending on who is using them, with [[dwarf|dwarves]] getting a less-[https://en.wikipedia.org/wiki/Macuahuitl Aztec-looking] sprite than everyone else; not that you'd notice in gameplay, unless a [[kobold]] gets particularly lucky.{{verify|This may have been fixed in 53.16.}}&lt;br /&gt;
&lt;br /&gt;
==Obsidian formation==&lt;br /&gt;
Obsidian can be formed by mixing [[water]] and [[magma]]. Any tiles containing both [[water]] and [[magma]], except tiles also containing a [[magma flow]], will be replaced with unmined obsidian, generating abundant amounts of [[steam]]. Tiles on a [[magma flow]] will instead replace the [[water]] and [[magma]] with just [[steam]]. When dumping water via a pond zone onto magma, the water has to fall free for at least one z-level (i.e. the pond zone must be two or more z-levels above the magma); otherwise only steam will be produced. The formation of obsidian will not affect the light level.&lt;br /&gt;
&lt;br /&gt;
Most non-[[magma-safe]] objects that were in the [[magma]] prior to the formation of obsidian are completely destroyed, which can be an effective method of removing unwanted items or enemies, although long exposure times to magma are suggested to ensure destruction. All [[magma-safe]] items will be entombed in the tile, and can be regained by mining it along with any magma-unsafe items that happened to survive the casting process.  No instances of globs of molten metal surviving obsidian formation have been noted, though apparently [[fire|burning]] objects can remain on fire when cast in obsidian. The survival rate of magma-unsafe items is believed to depend on the exposure time to magma being short enough to not cause the item in question to melt or burn before obsidian formation occurs—fragile items placed in [[water]] that is then exposed to magma tend to survive casting unscathed. Creatures cast in obsidian die, even without significant exposure to magma. Creatures in cages will survive the casting process, though they may still die from exposure to the extreme temperature of magma.&lt;br /&gt;
 &lt;br /&gt;
[[Obsidian farming]] can be used to produce large amounts of obsidian for masonry, crafting, or construction.&lt;br /&gt;
&lt;br /&gt;
==Suspicious Rock Formations==&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
Recently, [[Unusual volcanic wall|strange formations]] of obsidian have been observed within the [[caverns]]. Shallow cavern layers will often feature 3x3 squares of ([[magma|warm]] or [[water|damp]]) obsidian, while deeper layers may sometimes feature large clusters of obsidian. In all cases these formations are composed solely of obsidian and studded with many high-value gems such as [[emerald]], diamond, star ruby, and [[star sapphire]]. Exploratory miners have reported many [[fun]] things contained within the gem-studded obsidian, such as magma, spontaneous explosions, [[divine metal|divine]] [[artifacts]], [[forgotten beast]]s, and [[demon|other]] [[angel|things]]. The full extent of new content is still being determined. Some [[scholars]] theorize that the precious gems were set as bait for careless dwarves who dig too greedily and too deeply.&lt;br /&gt;
&lt;br /&gt;
==Real life==&lt;br /&gt;
A common misconception is that the dark color of obsidian indicates an inclusion of metals like iron. In fact, obsidian is almost entirely quartz, just at a microcrystalline level. As there has yet to be any known threat by dragon or animated frost wights, the historical use of obsidian was mostly decorative until several peoples discovered its use as a sharp tool and eventually weaponized. Localized variants like &amp;quot;snowflake obsidian&amp;quot; and &amp;quot;chocolate&amp;quot; obsidian (with brown inclusions) are typically attributed to inclusionary quartz crystals and mafic minerals, respectively.  &lt;br /&gt;
&lt;br /&gt;
The use of obsidian to create short swords in ''Dwarf Fortress'' is almost certainly inspired by the ''macuahuitl'', a sword-club used by the Aztecs and the other native peoples of Mesoamerica. The weapon was a short, strong wooden staff (normally one-handed, but two-handed versions existed), set with obsidian-flake blades that were literally more than razor-sharp. Flaked obsidian can have a monomolecular edge; today, it's used for extremely high-quality surgical scalpels, which have to be handled with extreme care – a little pressure is enough for such a scalpel to cut deep, and if you cut yourself with one, you won't feel it until you start to bleed. The main disadvantage, however (other than the expense incurred from the labor to hand-knap high-quality blades), is that obsidian is quite brittle compared to metal (and alternative materials like chert or flint) – this can be mitigated to a degree through quality craftsmanship and skillful use, but there remains the risk that an obsidian blade will leave tiny but incredibly sharp glass flakes behind in the surgical wound.&lt;br /&gt;
&lt;br /&gt;
Macuahuitls could penetrate flesh and leather with ease; Spanish conquistadors reported one case where a blow from a two-handed macuahuitl decapitated a horse. But the obsidian edges shattered when they struck metal armor, and macuahuitls didn't have a thrusting attack. The Spanish soon learned to put their armored soldiers forward, to fight in chokepoints – and to recruit the Aztecs' enemies, to field macuahuitl-wielders of their own (and let them do more of the dying in their place).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Lipari-Obsidienne (5).jpg|Obsidian&lt;br /&gt;
File:ObsidianDomeCA.JPG|Obsidian rock face&lt;br /&gt;
File:Teotihuacán - Obsidianklinge.jpg|Obsidian blade&lt;br /&gt;
File:Snowflake_obsidian.jpg|Snowflake obsidian &amp;amp; an obsidian arrowhead&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Minecraft (and the means of constructing a Nether Portal) --&amp;gt;&lt;br /&gt;
Despite what other popular forms of media may perpetuate, obsidian – even when crafted into [[Block|blocks]] – will not provide any assistance in reaching the [[underworld]]. The only method of reaching the underworld known to dwarfkind is to physically dig down deep enough to get there.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: also Minecraft (and its crafting recipe for the Enchanting Table) --&amp;gt;&lt;br /&gt;
All claims that obsidian can be combined with [[blue diamond]]s to [[Magic|magically]] improve weapons and armor have been thoroughly debunked by extensive Dwarven science.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Obsidian&amp;diff=318916</id>
		<title>Obsidian</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Obsidian&amp;diff=318916"/>
		<updated>2026-08-07T16:18:41Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: certainly a superfluous upper case fix, though&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Stonelookup/0&lt;br /&gt;
|graphic=obsidian_sprite.png&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Short sword|Sharp blades]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Igneous extrusive layer]]&lt;br /&gt;
* [[Material value]] 3☼&lt;br /&gt;
* [[Material science|Impact strength]] 1000 MPa&lt;br /&gt;
* [[Material science|Shear strength]] 35 MPa&amp;amp;nbsp;{{Tooltip|×2|MAX_EDGE is 20,000, twice that of the default 10,000 for metals}}&lt;br /&gt;
* {{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] {{ct|13600}}&lt;br /&gt;
* [[Boiling point]] {{ct|16000}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 2650 kg/m³&lt;br /&gt;
* [[Specific heat]] 800 J/kg·K&lt;br /&gt;
* [[Color]] black}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{For/see|the month|[[Calendar]]}}&lt;br /&gt;
&lt;br /&gt;
'''Obsidian''' is one of the types of &amp;quot;[[stone]]&amp;quot; (technically volcanic [[glass]]) that forms entire [[Stone#Stones forming entire layers|layer]]s.  Obsidian is also found surrounding [[magma pool]]s and [[volcano]]es, exactly 1 tile thick, and has the distinction of being the only stone that can be [[obsidian farming|created during play]]. Obsidian is considered an [[Economic stones|economic stone]] by default; in order to allow general use at workshops, and in architecture, you must enable &amp;quot;obsidian&amp;quot; in the [[labor]] menu under 'stone use' =&amp;gt; 'economic stone'.  It is also notable in that it has the highest [[material value]] among non-ore stones and is also higher in value than some low-value [[ore]]s like [[native copper]].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Obsidian&amp;quot; is also the twelfth month of the dwarven [[calendar]], covering late Winter.&lt;br /&gt;
&lt;br /&gt;
==Rock short sword==&lt;br /&gt;
Due to the defined [[Material definition token#MAX_EDGE|sharpness]] of obsidian, it is [[Weapon token#CAN_STONE|unique]] among [[stone]]s in that it can also be made into a [[weapon]], an obsidian [[short sword]]. This requires one obsidian stone plus one [[log]] at a [[craftsdwarf's workshop]], and uses the [[stone crafter]] labor. If you embark on an obsidian [[mountain]] or manage to reach [[magma]] before finding [[weapons-grade]] metallic ores, these are serviceable as early weapons to defend your fort from early animal and unarmed intruders. However, they are significantly weaker in comparison to any metal weaponry, being unable to defeat even basic copper armor, so keep that in mind once you start encountering metal-armored invaders. Also, stone swords can take [[wear]], as do metal weapons (if at different rates).&lt;br /&gt;
&lt;br /&gt;
:* Note that as obsidian short swords use wood (used in the [[Decoration|handle]]), [[Elf|elves]] will be offended if you offer obsidian swords in [[trade]], will [[Trading#Unacceptable_items|refuse the trade and leave]].&lt;br /&gt;
&lt;br /&gt;
Previous versions lacked defined [[Material science|yield and shear]] values and used the defaults from the stone template; this rendered them very blunt and unable to cut skin. Since 40.05, obsidian features more proper yield and shear values, making these weapons much more viable. Obsidian now has [[glass]]-like yield and shear values, which allow rock short swords to slice through skin, leather armor, and wood armor used by [[Elf|elves]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, obsidian short swords in the Premium version look completely different depending on who is using them, with [[dwarf|dwarves]] getting a less-[https://en.wikipedia.org/wiki/Macuahuitl Aztec-looking] sprite than everyone else; not that you'd notice in gameplay, unless a [[kobold]] gets particularly lucky.{{verify|This may have been fixed in 53.16.}}&lt;br /&gt;
&lt;br /&gt;
==Obsidian formation==&lt;br /&gt;
Obsidian can be formed by mixing [[water]] and [[magma]]. Any tiles containing both [[water]] and [[magma]], except tiles also containing a [[magma flow]], will be replaced with unmined obsidian, generating abundant amounts of [[steam]]. Tiles on a [[magma flow]] will instead replace the [[water]] and [[magma]] with just [[steam]]. When dumping water via a pond zone onto magma, the water has to fall free for at least one z-level (i.e. the pond zone must be two or more z-levels above the magma); otherwise only steam will be produced. The formation of obsidian will not affect the light level.&lt;br /&gt;
&lt;br /&gt;
Most non-[[magma-safe]] objects that were in the [[magma]] prior to the formation of obsidian are completely destroyed, which can be an effective method of removing unwanted items or enemies, although long exposure times to magma are suggested to ensure destruction. All [[magma-safe]] items will be entombed in the tile, and can be regained by mining it along with any magma-unsafe items that happened to survive the casting process.  No instances of globs of molten metal surviving obsidian formation have been noted, though apparently [[fire|burning]] objects can remain on fire when cast in obsidian. The survival rate of magma-unsafe items is believed to depend on the exposure time to magma being short enough to not cause the item in question to melt or burn before obsidian formation occurs—fragile items placed in [[water]] that is then exposed to magma tend to survive casting unscathed. Creatures cast in obsidian die, even without significant exposure to magma. Creatures in cages will survive the casting process, though they may still die from exposure to the extreme temperature of magma.&lt;br /&gt;
 &lt;br /&gt;
[[Obsidian farming]] can be used to produce large amounts of obsidian for masonry, crafting, or construction.&lt;br /&gt;
&lt;br /&gt;
==Suspicious Rock Formations==&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
Recently, [[Unusual volcanic wall|strange formations]] of obsidian have been observed within the [[caverns]]. Shallow cavern layers will often feature 3x3 squares of ([[magma|warm]] or [[water|damp]]) obsidian, while deeper layers may sometimes feature large clusters of obsidian. In all cases these formations are composed solely of obsidian and studded with many high-value gems such as [[emerald]], diamond, star ruby, and [[star sapphire]]. Exploratory miners have reported many [[fun]] things contained within the gem-studded obsidian, such as magma, spontaneous explosions, [[divine metal|divine]] [[artifacts]], [[forgotten beast]]s, and [[demon|other]] [[angel|things]]. The full extent of new content is still being determined. Some [[scholars]] theorize that the precious gems were set as bait for careless dwarves who dig too greedily and too deeply.&lt;br /&gt;
&lt;br /&gt;
==Real life==&lt;br /&gt;
A common misconception is that the dark color of obsidian indicates an inclusion of metals like iron. In fact, obsidian is almost entirely quartz, just at a microcrystalline level. As there has yet to be any known threat by dragon or animated frost wights, the historical use of obsidian was mostly decorative until several peoples discovered its use as a sharp tool and eventually weaponized. Localized variants like &amp;quot;snowflake obsidian&amp;quot; and &amp;quot;chocolate&amp;quot; obsidian (with brown inclusions) are typically attributed to inclusionary quartz crystals and mafic minerals, respectively.  &lt;br /&gt;
&lt;br /&gt;
The use of obsidian to create short swords in ''Dwarf Fortress'' is almost certainly inspired by the ''macuahuitl'', a sword-club used by the Aztecs and the other native peoples of Mesoamerica. The weapon was a short, strong wooden staff (normally one-handed, but two-handed versions existed), set with obsidian-flake blades that were literally more than razor-sharp. Flaked obsidian can have a monomolecular edge; today, it's used for extremely high-quality surgical scalpels, which have to be handled with extreme care – a little pressure is enough for such a scalpel to cut deep, and if you cut yourself with one, you won't feel it until you start to bleed. The main disadvantage, however (other than the expense incurred from the labor to hand-knap high-quality blades), is that obsidian is quite brittle compared to metal (and alternative materials like chert or flint) – this can be mitigated to a degree through quality craftsmanship and skillful use, but there remains the risk that an obsidian blade will leave tiny but incredibly sharp glass flakes behind in the surgical wound.&lt;br /&gt;
&lt;br /&gt;
Macuahuitls could penetrate flesh and leather with ease; Spanish conquistadors reported one case where a blow from a two-handed macuahuitl decapitated a horse. But the obsidian edges shattered when they struck metal armor, and macuahuitls didn't have a thrusting attack. The Spanish soon learned to put their armored soldiers forward, to fight in chokepoints – and to recruit the Aztecs' enemies, to field macuahuitl-wielders of their own (and let them do more of the dying in their place).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Lipari-Obsidienne (5).jpg|Obsidian&lt;br /&gt;
File:ObsidianDomeCA.JPG|Obsidian rock face&lt;br /&gt;
File:Teotihuacán - Obsidianklinge.jpg|Obsidian blade&lt;br /&gt;
File:Snowflake_obsidian.jpg|Snowflake obsidian &amp;amp; an obsidian arrowhead&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Minecraft (and the means of constructing a Nether Portal) --&amp;gt;&lt;br /&gt;
Despite what other popular forms of media may perpetuate, obsidian – even when crafted into [[Block|blocks]] – will not provide any assistance in reaching the [[underworld]]. The only method of reaching the underworld known to dwarfkind is to physically dig down deep enough to get there.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: also Minecraft (and its crafting recipe for the Enchanting Table) --&amp;gt;&lt;br /&gt;
All claims that obsidian can be combined with [[blue diamond]]s to [[Magic|magically]] improve weapons and armor have been thoroughly debunked by extensive Dwarven science.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dragon&amp;diff=318655</id>
		<title>Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dragon&amp;diff=318655"/>
		<updated>2026-08-04T23:02:12Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Domestication */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|16:09, 7 March 2023 (CST)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=dragon_sprites.png&lt;br /&gt;
|portrait=dragon_portrait.png&lt;br /&gt;
|bone=66-110&lt;br /&gt;
|tooth=3&lt;br /&gt;
|meat=113-173&lt;br /&gt;
|fat=42-65&lt;br /&gt;
|nail=1&lt;br /&gt;
|lung=8-18&lt;br /&gt;
|heart=2-4&lt;br /&gt;
|intestine=14-27&lt;br /&gt;
|liver=4-9&lt;br /&gt;
|tripe=4-9&lt;br /&gt;
|sweetbread=2-4&lt;br /&gt;
|spleen=2-4&lt;br /&gt;
|kidney=4-8&lt;br /&gt;
|brain=4-8&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=scale&lt;br /&gt;
|eye=2&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Dragons''' are massive, [[fire]]-breathing [[megabeast]]s who, at their full size, are the [[List_of_creatures_by_adult_size#end_of_list|third largest]] land [[creature]]s in the world (the [[giant elephant]] is the largest, with the [[brachiosaurus]] coming in at a close second). They are covetous monsters and seek to [[Steals items|steal items]] from your fortresses to bring back to their lairs. Dragons generally pilfer successfully in [[World generation|worldgen]], but when they attack a player fortress, they will simply wipe the place out or die trying.&lt;br /&gt;
&lt;br /&gt;
Dragons are most notable for their ability to quickly and frequently exhale long (20+ tiles) jets of [[dragonfire]], a much-hotter (theoretically {{ct|50000}}, over four times the heat of [[magma]]) version of fire, which can make quick work of any creature caught in its path and can kill even creatures normally immune to fire, though it can be blocked by enemies equipped with [[shield]]s. All dragons are born with Talented [[skill]] in [[Combat skill|fighting, biting, kicking, dodging]] and [[Observer|observing]], which, combined with their size and dragonfire, makes them formidable opponents to an untrained [[military]] [[squad]].&lt;br /&gt;
&lt;br /&gt;
While based on the western dragon model, dragons neither fly nor have wings, and are not intelligent (though there is room to address this; see [[#Irregularities, bugs, and future plans|Bugs and Future Plans]]). They are often described as [http://tvtropes.org/pmwiki/pmwiki.php/Main/GlassCannon glass cannons], as they are not particularly durable and can be defeated somewhat easily with skilled soldiers or [[trap]]s, but only in comparison to their fellow megabeasts; a single dragon can easily wipe out an unprepared fortress. Dragons are associated with the [[sphere]]s of fire and wealth, and their names will often reflect that.&lt;br /&gt;
&lt;br /&gt;
They are not to be confused with the [[cave dragon]]s, a separate, non-megabeast species.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[preferences|like]] dragons for their ''terrible majesty''.&lt;br /&gt;
&lt;br /&gt;
==Dragon Size==&lt;br /&gt;
Dragons slowly grow to become one of the largest creatures in the game, finally reaching their adult size of 25,000,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; after 1000 years. As a hatchling, dragons are quite tiny, at exactly 1/10th an adult dwarf's size, but they grow very rapidly, at roughly 500,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; per year until they reach age 10, at which point they slow to 20202 per year. Dragons reach dwarven size shortly after birth, are the size of a draltha at year 5, and become elephant sized by year 10.&lt;br /&gt;
&lt;br /&gt;
*At birth, a dragon is the size of a [[fox]].&lt;br /&gt;
*At 2 years, a dragon is the size of a [[water buffalo]].&lt;br /&gt;
*At 10 years, a dragon is the size of an [[elephant]] and becomes an adult.&lt;br /&gt;
*At 100 years, a dragon is the size of a [[blind cave ogre]].&lt;br /&gt;
*At 200 years, a dragon is larger than a [[hydra]].&lt;br /&gt;
*At 800 years, a dragon is the size of a [[bronze colossus]] or an adult [[roc]].&lt;br /&gt;
*After 1000 years, a dragon is the third largest creature found on land. (The [[giant elephant]] and [[brachiosaurus]] are the first and second largest land creatures respectively, while the [[giant sperm whale]] is the largest creature found anywhere.)&lt;br /&gt;
&lt;br /&gt;
==Defense strategies==&lt;br /&gt;
Dragonfire can be blocked if the victim is using a shield, and it will be, more than 99% of the time. Though they are among the physically weakest of the megabeasts, dragons are still massively powerful in melee combat, so they can be hard to take down without a good military. They should never be engaged in areas covered in [[grass]] or [[cave moss]], as their breath attacks will cause fire to spread across '''all''' grass in the area, consuming your map in flames, causing [[tree]]s to fall, and, above all else, murdering your [[FPS]]. When attacked by a dragon, lure it underground, preferably into an area made out of stone floors away from any [[farm plot]]s. While they are immune to fire damage, dragons can still [[swimmer|drown]] if immersed in magma.&lt;br /&gt;
&lt;br /&gt;
Dragonfire can be avoided by fighting the dragon in a hallway that is covered in 4/7 water depth, here the dragon can not spit fire leaving it open for melee combat.&lt;br /&gt;
&lt;br /&gt;
Possibly the best defence is to use piercing weapons like crossbows, especially spears, and hope you get lucky and hit a vital organ which can bring it down immediately. An alternative is building one or multiple cage traps, possibly beforehand, which will probably cage the dragon making it harmless. You should know that cages and mechanisms will be destroyed by dragonfire unless constructed from pure slade, so either make sure both cages (or weapons, or supports) and mechanisms are impervious to dragonfire, or, more simply; ensure that the dragon has no reason to breathe fire by removing animals and dwarves from the trapped area. While they won't breathe on buildings normally, a stray blast (at your outdoor livestock or bait animals, say) that catches any traps, doors, or bridges not made of dragonfire-safe materials will melt and deactivate them. This can be used to your advantage, since dragons will destroy the bridge they are standing on, even if they aren't aiming for it. Also, dragons make good companions if you are able to reanimate them as a [[necromancer]].&lt;br /&gt;
&lt;br /&gt;
==Domestication==&lt;br /&gt;
[[File:dragonprev.png|thumb|260px|right|How majestic!&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Olivitree''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
Dragons can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] if you're lucky enough to catch one. Currently, knowledge of animal behaviour is based on the civilization level and depends partly on the animals available for contact in a given civilization site. Such a rare megabeast as a dragon is unlikely to have had any civilized contact aside from adventurers attempting to slay them and other violent contact; as such, your fort will have to build the knowledge base from the ground up, making dragon-training a highly difficult task. Bear in mind that even with a skilled animal trainer at hand, your first attempts to control such a powerful and elusive beast may result in [[Fun|half your fortress burning in dragonfire]]. (Outdated: Being megabeasts, trained dragons will still be hostile to caravans, diplomats and other visitors.) It seems like this has been patched in the Steam version, at least according to [https://www.reddit.com/r/dwarffortress/comments/111mnh1/tame_dragon_not_attacking_military/ this] Reddit post. At least assuming the same thing that was causing it to attack guests was also making it attack guards. &lt;br /&gt;
&lt;br /&gt;
If you can manage to endure its long-untamed wrath, you'll have a massively valuable pet that can lay [[egg]]s. Dragons can also be trained as war or hunting animals at an [[Activity_zone#Animal_Training|animal training zone]]. While a trained dragon is an immensely destructive tool at your disposal, it is also very eager to use dragonfire against your enemies, which can be ''exceedingly'' [[fun]] if it happens to [[Pasture|grass]], or in your [[Alcohol|booze]] [[stockpile]] or [[meeting area]].&lt;br /&gt;
&lt;br /&gt;
Provided you are lucky enough to capture a pair of dragons of different sexes, you can [[Egg#Hatching Conditions|breed]] them with a [[nest box]]. Hatched dragons will need to progress through 1,000 years of growth to reach full size, but reach 20% of their full size at age 10.&lt;br /&gt;
&lt;br /&gt;
==Irregularities, bugs, and future plans==&lt;br /&gt;
[[File:Dragon_Size.png|frame|Estimated size comparison between a fully-grown dragon and a dwarf.]]&lt;br /&gt;
Dragons have been observed to occasionally wear some [[armor]] (breastplates, greaves, leggings and boots). This armor is specified as &amp;quot;Large [metal][armor type]&amp;quot; and gives the dragon the same protection as any other species might get from it. This is a bug, as dragons can't normally equip items.&lt;br /&gt;
&lt;br /&gt;
[[Main:Toady One|Toady One]] has mentioned that he plans to eventually extend the random creature generator of the game to create different species and varieties of dragon within certain constraints, calling it &amp;quot;Half-Random&amp;quot;, with ideas for variants including just about anything dragons have been given in literature, such as acidic blood, while maintaining a basic draconic structure.&amp;lt;sup&amp;gt;([http://www.bay12forums.com/smf/index.php?topic=30026.msg1012311#msg1012311])&amp;lt;/sup&amp;gt; He has also commented on the game's current portrayal of dragons as wingless unintelligent creatures, citing his reasons to be the many ways dragons are depicted in real-life sources.(&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf//index.php?topic=159164.msg7156980#msg7156980]&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
One of the [[Main:Consolidated_development#Power_Goals|old power goals]] referenced stealing dragon eggs as part of an [[adventurer mode]] quest. &lt;br /&gt;
&lt;br /&gt;
[[File:Dragon2.png|thumb|300px|center|Dragons; admired for their terrible majesty]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Toothless&amp;quot;, fictional dragon from &amp;quot;How To Train Your Dragon&amp;quot; film --&amp;gt;&lt;br /&gt;
Contrary to popular belief, a dragon is not in fact toothless, and will tear you to shreds, resulting in [[fun]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Trogdor the Burninator&amp;quot;, fictional dragon from &amp;quot;Homestar Runner&amp;quot; --&amp;gt;&lt;br /&gt;
They will, however, in accordance to popular belief, set fire to the countryside, as well as any [[peasant]]s and thatched-roof cottages that happen to be in the vicinity. Fortunately, there are no dragon men. Otherwise they might come in the night.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Toothless again? --&amp;gt;&lt;br /&gt;
Also contrary to popular belief, dragonfire is in fact not actually fire, but is composed of boiling, molten clouds of varied metals such as: silver, copper, steel, etc... So one could argue that dragons feed on minerals and armored adventurers to produce their breath, or that dragons can breath plasma. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Lake-town&amp;quot; trade city from &amp;quot;Lord of the Rings&amp;quot;/&amp;quot;The Hobbit&amp;quot; book series  --&amp;gt;&lt;br /&gt;
Dragonfire is also known to make trade depots explode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Dungeons &amp;amp; Dragons&amp;quot; Tabletop RPG --&amp;gt;&lt;br /&gt;
Though dragons are thought to make their lairs in dungeons, actual sightings of &amp;quot;Dragons in Dungeons&amp;quot; are extremely rare. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Various comparisons people make between dinosaurs and mythical dragons, as well as the hypothesis of the dragon myth stemming from dinosaur fossils --&amp;gt;&lt;br /&gt;
With the Dino Update, many scientists have began to wonder whether dragons (and their [[Hydra|various]] [[Cave dragon|cousins]] for that matter) are simply one of the many [[dinosaur]]s that exist. Due to their (quite literally) warm blood and general similarity to dinosaurs, this is plausible. More !!SCIENCE!! is necessary.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = måmgoz&lt;br /&gt;
| elvish  = vutheni&lt;br /&gt;
| goblin  = kusnath&lt;br /&gt;
| human   = tamun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Nervous_tissue&amp;diff=318524</id>
		<title>Nervous tissue</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Nervous_tissue&amp;diff=318524"/>
		<updated>2026-08-02T22:27:47Z</updated>

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[[File:nervous_tissue_icon.png|right]]'''Nervous tissue''' is a byproduct of [[butcher]]ing most creatures. This item [[refuse|has no known use]] and can fill your butchery with [[miasma]] if it is not removed before it rots. In most living creatures, it controls many bodily functions and movements by sending signals around the body. When feeling relief - but more prominently - pain, it is something the nervous system plays the most prominent role in.&lt;br /&gt;
&lt;br /&gt;
Its category in stockpiles is &amp;quot;Body parts&amp;quot; inside &amp;quot;Refuse&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Nervous Tissue Spinal Cord Motor Neuron (41850850342).jpg|thumb|292px|center|Nervous tissue in relation to the spinal cord.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Body parts}}&lt;br /&gt;
[[ru:Nervous tissue]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cartilage&amp;diff=318523</id>
		<title>Cartilage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cartilage&amp;diff=318523"/>
		<updated>2026-08-02T22:26:31Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
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'''Cartilage''' is a body part generated from [[butcher]]ing most animals. It has no use in the [[meat industry]], and can be dumped without a second thought. &lt;br /&gt;
&lt;br /&gt;
Its category in stockpiles is &amp;quot;Body parts&amp;quot; inside &amp;quot;Refuse&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Some fish, such as [[shark]]s, are notable for having cartilaginous skeletons. These fish do not drop bones, only cartilage.&lt;br /&gt;
&lt;br /&gt;
Note that dwarves consider cartilage useful (like bones), so they will not dump it automatically, even if you have the {{k|o|r|sep=-}}-dump other option enabled. It does not rot on its own either.&lt;br /&gt;
&lt;br /&gt;
[[File:cartilage.jpg|thumb|300px|center|Bodily material between bones.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Body parts}}&lt;br /&gt;
[[ru:Cartilage]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mythical_substance&amp;diff=318135</id>
		<title>Mythical substance</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mythical_substance&amp;diff=318135"/>
		<updated>2026-07-25T00:37:15Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
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{{minorspoiler}}&lt;br /&gt;
[[File:Healing globs moments before consumption.png|right|200px|thumb|An [[adventurer]] about to eat a healing [[glob]].&amp;lt;br&amp;gt;''&amp;lt;small&amp;gt;Art by Rumrusher.&amp;lt;/small&amp;gt;'']]&lt;br /&gt;
'''Mythical substances''' are procedurally-generated [[liquid]]s and [[glob]]s with [[Magic|magical]] properties. Each world has a number of differently-named substances, such as &amp;quot;odd jelly&amp;quot; or &amp;quot;peculiar broth,&amp;quot; though currently, all of them carry the same [[syndrome]].&lt;br /&gt;
&lt;br /&gt;
==Healing potion==&lt;br /&gt;
A [[mysterious dungeon]]'s [[Dungeon guardian|guardian]] carries a [[waterskin]] filled with a restorative substance that they can consume in combat. Ingesting it grants a powerful [[syndrome]] that cures nearly all [[wound]]s, even [[Syndrome#CE_REGROW_PARTS|regrowing limbs]] and [[Syndrome#CE_HEAL_NERVES|healing nerve damage]]; but not blood loss - however, it can allow you to live through Titan fire long enough to stop you from melting. Even [[undead]] creatures benefit from it, to the point of removing any rot their bodies have, restoring them to perfect condition.&lt;br /&gt;
&lt;br /&gt;
Creatures that are [[Construct creature|immune to poison]] (not ``GENERAL_POISON``) do not benefit from this substance.&lt;br /&gt;
&lt;br /&gt;
[[File:substance_heal_preview.png|thumb|350px|center|The substance's effects.]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Weather#Evil_weather]]&lt;br /&gt;
{{Scriptdata}}&lt;br /&gt;
{{V50 materials}}&lt;br /&gt;
[[Category:Globs]]&lt;br /&gt;
[[Category:Adventurer mode]]&lt;br /&gt;
[[Category:Myth]]&lt;br /&gt;
[[ru:Mythical substance]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ethic&amp;diff=318124</id>
		<title>Ethic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ethic&amp;diff=318124"/>
		<updated>2026-07-24T09:29:04Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Ethic types */&lt;/p&gt;
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'''Ethic''' tags are used in the [[Entity token|entity raw files]] to determine how different civilizations feel about various issues. Relationships between civilizations are based on their ethic responses in relation to each other; similar ethics result in friendship, while conflicting ethics result in animosity. Strongly conflicting ethics often trigger [[war]]s during [[world generation]]. (In practice, this generally causes [[Elf|elves]] to declare war on everybody else over killing plants and making trophies, and everybody else to declare war on the elves over the devouring of [[Person|sapient beings]].)&lt;br /&gt;
&lt;br /&gt;
Some ethics also affect [[fortress mode]] features, such as [[justice]], or [[trading]]. In [[adventurer mode]], ethics can affect the [[level of conflict]] (lethal, or no quarter). During [[world generation]], ethics also affect how the entity treats its kills, such as devouring them or making trophies out of them.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
In the [[raw file]]s for entities, ethics appear as follows:&lt;br /&gt;
 [ETHIC:LYING:PERSONAL_MATTER]&lt;br /&gt;
&lt;br /&gt;
This means that the entity will treat lying as a personal matter - more technically, the value of its LYING ethic is set to PERSONAL_MATTER.&lt;br /&gt;
&lt;br /&gt;
== Ethic types ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
!Token&lt;br /&gt;
!Extra Information&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ASSAULT}}&lt;br /&gt;
| The result of a tantrumming citizen attacking another in fortress mode. Other effects unknown.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EAT_SAPIENT_KILL}}&lt;br /&gt;
| This determines if members of the civilization will sometimes devour defeated enemy combatants.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EAT_SAPIENT_OTHER}}&lt;br /&gt;
| This includes whether or not a civilization is willing to [[butcher]] other sapients. Note that any sapient creature that dies on site will never be butchered by citizens in fortress mode, and if butchered in adventure mode the products are inedible and unusable. However, this works for offsite behaviors (caravans will deliver products made from sentients, etc.) Also note that if an item doesn't actually come from a sapient creature that died on site (i.e: it was generated as part of a caravan or site) it is usable and edible regardless of ethics.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|KILL_ANIMAL}}&lt;br /&gt;
| A response of JUSTIFIED_IF_EXTREME_REASON, JUSTIFIED_IF_SELF_DEFENSE, or anything from MISGUIDED to UNTHINKABLE (see below) causes the entity to refuse animal products in trade &amp;amp;mdash; namely, [[material token|materials]] with [IMPLIES_ANIMAL_KILL]. Animal products sold by caravans will be marked as &amp;quot;grown&amp;quot;, which means kosher for their ethics, for example grown leather.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|KILL_ENEMY}}&lt;br /&gt;
| If REQUIRED, all lethal combat with an enemy who is an enemy of the whole entity will put the creature in [[no quarter]] mode.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|KILL_ENTITY_MEMBER}}&lt;br /&gt;
| If REQUIRED, all lethal combat with an enemy in the same entity will put the creature in [[no quarter]] mode.  Determines whether and how often entity members will be murdered. &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|KILL_NEUTRAL}}&lt;br /&gt;
| If REQUIRED, all lethal combat with an enemy who is neutral with the entity will put the creature in [[no quarter]] mode, and the creature will also demand that strangers identify themselves; it will also greatly increase war aggression in worldgen.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|KILL_PLANT}}&lt;br /&gt;
| This includes a civilization's position towards wood &amp;amp;mdash; any response from MISGUIDED to UNTHINKABLE (see below) causes the entity to refuse wooden objects (except for &amp;quot;grown&amp;quot; wooden objects) in trade, and also prohibits them from bringing caravan [[wagon]]s. Caravans will sell grown wood objects (if the civ has WOOD_PREF) and even grown non-wood objects, that elves refuse to buy (if the civ uses misc processed wood products). &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LYING}}&lt;br /&gt;
| Giving false witness reports?{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAKE_TROPHY_ANIMAL}}&lt;br /&gt;
| This determines whether animal kills will lead to characters with trophies. [[Historical figure]]s can arrive at your fortress with leather, horn, ivory, tooth, hair, bone or nail jewellery from slain non-sapients, and fortress citizens may put on [[crafts]] made from their kills as well. &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAKE_TROPHY_SAME_RACE}}&lt;br /&gt;
| This determines whether kills of one's own race will lead to characters with trophies. [[Historical figure]]s can arrive at your fortress with leather, tooth, hair, bone or nail jewellery from their race. Example: a goblin with a -goblin tooth ring-.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAKE_TROPHY_SAPIENT}}&lt;br /&gt;
| This determines whether kills of other sapients will lead to characters with trophies - as previously, but regarding other races, including INTELLIGENT.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OATH_BREAKING}}&lt;br /&gt;
| The result of a citizen violating noble mandates in fortress mode. Other effects unknown.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAVERY}}&lt;br /&gt;
|Civilization will enslave defeated enemies and bring them back to their site. Also affects whether you may trade caged sapient beings to merchants. Aside from diplomacy, higher/lower values don't seem to affect anything beyond if a civilization is willing to take slaves at all. {{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THEFT}}&lt;br /&gt;
| This determines whether the civilization will try to steal goods, and how it will respond when stolen from.{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TORTURE_ANIMALS}}&lt;br /&gt;
|Determines if the civilization will kill all animals of the conquered site, or preserve them for further use. &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TORTURE_AS_EXAMPLE}}&lt;br /&gt;
|Civilization will sometimes execute non-combatants after defeating enemy defenders.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TORTURE_FOR_FUN}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TORTURE_FOR_INFORMATION}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREASON}}&lt;br /&gt;
| Protects position-holders from being murdered like everyone else – the reason that demon overlords of goblins manage to live for centuries, despite the goblins' regard of killing each other as being a personal matter.  &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRESPASSING}}&lt;br /&gt;
| Ignoring burrow restrictions {{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VANDALISM}}&lt;br /&gt;
| The result of a tantruming citizen breaking furniture in fortress mode. Other effects unknown.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ethic values==&lt;br /&gt;
As used internally (see below), roughly in order of acceptability:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Num !! Token&lt;br /&gt;
|-&lt;br /&gt;
| 0 || {{text anchor|NOT_APPLICABLE}} || Also used as a fallback if not set.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{text anchor|ACCEPTABLE}}&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{text anchor|PERSONAL_MATTER}}&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{text anchor|JUSTIFIED_IF_NO_REPERCUSSIONS}}&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{text anchor|JUSTIFIED_IF_GOOD_REASON}}&lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{text anchor|JUSTIFIED_IF_EXTREME_REASON}}&lt;br /&gt;
|-&lt;br /&gt;
| 6 || {{text anchor|JUSTIFIED_IF_SELF_DEFENSE}}&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{text anchor|ONLY_IF_SANCTIONED}}&lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{text anchor|MISGUIDED}}&lt;br /&gt;
|-&lt;br /&gt;
| 9 || {{text anchor|SHUN}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{text anchor|APPALLING}}&lt;br /&gt;
|-&lt;br /&gt;
| 11 || {{text anchor|PUNISH_REPRIMAND}}&lt;br /&gt;
|-&lt;br /&gt;
| 12 || {{text anchor|PUNISH_SERIOUS}} || Will result in either a beating or a month in prison. See: [[Justice#Punishments]]&lt;br /&gt;
|-&lt;br /&gt;
| 13 || {{text anchor|PUNISH_EXILE}} || Mentioning in history: &amp;quot;...after being exiled following a criminal conviction.&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| 14 || {{text anchor|PUNISH_CAPITAL}} || Will result in either 8 months in prison or 50 hammerstrikes. See: [[Justice#Punishments]]&lt;br /&gt;
|-&lt;br /&gt;
| 15 || {{text anchor|UNTHINKABLE}}&lt;br /&gt;
|-&lt;br /&gt;
| 16 || {{text anchor|REQUIRED}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ethic value numbers in relation to each other==&lt;br /&gt;
The following table describes how entities respond to other cultures, with the observer on the vertical axis and their target on the horizontal axis.&lt;br /&gt;
If an entity's accumulated animosity towards another passes a certain threshold (determined by the ruler's personality) then it will run a risk-assessment check. If passed, this will lead to a declaration of war.&lt;br /&gt;
&lt;br /&gt;
In general, entities react much more strongly to actions that violate ''their'' taboos than to the outlawing of their customs in other civilisations.&lt;br /&gt;
For example, Civ A finds slavery Acceptable, but Civ B considers it a Capital Offence.&lt;br /&gt;
* Civ A will consider Civ B most unreasonable (&amp;amp;minus;5) for executing people over such a non-issue.&lt;br /&gt;
* Civ B will be shocked and disgusted (&amp;amp;minus;15) that Civ A engages in such a debased activity.&lt;br /&gt;
* The end result is mutual negativity. However, Civ B is 3&amp;amp;times; ''more'' offended, and much more likely to go to war over the issue &amp;amp;mdash; assuming, of course, they think they have a chance of winning.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! rowspan=2 colspan=2 | &amp;amp;nbsp;&lt;br /&gt;
! colspan=16  | TARGET&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
!width=6%| Accept. ||width=6%| Personal ||width=6%| Reperc. ||width=6%| Good ||width=6%| Extreme ||width=6%| Self-Def. ||width=6%| Sanct. ||width=6%| Misguid. ||width=6%| Shun ||width=6%| Appall. ||width=6%| Reprim. ||width=6%| Serious ||width=6%| Exile ||width=6%| Capital ||width=6%| Unthink. ||width=6%| Req.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=16 | {{rotate|OBSERVER}} &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
! Acceptable || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}&lt;br /&gt;
|-&lt;br /&gt;
! Personal || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}&lt;br /&gt;
|-&lt;br /&gt;
! No Reperc. || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}&lt;br /&gt;
|-&lt;br /&gt;
! Good Reas. || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || 0&lt;br /&gt;
|-&lt;br /&gt;
! Extreme Reas. || {{tc|red|−1}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}}&lt;br /&gt;
|-&lt;br /&gt;
! Self-Defence || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}&lt;br /&gt;
|-&lt;br /&gt;
! Sanctioned || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}&lt;br /&gt;
|-&lt;br /&gt;
! Misguided || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}&lt;br /&gt;
|-&lt;br /&gt;
! Shun || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}&lt;br /&gt;
|-&lt;br /&gt;
! Appalling || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}&lt;br /&gt;
|-&lt;br /&gt;
! Reprimand || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}&lt;br /&gt;
|-&lt;br /&gt;
! Serious || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}&lt;br /&gt;
|-&lt;br /&gt;
! Exile || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}&lt;br /&gt;
|-&lt;br /&gt;
! Capital || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|red|−15}}&lt;br /&gt;
|-&lt;br /&gt;
! Unthinkable || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|red|−15}}&lt;br /&gt;
|-&lt;br /&gt;
! Required || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All above info was collected and interpreted from the data given by Toady himself at [http://www.bay12forums.com/smf/index.php?topic=22151.msg239689].&lt;br /&gt;
&lt;br /&gt;
== Ethics of vanilla civilizations ==&lt;br /&gt;
[[Animal people]] currently have the same ethics as [[kobold]]s.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Issue&lt;br /&gt;
! Mountain&amp;lt;br&amp;gt;(dwarf)&lt;br /&gt;
! Forest&amp;lt;br&amp;gt;(elf)&lt;br /&gt;
! Plains&amp;lt;br&amp;gt;(human)&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;(goblin)&lt;br /&gt;
! Skulking&amp;lt;br&amp;gt;(kobold)&lt;br /&gt;
|-&lt;br /&gt;
| Killing member of the same entity&lt;br /&gt;
| Capital punishment&lt;br /&gt;
| Justified with extreme reason&lt;br /&gt;
| Justified with good reason&lt;br /&gt;
| Personal matter&lt;br /&gt;
| Exile&lt;br /&gt;
|-&lt;br /&gt;
| Killing neutral sapient&lt;br /&gt;
| Only if sanctioned&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Justified if no repercussions&lt;br /&gt;
| Required&lt;br /&gt;
| Required&lt;br /&gt;
|-&lt;br /&gt;
| Killing enemy&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Required&lt;br /&gt;
| Required&lt;br /&gt;
|-&lt;br /&gt;
| Killing animal&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Justified in self-defence&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Killing plant&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Torture as example&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| Torture for information&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Misguided&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Torture for fun&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Appalling&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Torture of animals&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Shunned&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| Treason&lt;br /&gt;
| Capital punishment&lt;br /&gt;
| Exile&lt;br /&gt;
| Capital punishment&lt;br /&gt;
| Capital punishment&lt;br /&gt;
| Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| Oathbreaking&lt;br /&gt;
| Capital punishment&lt;br /&gt;
| Exile&lt;br /&gt;
| Capital punishment&lt;br /&gt;
| Personal matter&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Lying&lt;br /&gt;
| Personal matter&lt;br /&gt;
| Exile&lt;br /&gt;
| Personal matter&lt;br /&gt;
| Personal matter&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Vandalism&lt;br /&gt;
| Serious punishment&lt;br /&gt;
| Reprimand&lt;br /&gt;
| Serious punishment&lt;br /&gt;
| Personal matter&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Trespassing&lt;br /&gt;
| Serious punishment&lt;br /&gt;
| Reprimand&lt;br /&gt;
| Serious punishment&lt;br /&gt;
| Personal matter&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Theft&lt;br /&gt;
| Serious punishment&lt;br /&gt;
| Reprimand&lt;br /&gt;
| Serious punishment&lt;br /&gt;
| Personal matter&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Assault&lt;br /&gt;
| Serious punishment&lt;br /&gt;
| Exile&lt;br /&gt;
| Serious punishment&lt;br /&gt;
| Personal matter&lt;br /&gt;
| Personal matter&lt;br /&gt;
|-&lt;br /&gt;
| Slavery&lt;br /&gt;
| Capital punishment&lt;br /&gt;
| Exile&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Personal matter&lt;br /&gt;
| Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| Eating sapients&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Personal matter&lt;br /&gt;
| Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| Eating sapients (that have been killed in battle)&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Personal matter&lt;br /&gt;
| Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| Making a trophy from a corpse of the same race&lt;br /&gt;
| Appalling&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| Making a trophy from a corpse of another sapient race&lt;br /&gt;
| Shunned&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| Making a trophy from the corpse of an animal&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
{{Template:V50 entities}}&lt;br /&gt;
[[ru:Ethic]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trading&amp;diff=318123</id>
		<title>Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trading&amp;diff=318123"/>
		<updated>2026-07-24T09:22:13Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Miscellaneous trading advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
[[File:trading_icon_preview.png|right]]'''Trading''' in ''Dwarf Fortress'' allows your dwarves to trade with other friendly [[civilization]]s. They can barter their excess goods for items they need, possibly even items they can't otherwise acquire for themselves. Trade can make up for the lack of [[Industry|industries]] you neglected or don't find interesting, provide resources that aren't available where your dwarves settled, replace key tools you lost or accidentally destroyed, and allow you more freedom in selecting starting gear and skills at [[embark]]. Trading generally begins in the first [[Calendar|autumn]] after establishing your fortress, with the arrival of the [[dwarf|dwarven]] [[caravan]] from your home [[civilization]].&lt;br /&gt;
&lt;br /&gt;
'''Trader''' is the generic term used at your [[trade depot]] to refer to your fortress representative (usually your [[broker]], although it can be anyone else in a pinch) when dealing with merchants in a visiting caravan. As a [[profession]], the term applies to visiting merchants and dwarves whose highest [[skill]] is [[Appraiser]].&lt;br /&gt;
&lt;br /&gt;
To trade at all, you will need a [[trade depot]] and peaceful relations with at least one [[civilization]] that can reach your site. Appointing a citizen as a [[broker]] is not strictly necessary but is very helpful. Newly-founded fortresses begin the game at peace with their home civilization and will generally have at least that one trading partner each year, unless the parent civilization is [[Civilization#Dead and struggling civilizations|dead or dying]], or simply can't reach your site due to intervening mountains or open water. A [[civil war]] in your home civilization will also stop trade with them. Trading with your home civilization is quite important, as being visited by their caravans is part of attracting [[Immigration|immigrants]] after the first two waves. Trading can occur earlier than normal, as well as be strengthened between settlements, if the player sends a messenger to a settlement that is on peaceful terms with the player's fortress, and if that settlement is able to trade overall.&lt;br /&gt;
&lt;br /&gt;
Graphically, merchants will always appear in white clothing.&lt;br /&gt;
==Trading flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Trade depot ==&lt;br /&gt;
&lt;br /&gt;
{{Dual image&lt;br /&gt;
|premium=File:DFwikiGraphicalTradeDepot.png&lt;br /&gt;
|classic=File:DFwikiASCIITradeDepot.png&lt;br /&gt;
|width=150px&lt;br /&gt;
|caption=A Trade Depot&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Main|Trade depot}}&lt;br /&gt;
Building a [[trade depot]] is a prerequisite for trade with caravans that arrive at your fortress. If traders can't access your trade depot when they show up, their caravans will simply bypass your fortress that year. While it may be convenient to build a depot outside at first, it is usually a good idea to move it inside, or secure it with [[wall]]s, [[bridge]]s and other fortifications, to protect incoming caravans and your goods from [[steals drink|thirsty animals]], [[thief|thieves]], and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
* the items that are on merchants' animals and wagons&lt;br /&gt;
* the items that are in the trade depot and flagged for trading (they might belong to the caravan until they are moved out of it)&lt;br /&gt;
* items worn by creatures that are not [[citizen]]s of your fortress (initially forbidden, but can be claimed via unforbidding and dumping them)&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
[[File:merchant_v50_preview.png|right]]&lt;br /&gt;
{{Dual image&lt;br /&gt;
|premium=File:DFwikiTradeScreen.png&lt;br /&gt;
|classic=File:DFwikiASCITradeScreen.png&lt;br /&gt;
|width=300px&lt;br /&gt;
|caption=Trading screen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Before you can begin trading, you need to designate what goods to trade and have the fortress's representative trader located at the [[trade depot]]. Select the trade depot and then click either &amp;quot;Broker requested at depot&amp;quot; or &amp;quot;Anyone requested at depot&amp;quot; if you have no [[broker]] [[noble]] assigned. Be aware that without an assigned [[broker]], it's likely a random, probably unskilled dwarf will volunteer to conduct the trade. Next click &amp;quot;Move goods to/from depot&amp;quot; to be presented with a list of all items in your fortress that belong to you. Mark the goods you want to sell --insert clever advice--, and your dwarves will begin moving them to the depot. If you are unsure about which goods are in which containers, clicking the bin or barrel within the menu will show every item that is stored inside, along with its perceived value (using your broker's [[Appraisal]] skill). However, individual items cannot be marked if they are in a container. Note that during this step, we are just moving the goods physically to the trade depot, and that containers like [[barrels]] and [[bins]] must be moved with all of their contents (although for bins you will have an opportunity to specify which contained items you wish to trade).&lt;br /&gt;
&lt;br /&gt;
Once the trade goods are moved to the depot and your trader has arrived, select the depot again and finally click the &amp;quot;Trade&amp;quot; button to enter the trade menu. In the trade menu, select the items to offer from the right and the desired items from the left. All caravans have a weight limit which cannot be exceeded (during trading, but it is possible to have a caravan exceed the weight limit after trading, ie. due to sold animal children growing up shortly afterwards), and the allowed additional weight is displayed in the lower left corner. If your trader has sufficient [[Appraisal]] skill, the value of all items will be displayed with reasonable accuracy. Once the proposal is ready, click the &amp;quot;Trade&amp;quot; button to propose the trade; merchants will not agree unless they make adequate profit. Clicking the &amp;quot;Offer as gift&amp;quot; button instead will make a gift of the selected items. Items from outside the embark area cannot be offered as gifts. The amount of acceptable profit is determined by the trader's [[Broker skills|skills]] and the merchant's mood, described below. Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the trader. A Trader Profit listed in red will always be rejected (if all items in the proposed trade are correctly appraised). If on the other hand the Trader Profit is listed in green rather than yellow or red the trade will always be accepted (unless unacceptable goods are offered in the trade). Take note that the latter is also true, if the goods traded are not properly appraised (ie. for some goods only an estimated value is given, expressed a tilde before the value), a profit shown in green will always be accepted. But if at least one item being selected (either for selling or buying) has either a preceding tilde or trailing question mark, then the displayed color of the trade will be the following:&lt;br /&gt;
a) the color will be displayed in red, if the calculated merchant profit is negative (either according to your traders value estimate or according to the &amp;quot;real&amp;quot; value, if the trader would have appraised all items precisely),&lt;br /&gt;
b) the color will be displayed in green, if the merchant would accept the trade and the color is not displayed in red (due to the calculated profit of your trader yielding a loss for the trader as the trader did not appraise all items in the trade precisely) and&lt;br /&gt;
c) the color will otherwise be displayed in yellow.&lt;br /&gt;
The above means that if any selected items in a trade is only given with an estimated value, then the merchant could possibly accept a proposed trade, allthough the profit is displayed in red, as the merchant will always accept a trade (assuming the proposed trade does not contain an unacceptable item) if the merchant profit is at least 50% (according to the &amp;quot;real&amp;quot; value).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With more experienced traders and pleased merchants, even marginally profitable trades can be successful, and counterproposals can be rejected safely, possibly offering the same trade again (but if the same trade is proposed again directly after refusing the counterproposal, then the chance of another counterproposal seems to be greatly increased). Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next year's caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}} If a high-ranking and respected leader is at your fortress, merchants arriving to trade will bring better goods.&lt;br /&gt;
&lt;br /&gt;
Note: Goods brought by caravans rarely have base quality higher than superior, and decorations on a good rarely exceed superior as well.&lt;br /&gt;
&lt;br /&gt;
Note if you give or trade away an [[Artifact|artifact]], you will receive a special notification:&lt;br /&gt;
;[[File:Treasure_Gift.PNG|750px]]&lt;br /&gt;
;[[File:Treasure_Trade.PNG|750px]]&lt;br /&gt;
&lt;br /&gt;
Note: If at the time of departure the caravan somehow ended up with a weight exceeding its capacity (ie. due to young animals being traded and some of them gaining weight before departure of the caravan), the caravan will still load everything belonging to them (and will leave nothing behind).&lt;br /&gt;
&lt;br /&gt;
=== Items cue colors ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! {{DFtext|Brown|6:0}}&lt;br /&gt;
| Items have been created or modified (e.g. [[Decoration|decorated]]) by your fortress. They can be traded away or offered as a &amp;quot;[[Trading#Offering_items|gift]]&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Light gray|7:0}}&lt;br /&gt;
| Items were created by another source ''(e.g. items previously acquired from a previous trade, or enemy armor/weapons recovered after a siege)''. They can be traded, but ''not'' offered as a gift.  If a group of items includes any such item, the entire selection cannot be gifted.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Purple|5:0}}&lt;br /&gt;
| Items are under a no-export [[mandate]].  If they are traded away it will result in disciplinary action (see [[justice]]) against the dwarf that brought the item to the depot.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Green|2:0}}&lt;br /&gt;
| Items have just been [[Trading#Offering_items|gifted]] to the caravan (and caravans will never trade such items back).&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Red|4:0}}&lt;br /&gt;
| Items have been [[Trading#Seizing_items|seized]] from another caravan and cannot be traded as is; you will need to [[Decoration|decorate]] them or turn them into other items ''(e.g. a log into a bed, or a barrel of meat into a meal, etc.)'' for them to become &amp;quot;valid&amp;quot; trading items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that containers (barrels, bins, etc.) will be displayed according to the origin of the ''container'', not the contents. So a foreign-sourced barrel holding locally-produced beer will display as foreign (light gray). Once you {{k|v}}iew the container, the locally-made contents are displayed as local (brown) - but it's awkward (read &amp;quot;impossible&amp;quot;) to trade such contents without the container.&lt;br /&gt;
&lt;br /&gt;
=== Seizing items ===&lt;br /&gt;
&lt;br /&gt;
Clicking &amp;quot;Seize&amp;quot; from the trade menu will seize the selected items of the merchants.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;laundered&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, all the caravan's items will drop to the ground, to be readily hauled away by your dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.&lt;br /&gt;
&lt;br /&gt;
Trying to interrogate a merchant can also cause a wagon to fall apart.  Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.&lt;br /&gt;
&lt;br /&gt;
If you're using the search plugin for [[Utility:DFHack|DFHack]] (e.g. from the [[Utility:Lazy Newb Pack|Lazy Newb Pack]]), be warned that {{K|s}} means &amp;quot;seize&amp;quot; and '''NOT''' &amp;quot;search&amp;quot;, and there is '''no warning''' for it. Use {{K|q}} to search the merchant's goods and {{K|w}} to search yours.&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the traders and guards, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!&lt;br /&gt;
&lt;br /&gt;
===Offering items===&lt;br /&gt;
&lt;br /&gt;
You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction, though there is not yet a clear correlation between the value of the offerings and the improvement to relations. The exact effects of offerings on trading are unknown but it is believed due to the offerings' net trade value being counted towards the merchants' profit, possibly with a modifier (possibly a multiplier of more than 1 as a bonus or less than 1 to compensate for the improved relations){{Verify}}, which in turn increases the quantity and variety of trade goods brought by next year's caravan. Also the [[Monarch]] requires offerings to be made before their arrival. You cannot offer items that were not made at your fortress; the merchants do not want your spare [[Goblinite]] clothes.&lt;br /&gt;
&lt;br /&gt;
The value of an offering for the purpose of becoming the capital is adjusted by your current export agreement.&lt;br /&gt;
&lt;br /&gt;
=== Trading with elves ===&lt;br /&gt;
Unless you are looking for extra [[fun]], '''''under no circumstances''''' should you offer or attempt to trade [[elves]] any items which involve [[wood]], dead [[animal]]s, or wood or animal products, or which used wood or animal parts at any step in their creation*, including [[decoration]]s. If you do not respect this cultural prohibition, the elves will immediately take offense, refuse that trade, end the entire trading session, and leave, possibly damaging relations enough to provoke a war between you and the elven civilization you traded with. &lt;br /&gt;
&lt;br /&gt;
:  (* e.g. This includes [[clear glass]] and [[crystal glass]] items, which require [[pearlash]] to produce, which in turn comes from [[potash]], which itself is produced by burning a log. Similarly, yarn and wool are unwelcome. Yes, they are ''that'' picky about it.)&lt;br /&gt;
&lt;br /&gt;
However, they will accept live, caged animals, and their own &amp;quot;grown wood&amp;quot; items, products associated with milk, cheese and [[bees]], and some other exceptions without taking insult. [[Trading#Unacceptable items|See below]] and the [[elves]] article for more detailed information.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous trading advice ==&lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path (which must be free of obstructions such as stairways, traps, minecart tracks, and [[boulder]]s) to the entrance of the fort and position war-trained animals along it (chains do not block wagons); this will help to protect the traders and keep the depot close to your supplies.&lt;br /&gt;
* Avoid having multiple wagon paths to your depot. Caravan [[wagon]]s cannot move through each other, and if two wagons happen to meet at a fork they may become gridlocked against each other, resulting in the destruction of wagons and loss of trade opportunities.&lt;br /&gt;
* All caravans will bring extra food (meat and edible plants), wooden logs, and cloth/leather (for making clothes) if the supplies of your fortress are perceived to be low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested. The supply situation, as observed by traders, is based solely on the number of ''unforbidden'' items in your fortress, stockpiled or not; thus, it is possible to trick caravans into thinking your supplies are low by [[forbid]]ding all of your relevant stocks immediately prior to their arrival.&lt;br /&gt;
**In order to '''avoid''' this behavior, you should make sure that, for each dwarf in your fortress, you have the following ''unforbidden'' items:&lt;br /&gt;
*** 5 pieces of food (as indicated by the &amp;quot;Food&amp;quot; item in your [[Status]] bar); due to a bug, the values of the &amp;quot;Drink&amp;quot; and &amp;quot;Seeds&amp;quot; values count '''against''' this, even though they are no longer included in it {{bug|13530}}&lt;br /&gt;
*** 1 wood log&lt;br /&gt;
*** 5 pieces of ''[[wear|undamaged]]'' cloth, pieces of leather, or complete sets of [[wear|pristine]] clothing (shirt+pants+shoe)&lt;br /&gt;
**On top of this, caravans will also bring extra food (and not only meat and fish) for every ''carnivorous'' unit in your fortress, '''including pets''' (even though they currently don't need to eat), so immediately cooking all of your butchering yields may not be advised if you want a wide variety of trade goods.&lt;br /&gt;
* Caravans will only ever bring wooden logs if you explicitly request them via trade agreement or if the supplies of your fortress are low enough; otherwise, a caravan will never bring wooden logs.&lt;br /&gt;
* The very first caravan of every non-elven civilization will bring some cloth/leather. The following caravans of a civilization will only ever bring cloth/leather if either requested by a trade agreement (with that civilization) or if the supplies of cloth and leather (and finished untouched clothing) are low enough. Silk/Cloth threads are not covered by this, eg. caravans can bring threads even if they will not bring cloth/leather (as part of emergency supplies).&lt;br /&gt;
* Caravans will bring some food even if the fortress supplies for food are high enough. Having high food supplies only reduces the amount of food brought (not whether food is brought at all).&lt;br /&gt;
* Define your trade depot as a burrow. When traders arrive, you can add your broker or another dwarf, perhaps one you want to train in trading, to the burrow. They will head to the depot immediately, and stay there until you remove them from the burrow.&lt;br /&gt;
* Each trade you make (regardless of value) will increase your trader's skills by (about) 50, distributed among the subset of skills composed of Comedian, Judge of Intent, Negotiator, Persuader, Liar, Flatterer, and Intimdator, which can be learned by that dwarf (and depends on their personality values and personality facets). The skills Judge of Intent and Persuader (if learnable) will increase by the highest amount. The skill Negotiator will get 2/3 of the increase to Judge of Intent. And the other skills (Comedian, Flatterer, Intimidator and Liar) will get 1/3 of the amount given to the Judge of Intent skill. The sum will be at most 50, but might be slightly lower. This means a trader, who can learn Comedian and Intimidator, but cannot learn Liar, Flatterer or Persuader, will get 21 skill points in Judge of Intent, 14 skill points in Negotiator and 7 points (each) in Comedian and Intimidator, for a total of 49 skill points. A trader, who can learn Comedian, Intimdator and Persuader, but cannot learn the others, will get 15 points in Judge of Intent and Persuador, 10 points in Negotiator and 5 points in Comedian and Intimidator, for a total of 50 skill points. The skill gain occurs as soon as the &amp;quot;t&amp;quot; button is pressed - if the offer is rejected, the dwarf will still gain 50 points.  If the same offer is subsequently accepted, no additional skill will be gained.&lt;br /&gt;
* Selecting &amp;quot;only broker may trade&amp;quot; ensures that you will start negotiations with a decently-skilled trader, but it may require a significant delay if your broker is far away (or is busy with other tasks). Selecting &amp;quot;anyone can trade&amp;quot; will ensure that you get the trading done quickly, but at the cost of all item trade values being extremely inaccurate. Once your fortress can produce enough goods to reliably buy out the whole caravan, waiting for your broker is less important; allowing your commoners to trade spreads out the trading skill gains and eliminates the micromanagement of trying to get your broker to the depot in a timely manner.&lt;br /&gt;
* '''Any''' civilization that's at peace with you and capable of trade will send caravans. Initially and by default it's one per race (three annually, including your own civilization) but you can increase that number by making peaceful contact with other civilizations in the world. Currently and strangely, the most surefire way is to send squads to human, elf and dwarven sites from civilizations with 'no contact' and make [[tribute]] demands. While arrogant, this does not trigger an outright war even if it fails, and the site's parent civilization, simply by being aware of your existence, will automatically send caravans every year onwards. There is no apparent limit beyond the actual number of contactable friendly civilizations in the world, so you can make your fort a very crowded trading hub indeed.&lt;br /&gt;
* The caravans weight limit solely depends on the amount of wagons (capacity 15000) and amount of pack animals (variable capacity) a caravan brings (although if an item pushed the current pack animal/wagon above its capacity the item will be still packed and the weight limit increased). Furthermore, the amount of merchants - and with that the amount of wares (maximum 100 items per wagon and pack animal) - that a caravan tries to load (or bring) does depend on the status of your fortress and the overall trade sentiment (with &amp;quot;fantastic&amp;quot; being the highest trade sentiment). And the amount of merchants seems to no longer depend in any way on the amount of exports to the civilization. The &amp;quot;status&amp;quot; of your fortress mainly depends on whether your fortress does not yet have nobility (eg. pre-barony) or is a barony, a county or a duchy or is the seat of the monarch (and thus has become a mountainhome). Ie. an elven caravan should bring seven merchants (and pack animals), if the trade sentiment is &amp;quot;fantastic&amp;quot; and the fortress is a barony.&lt;br /&gt;
* High profits for the merchants (if they do successfully leave the map with the trade goods) does increase trade sentiment and low profits (or even a net-loss for the caravan, ie. due to goods seizure or not all traded goods leaving the map with the merchants) do decrease the trade sentiment with that civilization. The relative profit in relation to the total initial value of goods (the caravan brought) does matter, but not the absolute profit. (It is not yet clear, whether only last years caravan's relative profit is taken into account or the profits of a longer trade history).&lt;br /&gt;
* If your messengers have really high skill levels in negotiation and persuasion and another &amp;quot;haggle&amp;quot; skill (ie. Judge of Intent), then sending a messenger to the civilization once a year to improve trade (and ie. keep trade sentiments at &amp;quot;fantastic&amp;quot;) might be better than giving a foreign caravan a huge profit (or even any profit at all). This option is not available for the caravan from your home civilization, still even the caravans from your home civilization are affected by trade sentiment, so you will either have to give the caravans from your home civilizations are profit or employ some other strategies (like requesting every second year only cheap items and giving them a very high profit, when they bring these items, and in the other years, when you have only requested high value items, giving them a minimum profit, while still buying about everything) to not let trade sentiments deteriorate.&lt;br /&gt;
&lt;br /&gt;
== Types of Merchant Caravans==&lt;br /&gt;
By default, each friendly [[civilization]] (including your own) will send one merchant [[caravan]] per year. Each race always trades in a particular season: autumn for dwarves, spring for elves, and summer for humans. (No race trades in winter by default.) If you have friendly contact with multiple civilizations of the same race, you may even get multiple caravans in a single season. Each race brings different goods, and they sometimes have different trading preferences.&lt;br /&gt;
&lt;br /&gt;
If your fortress was founded in spring, it is highly unlikely that you will receive an elven caravan that spring, and it is uncommon for a human caravan your first summer, so probably your first and only caravan your first year will be the dwarven one. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen) and &amp;quot;worth the effort&amp;quot; (as determined by the [[Entity token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]] tokens in the entity definition), with the exception of dwarves, who always arrive unless they are [[extinct]]. &lt;br /&gt;
&lt;br /&gt;
=== Dwarven ===&lt;br /&gt;
{{quote|&lt;br /&gt;
: ''Greetings from the mountainhome. Your efforts are legend there. Let us trade!''&lt;br /&gt;
:: (Or, if your fort ''is'' the [[Fortress|mountainhome]]...) &lt;br /&gt;
: ''Greetings from the outer lands. Your efforts are legend there. Let us trade!}}&lt;br /&gt;
&lt;br /&gt;
Typically, the first caravan you receive is the [[Dwarves|dwarven]] one from your home civilization, giving you at least 22 weeks to prepare (assuming you started mid-spring, the default). This does require that you are on the same continent as they are, and you are not isolated by mountains or bodies of water.&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* carries metal bars, [[leather]], weapons and armor, food and booze, and more.  Dwarves alone may bring [[steel]] and steel goods. &lt;br /&gt;
:* If the trading civilization does not have access to [[iron]], they can still bring steel (and steel goods) and [[pig iron]] bars, but will not bring iron products.&lt;br /&gt;
* usually carries a selection of books that your civilization has access to.  This can include books written in previous forts of yours within the same civilization.  &lt;br /&gt;
* is heavily guarded.&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan from your home civilization:&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]], [[Mayor]], [[Baron]], [[Count]], or [[Duke]] to negotiate an import-export agreement (unless the [[Monarch]] is present).&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is usually the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives, regardless of embark location, unless the dwarven civilization is [[extinct]].&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
* may not arrive if your civilization lacks any notable figures.&lt;br /&gt;
* cannot be offered goods if the monarch is present.&lt;br /&gt;
&lt;br /&gt;
=== Elven ===&lt;br /&gt;
{{quote|Greetings. We are enchanted by your more ethical works. We've come to trade.}}&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
Friendly [[elf|elven]] civilizations will each send a caravan sometime in [[Calendar|spring]], giving you about a full year before the first caravan arrives when starting at the default time.&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in the [[Calendar|spring]].&lt;br /&gt;
* carries [[cloth]], [[rope]]s, various above-ground seeds, [[plant]]s and their byproducts, [[log]]s, [[wood]]en goods &amp;amp; [[weapon]]s, clothing and [[armor]], and may carry tame exotic [[creature]]s.&lt;br /&gt;
* does not use [[wagon]]s, only [[Creature#Domestic animals|pack animals]]&lt;br /&gt;
* is unguarded.&lt;br /&gt;
* will become angry and immediately leave if offered &amp;quot;unethical&amp;quot; wooden or animal products; see [[Trading#Unacceptable items|below]].&lt;br /&gt;
&lt;br /&gt;
Elven caravans don't use wagons, instead bringing all of their goods on pack animals. This means that they don't need any special accommodation to get to the [[trade depot]]: any untrapped one-tile-wide path will suffice. However, this also means that elven caravans have a much lower weight limit, which means selling them heavy items like [[furniture]] or large [[stone]] goods can be problematic. Their caravans are also unguarded, and may need protection if your fortress is in a [[Surroundings|dangerous environment]] or [[Siege|under attack]].&lt;br /&gt;
&lt;br /&gt;
Elves will only ever have goods made from above-ground plants, goods made from their special &amp;quot;grown&amp;quot; wood, or various exotic [[creature]]s or [[vermin]] in grown wooden [[cage]]s. The possibility of getting a breeding pair of [[giant tiger]]s is nice, although they might just bring something useless like [[raven]]s or [[Green tree frog|tree frog]]s instead. If you trade with elves for unusual [[plant]] [[crop]]s, you may be able to [[brew]] or [[Millstone|otherwise]] [[Farmer's workshop|process]] those plants for [[seed]]s you can later grow in your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]]. Elves also wear and sell the same-sized [[clothing]] as dwarves, if you haven't gotten your [[textile industry]] going yet. Otherwise, food, logs, cloth, or miscellaneous wooden goods like [[cage]]s, [[barrel]]s, and [[bucket]]s can be useful.&lt;br /&gt;
&lt;br /&gt;
Elves don't forge [[metal]]. All of their [[weapon]]s and [[armor]] are made from [[wood]], including item types that dwarves can't normally make from wood, like [[spear]]s or different [[sword]] varieties. These are even less useful than most arms and armor sold by caravans, as wooden weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. Even metal-poor dwarves can cheaply make superior arms and armor from bone or leather. It's probably for the best that elves are so poorly armed, because offending them and damaging your [[Diplomacy|diplomatic relationship]] with their civilization is very easy.&lt;br /&gt;
&lt;br /&gt;
Be also aware that the elves also value decorations differently than dwarves. Ie. they will essentially offer nothing for spike decorations (except the flat value increase due to high quality spike decoration), but offer more for image decorations which depict nature (oddly enough images of historic events depicting one of your dwarves are also valued slightly higher by elves and would also value image decorations depicting the historical event of a unicorn visiting a butcher's shop much higher than dwarves).&lt;br /&gt;
&lt;br /&gt;
==== Unacceptable items ====&lt;br /&gt;
Elves [[Elf#Ethics|view]] living trees as sacred and dislike the killing of non-hostile animals; they're the only [[Ethic#Ethics of vanilla civilizations|unmodded civilization]] to do so. Offering them wood or animal-derived products, either as part of a trade or as a gift, will offend the merchant. The merchant will rebuke your broker and leave immediately. This offense reduces your [[civilization]]'s [[Diplomacy|diplomatic relationship]] with the elves' civilization, possibly leading to [[war]] after multiple infractions.&lt;br /&gt;
&lt;br /&gt;
Examine your items carefully! Elf traders will reject [[Storage|container]]s holding a prohibited item, otherwise-acceptable items stored in a prohibited container, and all items «[[decoration|decorated]]» with a prohibited [[material]]. If you want to sell food or liquid to elves, it's best to use a [[large pot]] or one of their own grown wood barrels.&lt;br /&gt;
&lt;br /&gt;
Note that elves only care about the items they are actually offered. It's perfectly allowable to use wooden [[bin]]s to haul items to the [[trade depot]], as long as you only offer the elves acceptable items from the bin and not the bins themselves.&lt;br /&gt;
&lt;br /&gt;
Note: If you accidently did offer an unacceptable item as a trade, even if the elven trader does not outright refuse any further trades (and the offer only reduces the merchant's mood), one effect is, that the time the caravan would stay gets shortened, ie. you might get an announcement shortly after leaving the trade interface (and after unpausing the game), that the caravan will be leaving soon.&lt;br /&gt;
&lt;br /&gt;
===== Items made from wood =====&lt;br /&gt;
{{quote|Once a beautiful tree, and now? It is a rude bauble, fit only for your kind.}}&lt;br /&gt;
Elves do not want to be offered items you made from wood, nor do they want most items that require wood as part of their creation process.&lt;br /&gt;
* All items made of or decorated with [[wood]]. This includes wood from [[Tree#Underground trees|tree-like subterranean fungus]], such as [[tower-cap]]s. Elves make an exception for the &amp;quot;grown&amp;quot; wood items they make themselves, but items made by other races using &amp;quot;grown&amp;quot; wooden logs are still not acceptable.&lt;br /&gt;
* All items made of or decorated with wood derivatives. This includes [[ash]], [[potash]], [[pearlash]], [[charcoal]], [[lye]], and tallow [[soap]]. Note the exceptions for plant-based soap and ash-[[glaze]]d [[earthenware]] below, however.&lt;br /&gt;
* Items made from or decorated with clear or crystal [[glass]], as these items require [[pearlash]] in their creation. Again, note the exception for raw or cut glass [[gem]]s below.&lt;br /&gt;
* [[Obsidian]] [[short sword]]s. These require wood in their production, for the handle.&lt;br /&gt;
&lt;br /&gt;
===== Animal products =====&lt;br /&gt;
{{quote|I see your low race still revels in death. That poor, gentle creature...}}&lt;br /&gt;
Elves also reject the majority of animal products. (This taboo extends to items made from intelligent creatures, despite the fact that you may see elven [[historical figure]]s hypocritically wearing items made from the hair or bones of their enemies.)&lt;br /&gt;
* Items and decorations made from [[body parts]], such as [[hair]], [[bone]]/[[skull]], [[shell]], [[horn]]/hoof/antler, and [[ivory]]/[[tooth]]. It also includes items dwarves can't normally use for crafting, such as [[nail]]s, [[chitin]], and [[scale]]s.&lt;br /&gt;
* [[Leather]] or [[parchment]]/vellum, and all items made from them. These are made from [[skin]]s.&lt;br /&gt;
* [[Wool]] [[yarn]] and [[cloth]], as well as all items made from them. Elves have never heard of [[shearing]], so it doesn't matter how well you treat your [[sheep]]; they still associate animal products with death.&lt;br /&gt;
* [[Meat]] (including [[prepared organs]]), [[fish]] (both raw and prepared), [[fat]], and [[tallow]]&lt;br /&gt;
* [[Egg]]s. Elves aren't keen on keeping chickens, either.&lt;br /&gt;
* [[Prepared meals]] made using any of the above products.&lt;br /&gt;
* Tallow [[soap]]&lt;br /&gt;
* [[Corpse]]s and [[body parts]] themselves, although these are usually worthless anyway.&lt;br /&gt;
* [[Blood]], even if you somehow manage to get it into an elf-friendly container.&lt;br /&gt;
&lt;br /&gt;
A distinct retort awaits dwarves who are so tactless as to offer goods made from both wood '''and''' animal products at the same time (such as tallow soap, or an item decorated with both wood and bone):&lt;br /&gt;
{{quote|You truly despise life, don't you?  I am beside myself with grief.  Perhaps we will show you how they suffered.}}&lt;br /&gt;
&lt;br /&gt;
===== Acceptable items =====&lt;br /&gt;
Any item that isn't specifically prohibited above is acceptable to elves. A non-exhaustive list of items they accept:&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;Feather Tree Egg Yolk&amp;quot; that the elves litter your trade depot with, can be traded back to them. Useful free trade items if you're looking to level another broker.&lt;br /&gt;
* Items made from or decorated with [[stone]], as well as raw [[clay]] or raw [[sand]]. This includes items made from [[petrified wood]], [[lignite]], or [[bituminous coal]]; elves aren't concerned with items that were plants or animals in a different geological age.&lt;br /&gt;
** [[Gizzard stone]]s are acceptable. Elves can't tell them from any other object made of stone.&lt;br /&gt;
* Items made from or decorated with [[metal]] (including [[steel]]), green [[glass]], or [[ceramic]]. Elves are content to assume your dwarves fuel their craft with [[coke]] and [[magma]] rather than [[charcoal]].&lt;br /&gt;
* All rough gems and cut gems, as well as items and decorations made from [[gem]] materials. Note that clear glass and crystal glass are not gem materials and are generally not acceptable, even though they can be used for [[Gem setting|gem decoration]]s and gem [[craft]]s.&lt;br /&gt;
** Due to a long-standing bug{{bug|919}}, elves do not examine the material rough gems or cut gems are made of. You can safely sell them raw clear or crystal glass, or cut gems made from clear or crystal glass, as long as you haven't used those gems for decorations. Be careful, because clear or crystal glass [[craft]]s from the &amp;quot;cut gems&amp;quot; job, including &amp;quot;large&amp;quot; gems, are still unacceptable.&lt;br /&gt;
* [[Block]]s made of any material, including wood or clear/crystal glass (due to the same bug as above).&lt;br /&gt;
* Bars of [[coke]] are acceptable, though it's unclear why you would ever want to trade them away.&lt;br /&gt;
* [[Plant]] and fungus products in general. Unless otherwise prohibited, all of these items are acceptable either as themselves or as the material for an item or decoration:&lt;br /&gt;
** Plant [[crop]]s, [[fruit]]/pods, [[seed]]s/nuts, and [[leaf|leaves]]/bulbs/flowers. Anything that can be grown on a [[farm plot]] or harvested with [[herbalism]] is one of these four. This includes non-wooden produce from trees.&lt;br /&gt;
** [[Plant fiber]] [[thread]] and [[cloth]], and all items made from them.&lt;br /&gt;
** Processed plant products. This includes (but isn't limited to) [[booze]], [[dye]], [[flour]], [[dwarven sugar]] and [[dwarven syrup]], [[oil]], [[press cake]], and [[paper]]. [[Papyrus]] sheets seem to be a notable exception.&lt;br /&gt;
* [[Silk]] [[thread]] and [[cloth]] and items made from them. Elves don't care if you're exploiting spiders.&lt;br /&gt;
* Products of the [[beekeeping industry]], including [[honey]], [[royal jelly]], [[mead]], [[wax]], and wax [[craft]]s.&lt;br /&gt;
* [[Cheese]] and [[milk]]&lt;br /&gt;
* [[Prepared meal]]s made entirely with allowed ingredients.&lt;br /&gt;
* &amp;quot;Grown&amp;quot; wood items. These can generally only be obtained from elves, and are made in keeping with elven ethics. Note that these items can still become unacceptable if they contain unacceptable items or are later decorated with unacceptable materials.&lt;br /&gt;
* Items made from [[Adamantine|certain]] [[Divine metal|spoiler]] [[Divine fabric|materials]], if you're willing to give these up.&lt;br /&gt;
* Live [[creature]]s or [[vermin]]. Since these can only be traded when in a [[cage]] or [[animal trap]], make sure the cage or trap is also made of acceptable materials.&lt;br /&gt;
* [[Soap]] made from [[oil]]. This may be a bug{{bug|8571}}, as even plant-based soap requires [[lye]], which is made from [[ash]].&lt;br /&gt;
* Otherwise-acceptable items are not disqualified by [[ash]] [[glaze]], which may be a bug{{bug|4652}}.&lt;br /&gt;
&lt;br /&gt;
=== Human ===&lt;br /&gt;
{{quote|Greetings. The craftsdwarfship of the dwarves is unparalleled. Let's make a deal!}}&lt;br /&gt;
&lt;br /&gt;
Assuming you do have friendly contact with [[human]]s, their first caravan will arrive sometime in summer, giving you well over a full year before they arrive.&lt;br /&gt;
&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]]. (Usually your first caravan opportunity.)&lt;br /&gt;
* carries metal bars, sand, [[leather]], cloth, wood, food and booze, books, ropes, waterskins, quivers, backpacks, metal weapons and clothing and armor, cages and a few domestic animals.&lt;br /&gt;
* carries only large-sized clothing and armor, which is unusable by dwarves.&lt;br /&gt;
* is moderately guarded.&lt;br /&gt;
* sends a treasurer to negotiate import/export agreements (but only if the human civilization has the CUSTOM_OFFICIAL_3 position).&lt;br /&gt;
&lt;br /&gt;
==== Good Humor ====&lt;br /&gt;
Choosing to seize goods from a human caravan without marking anything to be taken is treated as a joke, but this essentially does nothing (ie. the merchant mood is not raised).&lt;br /&gt;
&lt;br /&gt;
=== Goblins and Kobolds ===&lt;br /&gt;
{{mod}}&lt;br /&gt;
{{main|modding#trade}}&lt;br /&gt;
&lt;br /&gt;
A [[goblin]]  caravan will only arrive if you mod the game, primarily because their entity lacks the [[entity token]]s needed to make use of pack animals and wagons - that, and that the token {{token|BABYSNATCHER|e}} makes them hostile to all non-goblin civilizations. The same caveats apply to [[kobold]]s (whose {{token|UTTERANCES|c}} and {{token|ITEM_THIEF|e}} tags, similarly, make them hostile to every civilization).&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year&lt;br /&gt;
*is unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
== Merchant mood ==&lt;br /&gt;
If your trader has Novice or better [[Judge of intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude.  Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. You can never make a deal that's at a loss for the merchant, even if they are at the highest possible mood, but deals with exactly zero profit are possible.&lt;br /&gt;
&lt;br /&gt;
The possible merchant displayed merchant moods are the following:&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|(trader) seems ecstatic with the trading.|2:1}}&lt;br /&gt;
* {{DFtext|(trader) seems very happy about the trading.|3:1}}&lt;br /&gt;
* {{DFtext|(trader) seems pleased with the trading.|1:1}}&lt;br /&gt;
* {{DFtext|(trader) seems willing to trade.|7:1}}&lt;br /&gt;
* {{DFtext|(trader) seems to be rapidly losing patience.|6:1}}&lt;br /&gt;
* {{DFtext|(trader) is not going to take much more of this.|4:1}}&lt;br /&gt;
* {{DFtext|(trader) is unwilling to trade.|5:1}}&lt;br /&gt;
&lt;br /&gt;
Internally the merchant's mood is a variable with range 0-100. The merchant's mood always starts at 50. Only a merchant with mood 100 is ecstatic, between 80 and 99 very happy, between 60 and 79 happy, between 40 and 59 willing to trade, between 20 and 39 rapidly loosing patience, between 1 and 19 not going to take much more of this and with 0 unwilling to trade.&lt;br /&gt;
&lt;br /&gt;
Proposed deals with a loss for a merchant are outright declined and do not affect a merchant's mood. If the merchant's profit is at least 0 then a proposed deal, if not accepted, will always be meet with a counter-offer. If the last deal was successful (and with that the current haggle fail count 0), such a counter-offer does not affect the merchant's mood (but internally a haggle fail count is incremented by 1). But if the haggle fail count is non-zero, then the merchant's mood will decrease by 10 (if haggle fail count is 1), by 20 if the haggle fail count is 2 and presumeably haggle fail count times 10 for even higher haggle fail count values. If a deal is accepted (either because the counter-offer was accepted or the proposed deal was outright accepted), then the merchant's mood is raised by at least 1, if the profit is at least 1 and also at least 1% - deals with zero profit or with less than 1% profit for the merchant do not raise the merchant's mood (but if accepted without counter-offer they also do not decrease the merchant's mood). A successful deal (including accepted counter-offers) also sets the haggle fail count back to 0 (if it was higher), even if the profit is 0. If a merchant's mood reaches the lowest level, no further trades will be possible (and the merchants will start to pack their things and leave).&lt;br /&gt;
&lt;br /&gt;
The merchant's mood, along with your brokers &amp;quot;haggle&amp;quot; skills in comparison with the merchant's &amp;quot;haggle&amp;quot; skills (both weighted by the importance of the haggle skill), affect the likelyhood that a counter offer is made (and the deal is not outright accepted), when the profit margin is below 50% and also affects - in case of a counter-offer - how much the merchant might demand then (allthough there is randomness involved, ie. even with very high haggle skills of the broker compared to the merchant, it is possible that accepting a counter-offer of an ecastatic merchant would result in more than 50% profit for the merchant, allthough such occurances are unlikely).&lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on the mood system is by first making cheap deals with at least 50% profit for the merchant (until the mood is high) and then being more aggressive with the trading. Allthough an even more effective way to capitalize on the mood system by proposing deals with minimum profit as long as the haggle fail count is 0 and if a counter-proposal is made, declining the deal and buying the cheapest item the merchant has for 50% profit (for the merchant).&lt;br /&gt;
&lt;br /&gt;
But then, unless you want to send a messenger to increase the trade relations, low profits for the merchants might not be wanted, as of v53.13 the profit do affect the amount of goods brought in the next year.&lt;br /&gt;
&lt;br /&gt;
== Trade Agreements and Liaisons ==&lt;br /&gt;
[[Outpost liaison]]s (from your own civilization) and foreign Merchant Nobles (if added with the [[Position token#TRADE|TRADE responsibility]]) will arrive with the caravan to speak to your [[noble]] dwarves (and they ''will'' speak to those dwarves, even if they have to wait at their bedside in the hospital for months after the caravan has left), appearing on the map edge at the same time as the caravan (though in a different location). Meeting with them allows you to request specific items for the next caravan to bring (at a premium price) or take requests for production for the next caravan (for which the merchants will pay a premium).&lt;br /&gt;
&lt;br /&gt;
Current [[Trade agreement|trade agreements]] can be viewed through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liaison of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
In the event that your leader is replaced, killed, or taken by a [[strange mood]], the liaison may decide to leave your fortress [[stymied|&amp;quot;unhappy&amp;quot;]].{{bug|576}} Curiously, this will '''not''' occur if your leader is otherwise unable to perform the &amp;quot;conduct meeting&amp;quot; task. You can currently lock a liaison in a room and they will wait years to attend the meeting your noble is constantly conducting (and all subsequent diplomats appear to wait in line for the first to finish); this behavior is presumably a bug.{{bug|8947}} &lt;br /&gt;
&lt;br /&gt;
Whether having successfully met with your leader or given up, a liaison who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Merchants who are attacked by enemies or even wild animals will sometimes become disconnected from the trade depot and refuse to pack of their things to leave the map, and these items will remain 'stuck' in the depot. Deconstructing the trade depot usually forces them to leave, presumably with the downside of causing those goods to be considered seized by the player.&lt;br /&gt;
* Aggressive, untrainable creatures (captured goblins, for example) cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.&lt;br /&gt;
* When merchants leave with an animal, the merchants seem to be dragging their beast of burden instead of leading it. If the animal is incapacitated but not dead, the merchant will continue to walk at the same speed, dragging the unconscious beast.&lt;br /&gt;
* If a merchant's chosen map edge exit is guarded by a hostile creature (including those on a [[restraint]]), the merchant will wander back and forth repeatedly and eventually go insane rather than path to an alternate exit.&lt;br /&gt;
* Animals bought from merchants don't always become available for use.{{bug|10162}}&lt;br /&gt;
&lt;br /&gt;
== Loyalty cascade ==&lt;br /&gt;
{{main|Faction#Loyalty cascade|l1=Faction}}&lt;br /&gt;
If you order your military to kill merchants from your own civilization, a bizarre result of the way loyalty is handled makes the members of your military who attacked the traders become enemies of your civilization, but remain members of your fort's government (dwarves of this [[faction]] are referred to as ''separatists''). As enemies, they attack your other dwarves (''citizens''), but as members of the fort, they still follow orders. Allowing citizen militia dwarves to attack the separatists will give them opposite loyalties of the separatists, (i.e. loyal to civ, not to fort), or ''loyalists'', who do '''not''' follow orders. And then, if a separatist or loyalist kill a citizen, they become enemies of the civ '''and''' fort, making them ''Renegades'', who are essentially complete enemies of the citizens.&lt;br /&gt;
&lt;br /&gt;
To prevent the cascade from spreading, order the original separatists away from the fortress and let them fight amongst themselves. If the results are renegades, it is okay to allow other dwarves to kill them (by stationing them nearby). If the results are separatists/loyalists, then you will need to separate them, somehow.&lt;br /&gt;
&lt;br /&gt;
== Exploits ==&lt;br /&gt;
*Deconstructing the depot will cause merchants to leave your fortress and abandon any goods in the Depot, though any animals they had caged will still belong to the merchants and only become Friendly (i.e. you won't actually own them). However, the merchant visit will be reported in history as having experienced &amp;quot;irregularities with their goods&amp;quot;, harming trade relations exactly the same as if you had Seized them directly (though without the items themselves being marked as Stolen).&lt;br /&gt;
*If you wait until the merchants leave the map, you can &amp;quot;claim&amp;quot; caged animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the {{k|u}}nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&lt;br /&gt;
*If you lock them in your fortress for a minute or two (real time), the merchants '''may''' drop items and leave behind pack animals (both of which are yours for the taking!) Note: Results are not consistent.&lt;br /&gt;
* If [[Caravan#Destruction|spooked or attacked]] the merchants' caravan could leave their stuff behind as they attempt to flee the map, leaving the items free for the taking.&lt;br /&gt;
&lt;br /&gt;
[[File:Bullock_Team_Wool_Wagon.jpg|thumb|400px|center|An old trading wagon from the 1880's.]]&lt;br /&gt;
&lt;br /&gt;
== World level trade ==&lt;br /&gt;
During world generation, trade is established between sites. This probably determines growth. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = nish | elvish = lathì | goblin = otsmor | human = batow}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Trade| }}&lt;br /&gt;
[[ru:Trading]][[zh:Trading]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Night_troll&amp;diff=318092</id>
		<title>Night troll</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Night_troll&amp;diff=318092"/>
		<updated>2026-07-22T15:09:31Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Fighting night trolls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
[[File:night_troll_preview.png|right]]'''Night trolls''' {{Tile|Ñ|2:0}} are a type of procedurally generated [[night creature]]. They are supernatural monsters which kidnap [[dwarf|dwarves]], [[human]]s, or [[elf|elves]], transform them into spouses, and then mate with them to produce young. The children are all the same sex as the original night troll, never that of the spouse, except if they breed somehow in fortress mode. In [[adventurer mode]], night trolls and their spouses can be given as the targets of [[quest]]s. They are not related to normal [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
Graphically, the default sprites that night trolls use will be of malformed, humanoid creatures that resemble the randomly-generated appearance they've been given. This same setup is used for other procedurally-generated creatures, such as [[bogeyman|bogeymen]] and smaller [[experiment]]s. The sprites night trolls use are smaller than those of other procedurally generated creatures, such as [[demon]]s, [[angel]]s and [[megabeast]]s.&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
[[File:Night_troll.jpg|thumb|310px|right|''Art by anonimus'']]A number of different types of night trolls are procedurally generated at every world creation, similar to [[Bogeyman|bogeymen]] and [[titan]]s. Their numbers are normally dependent on world size, but can be directly controlled with [[advanced world generation]] – a world seed with &amp;quot;{{tt|Number of Night Troll Types}}&amp;quot; set to {{tt|0}} in advanced world generation will not have any night trolls in it. Not all night troll species are named as such – the possible names, apart from words indicating night, evil, or darkness, include bridegroom, crone, freak, groom, hag, horror, man, monster, ogre, ogress, troll, and woman. Night trolls belong to the [[sphere]]s of death and night, and will be named appropriately.&lt;br /&gt;
&lt;br /&gt;
While procedurally generated, night trolls all possess certain characteristics in common: they are all [[fanciful]], evil-aligned humanoids with either extra or missing features; for example, large feathered women, or large skinless one-eyed men with horns and trunks. Some night trolls possess wings which give them flight, though they will only use them to fight adventurers who are also flying. Their description always gives their movement method (e.g. ''moves with uneven, jerking motions'') and detailed descriptions of their skin (smooth, rough, warty, leathery, etc.). Their [[lair]]s are mounds or holes in the ground with [[door]]s or [[hatch cover]]s. Depending on the night troll, they can contain various tools (knives, forks, meat cleavers), small amounts of discarded [[coin]]s and [[clothing]] from their victims, [[corpse]]s, organs or skeletons of sentient creatures prepared as [[food]], cauldrons of [[blood]] or [[water]] with various food (meat, bones, full skeletons, vermin remains, rarely parts of armor), [[bone meal]], and ground [[vermin]], victim skulls as trophies, and even [[quern|querns]]. Most night troll lairs are inhabited by a single creature, but sometimes you'll encounter entire families of five or even ten. The night trolls' lairs, [http://www.bay12forums.com/smf/index.php?topic=60554.msg1729406#msg1729406 according to Toady One], have a unique tag that causes items placed there to not be scattered around or rot.&lt;br /&gt;
&lt;br /&gt;
All night trolls possess Talented [[skill]] in [[wrestling]], [[Combat skill|biting, fighting, striking, kicking, dodging]] and [[Observer|observing]], on top of possessing bonuses to all body [[attribute]]s. Night trolls can [[Amphibious|breathe underwater]], [[No Exert|feel no exertion]], [[No Stun|cannot be stunned]] and are [[No Pain|immune to pain]], nausea, dizziness and fevers. Night trolls need no food, water or sleep to survive, nor do they need to breathe, meaning they cannot be drowned or strangled. Interestingly, their raws also reveal an [[Trapavoid|immunity to traps]], the ability of [[building destroyer|destroying buildings]] and a [[pet]] value of 2,000; due to existing in [[fortress mode]] only if the player embarks on their lair, night trolls almost never get to destroy buildings or interact with [[trap]]s, and they don't possess the necessary tokens to be [[Animal trainer|trained]]. All night trolls can sense unseen living creatures as {{Raw Tile|☼|4:0:1}} in a similar manner to [[vampire]]s, though this cannot normally be observed, as night trolls are not a playable race.&lt;br /&gt;
&lt;br /&gt;
The potential size range of night trolls is unknown, but it is known to vary greatly, from slightly bigger than a [[dwarf]] to as large as an adult [[deer]]. Spouses are sometimes smaller than their captors, but this depends on the night troll species. Adventurers are able to [[smell]] night trolls with {{k|o}}, with them being described as smelling variously like &amp;quot;death&amp;quot;, &amp;quot;cooked flesh&amp;quot; or &amp;quot;bug innards&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Dwarves may [[Preferences|like]] a species of night troll for their ''macabre ways''.&lt;br /&gt;
&lt;br /&gt;
==Reproduction==&lt;br /&gt;
[[File:adv_night_troll.png|thumb|200px|right|An adventurer discovering a night troll in its cave.]]As stated above, night trolls must kidnap a dwarf, human, or elf and transform their victim into another night troll of the opposite sex in order to reproduce. The kidnapping troll can be either male or female, each species of night troll has one sex as the kidnapper and the other sex as the spouse. When the kidnapped victim is transformed into a night troll, they will share the same name as their captor, but with the inclusion of something indicating their spousal status. For example, a &amp;quot;Dusk Brute&amp;quot; will turn its victim into a &amp;quot;Dusk Brute consort&amp;quot; or &amp;quot;Spouse of the Dusk Brute&amp;quot;, with the exact same appearance as the captor.&lt;br /&gt;
&lt;br /&gt;
If night trolls give birth in fortress mode, the children will be friendly. Night trolls will not haul their babies, except if dfhacked into being a citizen of your fort.&lt;br /&gt;
&lt;br /&gt;
==Fighting night trolls==&lt;br /&gt;
Night trolls are somewhat challenging opponents in battle, but not especially dangerous if encountered alone, though one is very capable of dispatching the overconfident. Since they are fairly large, wrestling them is quite difficult, though still possible, and they are a bit harder to harm with blunt attacks than humans. In addition, they are immune to pain and do not need to breathe, so they cannot be made to pass out and will not suffocate. &lt;br /&gt;
&lt;br /&gt;
Night trolls can, rarely, wield one of the butchery [[tool]]s generated in their [[lair]]s, like boning knives or meat cleavers. Usually they will attack unarmed and can, due to their large size, cause serious harm with their punches, kicks, and especially, bites. In fact, teeth are usually their most dangerous weapon, so if the night troll in question is holding a cutting tool, you'd best ''not'' disarm it, since they always prioritize armed attacks. Avoid the spine in particular: this is never a mortal [[wound]] for a night troll, since they don't need lung function to live; all it will do is make them unable to use their legs or, if they have any, wings – both of which can already be disabled with aimed blows – and then leave them forced to always use their ''strongest'' attack. &lt;br /&gt;
&lt;br /&gt;
Night trolls can die from blood loss, brain damage, beheading and bisection (cutting off the lower body). They never wear clothing or [[armor]] and so are quite susceptible to having limbs cut off – hacking and slashing attacks work remarkably well against them. Be especially wary of trolls and other night creatures that possess horns. &lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
It is rumored by some that certain night trolls consider the destruction of the spine a rite of passage, demonstrating not just their superiority over [[Civilizations|their livestock]] in not needing to breathe, but also how strong they can be when freed from the distractions of things like punches, stabbing, flying, or kicks, and how easily they can catch up to their pathetic prey even without legs. Indeed, the loss of their upper or middle spinal nervous tissue is no emblem of handicap, but rather the catalyst for an epiphany of clarity in combat, as well as a show of just how dedicated the night troll is to utterly stamping their metaphorical boot on the hopes of any dwarf, elf, human, or goblin that is stupid enough to get in their way (and then proceeding to smash and rend any life out of them before promptly making them into steaks for their psychotic tea parties). The titans could only wish to be able to emulate such unmistakable malice and ill will.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Example raws (as extracted from world.sav)|[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:NIGHT_CREATURE_26]&lt;br /&gt;
	[NAME:hag of twilight:hags of twilight:hag of twilight]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:20:0:0]&lt;br /&gt;
	[NIGHT_CREATURE_HUNTER]&lt;br /&gt;
	[BIOME:ANY_FOREST]&lt;br /&gt;
	[BIOME:ANY_SHRUBLAND]&lt;br /&gt;
	[BIOME:ANY_SAVANNA]&lt;br /&gt;
	[BIOME:ANY_GRASSLAND]&lt;br /&gt;
	[BIOME:ANY_WETLAND]&lt;br /&gt;
	[BIOME:TUNDRA]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
		[SPOUSE_CONVERTER]&lt;br /&gt;
		[ORIENTATION:MALE:0:0:1]&lt;br /&gt;
		[ORIENTATION:FEMALE:1:0:0]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
		[CONVERTED_SPOUSE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[SENSE_CREATURE_CLASS:15:4:0:1]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:450:550:700:750:800:850:900]&lt;br /&gt;
	[PHYS_ATT_RANGE:AGILITY:1000:1250:1500:2000:2250:2500:3000]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[DIFFICULTY:1]&lt;br /&gt;
	[LAIR:SIMPLE_BURROW:50]&lt;br /&gt;
	[LAIR:SIMPLE_MOUND:50]&lt;br /&gt;
	[LAIR_CHARACTERISTIC:HAS_DOORS:100]&lt;br /&gt;
	[HABIT_NUM:TEST_ALL]&lt;br /&gt;
	[HABIT:GRIND_BONE_MEAL:50]&lt;br /&gt;
	[HABIT:COOK_BLOOD:50]&lt;br /&gt;
	[HABIT:GRIND_VERMIN:50]&lt;br /&gt;
	[HABIT:COOK_VERMIN:50]&lt;br /&gt;
	[HABIT:COOK_PEOPLE:50]&lt;br /&gt;
	[HABIT:COLLECT_TROPHIES:50]&lt;br /&gt;
	[ODOR_STRING:death]&lt;br /&gt;
	[ODOR_LEVEL:90]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:DEATH]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[SELECT_CASTE:FEMALE]&lt;br /&gt;
		[BODY_SIZE:0:0:5900]&lt;br /&gt;
		[BODY_SIZE:2:0:29500]&lt;br /&gt;
		[BODY_SIZE:12:0:118000]&lt;br /&gt;
	[SELECT_CASTE:MALE]&lt;br /&gt;
		[BODY_SIZE:0:0:106000]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
	[BABY:1]&lt;br /&gt;
	[CHILD:12]&lt;br /&gt;
	[CREATURE_TILE:165]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TAIL:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP:SKULL:RCP_MOUTH:RCP_TONGUE:RCP_RIBS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDRONS: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;
	[HOMEOTERM:10040]&lt;br /&gt;
	[SELECT_MATERIAL:SKIN]&lt;br /&gt;
		[STATE_COLOR:ALL_SOLID:GRAY]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:2:0:0]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&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:200:10:3:600:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:400:5:3:600:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:600:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:800:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1700:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2600:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[DESCRIPTION:A large humanoid with lidless eyes. It has a short tail and its joints are backward. Its gray skin is waxy. Now you will know why you fear the night.]&lt;br /&gt;
	[PREFSTRING:macabre ways]&lt;br /&gt;
	[SELECT_CASTE:FEMALE]&lt;br /&gt;
		[CASTE_NAME:hag of twilight:hags of twilight:hag of twilight]&lt;br /&gt;
	[SELECT_CASTE:MALE]&lt;br /&gt;
		[CASTE_NAME:hag groom of twilight:hag grooms of twilight:hag groom of twilight]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Amphibious}}&lt;br /&gt;
{{Category|Building destroyer}}&lt;br /&gt;
{{Category|Fanciful}}&lt;br /&gt;
{{Category|Learns}}&lt;br /&gt;
{{Category|No Exert}}&lt;br /&gt;
{{Category|No Pain}}&lt;br /&gt;
{{Category|No Stun}}&lt;br /&gt;
{{Category|Trapavoid}}&lt;br /&gt;
[[ru:Night troll]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Therizinosaurus&amp;diff=318090</id>
		<title>Therizinosaurus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Therizinosaurus&amp;diff=318090"/>
		<updated>2026-07-22T14:51:51Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=therizinosaurus_sprites.png&lt;br /&gt;
|portrait=therizinosaurus_portrait_anim.gif}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
[[Therizinosaurus]] is a large, extinct herbivorous dinosaur from the [https://en.wikipedia.org/wiki/Cretaceous Cretaceous] period. It is characterized by [[feather|feathers]], a beaked mouth and three claws on each hand, which are mostly used for foraging but nevertheless can be used to skewer an unsuspecting dwarf. As with all real-world extinct creatures, they must be enabled during world creation to appear. A baby Therizinosaurus is called a hatchling.&lt;br /&gt;
&lt;br /&gt;
When captured and tamed, they can be a good option for your [[meat industry]] due to their large mass and clutch size. As an added (but not very impactful) bonus, butchering one will reward you with a [[gizzard stone]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[like]] Therizinosaurus for their ''giant claws'' and their ''feathers''.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: ARK: Survival Evolved --&amp;gt;&lt;br /&gt;
When tamed, its primary use is to tickle enemies. Tickling enemies immobilizes them for 20 seconds, then they are killed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Jurassic World Dominion --&amp;gt;&lt;br /&gt;
It's been rumoured that Therizinosaurus are (for whatever strange reason) innately hostile towards [[deer]] and will kill them on sight without provocation, but further observation is needed to confirm this.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant&amp;diff=318076</id>
		<title>Giant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant&amp;diff=318076"/>
		<updated>2026-07-20T13:46:41Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: unnecessary uppercase&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=giant_sprites.png&lt;br /&gt;
|portrait=giant_portrait.png&lt;br /&gt;
|wiki=Giant (mythology)&lt;br /&gt;
|vary=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giants''' are massive [[fanciful]] [[creature]]s resembling oversized [[human]]s, and the largest of all [[semi-megabeast]]s. They inhabit [[Lair#Burrow|burrows]] and will attack fortresses once a certain amount of [[wealth]] is accumulated. Female giants are known as ''giantesses''.&lt;br /&gt;
&lt;br /&gt;
When assaulting a fort, giants will [[Building destroyer|destroy building]]s and pummel any [[dwarf]] civilian unlucky enough to get in their path into mush. However, they are less of a threat than the likes of an [[ettin]] or a [[minotaur]], due to lacking their immunity to stunning, and proficiency with [[weapon]]s, respectively. Giants are intelligent creatures but do not naturally possess [[skills]], and also only learn them at half the rate of a civilized creature (unlike any of their semi-megabeast cousins), meaning their only real weapon is generally brute strength. That being said, giants are still the largest of their semi-megabeast kin and should be dispatched accordingly.&lt;br /&gt;
&lt;br /&gt;
Despite their huge size, giants are as vulnerable to a [[cage]] [[trap]] as any other creature. Since they are intelligent, dwarves will not [[Animal trainer|train]] or [[butcher]] them, limiting their use to [[live training]] or decorating the fort by placing them somewhere to your liking.&lt;br /&gt;
&lt;br /&gt;
Beware of giants and other [[semi-megabeast]]s who ''have'' managed to substantially increase their skills, which, by the way, is something no [[megabeast]] is able to do.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giants for their ''height''.&lt;br /&gt;
&lt;br /&gt;
[[File:giant_preview.jpg|thumb|250px|center|Might have a few inches on you.]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: 'Elder Scrolls V: Skyrim' video game--&amp;gt;&lt;br /&gt;
''Dwarf Fortress'' giants do not herd [[Woolly mammoth|mammoths]], nor do they make mammoth [[cheese]]. They also lack the ability to smash their foes a million feet into the air, nor are their toes (always) easy for the taking once they die. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: 'Jack And The Beanstalk' fairy tale --&amp;gt;&lt;br /&gt;
Also contrary to popular belief, giants do not live at the top of beanstalks.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Semi-megabeasts}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant&amp;diff=318075</id>
		<title>Giant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant&amp;diff=318075"/>
		<updated>2026-07-20T10:55:38Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: add references&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=giant_sprites.png&lt;br /&gt;
|portrait=giant_portrait.png&lt;br /&gt;
|wiki=Giant (mythology)&lt;br /&gt;
|vary=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giants''' are massive [[fanciful]] [[creature]]s resembling oversized [[human]]s, and the largest of all [[semi-megabeast]]s. They inhabit [[Lair#Burrow|burrows]] and will attack fortresses once a certain amount of [[wealth]] is accumulated. Female giants are known as ''giantesses''.&lt;br /&gt;
&lt;br /&gt;
When assaulting a fort, giants will [[Building destroyer|destroy building]]s and pummel any [[dwarf]] civilian unlucky enough to get in their path into mush. However, they are less of a threat than the likes of an [[ettin]] or a [[minotaur]], due to lacking their immunity to stunning, and proficiency with [[weapon]]s, respectively. Giants are intelligent creatures but do not naturally possess [[skills]], and also only learn them at half the rate of a civilized creature (unlike any of their semi-megabeast cousins), meaning their only real weapon is generally brute strength. That being said, giants are still the largest of their semi-megabeast kin and should be dispatched accordingly.&lt;br /&gt;
&lt;br /&gt;
Despite their huge size, giants are as vulnerable to a [[cage]] [[trap]] as any other creature. Since they are intelligent, dwarves will not [[Animal trainer|train]] or [[butcher]] them, limiting their use to [[live training]] or decorating the fort by placing them somewhere to your liking.&lt;br /&gt;
&lt;br /&gt;
Beware of giants and other [[semi-megabeast]]s who ''have'' managed to substantially increase their skills, which, by the way, is something no [[megabeast]] is able to do.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giants for their ''height''.&lt;br /&gt;
&lt;br /&gt;
[[File:giant_preview.jpg|thumb|250px|center|Might have a few inches on you.]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: 'Elder Scrolls V: Skyrim' video game--&amp;gt;&lt;br /&gt;
''Dwarf Fortress'' giants do not herd [[Woolly mammoth|mammoths]], nor do they make mammoth [[cheese]]. They also lack the ability to smash their foes a million feet into the air, nor are their toes (always) easy for the taking once they die. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: 'Jack And the Beanstalk' fairy tale --&amp;gt;&lt;br /&gt;
Also contrary to popular belief, giants do not live at the top of beanstalks.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Semi-megabeasts}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Woolly_mammoth&amp;diff=318074</id>
		<title>Woolly mammoth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Woolly_mammoth&amp;diff=318074"/>
		<updated>2026-07-20T10:51:29Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=woolly_mammoth_sprites.png&lt;br /&gt;
|portrait=woolly_mammoth_portrait_anim.gif}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Woolly mammoths''' are large prehistoric [[creature]]s that are larger than their modern descendants, [[elephant]]s. They are found in [[Surroundings#Savage|savage]] [[tundra]]s and [[Grassland|temperate grassland]]s, appearing in herds of 3-7, and are benign [[grazer]]s that are immensely dangerous if provoked or [[Creature#Agitation|agitated]]. While [[Extinction#Extinct creatures|extinct]] in real life, their appearance is dependent on the settings chosen when [[World generation#Real world extinct creatures|creating a world]]. A young woolly mammoth is called a ''calf''.&lt;br /&gt;
&lt;br /&gt;
Woolly mammoths can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into exotic [[pet]]s. Their large size and [[Item value|value multiplier]] make them a good choice for the [[textile industry]], though they grow slowly and consume far more grass than all other shearable options. They, and the [[woolly rhinoceros]], are the only prehistoric animals that can be sheared, and the only shearable animals that can be war trained. They are also the largest shearable creature overall. Woolly mammoths reach their full size after 5 years and become adults after 10 years.&lt;br /&gt;
&lt;br /&gt;
Woolly mammoths may appear as exotic [[mount]]s in [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] woolly mammoths for their ''tusks'' and ''wool''.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: 'Ice Age' movie franchise--&amp;gt;&lt;br /&gt;
Woolly mammoths have been known to coexist peacefully with [[sloth]]s and [[Smilodon|saber-toothed tigers]], even going as far as to travel in packs together. They are remarkably protective of [[human]] children.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: 'Elder Scrolls V: Skyrim' video game--&amp;gt;&lt;br /&gt;
Despite a few dubious accounts suggesting otherwise, [[scholar]]s have yet to find any credible evidence of [[giant]]s herding woolly mammoths or farming them for [[cheese]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Health_care&amp;diff=318034</id>
		<title>Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Health_care&amp;diff=318034"/>
		<updated>2026-07-19T13:22:58Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Tips for an effective hospital */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
[[File:hospital_preview.png|right]]A '''hospital''' [[location]] allows [[wound]]ed dwarves to rest and receive care and treatment. Hospitals use any [[bed]]s, [[Table]]s, [[traction bench]]es, and [[chest]]s that have been built within the zone. The hospital will requisition [[thread]], [[cloth]], [[splint]]s, [[crutch]]es, [[Gypsum plaster|plaster powder]] (for casts), [[bucket]]s, and [[soap]] for medical use. These will be stored within the hospital's containers; you may adjust the desired quantities.&lt;br /&gt;
&lt;br /&gt;
'''Doctors''' are dwarves assigned to any of the four doctoring occupations: [[diagnostician|diagnosis]], [[surgeon|surgery]], [[bone doctor|setting bones]], and doctor, which does all of the above. All doctors in the fortress operate under the instruction of the [[chief medical dwarf]], an appointed [[noble]]. Doctors perform their medical procedures on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not (yet; one must use [[DFHack]] in the interim) perform any healthcare on animals. Suturing and wound dressing are done by orderlies, but their quality is not impacted by any skills, so having all dwarves assigned to it has no negative effect.&lt;br /&gt;
&lt;br /&gt;
Dwarves assigned roles via the hospital zone will only begin doing them once the labors for all dwarves have been updated. To quickly achieve this, go to the labor menu and set 'only selected dwarves mine' to 'no dwarves mine' and then set back to 'only selected dwarves mine', or do anything else in work details.&lt;br /&gt;
&lt;br /&gt;
All beds within a hospital location are automatically hospital beds, where injured dwarves will go (or be brought) to recuperate. Tired, healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
&lt;br /&gt;
==Setting up a hospital==&lt;br /&gt;
Hospitals are designated as [[location]]s. Designate a Meeting Area zone in the usual way, then select the Add Location button (plus sign) and select Hospital. Any amount of zones can be added to the hospital in the same way, selecting the existing hospital name instead of clicking &amp;quot;new hospital&amp;quot; at the top of the menu. Select the view location button ([[File:Ui location details.png]]) allows you to check the equipment and medical supplies missing/available to your hospital.&lt;br /&gt;
* Place enough [[bed]]s in that zone to ensure you can keep all wounded dwarves in the hospital. Dwarves can lie on the ground instead of in beds if none are available, but this is not ideal.&lt;br /&gt;
* Place at least one [[table]] ({{Menu icon|b|f|t|sep=-}}) for surgeons to perform surgery on. Adjacency to beds makes it easier to move a patient for surgery. You may perform surgery without tables; it will be messier.&lt;br /&gt;
** Multiple dwarves may undergo simultaneous surgeries on the same table.&lt;br /&gt;
* Place one or more [[traction bench]]es ({{Menu icon|b|f|T|sep=-}}) to handle compound fractures when the dwarf requires &amp;quot;immobilization.&amp;quot;&lt;br /&gt;
** Each traction bench can only accommodate one dwarf at a time, and the dwarf may be there for quite some time, so plan accordingly.&lt;br /&gt;
* Place [[chest]]s ({{Menu icon|b|f|h|sep=-}}) to store medical supplies reserved for hospital use. Once placed, dwarves will start stocking the hospital with medical supplies, you can track their progress and change storage limits in the zone's menu. A small hospital can manage with two containers, while a fully-fledged fortress with an adventurous military may need as many as eight. (Containers are not strictly necessary; doctors can and will use supplies from anywhere, but dedicated hospital containers allow you to earmark some supplies for medical use - for example, to prevent the auto-looming of ''every'' last thread.)&lt;br /&gt;
&lt;br /&gt;
Medical Staff: &lt;br /&gt;
* Assign dwarves to one of the doctoring occupations and they will do them once work details have been updated. You might want to set several dwarves to be dedicated doctors, with diagnosis labor well-covered - without a diagnosis, patients cannot be treated, if they cannot be treated, they will occupy the hospital area until they die, performing no function. Any dwarf who is assigned as a doctor or diagnoser can diagnose dwarves.  Once a patient is diagnosed, you can see on the individual health screen what procedures are needed, for example, washing or suturing. Low-skilled diagnosers may miss syndromes, so if you're having an epidemic of [[forgotten beast|flesh melting extract]], it may be best to only have your best diagnosers on duty.&lt;br /&gt;
* If you use a [[burrow]] to keep doctors near the hospital zone, ensure that this burrow covers all needed materials or you could get job cancellations because of a lack of material.  Thread/cloth stockpiles, and items bought from caravans (e.g. plaster early in the game) are often the most troubling.&lt;br /&gt;
&lt;br /&gt;
== Skills and injuries==&lt;br /&gt;
There are five skilled [[doctor]]ing labors and two unskilled supporting hauling labors involved in healthcare:&lt;br /&gt;
&lt;br /&gt;
{| Class=wikitable&lt;br /&gt;
! Labor&lt;br /&gt;
! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Diagnostician]]&lt;br /&gt;
| Determines what procedures (of the other four) are necessary. Bad diagnosers might miss [[syndrome|syndromes]] that others won't.&lt;br /&gt;
|-&lt;br /&gt;
| [[Surgeon]]&lt;br /&gt;
| Repair internal organ damage, excise necrotic tissue or serious injuries to muscle or bones. Good surgeons cause less bleeding in their operations.&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone doctor]]&lt;br /&gt;
| Sets simple breaks for healing&lt;br /&gt;
|-&lt;br /&gt;
| [[Suturer]]&lt;br /&gt;
| Stops serious bleeding. Part of the default '''orderly''' work detail.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wound dresser]]&lt;br /&gt;
| Finalizes closed wounds for healing. Part of the default '''orderly''' work detail.&lt;br /&gt;
|- style=&amp;quot;background-color:#eaeaea;&amp;quot;&lt;br /&gt;
| [[Labor|Recovering wounded]]&lt;br /&gt;
| Hauls wounded units to the hospital. Part of the default '''orderly''' work detail.&lt;br /&gt;
|- style=&amp;quot;background-color:#eaeaea;&amp;quot;&lt;br /&gt;
| Feed patients/prisoners&lt;br /&gt;
| Gives food/water to patients/prisoners. Part of the default '''orderly''' work detail.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Those with the '''recover wounded''' labor will attempt to carry an injured dwarf to a hospital zone, or, lacking one, to the nearest unoccupied bed. Dwarves are not light, especially ones in full armor, so these laborers should not have low strength [[attribute]]s. Note that recovering wounded appears to be an extremely low priority task, and since immobile patients will need to be carried to a hospital before diagnosis, it may be necessary to temporarily disable all other labors on dwarves with this labor to get the wounded moved quickly.&lt;br /&gt;
&lt;br /&gt;
Once in the hospital, a '''diagnoser''' will then evaluate the patient and prescribe a treatment, which any doctor who have the appropriate medical labors enabled (including themselves) may carry out – dwarves cannot be treated without a diagnosis. Depending on the injury, a treatment job will occur. Diagnosis is often required between procedures as well.&lt;br /&gt;
&lt;br /&gt;
After diagnosis, [[Wound|injuries]] to various body parts will be revealed. The color of the text will indicate the severity of the wound, from least to most serious, as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:black; width:840px; border-radius:3px&amp;quot;&amp;gt;&lt;br /&gt;
:{{DFtext|NONE: No recorded active wounds on the part.|#fff}}&lt;br /&gt;
:{{DFtext|MINOR: Any damage that doesn't have functional/structural consequences (might be heavy bleeding, though).|#808000}}&lt;br /&gt;
:{{DFtext|INHIBITED: Any muscular, structural, or functional damage, without total loss.|#ffff00}}&lt;br /&gt;
:{{DFtext|FUNCTION LOSS: An important function of the part is completely lost, but the part is structurally sound (or at least partially intact).|#00ffff}}&lt;br /&gt;
:{{DFtext|BROKEN: The part has lost all structural integrity or muscular ability.|#ff0000}}&lt;br /&gt;
:{{DFtext|MISSING: The part is completely gone.|#808080}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Internal Organs''' can be treated or removed by a surgeon using tables and traction benches, and are typically caused by [[attack_types#Piercing_weapons|piercing]] injuries.&lt;br /&gt;
&lt;br /&gt;
: Surgery also covers the repair of [[Health care#Infection|infected]] or rotten wounds, which are typically caused by lack of [[soap]], poor [[water]] access for cleaning, delayed medical care, or just bad luck.&lt;br /&gt;
&lt;br /&gt;
* '''Bones''' can be set and treated by bone doctors using thread and cloth (for minor fractures), splints and casts, or traction benches, depending on severity. [[Body_token#GRASP|Grasping]] is often impaired during healing. The {{DFtext|Immobilization Request}} status tag is an indication that a splint or plaster cast is required. Multiple overlapping and compound fractures require a surgeon. Typically caused by [[attack_types#Blunt_weapons|blunt]] trauma.&lt;br /&gt;
&lt;br /&gt;
*'''Skin and muscle''' can be treated by a suturer using thread and cloth. The wound will continue to bleed until sutured. Severe wounds to the hands can impair grasping during healing. Typically caused by [[attack_types#Edged_weapons|slashing]] injuries.&lt;br /&gt;
&lt;br /&gt;
* Closed wounds will be dressed by a wound dresser.&lt;br /&gt;
&lt;br /&gt;
Any dwarves with the feed patients/prisoners labor will attempt to give food or a bucket of water to a hungry or thirsty patient. By default, all dwarves start with the non-doctoring, supporting labors enabled; these have no corresponding [[skill]]s, do not cause experience gain, and merely are activities that can be performed by any dwarf, but can be disabled for those with more important labors.&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
Every open wound can become infected. Infections may heal over time; however, many dwarves will die due to infection, often months after the actual wounding. The creature that caused the infection will be credited for the kill.&lt;br /&gt;
&lt;br /&gt;
Causes of infection include:&lt;br /&gt;
* No cleaning of the wounds.&lt;br /&gt;
* Cleaning with water from a [[Water#Stagnant_Water|stagnant water]] source, or cleaning with [[Water#Water_laced_with_mud|water laced with mud]]. {{Verify}}&lt;br /&gt;
* Cleaning without [[soap]].&lt;br /&gt;
* Bad luck&lt;br /&gt;
&lt;br /&gt;
An infection effectively causes constant internal bleeding, and if the infected dwarf is healthy enough, they can naturally replenish their blood quickly enough to outpace the infection.&lt;br /&gt;
&lt;br /&gt;
It's worth noting however that [[Necromancer|necromancy]] effectively cures infections, as the [[intelligent undead|intelligent undead]] it can create cannot die of bleeding.&lt;br /&gt;
&lt;br /&gt;
== Equipment and medical supplies ==&lt;br /&gt;
[[File:Hospital information v50.03.png|thumb|In-game hospital information summary]]&lt;br /&gt;
=== Traction benches ===&lt;br /&gt;
A traction bench is used by a [[bone doctor]] in a [[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 [[mechanic's workshop]], and requires a [[table]], a [[mechanism]], and a [[rope]] or a [[chain]] to construct. The [[quality]] of each component is not reflected in the quality of the traction bench, and only the [[material]] of the table is used as the material for the bench. &amp;quot;Recycling&amp;quot; low-quality, low-value components into high-quality traction benches can provide a modest increase in [[value]]. Note that if any [[Stockpile|stockpiles]] have been linked to &amp;quot;Give&amp;quot; to the workshop, all of the resources needed to construct the traction bench must be found in the linked piles (e.g., linking only a stone stockpile may prevent access to the necessary tables/ropes/chains).&lt;br /&gt;
&lt;br /&gt;
=== Gypsum plaster ===&lt;br /&gt;
&lt;br /&gt;
Orthopedic casts are made out of [[Gypsum plaster|plaster powder]] and are used to keep bones in their proper place until healed. To store them in a hospital, place a chest or other container inside the hospital zone. Applying a cast also requires a bucket, cloth, and a water source.&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 3 points per unit; each unit comes with a free bag.&lt;br /&gt;
&lt;br /&gt;
Gypsum powder is superior to a splint in that it allows the dwarf to leave the hospital and resume their duties, which is not possible with a splint. If(!) gypsum powder is available, use that rather than splints.&lt;br /&gt;
&lt;br /&gt;
=== Splints ===&lt;br /&gt;
Splints, applied by a bone doctor, immobilize limbs that have sustained bone fractures, allowing them to heal. Dwarves will '''not''' be able to leave the hospital and resume their normal duties until the broken limb is fully healed. {{verify}} &lt;br /&gt;
&lt;br /&gt;
They can be made out of one [[wood]] at the [[carpenter's workshop]] or one metal [[bar]] at the [[metalsmith's forge]] or the [[magma forge]]. Splints are categorized as [[finished goods]].&lt;br /&gt;
&lt;br /&gt;
Splints are inferior to plaster casts, as while they are easier to obtain and prepare, they do not allow movement while healing (which can take months). If plaster powder is available, it is by far the better option vs. splints.&lt;br /&gt;
&lt;br /&gt;
=== Other equipment===&lt;br /&gt;
*[[Table]]s are used to conduct operations on. ''(Bug: One table can hold multiple simultaneous diagnostic/surgical patients.)''&lt;br /&gt;
*[[Bed]]s are used by patients to rest. Placing beds at the corners of a hospital will help ensure the wounded are brought to a tile that has a bed.&lt;br /&gt;
*[[Soap]] is used to clean wounds, sterilizing and preventing infection.&lt;br /&gt;
*[[Water]] is used to clean wounds, bathe patients and give drink, as patients do not drink alcohol. Make sure a [[Zone#Water_source|designated]] source is safe, nearby and clean, either a [[well]], [[cistern]] or running water.&lt;br /&gt;
*[[Bucket]]s are used to gather and hold water for its uses.&lt;br /&gt;
*[[Thread]] is used to suture closed wounds.&lt;br /&gt;
*[[Cloth]] is used to clean wounds, wash patients and dress wounds.&lt;br /&gt;
*[[Chest]]s are used to store hospital supplies.&lt;br /&gt;
*[[Crutch]]es {{DFtext|┬|6:1}} help a crippled dwarf walk again.&lt;br /&gt;
&lt;br /&gt;
==Tips for an effective hospital==&lt;br /&gt;
* Regularly use ({{menu icon|z}} - [[File:Ui location details.png]]) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.&lt;br /&gt;
** Note that the quantities listed in the &amp;quot;Set Hospital Information&amp;quot; screen are different than those used in stockpiles.&lt;br /&gt;
*** 1 stockpile unit of thread = 15000 in the hospital&lt;br /&gt;
*** 1 cloth = 10000&lt;br /&gt;
*** 1 soap = 150&lt;br /&gt;
*** 1 gypsum powder = 150&lt;br /&gt;
* It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which will most likely kill the patient - consult the [[soap]] page to understand that industry. Bring 1 lye on embark for one bar of soap, which translates to 150 units.&lt;br /&gt;
* Put a [[well]] inside (or near) the hospital for maximum efficiency - doctors need to wash patients regularly, and clean water reduces infection.&lt;br /&gt;
* Do not place chairs next to your surgery tables. A chair is an invitation for rat-roast-eating freeloaders to block the medical process.&lt;br /&gt;
* You may wish to consider individual rooms for each bed, if you find your doctors are choosing to treat Urist McPaperCut over Urist McBloodFountainTheGushing. A locked door minimizes the mess, and thereby infection and allows you to prioritize. Plus, necrotizing flesh can generate lots of [[miasma]], which a closed door will stop.&lt;br /&gt;
* You can select nurses who enjoy helping people to give them good thoughts. This also prevents dwarves that hate bringing others food from receiving unhappy thoughts.&lt;br /&gt;
* If you use Dwarf Therapist, try to select strong or large-sized dwarves to recover wounded - weak dwarves slowly inching back to the hospital from a hostile area with a dying patient can result in [[fun]].&lt;br /&gt;
* When a serious injury happens, don't exit (or save) the game until the injured are in the hospital zone, especially if a dwarf is immobile.  &amp;quot;Bring crutch&amp;quot; and &amp;quot;Recover Wounded&amp;quot; jobs will be lost, keeping the patient away from the hospital, and doctors will NOT go to patients, even if burrowed with them, because a diagnose job hasn't been created.  Sometimes a second &amp;quot;crutch required&amp;quot; or &amp;quot;recover wounded&amp;quot; request will be generated, but often too late for the patient's full recovery.  Your best bet is to ensure someone (not burrowed) has &amp;quot;recover wounded&amp;quot; enabled at all times; burrow doctors doing non-medical tasks immediately; hope the patient makes it to the hospital.{{Verify}}&lt;br /&gt;
* Long-term residents will seek medical care if injured.  This includes non-dwarves.  Doctors will treat them the same as dwarves and the different physiology doesn't seem to be an issue. &lt;br /&gt;
* To prevent the usage of adamantine thread, store no thread in hospital settings and instead have a stockpile of non-metal thread in the hospital while additionally having a manager order to make 1 wafer when you have 1 adamantine thread.&lt;br /&gt;
&lt;br /&gt;
Dwarves will prefer to store and use the most expensive thread and cloth – yes, that includes special &amp;quot;[[raw adamantine|exotic]]&amp;quot; strands, which you may want to forbid during medical emergencies.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Occupations assigned at a hospital will not take immediate effect due to the [[Known bugs and issues#healthcare-labors-bug|healthcare labors bug]].&lt;br /&gt;
* For a variety of reasons, an injured dwarf may leave the hospital and/or refuse to go to the hospital. {{Bug|309}}&lt;br /&gt;
* Wounded dwarves are not always recovered properly. {{bug|94}} Re-injuring the dwarf (with a [[minecart]] collision, dropped item, etc.) may trigger proper recovery.&lt;br /&gt;
* Adamantine thread used for suturing. {{Bug|1346}}&lt;br /&gt;
* The quality and value of a finished traction bench does not account for all of the inputs used to make it. {{verify}}&lt;br /&gt;
* Dwarves resting in bed may be starving/dehydrated and not being taken care of, deconstructing the bed to generate a new Recover Wounded task and force them to rest properly fixes this.&lt;br /&gt;
* On rare occasions an injured dwarf will be repeatedly evaluated and cleaned with no treatment being rendered even when adequate medical supplies are available. This bug seems to be related to the Set Bone labor. {{Bug|13163}}  &lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
Soap is the only item dwarves will use to sterilize a wound.  While dwarves are of course aware that humans will pour perfectly quaffable alcohol over their bloody wounds and onto the filthy ground to get the same effect, dwarves understand that some things are more precious than a single life, and face oblivion with a bit more dignity.  The application of extreme heat is also well known to prevent infections and seal a wound, but dwarves consider magma the only legitimate heat source, and the non-lethal application of magma is sacrilege.&lt;br /&gt;
[[File:healthcare_preview.png|thumb|370px|center|A [[human]] doctor attempting to help.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Luke Fildes (October 3, 1843 – February 28, 1927)''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{Category|Healthcare}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Health care]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Health_care&amp;diff=318033</id>
		<title>Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Health_care&amp;diff=318033"/>
		<updated>2026-07-19T13:17:27Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Skills and injuries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
[[File:hospital_preview.png|right]]A '''hospital''' [[location]] allows [[wound]]ed dwarves to rest and receive care and treatment. Hospitals use any [[bed]]s, [[Table]]s, [[traction bench]]es, and [[chest]]s that have been built within the zone. The hospital will requisition [[thread]], [[cloth]], [[splint]]s, [[crutch]]es, [[Gypsum plaster|plaster powder]] (for casts), [[bucket]]s, and [[soap]] for medical use. These will be stored within the hospital's containers; you may adjust the desired quantities.&lt;br /&gt;
&lt;br /&gt;
'''Doctors''' are dwarves assigned to any of the four doctoring occupations: [[diagnostician|diagnosis]], [[surgeon|surgery]], [[bone doctor|setting bones]], and doctor, which does all of the above. All doctors in the fortress operate under the instruction of the [[chief medical dwarf]], an appointed [[noble]]. Doctors perform their medical procedures on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not (yet; one must use [[DFHack]] in the interim) perform any healthcare on animals. Suturing and wound dressing are done by orderlies, but their quality is not impacted by any skills, so having all dwarves assigned to it has no negative effect.&lt;br /&gt;
&lt;br /&gt;
Dwarves assigned roles via the hospital zone will only begin doing them once the labors for all dwarves have been updated. To quickly achieve this, go to the labor menu and set 'only selected dwarves mine' to 'no dwarves mine' and then set back to 'only selected dwarves mine', or do anything else in work details.&lt;br /&gt;
&lt;br /&gt;
All beds within a hospital location are automatically hospital beds, where injured dwarves will go (or be brought) to recuperate. Tired, healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
&lt;br /&gt;
==Setting up a hospital==&lt;br /&gt;
Hospitals are designated as [[location]]s. Designate a Meeting Area zone in the usual way, then select the Add Location button (plus sign) and select Hospital. Any amount of zones can be added to the hospital in the same way, selecting the existing hospital name instead of clicking &amp;quot;new hospital&amp;quot; at the top of the menu. Select the view location button ([[File:Ui location details.png]]) allows you to check the equipment and medical supplies missing/available to your hospital.&lt;br /&gt;
* Place enough [[bed]]s in that zone to ensure you can keep all wounded dwarves in the hospital. Dwarves can lie on the ground instead of in beds if none are available, but this is not ideal.&lt;br /&gt;
* Place at least one [[table]] ({{Menu icon|b|f|t|sep=-}}) for surgeons to perform surgery on. Adjacency to beds makes it easier to move a patient for surgery. You may perform surgery without tables; it will be messier.&lt;br /&gt;
** Multiple dwarves may undergo simultaneous surgeries on the same table.&lt;br /&gt;
* Place one or more [[traction bench]]es ({{Menu icon|b|f|T|sep=-}}) to handle compound fractures when the dwarf requires &amp;quot;immobilization.&amp;quot;&lt;br /&gt;
** Each traction bench can only accommodate one dwarf at a time, and the dwarf may be there for quite some time, so plan accordingly.&lt;br /&gt;
* Place [[chest]]s ({{Menu icon|b|f|h|sep=-}}) to store medical supplies reserved for hospital use. Once placed, dwarves will start stocking the hospital with medical supplies, you can track their progress and change storage limits in the zone's menu. A small hospital can manage with two containers, while a fully-fledged fortress with an adventurous military may need as many as eight. (Containers are not strictly necessary; doctors can and will use supplies from anywhere, but dedicated hospital containers allow you to earmark some supplies for medical use - for example, to prevent the auto-looming of ''every'' last thread.)&lt;br /&gt;
&lt;br /&gt;
Medical Staff: &lt;br /&gt;
* Assign dwarves to one of the doctoring occupations and they will do them once work details have been updated. You might want to set several dwarves to be dedicated doctors, with diagnosis labor well-covered - without a diagnosis, patients cannot be treated, if they cannot be treated, they will occupy the hospital area until they die, performing no function. Any dwarf who is assigned as a doctor or diagnoser can diagnose dwarves.  Once a patient is diagnosed, you can see on the individual health screen what procedures are needed, for example, washing or suturing. Low-skilled diagnosers may miss syndromes, so if you're having an epidemic of [[forgotten beast|flesh melting extract]], it may be best to only have your best diagnosers on duty.&lt;br /&gt;
* If you use a [[burrow]] to keep doctors near the hospital zone, ensure that this burrow covers all needed materials or you could get job cancellations because of a lack of material.  Thread/cloth stockpiles, and items bought from caravans (e.g. plaster early in the game) are often the most troubling.&lt;br /&gt;
&lt;br /&gt;
== Skills and injuries==&lt;br /&gt;
There are five skilled [[doctor]]ing labors and two unskilled supporting hauling labors involved in healthcare:&lt;br /&gt;
&lt;br /&gt;
{| Class=wikitable&lt;br /&gt;
! Labor&lt;br /&gt;
! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Diagnostician]]&lt;br /&gt;
| Determines what procedures (of the other four) are necessary. Bad diagnosers might miss [[syndrome|syndromes]] that others won't.&lt;br /&gt;
|-&lt;br /&gt;
| [[Surgeon]]&lt;br /&gt;
| Repair internal organ damage, excise necrotic tissue or serious injuries to muscle or bones. Good surgeons cause less bleeding in their operations.&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone doctor]]&lt;br /&gt;
| Sets simple breaks for healing&lt;br /&gt;
|-&lt;br /&gt;
| [[Suturer]]&lt;br /&gt;
| Stops serious bleeding. Part of the default '''orderly''' work detail.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wound dresser]]&lt;br /&gt;
| Finalizes closed wounds for healing. Part of the default '''orderly''' work detail.&lt;br /&gt;
|- style=&amp;quot;background-color:#eaeaea;&amp;quot;&lt;br /&gt;
| [[Labor|Recovering wounded]]&lt;br /&gt;
| Hauls wounded units to the hospital. Part of the default '''orderly''' work detail.&lt;br /&gt;
|- style=&amp;quot;background-color:#eaeaea;&amp;quot;&lt;br /&gt;
| Feed patients/prisoners&lt;br /&gt;
| Gives food/water to patients/prisoners. Part of the default '''orderly''' work detail.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Those with the '''recover wounded''' labor will attempt to carry an injured dwarf to a hospital zone, or, lacking one, to the nearest unoccupied bed. Dwarves are not light, especially ones in full armor, so these laborers should not have low strength [[attribute]]s. Note that recovering wounded appears to be an extremely low priority task, and since immobile patients will need to be carried to a hospital before diagnosis, it may be necessary to temporarily disable all other labors on dwarves with this labor to get the wounded moved quickly.&lt;br /&gt;
&lt;br /&gt;
Once in the hospital, a '''diagnoser''' will then evaluate the patient and prescribe a treatment, which any doctor who have the appropriate medical labors enabled (including themselves) may carry out – dwarves cannot be treated without a diagnosis. Depending on the injury, a treatment job will occur. Diagnosis is often required between procedures as well.&lt;br /&gt;
&lt;br /&gt;
After diagnosis, [[Wound|injuries]] to various body parts will be revealed. The color of the text will indicate the severity of the wound, from least to most serious, as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:black; width:840px; border-radius:3px&amp;quot;&amp;gt;&lt;br /&gt;
:{{DFtext|NONE: No recorded active wounds on the part.|#fff}}&lt;br /&gt;
:{{DFtext|MINOR: Any damage that doesn't have functional/structural consequences (might be heavy bleeding, though).|#808000}}&lt;br /&gt;
:{{DFtext|INHIBITED: Any muscular, structural, or functional damage, without total loss.|#ffff00}}&lt;br /&gt;
:{{DFtext|FUNCTION LOSS: An important function of the part is completely lost, but the part is structurally sound (or at least partially intact).|#00ffff}}&lt;br /&gt;
:{{DFtext|BROKEN: The part has lost all structural integrity or muscular ability.|#ff0000}}&lt;br /&gt;
:{{DFtext|MISSING: The part is completely gone.|#808080}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Internal Organs''' can be treated or removed by a surgeon using tables and traction benches, and are typically caused by [[attack_types#Piercing_weapons|piercing]] injuries.&lt;br /&gt;
&lt;br /&gt;
: Surgery also covers the repair of [[Health care#Infection|infected]] or rotten wounds, which are typically caused by lack of [[soap]], poor [[water]] access for cleaning, delayed medical care, or just bad luck.&lt;br /&gt;
&lt;br /&gt;
* '''Bones''' can be set and treated by bone doctors using thread and cloth (for minor fractures), splints and casts, or traction benches, depending on severity. [[Body_token#GRASP|Grasping]] is often impaired during healing. The {{DFtext|Immobilization Request}} status tag is an indication that a splint or plaster cast is required. Multiple overlapping and compound fractures require a surgeon. Typically caused by [[attack_types#Blunt_weapons|blunt]] trauma.&lt;br /&gt;
&lt;br /&gt;
*'''Skin and muscle''' can be treated by a suturer using thread and cloth. The wound will continue to bleed until sutured. Severe wounds to the hands can impair grasping during healing. Typically caused by [[attack_types#Edged_weapons|slashing]] injuries.&lt;br /&gt;
&lt;br /&gt;
* Closed wounds will be dressed by a wound dresser.&lt;br /&gt;
&lt;br /&gt;
Any dwarves with the feed patients/prisoners labor will attempt to give food or a bucket of water to a hungry or thirsty patient. By default, all dwarves start with the non-doctoring, supporting labors enabled; these have no corresponding [[skill]]s, do not cause experience gain, and merely are activities that can be performed by any dwarf, but can be disabled for those with more important labors.&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
Every open wound can become infected. Infections may heal over time; however, many dwarves will die due to infection, often months after the actual wounding. The creature that caused the infection will be credited for the kill.&lt;br /&gt;
&lt;br /&gt;
Causes of infection include:&lt;br /&gt;
* No cleaning of the wounds.&lt;br /&gt;
* Cleaning with water from a [[Water#Stagnant_Water|stagnant water]] source, or cleaning with [[Water#Water_laced_with_mud|water laced with mud]]. {{Verify}}&lt;br /&gt;
* Cleaning without [[soap]].&lt;br /&gt;
* Bad luck&lt;br /&gt;
&lt;br /&gt;
An infection effectively causes constant internal bleeding, and if the infected dwarf is healthy enough, they can naturally replenish their blood quickly enough to outpace the infection.&lt;br /&gt;
&lt;br /&gt;
It's worth noting however that [[Necromancer|necromancy]] effectively cures infections, as the [[intelligent undead|intelligent undead]] it can create cannot die of bleeding.&lt;br /&gt;
&lt;br /&gt;
== Equipment and medical supplies ==&lt;br /&gt;
[[File:Hospital information v50.03.png|thumb|In-game hospital information summary]]&lt;br /&gt;
=== Traction benches ===&lt;br /&gt;
A traction bench is used by a [[bone doctor]] in a [[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 [[mechanic's workshop]], and requires a [[table]], a [[mechanism]], and a [[rope]] or a [[chain]] to construct. The [[quality]] of each component is not reflected in the quality of the traction bench, and only the [[material]] of the table is used as the material for the bench. &amp;quot;Recycling&amp;quot; low-quality, low-value components into high-quality traction benches can provide a modest increase in [[value]]. Note that if any [[Stockpile|stockpiles]] have been linked to &amp;quot;Give&amp;quot; to the workshop, all of the resources needed to construct the traction bench must be found in the linked piles (e.g., linking only a stone stockpile may prevent access to the necessary tables/ropes/chains).&lt;br /&gt;
&lt;br /&gt;
=== Gypsum plaster ===&lt;br /&gt;
&lt;br /&gt;
Orthopedic casts are made out of [[Gypsum plaster|plaster powder]] and are used to keep bones in their proper place until healed. To store them in a hospital, place a chest or other container inside the hospital zone. Applying a cast also requires a bucket, cloth, and a water source.&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 3 points per unit; each unit comes with a free bag.&lt;br /&gt;
&lt;br /&gt;
Gypsum powder is superior to a splint in that it allows the dwarf to leave the hospital and resume their duties, which is not possible with a splint. If(!) gypsum powder is available, use that rather than splints.&lt;br /&gt;
&lt;br /&gt;
=== Splints ===&lt;br /&gt;
Splints, applied by a bone doctor, immobilize limbs that have sustained bone fractures, allowing them to heal. Dwarves will '''not''' be able to leave the hospital and resume their normal duties until the broken limb is fully healed. {{verify}} &lt;br /&gt;
&lt;br /&gt;
They can be made out of one [[wood]] at the [[carpenter's workshop]] or one metal [[bar]] at the [[metalsmith's forge]] or the [[magma forge]]. Splints are categorized as [[finished goods]].&lt;br /&gt;
&lt;br /&gt;
Splints are inferior to plaster casts, as while they are easier to obtain and prepare, they do not allow movement while healing (which can take months). If plaster powder is available, it is by far the better option vs. splints.&lt;br /&gt;
&lt;br /&gt;
=== Other equipment===&lt;br /&gt;
*[[Table]]s are used to conduct operations on. ''(Bug: One table can hold multiple simultaneous diagnostic/surgical patients.)''&lt;br /&gt;
*[[Bed]]s are used by patients to rest. Placing beds at the corners of a hospital will help ensure the wounded are brought to a tile that has a bed.&lt;br /&gt;
*[[Soap]] is used to clean wounds, sterilizing and preventing infection.&lt;br /&gt;
*[[Water]] is used to clean wounds, bathe patients and give drink, as patients do not drink alcohol. Make sure a [[Zone#Water_source|designated]] source is safe, nearby and clean, either a [[well]], [[cistern]] or running water.&lt;br /&gt;
*[[Bucket]]s are used to gather and hold water for its uses.&lt;br /&gt;
*[[Thread]] is used to suture closed wounds.&lt;br /&gt;
*[[Cloth]] is used to clean wounds, wash patients and dress wounds.&lt;br /&gt;
*[[Chest]]s are used to store hospital supplies.&lt;br /&gt;
*[[Crutch]]es {{DFtext|┬|6:1}} help a crippled dwarf walk again.&lt;br /&gt;
&lt;br /&gt;
==Tips for an effective hospital==&lt;br /&gt;
* Regularly use ({{menu icon|z}} - [[File:Ui location details.png]]) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.&lt;br /&gt;
** Note that the quantities listed in the &amp;quot;Set Hospital Information&amp;quot; screen are different than those used in stockpiles.&lt;br /&gt;
*** 1 stockpile unit of thread = 15000 in the hospital&lt;br /&gt;
*** 1 cloth = 10000&lt;br /&gt;
*** 1 soap = 150&lt;br /&gt;
*** 1 gypsum powder = 150&lt;br /&gt;
* It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which will most likely kill the patient. Consult the [[soap]] page to understand that industry. Bring 1 lye on embark for one bar of soap, which translates to 150 units.&lt;br /&gt;
* Put a [[well]] inside (or near) the hospital for maximum efficiency. Doctors need to wash patients regularly, and clean water reduces infection.&lt;br /&gt;
* Do not place chairs next to your surgery tables. A chair is an invitation for rat-roast-eating freeloaders to block the medical process.&lt;br /&gt;
* You may wish to consider individual rooms for each bed if you find your doctors are choosing to treat Urist McPaperCut over Urist McBloodFountainTheGushing. A locked door minimizes the mess, and thereby infection and allows you to prioritize. Plus, necrotizing flesh can generate lots of [[miasma]], which a closed door will stop.&lt;br /&gt;
* You can select nurses who enjoy helping people to give them good thoughts. This also prevents dwarves that hate bringing others food from receiving unhappy thoughts.&lt;br /&gt;
* If you use Dwarf Therapist, try to select strong or large-sized dwarves to recover wounded. Weak dwarves slowly inching back to the hospital from a hostile area with a dying patient can result in [[fun]].&lt;br /&gt;
* When a serious injury happens, don't exit (or save) the game until the injured are in the hospital zone, especially if a dwarf is immobile.  &amp;quot;Bring crutch&amp;quot; and &amp;quot;Recover Wounded&amp;quot; jobs will be lost, keeping the patient away from the hospital, and doctors will NOT go to patients, even if burrowed with them, because a diagnose job hasn't been created.  Sometimes a second &amp;quot;crutch required&amp;quot; or &amp;quot;recover wounded&amp;quot; request will be generated, but often too late for the patient's full recovery.  Your best bet is to ensure someone (not burrowed) has &amp;quot;recover wounded&amp;quot; enabled at all times; burrow doctors doing non-medical tasks immediately; hope the patient makes it to the hospital.{{Verify}}&lt;br /&gt;
* Long-term residents will seek medical care if injured.  This includes non-dwarves.  Doctors will treat them the same as dwarves and the different physiology doesn't seem to be an issue. &lt;br /&gt;
* To prevent the usage of adamantine thread, store no thread in hospital settings and instead have a stockpile of non-metal thread in the hospital while additionally having a manager order to make 1 wafer when you have 1 adamantine thread.&lt;br /&gt;
&lt;br /&gt;
Dwarves will prefer to store and use the most expensive thread and cloth – yes, that includes special &amp;quot;[[raw adamantine|exotic]]&amp;quot; strands, which you may want to forbid during medical emergencies.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Occupations assigned at a hospital will not take immediate effect due to the [[Known bugs and issues#healthcare-labors-bug|healthcare labors bug]].&lt;br /&gt;
* For a variety of reasons, an injured dwarf may leave the hospital and/or refuse to go to the hospital. {{Bug|309}}&lt;br /&gt;
* Wounded dwarves are not always recovered properly. {{bug|94}} Re-injuring the dwarf (with a [[minecart]] collision, dropped item, etc.) may trigger proper recovery.&lt;br /&gt;
* Adamantine thread used for suturing. {{Bug|1346}}&lt;br /&gt;
* The quality and value of a finished traction bench does not account for all of the inputs used to make it. {{verify}}&lt;br /&gt;
* Dwarves resting in bed may be starving/dehydrated and not being taken care of, deconstructing the bed to generate a new Recover Wounded task and force them to rest properly fixes this.&lt;br /&gt;
* On rare occasions an injured dwarf will be repeatedly evaluated and cleaned with no treatment being rendered even when adequate medical supplies are available. This bug seems to be related to the Set Bone labor. {{Bug|13163}}  &lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
Soap is the only item dwarves will use to sterilize a wound.  While dwarves are of course aware that humans will pour perfectly quaffable alcohol over their bloody wounds and onto the filthy ground to get the same effect, dwarves understand that some things are more precious than a single life, and face oblivion with a bit more dignity.  The application of extreme heat is also well known to prevent infections and seal a wound, but dwarves consider magma the only legitimate heat source, and the non-lethal application of magma is sacrilege.&lt;br /&gt;
[[File:healthcare_preview.png|thumb|370px|center|A [[human]] doctor attempting to help.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Luke Fildes (October 3, 1843 – February 28, 1927)''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{Category|Healthcare}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Health care]]&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Chief_medical_dwarf&amp;diff=318032</id>
		<title>Chief medical dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Chief_medical_dwarf&amp;diff=318032"/>
		<updated>2026-07-19T13:07:35Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Noble|noble=Chief Medical Dwarf&lt;br /&gt;
|function=Enables use of a [[hospital]]&lt;br /&gt;
|arrival=Appointed on the [[nobles screen]]&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
The '''chief medical dwarf''' is an appointed [[noble]] position in charge of the [[healthcare]] of the [[fortress]] and particularly in charge of the [[hospital]], which cannot function without this position assigned. This [[Noble]] position has no requirements and will not make any mandates.&lt;br /&gt;
&lt;br /&gt;
The only relevant skill for the position is [[diagnostician]], though it is not actually necessary for a dwarf to have any medical skills to be appointed to this position, or even for them to have the diagnosis [[labor]] enabled, though one may be inclined to turn their chief medical dwarf into a doctor for practicality's sake. Although the name specifically states ''dwarf'', any citizen can be appointed, regardless of if they're a dwarf or not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For more tips on healthcare, see [[healthcare]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata|	[POSITION:CHIEF_MEDICAL_DWARF]&lt;br /&gt;
		[NAME:chief medical dwarf:chief medical dwarves]&lt;br /&gt;
		[SITE]&lt;br /&gt;
		[REQUIRES_MARKET]&lt;br /&gt;
		[NUMBER:1]&lt;br /&gt;
		[RESPONSIBILITY:HEALTH_MANAGEMENT]&lt;br /&gt;
		[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
		[APPOINTED_BY:MAYOR]&lt;br /&gt;
		[PRECEDENCE:165]&lt;br /&gt;
		[DO_NOT_CULL]&lt;br /&gt;
		[COLOR:5:0:0]&lt;br /&gt;
		[DUTY_BOUND]}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;br /&gt;
{{Category|Healthcare}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Chief_medical_dwarf&amp;diff=318031</id>
		<title>Chief medical dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Chief_medical_dwarf&amp;diff=318031"/>
		<updated>2026-07-19T13:07:13Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Noble|noble=Chief Medical Dwarf&lt;br /&gt;
|function=Enable use of a [[hospital]]&lt;br /&gt;
|arrival=Appointed on the [[nobles screen]]&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
The '''chief medical dwarf''' is an appointed [[noble]] position in charge of the [[healthcare]] of the [[fortress]] and particularly in charge of the [[hospital]], which cannot function without this position assigned. This [[Noble]] position has no requirements and will not make any mandates.&lt;br /&gt;
&lt;br /&gt;
The only relevant skill for the position is [[diagnostician]], though it is not actually necessary for a dwarf to have any medical skills to be appointed to this position, or even for them to have the diagnosis [[labor]] enabled, though one may be inclined to turn their chief medical dwarf into a doctor for practicality's sake. Although the name specifically states ''dwarf'', any citizen can be appointed, regardless of if they're a dwarf or not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For more tips on healthcare, see [[healthcare]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata|	[POSITION:CHIEF_MEDICAL_DWARF]&lt;br /&gt;
		[NAME:chief medical dwarf:chief medical dwarves]&lt;br /&gt;
		[SITE]&lt;br /&gt;
		[REQUIRES_MARKET]&lt;br /&gt;
		[NUMBER:1]&lt;br /&gt;
		[RESPONSIBILITY:HEALTH_MANAGEMENT]&lt;br /&gt;
		[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
		[APPOINTED_BY:MAYOR]&lt;br /&gt;
		[PRECEDENCE:165]&lt;br /&gt;
		[DO_NOT_CULL]&lt;br /&gt;
		[COLOR:5:0:0]&lt;br /&gt;
		[DUTY_BOUND]}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;br /&gt;
{{Category|Healthcare}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Chief_medical_dwarf&amp;diff=318030</id>
		<title>Chief medical dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Chief_medical_dwarf&amp;diff=318030"/>
		<updated>2026-07-19T13:06:22Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Noble|noble=Chief Medical Dwarf&lt;br /&gt;
|function=Enable use of a [[hospital]].&lt;br /&gt;
|arrival=Appointed on the [[nobles screen]].&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
The '''chief medical dwarf''' is an appointed [[noble]] position in charge of the [[healthcare]] of the [[fortress]] and particularly in charge of the [[hospital]], which cannot function without this position assigned. This [[Noble]] position has no requirements and will not make any mandates.&lt;br /&gt;
&lt;br /&gt;
The only relevant skill for the position is [[diagnostician]], though it is not actually necessary for a dwarf to have any medical skills to be appointed to this position, or even for them to have the diagnosis [[labor]] enabled, though one may be inclined to turn their chief medical dwarf into a doctor for practicality's sake. Although the name specifically states ''dwarf'', any citizen can be appointed, regardless of if they're a dwarf or not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For more tips on healthcare, see [[healthcare]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata|	[POSITION:CHIEF_MEDICAL_DWARF]&lt;br /&gt;
		[NAME:chief medical dwarf:chief medical dwarves]&lt;br /&gt;
		[SITE]&lt;br /&gt;
		[REQUIRES_MARKET]&lt;br /&gt;
		[NUMBER:1]&lt;br /&gt;
		[RESPONSIBILITY:HEALTH_MANAGEMENT]&lt;br /&gt;
		[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
		[APPOINTED_BY:MAYOR]&lt;br /&gt;
		[PRECEDENCE:165]&lt;br /&gt;
		[DO_NOT_CULL]&lt;br /&gt;
		[COLOR:5:0:0]&lt;br /&gt;
		[DUTY_BOUND]}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;br /&gt;
{{Category|Healthcare}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Chief_medical_dwarf&amp;diff=318018</id>
		<title>Chief medical dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Chief_medical_dwarf&amp;diff=318018"/>
		<updated>2026-07-18T19:54:19Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Noble|noble=Chief Medical Dwarf&lt;br /&gt;
|function=Enable use of a [[hospital]].&lt;br /&gt;
|arrival=Appointed on the [[nobles screen]].&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
The '''chief medical dwarf''' is an appointed [[noble]] position in charge of the [[healthcare]] of the [[fortress]] and particularly in charge of the [[hospital]], which cannot function without this position assigned. This [[Noble]] position has no requirements and will not make any mandates.&lt;br /&gt;
&lt;br /&gt;
The only relevant skill for the position is [[diagnostician]], though it is not actually necessary for a dwarf to have any medical skills to be appointed to this position, or even for them to have the diagnosis [[labor]] enabled, though one may be inclined to turn their chief medical dwarf into a doctor for practicality's sake. Although the name specifically states ''dwarf'', any citizen can be appointed, regardless of if they're a dwarf or not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For more tips on healthcare, see [[healthcare]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata|	[POSITION:CHIEF_MEDICAL_DWARF]&lt;br /&gt;
		[NAME:chief medical dwarf:chief medical dwarves]&lt;br /&gt;
		[SITE]&lt;br /&gt;
		[REQUIRES_MARKET]&lt;br /&gt;
		[NUMBER:1]&lt;br /&gt;
		[RESPONSIBILITY:HEALTH_MANAGEMENT]&lt;br /&gt;
		[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
		[APPOINTED_BY:MAYOR]&lt;br /&gt;
		[PRECEDENCE:165]&lt;br /&gt;
		[DO_NOT_CULL]&lt;br /&gt;
		[COLOR:5:0:0]&lt;br /&gt;
		[DUTY_BOUND]}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;br /&gt;
{{Category|Healthcare}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Chief_medical_dwarf&amp;diff=318017</id>
		<title>Chief medical dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Chief_medical_dwarf&amp;diff=318017"/>
		<updated>2026-07-18T19:53:40Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Noble|noble=Chief Medical Dwarf&lt;br /&gt;
|function=Enable use of a [[hospital]].&lt;br /&gt;
|arrival=Appointed on the [[nobles screen]].&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
The '''chief medical dwarf''' is an appointed [[noble]] position in charge of the [[healthcare]] of the [[fortress]] and particularly in charge of the [[hospital]], which cannot function without this position assigned. This [[Noble]] position has no requirements and will not make any mandates.&lt;br /&gt;
&lt;br /&gt;
The only relevant skill for the position is [[diagnostician]], though it is not actually necessary for a dwarf to have any medical skills to be appointed to this position, or even for them to have the diagnosis [[labor]] enabled, though one may be inclined to turn their chief medical dwarf into a doctor for practicality's sake. Although the name specifically states ''dwarf'', any citizen can be appointed, regardless if they're a dwarf or not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For more tips on healthcare, see [[healthcare]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata|	[POSITION:CHIEF_MEDICAL_DWARF]&lt;br /&gt;
		[NAME:chief medical dwarf:chief medical dwarves]&lt;br /&gt;
		[SITE]&lt;br /&gt;
		[REQUIRES_MARKET]&lt;br /&gt;
		[NUMBER:1]&lt;br /&gt;
		[RESPONSIBILITY:HEALTH_MANAGEMENT]&lt;br /&gt;
		[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
		[APPOINTED_BY:MAYOR]&lt;br /&gt;
		[PRECEDENCE:165]&lt;br /&gt;
		[DO_NOT_CULL]&lt;br /&gt;
		[COLOR:5:0:0]&lt;br /&gt;
		[DUTY_BOUND]}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;br /&gt;
{{Category|Healthcare}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Swimmer&amp;diff=317998</id>
		<title>Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Swimmer&amp;diff=317998"/>
		<updated>2026-07-17T10:25:21Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Training your party */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Swimmer&lt;br /&gt;
| specialty  = Peasant&lt;br /&gt;
| profession = None&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Getting in and out of water&lt;br /&gt;
* Staying calm underwater&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense}}&lt;br /&gt;
'''Swimmer''' is a [[skill]] used by [[creature]]s to move through [[tile]]s containing [[depth|deep]] liquid (primarily [[water]]), and generally avoid drowning. Creatures may have a {{token|GAIT|c}} [[creature token]] that defines their movement [[gait|speed]] while swimming. However, a creature's effective swimming speed can be modified by its Swimmer skill level, up to its maximum gait limit at Legendary skill.&lt;br /&gt;
&lt;br /&gt;
== Drowning ==&lt;br /&gt;
[[File:octopus_drowning.gif|thumb|284px|right|Octopus man drowning in air.]]&lt;br /&gt;
[[Dwarves]] with Dabbling (level 0) or no [[experience]] as Swimmers will start drowning immediately upon contact with deep surface [[water]] (i.e. surface water of 7/7 depth). Those of Novice (level 1) experience or greater can be in deep surface water without drowning. Any dwarf will start drowning in 7/7 water if there is more water on levels above them (e.g. at the bottom of a two-level-deep cistern, or the bottom of the ocean). A [[bridge]] (or, presumably, any other building that prevents access to the air above the water) will also cause non-aquatic/amphibious creatures to begin drowning in 7/7 water--this can be useful for disposing of trolls in a [[drowning chamber|drowning]] [[pit trap|pit]].&lt;br /&gt;
 &lt;br /&gt;
A way to delay the drowning of a dwarf (allowing them to survive long enough to become a Novice swimmer) is to drain a tiny amount of water, so that some tiles in the body of water are 6/7. If one of these 6/7 tiles strays over the dwarf, their drowning timer will be reset.&lt;br /&gt;
&lt;br /&gt;
Any conscious, uninjured, non-stunned dwarf finding themselves in water of depth 4/7 or greater will try to leave, if they can find a path out of around 20 tiles in length or less.[http://www.bay12forums.com/smf/index.php?topic=116764.0]  If they can't find an exit within that distance, they won't move.  This even goes for babies and/or dwarves that cannot walk and are laying prone - they are able to breathe regardless until they learn enough swimming to crawl out.&lt;br /&gt;
&lt;br /&gt;
Dabbling swimmers require a [[ramp]] or [[stairs|stairway]] within 20 tiles to have any chance of getting out of deep water.  Fortunately, every natural shallow body of water has ramps.&lt;br /&gt;
&lt;br /&gt;
Novice swimmers are able to get out of deep water safely without needing a ramp or stairway, but they will start drowning if [[Status_icons|stunned]]. Once that happens, it can be difficult to get them out, as they lose the ability to exit anywhere and behave just like an untrained or dabbling swimmer. Everyone is stunned by falling into water, rather than entering it calmly, which is what normally happens when they aren't entering it of their [[Carp|own free will]].  Adequate (level 2) swimmers do not panic and start drowning in that situation, even when attacked, so training to this level is highly recommended - higher levels only increase speed while swimming.  Note that you can drown in [[magma]] as well, but most creatures tend to melt first.&lt;br /&gt;
&lt;br /&gt;
== Teaching swimming ==&lt;br /&gt;
[[File:swimming_preview.png|thumb|230px|right|Water's level: 7&amp;lt;br&amp;gt;Swimming skill: Novice]]&lt;br /&gt;
It can be useful to teach swimming to your dwarves, especially your [[military]], to help them survive avoidable death (such as [[dodging]] into a [[murky pool]] or a [[river]]). Dwarves will normally refuse to enter tiles with more than 3/7 water, and a depth of 4/7 (but less than 7/7, lest they drown) is necessary to train the skill, but with a specially designed [[swimming pool]] it can easily be done.&lt;br /&gt;
&lt;br /&gt;
[[Animal person|Animal people]] can't learn swimming due to a bug.{{Bug|9853}} Creatures who are innate swimmers (for example, fish like [[carp]]) do not build up Swimmer skill, as they have no use for it.&lt;br /&gt;
&lt;br /&gt;
== Other Activities ==&lt;br /&gt;
Dwarves cannot fight while swimming - adults won't initiate most activities, but they may continue what they were doing before being submerged - even sleeping underwater, and gaining swimming experience for it!&lt;br /&gt;
&lt;br /&gt;
Dwarves trapped in a swimming pool will often try to [[climb]] up a wall to escape the water, which is relatively safe for the climbing dwarf, as the water will cushion their fall - maybe not so for any dwarves that they [[Gravity|land]] on.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
In [[adventurer mode]], as a novice swimmer or better, by standing next to a body of water and moving carefully ({{k|alt}}+direction) in the direction of the water (falling 1 or 2 z-levels is not an issue), you can swim about and train your skill. To get out, {{k|alt}}-move against a shoreline and select the option to move above it, or simply move toward the shore if it has ramps. You can also {{k|h}}old onto a (non-smooth) rock wall or tree above the water's edge in order to climb out, even without any skill in [[Climber|climbing]]. It is advisable to train your skill in swimming above novice because getting stunned, winded, or tired will make you flounder and, most likely, die, even if you're just one or two tiles from a ramp. While floundering, there is a small chance to successfully move, so you might get lucky enough to make it out of the water, but don't count on it.&lt;br /&gt;
&lt;br /&gt;
Swimmers can also dive and rise through the [[z-axis]] by pressing {{k|&amp;gt;}} and {{k|&amp;lt;}} respectively. Note that air-breathers will be unable to breathe without air in the tile above them, and without returning to the surface will eventually drown. (Sadly, there's no oxygen meter as of yet (Unless you're using DFhack!), so you'll never know when they're about to expire. Don't linger too long.)&lt;br /&gt;
&lt;br /&gt;
In adventure mode, water preference can be switched between &amp;quot;when possible&amp;quot; and &amp;quot;necessary&amp;quot;  by pressing {{k|m}}.&lt;br /&gt;
&lt;br /&gt;
=== How long can you hold your breath? ===&lt;br /&gt;
The time before you drown is based on the following formula:&lt;br /&gt;
&lt;br /&gt;
 ticks = ((ES+TS) / 4) + 200&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
* ES = Endurance score&lt;br /&gt;
* TS = Toughness score&lt;br /&gt;
* ticks = ticks before you drown&lt;br /&gt;
&lt;br /&gt;
The scores are based on the following table, using the dwarven average:&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:600px;&amp;quot;&lt;br /&gt;
! Endurance&lt;br /&gt;
! Toughness&lt;br /&gt;
! Drowning Ticks&lt;br /&gt;
|-&lt;br /&gt;
| absolutely inexhaustible || basically unbreakable || 1262-2700&lt;br /&gt;
|-&lt;br /&gt;
| indefatigable || incredibly tough || 1137-1262&lt;br /&gt;
|-&lt;br /&gt;
| very slow to tire || quite durable || 1012-1137&lt;br /&gt;
|-&lt;br /&gt;
| slow to tire || tough || 887-1012&lt;br /&gt;
|-&lt;br /&gt;
| (no description) || (no description) || 638-887&lt;br /&gt;
|-&lt;br /&gt;
| quick to tire || flimsy || 513-637&lt;br /&gt;
|-&lt;br /&gt;
| very quick to tire || very flimsy || 388-512&lt;br /&gt;
|-&lt;br /&gt;
| extremely quick to tire || remarkably flimsy || 263-387&lt;br /&gt;
|-&lt;br /&gt;
| truly quick to tire || shockingly fragile || 200-262&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example: a dwarf with an average score of endurance and toughness will have 762 ticks to get out of the water, or drown.&lt;br /&gt;
&lt;br /&gt;
However, keep in mind that drowning '''rapidly''' trains Endurance and Toughness, so by the time your dwarf drowns they might've trained both attributes slightly, giving you a few more ticks of leeway.&lt;br /&gt;
&lt;br /&gt;
===Training your party===&lt;br /&gt;
To teach companions to swim, some patience is necessary. Enter a body of water until they follow you inside, then immediately get out. They will flounder around and attempt to get out before they drown, but as long as they make it back on land, they will gain swimming experience - repeat until they manage to swim without drowning. Drowning itself can also be beneficial, as certain attributes (notably toughness and endurance), greatly benefit from the strain caused by the experience. Provided that this experience does not reach its fatal conclusion, the toughness of your band should reach a point where it can only be exceeded by the larger or more powerful supernatural entities.&lt;br /&gt;
&lt;br /&gt;
If the temperature (press {{k|P}}) is &amp;quot;cold&amp;quot; or &amp;quot;freezing&amp;quot; and it's close to sundown, '''get out of the water as quickly as you can - if you don't, the water may freeze while you are swimming, instantly killing you''' and leaving your frozen corpse encased in [[ice]] - a valuable find for archaeologists.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Swimmer&amp;diff=317997</id>
		<title>Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Swimmer&amp;diff=317997"/>
		<updated>2026-07-17T10:24:33Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Training your party */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Swimmer&lt;br /&gt;
| specialty  = Peasant&lt;br /&gt;
| profession = None&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Getting in and out of water&lt;br /&gt;
* Staying calm underwater&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense}}&lt;br /&gt;
'''Swimmer''' is a [[skill]] used by [[creature]]s to move through [[tile]]s containing [[depth|deep]] liquid (primarily [[water]]), and generally avoid drowning. Creatures may have a {{token|GAIT|c}} [[creature token]] that defines their movement [[gait|speed]] while swimming. However, a creature's effective swimming speed can be modified by its Swimmer skill level, up to its maximum gait limit at Legendary skill.&lt;br /&gt;
&lt;br /&gt;
== Drowning ==&lt;br /&gt;
[[File:octopus_drowning.gif|thumb|284px|right|Octopus man drowning in air.]]&lt;br /&gt;
[[Dwarves]] with Dabbling (level 0) or no [[experience]] as Swimmers will start drowning immediately upon contact with deep surface [[water]] (i.e. surface water of 7/7 depth). Those of Novice (level 1) experience or greater can be in deep surface water without drowning. Any dwarf will start drowning in 7/7 water if there is more water on levels above them (e.g. at the bottom of a two-level-deep cistern, or the bottom of the ocean). A [[bridge]] (or, presumably, any other building that prevents access to the air above the water) will also cause non-aquatic/amphibious creatures to begin drowning in 7/7 water--this can be useful for disposing of trolls in a [[drowning chamber|drowning]] [[pit trap|pit]].&lt;br /&gt;
 &lt;br /&gt;
A way to delay the drowning of a dwarf (allowing them to survive long enough to become a Novice swimmer) is to drain a tiny amount of water, so that some tiles in the body of water are 6/7. If one of these 6/7 tiles strays over the dwarf, their drowning timer will be reset.&lt;br /&gt;
&lt;br /&gt;
Any conscious, uninjured, non-stunned dwarf finding themselves in water of depth 4/7 or greater will try to leave, if they can find a path out of around 20 tiles in length or less.[http://www.bay12forums.com/smf/index.php?topic=116764.0]  If they can't find an exit within that distance, they won't move.  This even goes for babies and/or dwarves that cannot walk and are laying prone - they are able to breathe regardless until they learn enough swimming to crawl out.&lt;br /&gt;
&lt;br /&gt;
Dabbling swimmers require a [[ramp]] or [[stairs|stairway]] within 20 tiles to have any chance of getting out of deep water.  Fortunately, every natural shallow body of water has ramps.&lt;br /&gt;
&lt;br /&gt;
Novice swimmers are able to get out of deep water safely without needing a ramp or stairway, but they will start drowning if [[Status_icons|stunned]]. Once that happens, it can be difficult to get them out, as they lose the ability to exit anywhere and behave just like an untrained or dabbling swimmer. Everyone is stunned by falling into water, rather than entering it calmly, which is what normally happens when they aren't entering it of their [[Carp|own free will]].  Adequate (level 2) swimmers do not panic and start drowning in that situation, even when attacked, so training to this level is highly recommended - higher levels only increase speed while swimming.  Note that you can drown in [[magma]] as well, but most creatures tend to melt first.&lt;br /&gt;
&lt;br /&gt;
== Teaching swimming ==&lt;br /&gt;
[[File:swimming_preview.png|thumb|230px|right|Water's level: 7&amp;lt;br&amp;gt;Swimming skill: Novice]]&lt;br /&gt;
It can be useful to teach swimming to your dwarves, especially your [[military]], to help them survive avoidable death (such as [[dodging]] into a [[murky pool]] or a [[river]]). Dwarves will normally refuse to enter tiles with more than 3/7 water, and a depth of 4/7 (but less than 7/7, lest they drown) is necessary to train the skill, but with a specially designed [[swimming pool]] it can easily be done.&lt;br /&gt;
&lt;br /&gt;
[[Animal person|Animal people]] can't learn swimming due to a bug.{{Bug|9853}} Creatures who are innate swimmers (for example, fish like [[carp]]) do not build up Swimmer skill, as they have no use for it.&lt;br /&gt;
&lt;br /&gt;
== Other Activities ==&lt;br /&gt;
Dwarves cannot fight while swimming - adults won't initiate most activities, but they may continue what they were doing before being submerged - even sleeping underwater, and gaining swimming experience for it!&lt;br /&gt;
&lt;br /&gt;
Dwarves trapped in a swimming pool will often try to [[climb]] up a wall to escape the water, which is relatively safe for the climbing dwarf, as the water will cushion their fall - maybe not so for any dwarves that they [[Gravity|land]] on.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
In [[adventurer mode]], as a novice swimmer or better, by standing next to a body of water and moving carefully ({{k|alt}}+direction) in the direction of the water (falling 1 or 2 z-levels is not an issue), you can swim about and train your skill. To get out, {{k|alt}}-move against a shoreline and select the option to move above it, or simply move toward the shore if it has ramps. You can also {{k|h}}old onto a (non-smooth) rock wall or tree above the water's edge in order to climb out, even without any skill in [[Climber|climbing]]. It is advisable to train your skill in swimming above novice because getting stunned, winded, or tired will make you flounder and, most likely, die, even if you're just one or two tiles from a ramp. While floundering, there is a small chance to successfully move, so you might get lucky enough to make it out of the water, but don't count on it.&lt;br /&gt;
&lt;br /&gt;
Swimmers can also dive and rise through the [[z-axis]] by pressing {{k|&amp;gt;}} and {{k|&amp;lt;}} respectively. Note that air-breathers will be unable to breathe without air in the tile above them, and without returning to the surface will eventually drown. (Sadly, there's no oxygen meter as of yet (Unless you're using DFhack!), so you'll never know when they're about to expire. Don't linger too long.)&lt;br /&gt;
&lt;br /&gt;
In adventure mode, water preference can be switched between &amp;quot;when possible&amp;quot; and &amp;quot;necessary&amp;quot;  by pressing {{k|m}}.&lt;br /&gt;
&lt;br /&gt;
=== How long can you hold your breath? ===&lt;br /&gt;
The time before you drown is based on the following formula:&lt;br /&gt;
&lt;br /&gt;
 ticks = ((ES+TS) / 4) + 200&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
* ES = Endurance score&lt;br /&gt;
* TS = Toughness score&lt;br /&gt;
* ticks = ticks before you drown&lt;br /&gt;
&lt;br /&gt;
The scores are based on the following table, using the dwarven average:&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:600px;&amp;quot;&lt;br /&gt;
! Endurance&lt;br /&gt;
! Toughness&lt;br /&gt;
! Drowning Ticks&lt;br /&gt;
|-&lt;br /&gt;
| absolutely inexhaustible || basically unbreakable || 1262-2700&lt;br /&gt;
|-&lt;br /&gt;
| indefatigable || incredibly tough || 1137-1262&lt;br /&gt;
|-&lt;br /&gt;
| very slow to tire || quite durable || 1012-1137&lt;br /&gt;
|-&lt;br /&gt;
| slow to tire || tough || 887-1012&lt;br /&gt;
|-&lt;br /&gt;
| (no description) || (no description) || 638-887&lt;br /&gt;
|-&lt;br /&gt;
| quick to tire || flimsy || 513-637&lt;br /&gt;
|-&lt;br /&gt;
| very quick to tire || very flimsy || 388-512&lt;br /&gt;
|-&lt;br /&gt;
| extremely quick to tire || remarkably flimsy || 263-387&lt;br /&gt;
|-&lt;br /&gt;
| truly quick to tire || shockingly fragile || 200-262&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example: a dwarf with an average score of endurance and toughness will have 762 ticks to get out of the water, or drown.&lt;br /&gt;
&lt;br /&gt;
However, keep in mind that drowning '''rapidly''' trains Endurance and Toughness, so by the time your dwarf drowns they might've trained both attributes slightly, giving you a few more ticks of leeway.&lt;br /&gt;
&lt;br /&gt;
===Training your party===&lt;br /&gt;
To teach companions to swim, some patience is necessary. Enter a body of water until they follow you inside, then immediately get out. They will flounder around and attempt to get out before they drown, but as long as they make it back on land, they will gain swimming experience - repeat until they manage to swim without drowning. Drowning itself can also be beneficial, as certain attributes (notably toughness and endurance), greatly benefit from the strain caused by the experience. Provided that this experience does not reach its fatal conclusion, the toughness of your band should reach a point where it can only be exceeded by the larger or more powerful supernatural entities.&lt;br /&gt;
&lt;br /&gt;
If the temperature (press {{k|P}}) is &amp;quot;cold&amp;quot; or &amp;quot;freezing&amp;quot; and it's close to sundown, '''get out of the water as quickly as you can - if you don't, the water may '''freeze''' while you are swimming, instantly killing you''' and leaving your frozen corpse encased in [[ice]] - a valuable find for archaeologists.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Halberd&amp;diff=317986</id>
		<title>Halberd</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Halberd&amp;diff=317986"/>
		<updated>2026-07-16T15:21:35Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''For a comparison of different weapons, see [[Weapon]].''&lt;br /&gt;
&lt;br /&gt;
[[File:halberd_sprite_preview.png|right]]&lt;br /&gt;
A '''halberd''' is an [[attack types|edged]] [[weapon]] that is essentially a combination of long-hafted axe and short spear. Halberds are 50% greater in size than dwarven [[battle axe]]s and gain a piercing stab attack, but lose the axe's blunt pommel strike. Additionally, the halberd's blade has half the contact area and 33% greater penetration, meaning this slashing weapon is ''much'' more effective vs. armor than its smaller cousins. Attack range is not currently modeled, so halberds are neither granted distance attack bonuses, nor rendered useless as enemies advance to close combat range.&lt;br /&gt;
&lt;br /&gt;
Halberds use and train the [[Axeman]] / Axedwarf skill. As foreign weapons, dwarves cannot [[forge]] halberds, limiting supply to whatever low-[[quality]] specimens can be traded from human [[caravan]]s or scavenged from invaders. &lt;br /&gt;
&lt;br /&gt;
[[Weapon#Size|Due to the size of halberds]], dwarves are unable to equip them. [[Human]]s are large enough to wield this weapon, and many manage to do so one-handed.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dinosaur&amp;diff=317985</id>
		<title>Dinosaur</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dinosaur&amp;diff=317985"/>
		<updated>2026-07-16T15:19:13Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambig}}&lt;br /&gt;
[[Dinosaur|Dinosaurs]] are reptillian creatures with warm blood and hollow bones, introduced in the [[Dino Update]] alongside other real-world extinct creatures. This is a list of all dinosaurs in ''Dwarf Fortress''&lt;br /&gt;
&lt;br /&gt;
== Dinosaurs ==&lt;br /&gt;
&lt;br /&gt;
=== Triassic ===&lt;br /&gt;
*[[Eoraptor]]([[eoraptor man|man]])&lt;br /&gt;
*[[Procompsognathus]]([[Procompsognathus man|man]])&lt;br /&gt;
&lt;br /&gt;
=== Jurassic ===&lt;br /&gt;
*[[Torvosaurus]]([[Torvosaurus man|man]])&lt;br /&gt;
*[[Archaeopteryx]]([[Archaeopteryx man|man]])&lt;br /&gt;
*[[Stegosaurus]]([[Stegosaurus man|man]])&lt;br /&gt;
*[[Kentrosaurus]]([[Kentrosaurus man|man]])&lt;br /&gt;
*[[Dilophosaurus]]([[Dilophosaurus man|man]])&lt;br /&gt;
*[[Ceratosaurus]]([[Ceratosaurus man|man]])&lt;br /&gt;
*[[Europasaurus]]([[Europasaurus man|man]])&lt;br /&gt;
*[[Brachiosaurus]]([[Brachiosaurus man|man]])&lt;br /&gt;
*[[Diplodocus]]([[Diplodocus man|man]])&lt;br /&gt;
*[[Brontosaurus]]([[Brontosaurus man|man]])&lt;br /&gt;
*[[Allosaurus]]([[Allosaurus man|man]])&lt;br /&gt;
*[[Afrovenator]]([[Afrovenator man|man]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cretaceous ===&lt;br /&gt;
*[[Velociraptor]]([[Velociraptor man|man]])&lt;br /&gt;
*[[Mononykus]]([[ Mononykus man|man]])&lt;br /&gt;
*[[Linhenykus|Linhenykus]]([[Linhenykus man|man]])&lt;br /&gt;
*[[Buitreraptor]]([[Buitreraptor man|man]])&lt;br /&gt;
*[[Deinonychus]]([[Deinonychus man|man]])&lt;br /&gt;
*[[Utahraptor]]([[Utahraptor man|man]])&lt;br /&gt;
*[[Parasaurolophus]]([[Parasaurolophus man|man]])&lt;br /&gt;
*[[Iguanodon]]([[Iguanodon man|man]])&lt;br /&gt;
*[[Triceratops]]([[Triceratops man|man]])&lt;br /&gt;
*[[Kosmoceratops]]([[Kosmoceratops man|man]])&lt;br /&gt;
*[[Microceratus]]([[Microceratus man|man]])&lt;br /&gt;
*[[Ankylosaurus]]([[Ankylosaurus man|man]])&lt;br /&gt;
*[[Pachycephalosaurus]]([[Pachycephalosaurus man|man]])&lt;br /&gt;
*[[Colepiocephale]]([[Colepiocephale man|man]])&lt;br /&gt;
*[[Tsintaosaurus]]([[Tsintaosaurus man|man]])&lt;br /&gt;
*[[Therizinosaurus]]([[Therizinosaurus man|man]])&lt;br /&gt;
*[[Suzhousaurus]]([[Suzhousaurus man|man]])&lt;br /&gt;
*[[Nothronychus]]([[Nothronychus man|man]])&lt;br /&gt;
*[[Carnotaurus]]([[Carnotaurus man|man)]]&lt;br /&gt;
*[[Spinosaurus]]&lt;br /&gt;
*[[Tyrannosaurus]]([[Tyrannosaurus man|man]])&lt;br /&gt;
*[[Amargasaurus]]([[Amargasaurus man|man]])&lt;br /&gt;
*[[Oviraptor]]([[Oviraptor man|man]])&lt;br /&gt;
*[[Hypsilophodon]]([[Hypsilophodon man|man]])&lt;br /&gt;
*[[Nodosaurus]]([[Nodosaurus man|man]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other prehistoric reptiles sometimes (incorrectly) called dinosaurs ==&lt;br /&gt;
=== Pterosaurs ===&lt;br /&gt;
'''Jurassic'''&lt;br /&gt;
*[[Pterodactylus]]([[Pterodactylus man|man]])&lt;br /&gt;
*[[Jeholopterus]]([[Jeholopterus man|man]])&lt;br /&gt;
*[[Rhamphorhynchus]]([[Rhamphorhynchus man|man]])&lt;br /&gt;
&lt;br /&gt;
'''Cretaceous'''&lt;br /&gt;
*[[Quetzalcoatlus]]([[Quetzalcoatlus man|man]])&lt;br /&gt;
*[[Sinopterus]]([[Sinopterus man|man]])&lt;br /&gt;
&lt;br /&gt;
=== Various aquatic reptiles ===&lt;br /&gt;
'''Jurassic'''&lt;br /&gt;
*[[Ichthyosaurus|Ichthyosauru]]s([[Ichthyosaurus man|man]])&lt;br /&gt;
*[[Plesiosaurus]]([[Plesiosaurus man|man]])&lt;br /&gt;
'''Cretaceous'''&lt;br /&gt;
*[[Mosasaurus]]([[Mosasaurus man|man]])&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Dimetrodon]], which is not a reptile but still erroneously called a dinosaur&lt;br /&gt;
&lt;br /&gt;
[[Creature|Birds]], which some human scientists suggest are dinosaurs&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tyrannosaurus&amp;diff=317977</id>
		<title>Tyrannosaurus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tyrannosaurus&amp;diff=317977"/>
		<updated>2026-07-16T07:36:50Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
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&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=tyrannosaurus_sprites.png&lt;br /&gt;
|portrait=tyrannosaurus_portrait_anim.gif}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
The '''Tyrannosaurus Rex''', or '''T. Rex''' (referred to as just '''Tyrannosaurus''' in-game) is a very large, carnivorous [[extinction|extinct]] dinosaur from the [[wikipedia:Cretaceous|Cretaceous]] period. Their large size can be compared to that of an [[ogre]], or slightly smaller than a [[giant saltwater crocodile]]. They are usually found in temperate, moist environments (which resembles the Hell Creek formation as it was in the Cretaceous).&lt;br /&gt;
&lt;br /&gt;
It can be extremely dangerous if precautions aren't taken, but if you manage to tame and train one for war, it can be used for combat and will decimate most [[goblins]], since their armor usually isn't very high quality. Cave dragons that goblins sometimes bring can pose a threat to it, however.&lt;br /&gt;
&lt;br /&gt;
Some [[dwarf|dwarves]] [[like]] tyrannosaurus rexes for their ''jaws'' and ''tiny arms''.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
A [[human]] was once making fun of a T.Rex due to its short arms, and saying it was just a scavenger. They were promptly eaten whole.&lt;br /&gt;
&lt;br /&gt;
The T.Rex lays eggs and has a very large clutch size (larger than any domestic bird), which means it is theoretically possible for a never before seen -splosion to occur, the enigmatic dinosplosion (though dwarven scientists still contemplate whether it is closer to a birdsplosion or a crocsplosion). This theoretical -splosion has not been seen occurring yet.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Spinosaurus&amp;diff=317947</id>
		<title>Spinosaurus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Spinosaurus&amp;diff=317947"/>
		<updated>2026-07-13T13:39:24Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Spinosaurus''' is a large, semi-aquatic extinct carnivorous dinosaur from the Cretaceous period. There are two species of Spinosaurus in ''Dwarf Fortress'':&lt;br /&gt;
&lt;br /&gt;
*[[Spinosaurus aegyptiacus]]&lt;br /&gt;
*[[Spinosaurus mirabilis]]&lt;br /&gt;
&lt;br /&gt;
{{disambig}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dilophosaurus&amp;diff=317844</id>
		<title>Dilophosaurus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dilophosaurus&amp;diff=317844"/>
		<updated>2026-07-08T06:17:40Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=dilophosaurus_sprites.png&lt;br /&gt;
|portrait=dilophosaurus_portrait_anim.gif}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: Jurassic Park franchise --&amp;gt;&lt;br /&gt;
Contrary to popular rumours started by [[human]]s, Dilophosaurus have never had an expandable neck frill or been known to spit venom. Puzzled dwarves can only assume that humans, few of whom have ever braved the untamed wilds where prehistoric creatures still roam, picked up this &amp;quot;knowledge&amp;quot; from some poorly-researched tome of fiction. Similar legends postulating that a Dilophosaurus once killed and ate an overweight human [[mercenary]] before they could hand a stolen [[artifact]] over to their employer, while more plausible on the surface, are likewise unconfirmed.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Afrovenator_man&amp;diff=317843</id>
		<title>Afrovenator man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Afrovenator_man&amp;diff=317843"/>
		<updated>2026-07-08T06:13:29Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=afrovenator_man_sprite.png&lt;br /&gt;
|portrait=afrovenator_man_portrait.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Afrovenator men''' are [[animal people|humanoid]] versions of the [[extinct]] dinosaurs, [[afrovenator]]s, from the [[wikipedia:Jurassic|Jurassic]] era. They are roughly half the size of their afrovenator counterparts, and can appear in groups of up to 2 or 3.&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] like afrovenator for their ''graceful movement''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Diadectes&amp;diff=317821</id>
		<title>Diadectes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Diadectes&amp;diff=317821"/>
		<updated>2026-07-06T17:21:11Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=diadectes_sprites.png&lt;br /&gt;
|portrait=diadectes_portrait_anim.gif}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Diadectes''' are [[extinct]] [[creature]]s from the [[wikipedia:Permian|Permian]] era. They are found in various [[Surroundings#Savage|savage]] [[temperate]] [[biome]]s, appearing alone or in herds of up to 6 individuals. While [[Extinction#Extinct creatures|extinct]] in real life, their appearance is dependent on the settings chosen when [[World generation#Real world extinct creatures|creating a world]]. A young diadectes is ''theoretically'' called a ''hatchling'', but as of version 53.15, it is an adult upon birth. As there is a sprite and portrait for young diadectes, this is likely a bug.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dodo&amp;diff=317820</id>
		<title>Dodo</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dodo&amp;diff=317820"/>
		<updated>2026-07-06T10:38:15Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: add (very speculative) reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=dodo_sprites.png&lt;br /&gt;
|portrait=dodo_portrait_anim.gif}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: 'Under A Rock' game, by Nordic Trolls --&amp;gt;&lt;br /&gt;
Small groups of dodos can be found on [[island]] [[beach]]es, where they were domesticated first by a lost population of terribly malformed [[troglodyte|humans]]. [[Animal trainer]]s traditionally first knock the dodo unconscious, then feed it purple berries or tiny [[Cook#Prepared Meal|biscuits]] to earn its trust.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Noble&amp;diff=317520</id>
		<title>Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Noble&amp;diff=317520"/>
		<updated>2026-07-04T14:59:25Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* Appointing Administrators */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:noble_icon_preview.png|right]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rîthol&lt;br /&gt;
| elvish  = ramu&lt;br /&gt;
| goblin  = dösta&lt;br /&gt;
| human   = hal}}&lt;br /&gt;
'''Nobles''' and '''administrators''' are [[Dwarf|dwarves]] elevated to a position of rule over your fortress. Administrators perform a useful, specific task or duty unique to their position, such as [[Manager|managing work orders]], [[Broker|trading with merchants]], [[Militia commander|commanding military positions]], or even [[bookkeeper|stocks recording]]. An [[expedition leader]] or a [[mayor]] provides a critical happiness bonus to unhappy and [[stress|stressed]] dwarves, who will yell at or cry on &amp;quot;someone in charge&amp;quot;, and is also responsible for interacting with [[outpost liaison|outpost liaisons]].&lt;br /&gt;
&lt;br /&gt;
Certain offices are automatically [[elected]] by your fortress's citizenry, rising to ranks mostly outside of the player's control, while most administrators can be directly appointed by the player, and can be promoted, demoted and replaced at any time. Administrators are colloquially known as &amp;quot;utility nobles&amp;quot;, and internally both are a type of [[position token|position]].&lt;br /&gt;
&lt;br /&gt;
Developed fortresses are offered the privilege of elevating a dwarf to a noble title, allowing the dwarven [[caravan]] the luxury of trading with high-capacity [[wagon|wagons]]. This is an optional victory goal of [[Fortress mode]], and a fortress that chooses this path and produces enough wealth will see their chosen noble climb the echelons of society, all the way to attracting the reigning [[monarch]].&lt;br /&gt;
&lt;br /&gt;
Higher-rank office-holders, such as nobles and the [[mayor]], can make [[demand|demands]] and set legally-binding [[mandate|mandates]], which, if not met, will upset them, such that they will punish your dwarves for &amp;quot;oath-breaking&amp;quot; if the fortress has an active [[justice]] system. They are also well-aware of their social statuses and often want expensive, well-furnished [[Zone#Quality_and_value|room]]s and other personal possessions, such as [[cabinet]]s and [[armor stand]]s, and some of them are pretentious and do not want a lower-rank dwarf to have a better room than them.&lt;br /&gt;
&lt;br /&gt;
If a noble is too much of a problem and cannot be fired, it may be possible to arrange an [[unfortunate accident]] for them. Be careful, though, the death of a leader, especially a popular one like an elected [[mayor]], may cause grief among the general populace, and may have additional consequences due to how leaders are chosen. Hereditary noble titles are not succeeded by dwarves in your fortress. A fortress lacking a mayor or an expedition leader will be temporarily unable to appoint new administrators manually until a new dwarf takes office.&lt;br /&gt;
&lt;br /&gt;
It is possible for some of your dwarves to hold noble titles over other [[Site|sites]] in the [[Civilization#Mountain|dwarven kingdom]]. These dwarves are still capable of issuing mandates in your fort, however, and demand the same sort of privileged treatment as any other noble. There is no further benefit to having multiple land-holders, so in the event you happen to have multiple [[baron]]s or similar, it may be more productive to [[unfortunate accident|remove]] the noble whose title is not linked to your fortress in order to avoid the unnecessary hassle with mandates and demands. Note that office-holders, whether elected or appointed, cannot be peacefully [[Emigration|exiled]], as they are presumably in charge of the emigration orders in the first place.&lt;br /&gt;
&lt;br /&gt;
Outside your fortress, positions such as the [[general]] and [[outpost liaison]] are also types of administrators that attend to national affairs, answering to the [[monarch]] of each dwarven civilization. [[Human|Humans]], [[Elf|elves]] and [[goblin|goblins]] have nobles of their own, with some of the positions of their [[civilization|civilizations]] being exclusive to them, such as human law-giver and elven [[druid|druids]]. Humans and goblins are able to procedurally generate their government during world generation, with law-making officials able to create new positions for any number of reasons. While civilized, [[kobold|kobolds]] and subterranean [[animal people]] have no need for nobles or organized governments.&lt;br /&gt;
&lt;br /&gt;
== Menu ==&lt;br /&gt;
[[File:Nobles v50.png|thumb|right|500px| The nobles and administrators menu {{menu icon|n}}, displaying a variety of positions. Those with room requirements are fulfilled, while the Mayor has a pending mandate.]] The '''Nobles and administrators''' menu, opened with {{menu icon|n}} menu button, contains a list of the noble and [[administrator]] positions of your settlement. At the top is a description section, which may change to provide detail when hovering over different elements.&lt;br /&gt;
&lt;br /&gt;
Each list entry contains the following columns (from left to right):&lt;br /&gt;
* The name of the position or the land name (like barony), with the name of the related squad below, if applicable.&lt;br /&gt;
* Button to change the current holder of the position, if applicable.&lt;br /&gt;
* An image of the current holder of the position, if there is one.&lt;br /&gt;
* The [[name]] and [[Labor|profession]] of the current holder of the position (usually their profession is the position title), or {{DFtext|VACANT|6:1}} or {{DFtext|NEW|6:1}} if there is none.&lt;br /&gt;
* Button to give symbols to the noble. This gives the position holder an item, which is given a name at this time if it did not already have one.&lt;br /&gt;
* The current and required [[Office|Study/Throne Room]], [[Bedroom]], [[Dining Room]], [[Tomb]], and [[Building|Furniture]] for the position.&lt;br /&gt;
* Any [[Mandate|mandates]] set by the noble.&lt;br /&gt;
* For the [[bookkeeper]], the desired [[stocks]] display precision.&lt;br /&gt;
&lt;br /&gt;
== Triggers ==&lt;br /&gt;
An [[expedition leader]] will be automatically selected at embark. With an expedition leader, the following positions can be assigned: [[bookkeeper]], [[broker]], [[chief medical dwarf]], [[hammerer]], [[manager]], [[militia commander]], and [[sheriff]]. With a militia commander, [[militia captain]]s can be assigned to lead other [[squad]]s.&lt;br /&gt;
&lt;br /&gt;
Once the fortress population reaches 50, a [[mayor]] will be automatically elected (replacing the expedition leader). Once a mayor has been elected, the [[captain of the guard]] (replacing the sheriff) and [[dungeon master]] positions can also be assigned, in addition to those available with an expedition leader.&lt;br /&gt;
&lt;br /&gt;
Landholding nobles have triggers defined in the [[Difficulty#Land_holder|difficulty settings]]. The default requirements are listed below.&lt;br /&gt;
&lt;br /&gt;
*'''Population''' - Minimum population required for this position to become available.&lt;br /&gt;
*'''Created Wealth''' - Minimum created wealth for this position to become available.&lt;br /&gt;
*'''Exported Wealth''' - Minimum exported wealth for this position to become available.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
! '''Land Holder'''&lt;br /&gt;
! '''Population'''&lt;br /&gt;
! '''Created Wealth'''&lt;br /&gt;
! '''Exported Wealth'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Baron]]&lt;br /&gt;
| 20&lt;br /&gt;
| 100k &lt;br /&gt;
| 10k&lt;br /&gt;
|-&lt;br /&gt;
! [[Count]]&lt;br /&gt;
| 20&lt;br /&gt;
| 200k &lt;br /&gt;
| 20k&lt;br /&gt;
|-&lt;br /&gt;
! [[Duke]]&lt;br /&gt;
| 20&lt;br /&gt;
| 300k &lt;br /&gt;
| 30k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[general]] arrives alongside the [[monarch]] (except when a fortress citizen or resident inherits the monarchy{{bug|11717}}).&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Below are the room demands made by each position. For details on room values, see: [[Zone#Quality_and_value|Zone quality and value]]. It also lists the number of chests, cabinets, weapon racks, and armor stands they demand. Finally, it shows the maximum number of [[demand]]s and [[mandate]]s they can issue at any given point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Inactive nobles are commented out. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Note the colour progression:&lt;br /&gt;
&amp;lt;!-- Note the colour progression (parenthesis are former values):&lt;br /&gt;
Meager (FFFFE0) -&amp;gt; FFFF00&lt;br /&gt;
Modest (FFFFC0) -&amp;gt; FFEA00&lt;br /&gt;
(blank) (FFFFA0) -&amp;gt; FFCC00&lt;br /&gt;
Decent (FFFF80) -&amp;gt; FFBA00&lt;br /&gt;
Fine (FFFF60) -&amp;gt; FFA200&lt;br /&gt;
Great (FFFF40) -&amp;gt; FF9000&lt;br /&gt;
Grand (FFFF20) -&amp;gt; FF7800&lt;br /&gt;
Royal (FFFF00) -&amp;gt; FF4E00&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Quarters!!Dining Room!!Office!!Tomb!!Chests!!Cabinets!!Racks!!Stands!!Demands!!Mandates&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Baron]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Tomb&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Bookkeeper]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Broker]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Captain]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Captain of the guard|Captain of the Guard]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Champion]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Chief medical dwarf]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Count]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Mausoleum&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
![[Diplomat]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|-&lt;br /&gt;
![[Duke]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Opulent Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Mausoleum&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[Dungeon master]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Expedition leader]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Forced administrator]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[General]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Grave&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Hammerer]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Lieutenant]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Manager]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Mayor]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Militia captain]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Militia commander]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Monarch]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Mausoleum&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;10&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;10&lt;br /&gt;
|5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Outpost liaison]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Sheriff]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==   &lt;br /&gt;
This shows various notes for each position taken from the [[raws]].&lt;br /&gt;
&lt;br /&gt;
*'''#''' - lists whether one or more dwarves can have this position.  Duke/Count/Baron don't have a number listed, but each fortress can only have one.&lt;br /&gt;
*'''Squad''' - Lists the number and type of dwarf that this position leads.&lt;br /&gt;
*'''Spouse''' - The noble's spouse is also considered a noble, being called &amp;quot;[noble] [[consort]]&amp;quot;. No (functional) privileges are attached to them, except of course the fact that they share the rooms with their spouse.&lt;br /&gt;
*'''Heir''' - Is this individual replaced by an heir when they die?&lt;br /&gt;
*'''Appointed By''' - Which position appoints this person initially?  Note that the player actually controls all appointments via the nobles screen; this is, in effect, only which dwarf is ''necessary'' before the player can make the appointment. Barons aren't directly appointed but elevated (presumably by the Mountainhome) upon recommendation of the player. They cannot be replaced via the {{k|n}}obles screen. Once a baron/countess/duke dies, the outpost liason will not offer elevation again. There is no guarantee your fortress will receive a successor, either.&lt;br /&gt;
*'''Replaced By''' - What position replaces this one?&lt;br /&gt;
*'''Pop Req''' - Minimum population required for this position to become available. For the Baron, Count, and Duke these values come from the [[Position_token#LAND_HOLDER|land holder]] [[difficulty]] settings instead of the raws.&lt;br /&gt;
*'''Wealth Req''' - Minimum created &amp;amp; exported wealth (respectively) for this position to become available.&lt;br /&gt;
*'''Elected''' - Is this dwarf elected?&lt;br /&gt;
*'''Lazy''' - Such nobles won't do any regular [[labor]]s aside from pulling [[lever]]s, deconstructing [[wall]]s, and some other things. Currently non-functional, so &amp;quot;lazy&amp;quot; nobles can still be assigned to perform any labor.&lt;br /&gt;
*'''Immunity''' - Immune dwarves aren't punished for any crimes.&lt;br /&gt;
*'''Econ Exempt''' - These dwarves don't need money to pay for goods or rooms after the [[economy]] arrives. Due to the economy currently being disabled, this privilege goes unused for now.&lt;br /&gt;
*'''Military Screen Only''' - This position is only listed on the military screen.&lt;br /&gt;
*'''Jealous''' - These dwarves will become [[thought|upset]] if their rooms are not better than those of &amp;quot;lesser&amp;quot; dwarves. They don't have to see the rooms to become upset, since they somehow just know such rooms exist. Positions are sorted by their precedence in the nobles screen, with more important dwarves sorted above lower ranks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! '''Position'''&lt;br /&gt;
! width=5% | '''#'''&lt;br /&gt;
! '''Squad'''&lt;br /&gt;
! width=5% | '''Spouse'''&lt;br /&gt;
! width=5% | '''Heir'''&lt;br /&gt;
! '''Appointed By'''&lt;br /&gt;
! '''Replaced By'''&lt;br /&gt;
! width=5% | '''Pop Req'''&lt;br /&gt;
! width=7% | '''Wealth Req'''&lt;br /&gt;
! width=5% | '''Elected'''&lt;br /&gt;
! '''Lazy'''&lt;br /&gt;
! width=5% | '''Immunity'''&lt;br /&gt;
! width=5% | '''Econ Exempt'''&lt;br /&gt;
! width=5% | '''Military Screen Only'''&lt;br /&gt;
! '''Jealous'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| Count&lt;br /&gt;
| 20&lt;br /&gt;
| 100k / 10k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Bookkeeper&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&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;
|-&lt;br /&gt;
! Broker&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&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;!--&lt;br /&gt;
|-&lt;br /&gt;
! Captain&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| General&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Captain of the Guard&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Fortress Guard&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| 50&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Champion&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Chief Medical Dwarf&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&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;
|-&lt;br /&gt;
! Count&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| Duke&lt;br /&gt;
| 20&lt;br /&gt;
| 200k / 20k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
! Diplomat&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
! Duke&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| 20&lt;br /&gt;
| 300k / 30k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon Master*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Expedition Leader&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Forced Administrator*&lt;br /&gt;
| 1&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;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! General&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Hammerer&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Lieutenant&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| General&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Manager&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&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;
|-&lt;br /&gt;
! Mayor&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 50&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Militia Captain&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Militia-dwarf&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Militia Commander&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Militia Commander&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Militia-dwarf&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&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;
|-&lt;br /&gt;
! Monarch&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| [[Armok]] himself&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Monarch|It's complicated]]&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Outpost Liaison&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sheriff&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| Captain of the Guard&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Tax Collector*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--''* Not currently implemented.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appointing Administrators==&lt;br /&gt;
Appointed positions are chosen by the player via the nobles and administrators menu {{menu icon|n}} (representing them being appointed by higher-ranking leaders; see below). There are certain [[skill|skills]] that are relevant for each administrator's responsibilities, and not all dwarves will gain experience in the given skill. Some dwarves will never gain experience in certain [[social skill|social skills]], this is determined by each dwarf's personal traits, and it is therefore important to select the dwarf with the appropriate set of [[Personality facet|traits]] for each position.&lt;br /&gt;
&lt;br /&gt;
When choosing a dwarf to assign to a position, the list of choices is sorted by the skill relevant to the job. This is ''especially'' important when appointing administrators.&lt;br /&gt;
&lt;br /&gt;
*Military leaders ([[Captain of the guard|captains of the guard]], [[militia commander]]s, and [[militia captain]]s) use the [[leader]] and [[military tactics]] skills, among others.&lt;br /&gt;
&lt;br /&gt;
*[[Manager|Managers]] use the [[organizer]] skill.&lt;br /&gt;
&lt;br /&gt;
*[[Chief medical dwarf|Chief medical dwarves]] are usually appointed based on their qualifications as a [[diagnostician]], though of course you need more than just diagnosis for a functional [[hospital]].&lt;br /&gt;
&lt;br /&gt;
*[[Broker|Brokers]] most critically use the [[judge of intent]] and [[appraiser]] skill, with other [[social skill|social skills]] moderately useful in negotiating deals.&lt;br /&gt;
&lt;br /&gt;
*[[Bookkeeper|Bookkeepers]] have their very own [[record keeper]] skill.&lt;br /&gt;
&lt;br /&gt;
In-universe, when you appoint a leader, the new orders don't just descend from on high - instead, a higher-ranking official will actually appoint someone to the position. All appointed positions aside from the militia captain are appointed by the [[expedition leader]], or the [[mayor]] that replaces them when your fort's population reaches a certain point. [[Militia captain]] positions are instead appointed by the [[militia commander]], and the commander must return from any [[mission|missions]] before any appointments can be made. If your fort doesn't have the relevant higher-ranking official [[fun|for some reason]], you can't appoint certain positions until they are replaced.&lt;br /&gt;
&lt;br /&gt;
= General nobility mechanics =&lt;br /&gt;
The nobles in your own fortress and your civilization, as well as other types of civilizations, use a standardized set of mechanics. These may be seen in the [[elves]], [[humans]] or [[goblins]] or in [[Entity token|modded civilizations]].&lt;br /&gt;
&lt;br /&gt;
== Nobles in other civilizations ==&lt;br /&gt;
''Main article:'' [[Advanced Entity Position Mechanics]]&lt;br /&gt;
&lt;br /&gt;
There are two basic kinds of nobles: civ-level and site-level.  Positions with the {{token|SITE|po}} tag are site-level, those without it are civ-level.  These types of nobles can be regarded as separate systems. There is however some limited interaction possible: civ-level nobles can appoint site-level positions. They cannot succeed, or be replaced by site-level positions, and vice versa.&lt;br /&gt;
&lt;br /&gt;
Outside of Fortress mode, the game will always attempt to assign nobles whenever possible (except for those with {{token|NUMBER|po|AS_NEEDED}}).  So the rules for when nobles appear are controlled by the tags which limit them.&lt;br /&gt;
&lt;br /&gt;
* Nobles with {{token|APPOINTED_BY|po|position}}require a noble of the designated position.&lt;br /&gt;
* Nobles with {{token|REQUIRES_POPULATION|po}} require the population to have a specific size.&lt;br /&gt;
* Nobles with {{token|REQUIRES_MARKET|po}} will only appear in &amp;quot;large&amp;quot; sites (which may have different rules for different site types). A player fortress is always considered as having a market, thus this requirement is fulfilled.&lt;br /&gt;
&lt;br /&gt;
Positions that have no requirements will automatically be assigned to a random civ member when a new site/civ is created. In worldgen, there is no functional difference between {{token|ELECTED|po}} and having no appointment rule except that [[elected]] nobles tend to have high social skills and/or skills related to the position, while non-elected ones are assigned randomly.&lt;br /&gt;
If a noble dies or advances to a new position via succession, the position will be granted to another unit based on the {{token|SUCCESSION|po}} tag.  If they have an heir or the position exists, the unit will be assigned.  If not, a new one will be appointed according to the usual rules.&lt;br /&gt;
It is possible to assign multiple levels of {{token|SUCCESSION|po|BY_POSITION}}, creating a line of positions where the death of one causes all those &amp;quot;below&amp;quot; them to advance.&lt;br /&gt;
&lt;br /&gt;
{{token|REPLACED_BY|po|position}} means that once the replacing position is available, the current position will disappear. As mentioned, site-level and civ-level positions are completely separate; a site position cannot be replaced by a civ-level one or vice versa. Only for replacement in the landholders-chain is the current holder promoted to the next position.&lt;br /&gt;
&lt;br /&gt;
These rules are mostly followed in worldgen.  It is possible to cause civs and individual sites to change their behavior substantially when they reach a certain size by controlling nobles.  For example, if a site can only appoint a position with {{token|MILITARY_GOALS|po}} after reaching a particular size, that site will not send armies on missions until the required size is reached.&lt;br /&gt;
&lt;br /&gt;
Another interesting point is that a civ-level {{token|LAW_MAKING|po}} position is required for the civilization to have any kind of cohesion.  Without it, sites will be constantly embroiled in territorial disputes and civil wars will be commonplace.&lt;br /&gt;
&lt;br /&gt;
== Landholders and Positions ==&lt;br /&gt;
''Main article:'' [[Position_token#Why won't my positions appear?|Why won't my positions appear?]]&lt;br /&gt;
&lt;br /&gt;
The way DF determines what positions will actually appear in your fortress is somewhat counter-intuitive and fairly limiting. This guide should help you understand what you can do to actually get your positions working properly.&lt;br /&gt;
&lt;br /&gt;
There are five tokens governing which positions appear in your fortress - {{token|LAND_HOLDER|po}}, {{token|REQUIRES_POPULATION|po}}, {{token|APPOINTED_BY|po}}, {{token|ELECTED|po}}, and {{token|REPLACED_BY|po}}. The first two determine when your fortress is eligible for a new position, the next two determine how a new position for which your fortress is eligible can be added, and the fifth allows you to clear up obsolete positions. Unfortunately, they also interact in some strange ways that makes creating interesting position structures difficult.&lt;br /&gt;
&lt;br /&gt;
When you start a new fortress, DF compiles a list of your initial positions. To do this, it looks at the requirements for each position - any position whose only requirement is less than seven dwarves (either because they have no requirement tokens, or because their only requirement tokens are [REQUIRES_POPULATION: =&amp;lt; 7] or [LAND_HOLDER:some trigger whose only requirement is some number of dwarves equal to or less than 7]). Most importantly, any position whose only requirement is a [LAND_HOLDER] requirement, regardless of what the trigger for that requirement is, will be added if another eligible starting position is [REPLACED_BY] it. A non-[LAND_HOLDER] position that is [REPLACED_BY] a [LAND_HOLDER] position will never appear. With this list compiled, the game culls all positions that are [REPLACED_BY] another eligible position, and then culls all positions that have the [APPOINTED_BY] token. You may not embark with any appointed positions. Any remaining positions are then filled by a dwarf chosen at random.&lt;br /&gt;
&lt;br /&gt;
Positions do not automatically appear when you reach their requirements. For example, if you remove the [ELECTED] token from the Mayor, then the Mayor will never appear, even once you reach their required number of dwarves. For a position that does not appear at embark to appear in your fortress, it must be [APPOINTED_BY] another position or [ELECTED].&lt;br /&gt;
&lt;br /&gt;
Naturally, this is more complicated than it looks. [APPOINTED_BY] positions must be appointed by another position already in your fortress, or a civ-level position. Only [LAND_HOLDER] positions may be appointed by civ-level positions. [LAND_HOLDER] positions that are [APPOINTED_BY] civ-level positions are inherently tied to civ-level tokens with the ESTABLISH_COLONY_TRADE_AGREEMENTS responsibility.&lt;br /&gt;
{{old|v=50.01}}&lt;br /&gt;
If a fortress meets the [LAND_HOLDER_TRIGGER] for a new [LAND_HOLDER] tier when a caravan leaves, then the next time the outpost liaison or equivalent arrives, they will offer to make you an official colony, which will allow you to select all positions for that [LAND_HOLDER] level. Each time they appear, the outpost liaison will only promote your fortress one tier up the [LAND_HOLDER] track. The biggest problem with this system is that you may set your [LAND_HOLDER_TRIGGERS] such that you are eligible for the first tier of [LAND_HOLDER] positions at embark. If you are eligible for the first tier of [LAND_HOLDER] positions at embark, then all first-tier positions will appear twice - once at embark, and again when the outpost liaison comes to appoint you to the first tier.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Nobles may have impossible [[demand]]s, like cardinal leather items or metal beds. {{Bug|944}} (Feel free to arrange an [[unfortunate accident]] for the idiot in question) While no dwarves will get punished for not producing these items, it may enrage the noble.&lt;br /&gt;
* If your fort is unable to find a replacement for a noble, that noble will never be reappointed. {{bug|5299}}&lt;br /&gt;
* New mayors and expedition leaders will be elected / &amp;quot;appointed by the monarch&amp;quot; after some time, but it might take a while, and in the meantime, you won't be able to appoint certain nobles. {{bug|8129}}&lt;br /&gt;
&lt;br /&gt;
===Selecting Squads which contain Nobles===&lt;br /&gt;
The [[Monarch]], [[Baron]], [[Count]] and [[Duke]] cannot be assigned as military commander, because of their succession-rules.&lt;br /&gt;
&lt;br /&gt;
Here's a link to the DF forum, where some SCIENCE on Nobles in Squads has been conducted.&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=113639.msg3467517#msg3467517&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Although &amp;lt;s&amp;gt;all&amp;lt;/s&amp;gt; many players &amp;lt;s&amp;gt;often&amp;lt;/s&amp;gt; constantly get &amp;lt;s&amp;gt;angry&amp;lt;/s&amp;gt; murderously mad at nobles, wiser players simply thank their lucky stars that [[main:Armok|Armok]] never created congressdwarves.&lt;br /&gt;
[[File:Jacques Callot, Noble Woman with Large Collar, c. 1620-1623, NGA 36864.jpg|thumb|250px|center|A human noble from times past.&amp;lt;br&amp;gt;Jacques Callot (1620-1623)]]&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Template:V50 entities}}&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Nobles}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Noble&amp;diff=317519</id>
		<title>Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Noble&amp;diff=317519"/>
		<updated>2026-07-04T14:56:48Z</updated>

		<summary type="html">&lt;p&gt;Silverwing235: /* General nobility mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:noble_icon_preview.png|right]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rîthol&lt;br /&gt;
| elvish  = ramu&lt;br /&gt;
| goblin  = dösta&lt;br /&gt;
| human   = hal}}&lt;br /&gt;
'''Nobles''' and '''administrators''' are [[Dwarf|dwarves]] elevated to a position of rule over your fortress. Administrators perform a useful, specific task or duty unique to their position, such as [[Manager|managing work orders]], [[Broker|trading with merchants]], [[Militia commander|commanding military positions]], or even [[bookkeeper|stocks recording]]. An [[expedition leader]] or a [[mayor]] provides a critical happiness bonus to unhappy and [[stress|stressed]] dwarves, who will yell at or cry on &amp;quot;someone in charge&amp;quot;, and is also responsible for interacting with [[outpost liaison|outpost liaisons]].&lt;br /&gt;
&lt;br /&gt;
Certain offices are automatically [[elected]] by your fortress's citizenry, rising to ranks mostly outside of the player's control, while most administrators can be directly appointed by the player, and can be promoted, demoted and replaced at any time. Administrators are colloquially known as &amp;quot;utility nobles&amp;quot;, and internally both are a type of [[position token|position]].&lt;br /&gt;
&lt;br /&gt;
Developed fortresses are offered the privilege of elevating a dwarf to a noble title, allowing the dwarven [[caravan]] the luxury of trading with high-capacity [[wagon|wagons]]. This is an optional victory goal of [[Fortress mode]], and a fortress that chooses this path and produces enough wealth will see their chosen noble climb the echelons of society, all the way to attracting the reigning [[monarch]].&lt;br /&gt;
&lt;br /&gt;
Higher-rank office-holders, such as nobles and the [[mayor]], can make [[demand|demands]] and set legally-binding [[mandate|mandates]], which, if not met, will upset them, such that they will punish your dwarves for &amp;quot;oath-breaking&amp;quot; if the fortress has an active [[justice]] system. They are also well-aware of their social statuses and often want expensive, well-furnished [[Zone#Quality_and_value|room]]s and other personal possessions, such as [[cabinet]]s and [[armor stand]]s, and some of them are pretentious and do not want a lower-rank dwarf to have a better room than them.&lt;br /&gt;
&lt;br /&gt;
If a noble is too much of a problem and cannot be fired, it may be possible to arrange an [[unfortunate accident]] for them. Be careful, though, the death of a leader, especially a popular one like an elected [[mayor]], may cause grief among the general populace, and may have additional consequences due to how leaders are chosen. Hereditary noble titles are not succeeded by dwarves in your fortress. A fortress lacking a mayor or an expedition leader will be temporarily unable to appoint new administrators manually until a new dwarf takes office.&lt;br /&gt;
&lt;br /&gt;
It is possible for some of your dwarves to hold noble titles over other [[Site|sites]] in the [[Civilization#Mountain|dwarven kingdom]]. These dwarves are still capable of issuing mandates in your fort, however, and demand the same sort of privileged treatment as any other noble. There is no further benefit to having multiple land-holders, so in the event you happen to have multiple [[baron]]s or similar, it may be more productive to [[unfortunate accident|remove]] the noble whose title is not linked to your fortress in order to avoid the unnecessary hassle with mandates and demands. Note that office-holders, whether elected or appointed, cannot be peacefully [[Emigration|exiled]], as they are presumably in charge of the emigration orders in the first place.&lt;br /&gt;
&lt;br /&gt;
Outside your fortress, positions such as the [[general]] and [[outpost liaison]] are also types of administrators that attend to national affairs, answering to the [[monarch]] of each dwarven civilization. [[Human|Humans]], [[Elf|elves]] and [[goblin|goblins]] have nobles of their own, with some of the positions of their [[civilization|civilizations]] being exclusive to them, such as human law-giver and elven [[druid|druids]]. Humans and goblins are able to procedurally generate their government during world generation, with law-making officials able to create new positions for any number of reasons. While civilized, [[kobold|kobolds]] and subterranean [[animal people]] have no need for nobles or organized governments.&lt;br /&gt;
&lt;br /&gt;
== Menu ==&lt;br /&gt;
[[File:Nobles v50.png|thumb|right|500px| The nobles and administrators menu {{menu icon|n}}, displaying a variety of positions. Those with room requirements are fulfilled, while the Mayor has a pending mandate.]] The '''Nobles and administrators''' menu, opened with {{menu icon|n}} menu button, contains a list of the noble and [[administrator]] positions of your settlement. At the top is a description section, which may change to provide detail when hovering over different elements.&lt;br /&gt;
&lt;br /&gt;
Each list entry contains the following columns (from left to right):&lt;br /&gt;
* The name of the position or the land name (like barony), with the name of the related squad below, if applicable.&lt;br /&gt;
* Button to change the current holder of the position, if applicable.&lt;br /&gt;
* An image of the current holder of the position, if there is one.&lt;br /&gt;
* The [[name]] and [[Labor|profession]] of the current holder of the position (usually their profession is the position title), or {{DFtext|VACANT|6:1}} or {{DFtext|NEW|6:1}} if there is none.&lt;br /&gt;
* Button to give symbols to the noble. This gives the position holder an item, which is given a name at this time if it did not already have one.&lt;br /&gt;
* The current and required [[Office|Study/Throne Room]], [[Bedroom]], [[Dining Room]], [[Tomb]], and [[Building|Furniture]] for the position.&lt;br /&gt;
* Any [[Mandate|mandates]] set by the noble.&lt;br /&gt;
* For the [[bookkeeper]], the desired [[stocks]] display precision.&lt;br /&gt;
&lt;br /&gt;
== Triggers ==&lt;br /&gt;
An [[expedition leader]] will be automatically selected at embark. With an expedition leader, the following positions can be assigned: [[bookkeeper]], [[broker]], [[chief medical dwarf]], [[hammerer]], [[manager]], [[militia commander]], and [[sheriff]]. With a militia commander, [[militia captain]]s can be assigned to lead other [[squad]]s.&lt;br /&gt;
&lt;br /&gt;
Once the fortress population reaches 50, a [[mayor]] will be automatically elected (replacing the expedition leader). Once a mayor has been elected, the [[captain of the guard]] (replacing the sheriff) and [[dungeon master]] positions can also be assigned, in addition to those available with an expedition leader.&lt;br /&gt;
&lt;br /&gt;
Landholding nobles have triggers defined in the [[Difficulty#Land_holder|difficulty settings]]. The default requirements are listed below.&lt;br /&gt;
&lt;br /&gt;
*'''Population''' - Minimum population required for this position to become available.&lt;br /&gt;
*'''Created Wealth''' - Minimum created wealth for this position to become available.&lt;br /&gt;
*'''Exported Wealth''' - Minimum exported wealth for this position to become available.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
! '''Land Holder'''&lt;br /&gt;
! '''Population'''&lt;br /&gt;
! '''Created Wealth'''&lt;br /&gt;
! '''Exported Wealth'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! [[Baron]]&lt;br /&gt;
| 20&lt;br /&gt;
| 100k &lt;br /&gt;
| 10k&lt;br /&gt;
|-&lt;br /&gt;
! [[Count]]&lt;br /&gt;
| 20&lt;br /&gt;
| 200k &lt;br /&gt;
| 20k&lt;br /&gt;
|-&lt;br /&gt;
! [[Duke]]&lt;br /&gt;
| 20&lt;br /&gt;
| 300k &lt;br /&gt;
| 30k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[general]] arrives alongside the [[monarch]] (except when a fortress citizen or resident inherits the monarchy{{bug|11717}}).&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Below are the room demands made by each position. For details on room values, see: [[Zone#Quality_and_value|Zone quality and value]]. It also lists the number of chests, cabinets, weapon racks, and armor stands they demand. Finally, it shows the maximum number of [[demand]]s and [[mandate]]s they can issue at any given point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Inactive nobles are commented out. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Note the colour progression:&lt;br /&gt;
&amp;lt;!-- Note the colour progression (parenthesis are former values):&lt;br /&gt;
Meager (FFFFE0) -&amp;gt; FFFF00&lt;br /&gt;
Modest (FFFFC0) -&amp;gt; FFEA00&lt;br /&gt;
(blank) (FFFFA0) -&amp;gt; FFCC00&lt;br /&gt;
Decent (FFFF80) -&amp;gt; FFBA00&lt;br /&gt;
Fine (FFFF60) -&amp;gt; FFA200&lt;br /&gt;
Great (FFFF40) -&amp;gt; FF9000&lt;br /&gt;
Grand (FFFF20) -&amp;gt; FF7800&lt;br /&gt;
Royal (FFFF00) -&amp;gt; FF4E00&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Quarters!!Dining Room!!Office!!Tomb!!Chests!!Cabinets!!Racks!!Stands!!Demands!!Mandates&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Baron]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Tomb&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Bookkeeper]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Broker]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Captain]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Captain of the guard|Captain of the Guard]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Champion]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Chief medical dwarf]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Count]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Mausoleum&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
![[Diplomat]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|-&lt;br /&gt;
![[Duke]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Opulent Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF7850&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Mausoleum&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[Dungeon master]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Expedition leader]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Forced administrator]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[General]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFCC50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Grave&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Hammerer]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Lieutenant]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Manager]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Mayor]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFBA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Militia captain]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Militia commander]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Monarch]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF5E40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Mausoleum&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;10&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;10&lt;br /&gt;
|5&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Outpost liaison]]&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FF9050&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Sheriff]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFEA50&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==   &lt;br /&gt;
This shows various notes for each position taken from the [[raws]].&lt;br /&gt;
&lt;br /&gt;
*'''#''' - lists whether one or more dwarves can have this position.  Duke/Count/Baron don't have a number listed, but each fortress can only have one.&lt;br /&gt;
*'''Squad''' - Lists the number and type of dwarf that this position leads.&lt;br /&gt;
*'''Spouse''' - The noble's spouse is also considered a noble, being called &amp;quot;[noble] [[consort]]&amp;quot;. No (functional) privileges are attached to them, except of course the fact that they share the rooms with their spouse.&lt;br /&gt;
*'''Heir''' - Is this individual replaced by an heir when they die?&lt;br /&gt;
*'''Appointed By''' - Which position appoints this person initially?  Note that the player actually controls all appointments via the nobles screen; this is, in effect, only which dwarf is ''necessary'' before the player can make the appointment. Barons aren't directly appointed but elevated (presumably by the Mountainhome) upon recommendation of the player. They cannot be replaced via the {{k|n}}obles screen. Once a baron/countess/duke dies, the outpost liason will not offer elevation again. There is no guarantee your fortress will receive a successor, either.&lt;br /&gt;
*'''Replaced By''' - What position replaces this one?&lt;br /&gt;
*'''Pop Req''' - Minimum population required for this position to become available. For the Baron, Count, and Duke these values come from the [[Position_token#LAND_HOLDER|land holder]] [[difficulty]] settings instead of the raws.&lt;br /&gt;
*'''Wealth Req''' - Minimum created &amp;amp; exported wealth (respectively) for this position to become available.&lt;br /&gt;
*'''Elected''' - Is this dwarf elected?&lt;br /&gt;
*'''Lazy''' - Such nobles won't do any regular [[labor]]s aside from pulling [[lever]]s, deconstructing [[wall]]s, and some other things. Currently non-functional, so &amp;quot;lazy&amp;quot; nobles can still be assigned to perform any labor.&lt;br /&gt;
*'''Immunity''' - Immune dwarves aren't punished for any crimes.&lt;br /&gt;
*'''Econ Exempt''' - These dwarves don't need money to pay for goods or rooms after the [[economy]] arrives. Due to the economy currently being disabled, this privilege goes unused for now.&lt;br /&gt;
*'''Military Screen Only''' - This position is only listed on the military screen.&lt;br /&gt;
*'''Jealous''' - These dwarves will become [[thought|upset]] if their rooms are not better than those of &amp;quot;lesser&amp;quot; dwarves. They don't have to see the rooms to become upset, since they somehow just know such rooms exist. Positions are sorted by their precedence in the nobles screen, with more important dwarves sorted above lower ranks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! '''Position'''&lt;br /&gt;
! width=5% | '''#'''&lt;br /&gt;
! '''Squad'''&lt;br /&gt;
! width=5% | '''Spouse'''&lt;br /&gt;
! width=5% | '''Heir'''&lt;br /&gt;
! '''Appointed By'''&lt;br /&gt;
! '''Replaced By'''&lt;br /&gt;
! width=5% | '''Pop Req'''&lt;br /&gt;
! width=7% | '''Wealth Req'''&lt;br /&gt;
! width=5% | '''Elected'''&lt;br /&gt;
! '''Lazy'''&lt;br /&gt;
! width=5% | '''Immunity'''&lt;br /&gt;
! width=5% | '''Econ Exempt'''&lt;br /&gt;
! width=5% | '''Military Screen Only'''&lt;br /&gt;
! '''Jealous'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| Count&lt;br /&gt;
| 20&lt;br /&gt;
| 100k / 10k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Bookkeeper&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&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;
|-&lt;br /&gt;
! Broker&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&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;!--&lt;br /&gt;
|-&lt;br /&gt;
! Captain&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| General&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Captain of the Guard&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Fortress Guard&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| 50&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Champion&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Chief Medical Dwarf&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&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;
|-&lt;br /&gt;
! Count&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| Duke&lt;br /&gt;
| 20&lt;br /&gt;
| 200k / 20k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
! Diplomat&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
! Duke&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| 20&lt;br /&gt;
| 300k / 30k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon Master*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Expedition Leader&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Forced Administrator*&lt;br /&gt;
| 1&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;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! General&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Hammerer&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Lieutenant&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| General&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Manager&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&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;
|-&lt;br /&gt;
! Mayor&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 50&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Militia Captain&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Militia-dwarf&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Militia Commander&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Militia Commander&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Militia-dwarf&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&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;
|-&lt;br /&gt;
! Monarch&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| [[Armok]] himself&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Monarch|It's complicated]]&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Outpost Liaison&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Sheriff&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| Captain of the Guard&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Tax Collector*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--''* Not currently implemented.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appointing Administrators==&lt;br /&gt;
Appointed positions are chosen by the player via the nobles and administrators menu {{menu icon|n}} (representing them being appointed by higher-ranking leaders; see below). There are certain [[skill|skills]] that are relevant for each administrator's responsibilities, and not all dwarves will gain experience in the given skill. Some dwarves will never gain experience in certain [[social skill|social skills]], this is determined by each dwarf's personal traits, and it is therefore important to select the dwarf with the appropriate set of [[Personality facet|traits]] for each position.&lt;br /&gt;
&lt;br /&gt;
When choosing a dwarf to assign to a position, the list of choices is sorted by the skill relevant to the job. This is ''especially'' important when appointing administrators.&lt;br /&gt;
&lt;br /&gt;
*Military leaders ([[Captain of the guard|captains of the guard]], [[militia commander]]s, and [[militia captain]]s) use the [[leader]] and [[military tactics]] skills, among others.&lt;br /&gt;
&lt;br /&gt;
*[[Manager|managers]] use the [[organizer]] skill.&lt;br /&gt;
&lt;br /&gt;
*[[Chief medical dwarf|Chief medical dwarves]] are usually appointed based on their qualifications as a [[diagnostician]], though of course you need more than just diagnosis for a functional [[hospital]].&lt;br /&gt;
&lt;br /&gt;
*[[Broker|brokers]] most critically use the [[judge of intent]] and [[appraiser]] skill, with other [[social skill|social skills]] moderately useful in negotiating deals.&lt;br /&gt;
&lt;br /&gt;
*[[Bookkeeper|bookkeepers]] have their very own [[record keeper]] skill.&lt;br /&gt;
&lt;br /&gt;
In-universe, when you appoint a leader, the new orders don't just descend from on high - instead, a higher-ranking official will actually appoint someone to the position. All appointed positions aside from the militia captain are appointed by the [[expedition leader]], or the [[mayor]] that replaces them when your fort's population reaches a certain point. [[Militia captain]] positions are instead appointed by the [[militia commander]], and the commander must return from any [[mission|missions]] before any appointments can be made. If your fort doesn't have the relevant higher-ranking official [[fun|for some reason]], you can't appoint certain positions until they are replaced.&lt;br /&gt;
&lt;br /&gt;
= General nobility mechanics =&lt;br /&gt;
The nobles in your own fortress and your civilization, as well as other types of civilizations, use a standardized set of mechanics. These may be seen in the [[elves]], [[humans]] or [[goblins]] or in [[Entity token|modded civilizations]].&lt;br /&gt;
&lt;br /&gt;
== Nobles in other civilizations ==&lt;br /&gt;
''Main article:'' [[Advanced Entity Position Mechanics]]&lt;br /&gt;
&lt;br /&gt;
There are two basic kinds of nobles: civ-level and site-level.  Positions with the {{token|SITE|po}} tag are site-level, those without it are civ-level.  These types of nobles can be regarded as separate systems. There is however some limited interaction possible: civ-level nobles can appoint site-level positions. They cannot succeed, or be replaced by site-level positions, and vice versa.&lt;br /&gt;
&lt;br /&gt;
Outside of Fortress mode, the game will always attempt to assign nobles whenever possible (except for those with {{token|NUMBER|po|AS_NEEDED}}).  So the rules for when nobles appear are controlled by the tags which limit them.&lt;br /&gt;
&lt;br /&gt;
* Nobles with {{token|APPOINTED_BY|po|position}}require a noble of the designated position.&lt;br /&gt;
* Nobles with {{token|REQUIRES_POPULATION|po}} require the population to have a specific size.&lt;br /&gt;
* Nobles with {{token|REQUIRES_MARKET|po}} will only appear in &amp;quot;large&amp;quot; sites (which may have different rules for different site types). A player fortress is always considered as having a market, thus this requirement is fulfilled.&lt;br /&gt;
&lt;br /&gt;
Positions that have no requirements will automatically be assigned to a random civ member when a new site/civ is created. In worldgen, there is no functional difference between {{token|ELECTED|po}} and having no appointment rule except that [[elected]] nobles tend to have high social skills and/or skills related to the position, while non-elected ones are assigned randomly.&lt;br /&gt;
If a noble dies or advances to a new position via succession, the position will be granted to another unit based on the {{token|SUCCESSION|po}} tag.  If they have an heir or the position exists, the unit will be assigned.  If not, a new one will be appointed according to the usual rules.&lt;br /&gt;
It is possible to assign multiple levels of {{token|SUCCESSION|po|BY_POSITION}}, creating a line of positions where the death of one causes all those &amp;quot;below&amp;quot; them to advance.&lt;br /&gt;
&lt;br /&gt;
{{token|REPLACED_BY|po|position}} means that once the replacing position is available, the current position will disappear. As mentioned, site-level and civ-level positions are completely separate; a site position cannot be replaced by a civ-level one or vice versa. Only for replacement in the landholders-chain is the current holder promoted to the next position.&lt;br /&gt;
&lt;br /&gt;
These rules are mostly followed in worldgen.  It is possible to cause civs and individual sites to change their behavior substantially when they reach a certain size by controlling nobles.  For example, if a site can only appoint a position with {{token|MILITARY_GOALS|po}} after reaching a particular size, that site will not send armies on missions until the required size is reached.&lt;br /&gt;
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Another interesting point is that a civ-level {{token|LAW_MAKING|po}} position is required for the civilization to have any kind of cohesion.  Without it, sites will be constantly embroiled in territorial disputes and civil wars will be commonplace.&lt;br /&gt;
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== Landholders and Positions ==&lt;br /&gt;
''Main article:'' [[Position_token#Why won't my positions appear?|Why won't my positions appear?]]&lt;br /&gt;
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The way DF determines what positions will actually appear in your fortress is somewhat counter-intuitive and fairly limiting. This guide should help you understand what you can do to actually get your positions working properly.&lt;br /&gt;
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There are five tokens governing which positions appear in your fortress - {{token|LAND_HOLDER|po}}, {{token|REQUIRES_POPULATION|po}}, {{token|APPOINTED_BY|po}}, {{token|ELECTED|po}}, and {{token|REPLACED_BY|po}}. The first two determine when your fortress is eligible for a new position, the next two determine how a new position for which your fortress is eligible can be added, and the fifth allows you to clear up obsolete positions. Unfortunately, they also interact in some strange ways that makes creating interesting position structures difficult.&lt;br /&gt;
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When you start a new fortress, DF compiles a list of your initial positions. To do this, it looks at the requirements for each position - any position whose only requirement is less than seven dwarves (either because they have no requirement tokens, or because their only requirement tokens are [REQUIRES_POPULATION: =&amp;lt; 7] or [LAND_HOLDER:some trigger whose only requirement is some number of dwarves equal to or less than 7]). Most importantly, any position whose only requirement is a [LAND_HOLDER] requirement, regardless of what the trigger for that requirement is, will be added if another eligible starting position is [REPLACED_BY] it. A non-[LAND_HOLDER] position that is [REPLACED_BY] a [LAND_HOLDER] position will never appear. With this list compiled, the game culls all positions that are [REPLACED_BY] another eligible position, and then culls all positions that have the [APPOINTED_BY] token. You may not embark with any appointed positions. Any remaining positions are then filled by a dwarf chosen at random.&lt;br /&gt;
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Positions do not automatically appear when you reach their requirements. For example, if you remove the [ELECTED] token from the Mayor, then the Mayor will never appear, even once you reach their required number of dwarves. For a position that does not appear at embark to appear in your fortress, it must be [APPOINTED_BY] another position or [ELECTED].&lt;br /&gt;
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Naturally, this is more complicated than it looks. [APPOINTED_BY] positions must be appointed by another position already in your fortress, or a civ-level position. Only [LAND_HOLDER] positions may be appointed by civ-level positions. [LAND_HOLDER] positions that are [APPOINTED_BY] civ-level positions are inherently tied to civ-level tokens with the ESTABLISH_COLONY_TRADE_AGREEMENTS responsibility.&lt;br /&gt;
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If a fortress meets the [LAND_HOLDER_TRIGGER] for a new [LAND_HOLDER] tier when a caravan leaves, then the next time the outpost liaison or equivalent arrives, they will offer to make you an official colony, which will allow you to select all positions for that [LAND_HOLDER] level. Each time they appear, the outpost liaison will only promote your fortress one tier up the [LAND_HOLDER] track. The biggest problem with this system is that you may set your [LAND_HOLDER_TRIGGERS] such that you are eligible for the first tier of [LAND_HOLDER] positions at embark. If you are eligible for the first tier of [LAND_HOLDER] positions at embark, then all first-tier positions will appear twice - once at embark, and again when the outpost liaison comes to appoint you to the first tier.&lt;br /&gt;
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==Bugs==&lt;br /&gt;
* Nobles may have impossible [[demand]]s, like cardinal leather items or metal beds. {{Bug|944}} (Feel free to arrange an [[unfortunate accident]] for the idiot in question) While no dwarves will get punished for not producing these items, it may enrage the noble.&lt;br /&gt;
* If your fort is unable to find a replacement for a noble, that noble will never be reappointed. {{bug|5299}}&lt;br /&gt;
* New mayors and expedition leaders will be elected / &amp;quot;appointed by the monarch&amp;quot; after some time, but it might take a while, and in the meantime, you won't be able to appoint certain nobles. {{bug|8129}}&lt;br /&gt;
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===Selecting Squads which contain Nobles===&lt;br /&gt;
The [[Monarch]], [[Baron]], [[Count]] and [[Duke]] cannot be assigned as military commander, because of their succession-rules.&lt;br /&gt;
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Here's a link to the DF forum, where some SCIENCE on Nobles in Squads has been conducted.&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=113639.msg3467517#msg3467517&lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
Although &amp;lt;s&amp;gt;all&amp;lt;/s&amp;gt; many players &amp;lt;s&amp;gt;often&amp;lt;/s&amp;gt; constantly get &amp;lt;s&amp;gt;angry&amp;lt;/s&amp;gt; murderously mad at nobles, wiser players simply thank their lucky stars that [[main:Armok|Armok]] never created congressdwarves.&lt;br /&gt;
[[File:Jacques Callot, Noble Woman with Large Collar, c. 1620-1623, NGA 36864.jpg|thumb|250px|center|A human noble from times past.&amp;lt;br&amp;gt;Jacques Callot (1620-1623)]]&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
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{{Category|Nobles}}&lt;/div&gt;</summary>
		<author><name>Silverwing235</name></author>
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