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		<id>https://dwarffortresswiki.org/index.php?title=Intelligent_undead&amp;diff=258269</id>
		<title>Intelligent undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Intelligent_undead&amp;diff=258269"/>
		<updated>2021-07-02T08:38:27Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:38, 1 December 2020 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{New in|0.47.01}}&lt;br /&gt;
&lt;br /&gt;
[[File:Lily-abdullina-faded-hunter-web.jpg|thumb|400px|right|Rosmo Queenales was a faded hunter, slayer of [[werebeast|weregiraffes]] and savior of puppies. ([https://old.reddit.com/r/dwarffortress/comments/hle4lf/the_human_poet_faded_hunter_who_used_undead_magic/ story]) ''Art by Sarasti'']]'''Intelligent undead''' {{Tile|Ñ|3:1}} is a generalized name for all undead [[night creature]]s that are sentient (not [[zombie]]s), yet don’t fit into the molds for [[vampire]]s, [[necromancer]]s, [[ghost]]s or [[mummy|mummies]]. &lt;br /&gt;
&lt;br /&gt;
Intelligent undead are former [[historical figure]]s, raised by [[necromancer]]s to serve as lieutenants in their undead armies. Unlike zombies, intelligent undead retain their [[soul]], and much of their original personality once revived. &lt;br /&gt;
&lt;br /&gt;
Intelligent undead all belong to a type, dependent on the secret known by the one who raised them. Each type is assigned a unique name and a set of magic powers, making no two types truly alike.&lt;br /&gt;
&lt;br /&gt;
They are relatively common - if you set your [[tavern]] to be open to all visitors, you are very likely to host a few guests of the intelligent undead variety. Despite their scary-sounding names, these are not hostile and will behave as any guest would. &lt;br /&gt;
&lt;br /&gt;
==Naming==&lt;br /&gt;
&lt;br /&gt;
The phrase ”intelligent undead” does not actually appear within the game. Instead, each kind of intelligent undead receives a procedurally-generated name, composed of two parts. The first part alludes to it being undead (e.g. ”putrid”, ”risen”, ”grave”) or its nature as a night creature (e.g. ”night”, ”grim”). The second part is always a noun, and sometimes describes it as being undead (e.g. ”zombie”, ”ghoul”) but just as often, simply makes it sound threatening (e.g. ”one”, ”slayer”, ”butcher”, ”stalker”).&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Each type of intelligent undead is given a set of 1-5 [[magic]] powers, with the possibility of acquiring more if they are raised multiple times by different necromancers. Undead may target themselves with their own powers, which has niche applications. The following powers have been reported:&lt;br /&gt;
&lt;br /&gt;
*'''Blisters''' - Causes the target to grow blisters all over their bodies. Does not hamper fighting ability, making it mostly useless in a fight.&lt;br /&gt;
*'''Dizziness''' - The target is affected by dizziness, possibly inconveniencing them in combat.&lt;br /&gt;
*'''Pain''' - The target is afflicted with pain, to the point of being stunned by it.&lt;br /&gt;
*'''Suffocate''' - Causes the target to become winded. Does not last long enough to kill by suffocation, but will make the target take longer to take actions.&lt;br /&gt;
*'''Bleeding''' - The target suffers [[blood]] damage across the body. Can stack, leading to death by blood loss if multiple undead use it on the same target.&lt;br /&gt;
*'''Sicken''' - The target becomes nauseated and starts [[vomit]]ing, leaving them vulnerable.&lt;br /&gt;
*'''Blind''' - The target loses their sight temporarily. Creatures with {{token|EXTRAVISION}} are immune to this power.&lt;br /&gt;
*'''Rot''' - A random body part of the target will suffer minor necrosis. Can lead to extreme [[fun]] if the body part ends up being your adventurer's eyes.&lt;br /&gt;
*'''Paralysis''' - The target is completely paralyzed. Generally leads to near-instant death in most creatures, as paralysis of the diaphragm leads to suffocation.&lt;br /&gt;
*'''Raise Fog''' - The undead changes the weather to create a temporary fog, limiting vision.&lt;br /&gt;
*'''Ice Bolt''' - The undead launches a sharpened bolt of [[ice]] at the target, causing varying physical harm.&lt;br /&gt;
*'''Vanish''' - The undead immediately enters stealth, becoming invisible. Players are unable to retaliate against the undead's attacks, due to not being able to target them, but may hit them with [[Thrower|thrown]] items. Creatures with {{token|EXTRAVISION}} can see the undead normally, invalidating the power. &lt;br /&gt;
*'''Propel Away''' - The undead blasts the target with force, launching them away from it. Effect varies on the foe's weight; smaller creatures can be seriously injured if they impact with a surface, while heavier targets can resist or flat-out shrug off the blow. Can be used to free the undead from a grapple.&lt;br /&gt;
&lt;br /&gt;
== Getting intelligent undead citizens ==&lt;br /&gt;
&lt;br /&gt;
If you happen to have a [[necromancer]] among your citizens, they may very well revive some of your recently fallen dwarves as intelligent undead if they are nearby and involved in combat. Unlike run-of-the-mill zombies, they will not be hostile and will eventually re-petition for citizenship in your fortress. Intelligent undead are impervious to stress and emotions - any event in their Thoughts and Preferences screen will cause them to &amp;quot;not feel anything&amp;quot;. However, they inevitably become [[DF2014:Need#Focus|Distracted]] due to unmet needs, despite performing most of the jobs (Worship, Socialize, Read etc.) that should fulfill those needs. Intelligent undead children are immune to this distraction. &lt;br /&gt;
&lt;br /&gt;
The intelligent undead can still make friends and be involved in relationships and will retain the ones they had when they died. (The only exception is that [[marriage]]s do end upon the death of one spouse, and if resurrected their [[relationship]] status will be reset to 'Friend'.).&lt;br /&gt;
If for some reason, an intelligent undead was pregnant at the time of its death, the baby will be lost, as pregnancy is reset at the death of the creature.&lt;br /&gt;
&lt;br /&gt;
Intelligent undead do not need to eat, drink, or sleep and can function normally despite very severe damage, such as a brain and skull &amp;quot;mangled beyond recognition,&amp;quot; providing excellent practice for your medical dwarves.&lt;br /&gt;
They do not age, reproduce, or gain or rust physical attributes, and count as {{token|NOT_LIVING}} so other undead will be neutral to them. They also have many of the immunities undead have, such as {{token|NOEXERT}}, {{token|NOPAIN}}, {{token|NOBREATHE}}, {{token|NOSTUN}}, {{token|NONAUSEA}}, {{token|NO_DIZZINESS}}, {{token|NO_FEVERS}}, {{token|PARALYZEIMMUNE}}, {{token|NOFEAR}}, {{token|NO_THOUGHT_CENTER_FOR_MOVEMENT}}, {{token|NO_CONNECTIONS_FOR_MOVEMENT}} and {{token|EXTRAVISION}}.&lt;br /&gt;
They also cannot bleed to death. This, in addition to the magic powers granted to them when they were raised, makes them very useful assets to your fortress.&lt;br /&gt;
Lastly, as a consequence of them not aging, any intelligent undead child will remain a child for eternity (even after becoming 12yo, the ingame-trigger will not remove the [[DF2014:Unit_type_token#CHILD|Child token]])&lt;br /&gt;
&lt;br /&gt;
Like all undead, intelligent undead dwarves cannot enter trances anymore, and intelligent undead gremlins are no longer {{token|MISCHEVOUS}}.&lt;br /&gt;
&lt;br /&gt;
== Intelligent undead mechanics ==&lt;br /&gt;
&lt;br /&gt;
Intelligent undead only require a center of mass. Therefore you can raise headless creatures or butchered skin as intelligent undead. You can also raise your own severed head as a zombie, if you are playing as an intelligent undead necromancer. Bonus points if you pet it once in a while and wonder 'to be or not to be'. &lt;br /&gt;
&lt;br /&gt;
Necromancers may also raise invaders as intelligent undead. They may be hostile, even against the necromancer who created them, or marked as &amp;quot;Friendly&amp;quot; and sit around doing nothing.  This is because many of the [[faction|loyalty]] links the creature had are retained. For this reason, do not attempt to raise an enemy you have slain in adventure mode as an intelligent undead - they will remember they're your foe, and will attack you. To avoid this in adventure mode, you can destroy someone’s soul by first raising a corpse as a non-intelligent undead. This rewrites their faction and soul traits, and any subsequent resurrection will raise them as a soulless creature loyal to you. This is very useful when you are in mass combat.&lt;br /&gt;
&lt;br /&gt;
[[File:Necro King 3.jpg|thumb|right|A necromancer animates the corpses of some invading elves as intelligent undead, with the procedural name &amp;quot;pale slayer&amp;quot;. They immediately turn on him.]]&lt;br /&gt;
&lt;br /&gt;
== Notes and exploits ==&lt;br /&gt;
&lt;br /&gt;
[[File:Nogood-undead-smallhands.png|thumb|right|Goden Dedukoshur, ''the undying overseer'', was a forlorn ghoul raised in 153, legendary warrior and militia commander, it participated in many raids until it faded away, haunting the fort in 158. Eventually, dwarven ingenuity brought it back to a fleshy form, and it rules Smallhands' military since then ([http://www.bay12forums.com/smf/index.php?topic=175473/ full story]). &amp;lt;br&amp;gt;''Art by Nogoodgames'']]&lt;br /&gt;
&lt;br /&gt;
* It is possible for a civilised intelligent undead to turn into a [[ghost]]. In order to be ghostified, the creature needs to leave the map. Assigning the undead to a [[squad]] and sending it on [[Mission|raids]] seems to do the trick, as eventually, the intelligent undead's ghost will rise. The risen ghost will not be interactable, but will still be part of the military.&lt;br /&gt;
* This behaviour can be exploited further to resurrect the undead back into its original creature form. Here's how to do it: keep the undead's ghost in a squad, and send this squad on another mission. While the squad is off-map, engrave a [[Memorial|memorial slab]] to the ghost and place it down - when the squad comes back, your undead should now be alive, and its skills will have persisted.&lt;br /&gt;
* It is unknown if a creature brought back to life this way can be raised as undead again.&lt;br /&gt;
&lt;br /&gt;
*In adventure mode, it seems to be possible to animate mangled corpses as intelligent undead. Whether this is a bug, or an intentional side-effect of using more powerful magic is unclear.&lt;br /&gt;
&lt;br /&gt;
*You can interrogate criminals after killing them, at least intelligent undead.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Night creature]]&lt;br /&gt;
* [[Necromancer]]&lt;br /&gt;
* [[Zombie]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Example raws (as extracted from world.sav in version [[Release_information/0.47.04|0.47.04]])|[INTERACTION:SECRET_UNDEAD_RES_1]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CORPSE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_ITEM]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_REQUIRES:FIT_FOR_RESURRECTION]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_MANUAL_INPUT:corpses]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:RESURRECT]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
		[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
		[SYN_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]&lt;br /&gt;
		[CE_DISPLAY_NAME:NAME:cold one:cold ones:cold one:START:0:ABRUPT]&lt;br /&gt;
		[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]&lt;br /&gt;
		[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
		[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
		[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
			[CDI:ADV_NAME:Vanish]&lt;br /&gt;
			[CDI:INTERACTION:SECRET_RES_POWER_1_1]&lt;br /&gt;
			[CDI:TARGET:A:SELF_ONLY]&lt;br /&gt;
			[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
			[CDI:USAGE_HINT:DEFEND]&lt;br /&gt;
			[CDI:USAGE_HINT:FLEEING]&lt;br /&gt;
			[CDI:VERB:vanish:vanishes:NA]&lt;br /&gt;
			[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
			[CDI:WAIT_PERIOD:50]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_RES_POWER_1_1]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
	[I_EFFECT:HIDE]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_UNDEAD_RES_6]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CORPSE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_ITEM]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_REQUIRES:FIT_FOR_RESURRECTION]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_MANUAL_INPUT:corpses]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:RESURRECT]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[SYN_CLASS:RAISED_UNDEAD]&lt;br /&gt;
			[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]&lt;br /&gt;
			[CE_DISPLAY_NAME:NAME:night ghoul:night ghouls:night ghoul:START:0:ABRUPT]&lt;br /&gt;
			[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]&lt;br /&gt;
			[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
			[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Launch ice bolt]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_RES_POWER_6_1]&lt;br /&gt;
				[CDI:MATERIAL:WATER:SHARP_ROCK]&lt;br /&gt;
				[CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:C:25]&lt;br /&gt;
				[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
				[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
				[CDI:VERB:clench a fist:clenches a fist:NA]&lt;br /&gt;
				[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
				[CDI:WAIT_PERIOD:50]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Vanish]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_RES_POWER_6_2]&lt;br /&gt;
				[CDI:TARGET:A:SELF_ONLY]&lt;br /&gt;
				[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
				[CDI:USAGE_HINT:DEFEND]&lt;br /&gt;
				[CDI:USAGE_HINT:FLEEING]&lt;br /&gt;
				[CDI:VERB:vanish:vanishes:NA]&lt;br /&gt;
				[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
				[CDI:WAIT_PERIOD:50]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Cause pain]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_RES_POWER_6_3]&lt;br /&gt;
				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:A:25]&lt;br /&gt;
				[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
				[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
				[CDI:VERB:gesture:gestures:NA]&lt;br /&gt;
				[CDI:TARGET_VERB:feel intense pain:grimaces]&lt;br /&gt;
				[CDI:MAX_TARGET_NUMBER:A:1]&lt;br /&gt;
				[CDI:WAIT_PERIOD:50]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_RES_POWER_6_1]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:MATERIAL]&lt;br /&gt;
		[IT_MATERIAL:CONTEXT_MATERIAL]&lt;br /&gt;
	[I_TARGET:B:LOCATION]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_LOCATION]&lt;br /&gt;
	[I_TARGET:C:LOCATION]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE_OR_LOCATION]&lt;br /&gt;
		[IT_MANUAL_INPUT:target]&lt;br /&gt;
	[I_EFFECT:MATERIAL_EMISSION]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_TARGET:B]&lt;br /&gt;
		[IE_TARGET:C]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_RES_POWER_6_2]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
	[I_EFFECT:HIDE]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_RES_POWER_6_3]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_MANUAL_INPUT:victim]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[CE_PAIN:SEV:500:PROB:100:START:0:PEAK:0:END:3:RESISTABLE]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_UNDEAD_RES_7]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CORPSE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_ITEM]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_REQUIRES:FIT_FOR_RESURRECTION]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_MANUAL_INPUT:corpses]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:RESURRECT]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[SYN_CLASS:RAISED_UNDEAD]&lt;br /&gt;
			[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]&lt;br /&gt;
			[CE_DISPLAY_NAME:NAME:dark butcher:dark butchers:dark butcher:START:0:ABRUPT]&lt;br /&gt;
			[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]&lt;br /&gt;
			[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
			[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Rot]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_RES_POWER_7_1]&lt;br /&gt;
				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:A:25]&lt;br /&gt;
				[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
				[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
				[CDI:VERB:raise a hand:raises a hand:NA]&lt;br /&gt;
				[CDI:TARGET_VERB:feel death come over you:grimaces]&lt;br /&gt;
				[CDI:MAX_TARGET_NUMBER:A:1]&lt;br /&gt;
				[CDI:WAIT_PERIOD:50]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_RES_POWER_7_1]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_MANUAL_INPUT:victim]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[CE_NECROSIS:SEV:500:PROB:100:START:0:PEAK:0:END:3:VASCULAR_ONLY:BP:BY_CATEGORY:ALL:ALL:RESISTABLE]}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[ru:Intelligent undead]]&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Intelligent_undead&amp;diff=258268</id>
		<title>Intelligent undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Intelligent_undead&amp;diff=258268"/>
		<updated>2021-07-02T08:35:11Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: /* Getting intelligent undead citizens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:38, 1 December 2020 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{New in|0.47.01}}&lt;br /&gt;
&lt;br /&gt;
[[File:Lily-abdullina-faded-hunter-web.jpg|thumb|400px|right|Rosmo Queenales was a faded hunter, slayer of [[werebeast|weregiraffes]] and savior of puppies. ([https://old.reddit.com/r/dwarffortress/comments/hle4lf/the_human_poet_faded_hunter_who_used_undead_magic/ story]) ''Art by Sarasti'']]'''Intelligent undead''' {{Tile|Ñ|3:1}} is a generalized name for all undead [[night creature]]s that are sentient (not [[zombie]]s), yet don’t fit into the molds for [[vampire]]s, [[necromancer]]s, [[ghost]]s or [[mummy|mummies]]. &lt;br /&gt;
&lt;br /&gt;
Intelligent undead are former [[historical figure]]s, raised by [[necromancer]]s to serve as lieutenants in their undead armies. Unlike zombies, intelligent undead retain their [[soul]], and much of their original personality once revived. &lt;br /&gt;
&lt;br /&gt;
Intelligent undead all belong to a type, dependent on the secret known by the one who raised them. Each type is assigned a unique name and a set of magic powers, making no two types truly alike.&lt;br /&gt;
&lt;br /&gt;
They are relatively common - if you set your [[tavern]] to be open to all visitors, you are very likely to host a few guests of the intelligent undead variety. Despite their scary-sounding names, these are not hostile and will behave as any guest would. &lt;br /&gt;
&lt;br /&gt;
==Naming==&lt;br /&gt;
&lt;br /&gt;
The phrase ”intelligent undead” does not actually appear within the game. Instead, each kind of intelligent undead receives a procedurally-generated name, composed of two parts. The first part alludes to it being undead (e.g. ”putrid”, ”risen”, ”grave”) or its nature as a night creature (e.g. ”night”, ”grim”). The second part is always a noun, and sometimes describes it as being undead (e.g. ”zombie”, ”ghoul”) but just as often, simply makes it sound threatening (e.g. ”one”, ”slayer”, ”butcher”, ”stalker”).&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Each type of intelligent undead is given a set of 1-5 [[magic]] powers, with the possibility of acquiring more if they are raised multiple times by different necromancers. Undead may target themselves with their own powers, which has niche applications. The following powers have been reported:&lt;br /&gt;
&lt;br /&gt;
*'''Blisters''' - Causes the target to grow blisters all over their bodies. Does not hamper fighting ability, making it mostly useless in a fight.&lt;br /&gt;
*'''Dizziness''' - The target is affected by dizziness, possibly inconveniencing them in combat.&lt;br /&gt;
*'''Pain''' - The target is afflicted with pain, to the point of being stunned by it.&lt;br /&gt;
*'''Suffocate''' - Causes the target to become winded. Does not last long enough to kill by suffocation, but will make the target take longer to take actions.&lt;br /&gt;
*'''Bleeding''' - The target suffers [[blood]] damage across the body. Can stack, leading to death by blood loss if multiple undead use it on the same target.&lt;br /&gt;
*'''Sicken''' - The target becomes nauseated and starts [[vomit]]ing, leaving them vulnerable.&lt;br /&gt;
*'''Blind''' - The target loses their sight temporarily. Creatures with {{token|EXTRAVISION}} are immune to this power.&lt;br /&gt;
*'''Rot''' - A random body part of the target will suffer minor necrosis. Can lead to extreme [[fun]] if the body part ends up being your adventurer's eyes.&lt;br /&gt;
*'''Paralysis''' - The target is completely paralyzed. Generally leads to near-instant death in most creatures, as paralysis of the diaphragm leads to suffocation.&lt;br /&gt;
*'''Raise Fog''' - The undead changes the weather to create a temporary fog, limiting vision.&lt;br /&gt;
*'''Ice Bolt''' - The undead launches a sharpened bolt of [[ice]] at the target, causing varying physical harm.&lt;br /&gt;
*'''Vanish''' - The undead immediately enters stealth, becoming invisible. Players are unable to retaliate against the undead's attacks, due to not being able to target them, but may hit them with [[Thrower|thrown]] items. Creatures with {{token|EXTRAVISION}} can see the undead normally, invalidating the power. &lt;br /&gt;
*'''Propel Away''' - The undead blasts the target with force, launching them away from it. Effect varies on the foe's weight; smaller creatures can be seriously injured if they impact with a surface, while heavier targets can resist or flat-out shrug off the blow. Can be used to free the undead from a grapple.&lt;br /&gt;
&lt;br /&gt;
== Getting intelligent undead citizens ==&lt;br /&gt;
&lt;br /&gt;
If you happen to have a [[necromancer]] among your citizens, they may very well revive some of your recently fallen dwarves as intelligent undead if they are nearby and involved in combat. Unlike run-of-the-mill zombies, they will not be hostile and will eventually re-petition for citizenship in your fortress. Intelligent undead are impervious to stress and emotions - any event in their Thoughts and Preferences screen will cause them to &amp;quot;not feel anything&amp;quot;. However, they inevitably become [[DF2014:Need#Focus|Distracted]] due to unmet needs, despite performing most of the jobs (Worship, Socialize, Read etc.) that should fulfill those needs. Intelligent undead children are immune to this distraction. &lt;br /&gt;
&lt;br /&gt;
The intelligent undead can still make friends and be involved in relationships and will retain the ones they had when they died. (The only exception is that [[marriage]]s do end upon the death of one spouse, and if resurrected their [[relationship]] status will be reset to 'Friend'.).&lt;br /&gt;
If for some reason, an intelligent undead was pregnant at the time of its death, the baby will be lost, as pregnancy is reset at the death of the creature.&lt;br /&gt;
&lt;br /&gt;
Intelligent undead do not need to eat, drink, or sleep and can function normally despite very severe damage, such as a brain and skull &amp;quot;mangled beyond recognition,&amp;quot; providing excellent practice for your medical dwarves.&lt;br /&gt;
They do not age, reproduce, or gain or rust physical attributes, and count as {{token|NOT_LIVING}} so other undead will be neutral to them. They also have many of the immunities undead have, such as {{token|NOEXERT}}, {{token|NOPAIN}}, {{token|NOBREATHE}}, {{token|NOSTUN}}, {{token|NONAUSEA}}, {{token|NO_DIZZINESS}}, {{token|NO_FEVERS}}, {{token|PARALYZEIMMUNE}}, {{token|NOFEAR}}, {{token|NO_THOUGHT_CENTER_FOR_MOVEMENT}}, {{token|NO_CONNECTIONS_FOR_MOVEMENT}} and {{token|EXTRAVISION}}.&lt;br /&gt;
They also cannot bleed to death. This, in addition to the magic powers granted to them when they were raised, makes them very useful assets to your fortress.&lt;br /&gt;
Lastly, as a consequence of them not aging, any intelligent undead child will remain a chil for eternity (even after becoming 12yo, the ingame-trigger will not remove the [[DF2014:Unit_type_token#CHILD|Child token]])&lt;br /&gt;
&lt;br /&gt;
Like all undead, intelligent undead dwarves cannot enter trances anymore, and intelligent undead gremlins are no longer {{token|MISCHEVOUS}}.&lt;br /&gt;
&lt;br /&gt;
== Intelligent undead mechanics ==&lt;br /&gt;
&lt;br /&gt;
Intelligent undead only require a center of mass. Therefore you can raise headless creatures or butchered skin as intelligent undead. You can also raise your own severed head as a zombie, if you are playing as an intelligent undead necromancer. Bonus points if you pet it once in a while and wonder 'to be or not to be'. &lt;br /&gt;
&lt;br /&gt;
Necromancers may also raise invaders as intelligent undead. They may be hostile, even against the necromancer who created them, or marked as &amp;quot;Friendly&amp;quot; and sit around doing nothing.  This is because many of the [[faction|loyalty]] links the creature had are retained. For this reason, do not attempt to raise an enemy you have slain in adventure mode as an intelligent undead - they will remember they're your foe, and will attack you. To avoid this in adventure mode, you can destroy someone’s soul by first raising a corpse as a non-intelligent undead. This rewrites their faction and soul traits, and any subsequent resurrection will raise them as a soulless creature loyal to you. This is very useful when you are in mass combat.&lt;br /&gt;
&lt;br /&gt;
[[File:Necro King 3.jpg|thumb|right|A necromancer animates the corpses of some invading elves as intelligent undead, with the procedural name &amp;quot;pale slayer&amp;quot;. They immediately turn on him.]]&lt;br /&gt;
&lt;br /&gt;
== Notes and exploits ==&lt;br /&gt;
&lt;br /&gt;
[[File:Nogood-undead-smallhands.png|thumb|right|Goden Dedukoshur, ''the undying overseer'', was a forlorn ghoul raised in 153, legendary warrior and militia commander, it participated in many raids until it faded away, haunting the fort in 158. Eventually, dwarven ingenuity brought it back to a fleshy form, and it rules Smallhands' military since then ([http://www.bay12forums.com/smf/index.php?topic=175473/ full story]). &amp;lt;br&amp;gt;''Art by Nogoodgames'']]&lt;br /&gt;
&lt;br /&gt;
* It is possible for a civilised intelligent undead to turn into a [[ghost]]. In order to be ghostified, the creature needs to leave the map. Assigning the undead to a [[squad]] and sending it on [[Mission|raids]] seems to do the trick, as eventually, the intelligent undead's ghost will rise. The risen ghost will not be interactable, but will still be part of the military.&lt;br /&gt;
* This behaviour can be exploited further to resurrect the undead back into its original creature form. Here's how to do it: keep the undead's ghost in a squad, and send this squad on another mission. While the squad is off-map, engrave a [[Memorial|memorial slab]] to the ghost and place it down - when the squad comes back, your undead should now be alive, and its skills will have persisted.&lt;br /&gt;
* It is unknown if a creature brought back to life this way can be raised as undead again.&lt;br /&gt;
&lt;br /&gt;
*In adventure mode, it seems to be possible to animate mangled corpses as intelligent undead. Whether this is a bug, or an intentional side-effect of using more powerful magic is unclear.&lt;br /&gt;
&lt;br /&gt;
*You can interrogate criminals after killing them, at least intelligent undead.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Night creature]]&lt;br /&gt;
* [[Necromancer]]&lt;br /&gt;
* [[Zombie]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Example raws (as extracted from world.sav in version [[Release_information/0.47.04|0.47.04]])|[INTERACTION:SECRET_UNDEAD_RES_1]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CORPSE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_ITEM]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_REQUIRES:FIT_FOR_RESURRECTION]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_MANUAL_INPUT:corpses]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:RESURRECT]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
		[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
		[SYN_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]&lt;br /&gt;
		[CE_DISPLAY_NAME:NAME:cold one:cold ones:cold one:START:0:ABRUPT]&lt;br /&gt;
		[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]&lt;br /&gt;
		[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
		[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
		[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
			[CDI:ADV_NAME:Vanish]&lt;br /&gt;
			[CDI:INTERACTION:SECRET_RES_POWER_1_1]&lt;br /&gt;
			[CDI:TARGET:A:SELF_ONLY]&lt;br /&gt;
			[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
			[CDI:USAGE_HINT:DEFEND]&lt;br /&gt;
			[CDI:USAGE_HINT:FLEEING]&lt;br /&gt;
			[CDI:VERB:vanish:vanishes:NA]&lt;br /&gt;
			[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
			[CDI:WAIT_PERIOD:50]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_RES_POWER_1_1]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
	[I_EFFECT:HIDE]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_UNDEAD_RES_6]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CORPSE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_ITEM]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_REQUIRES:FIT_FOR_RESURRECTION]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_MANUAL_INPUT:corpses]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:RESURRECT]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[SYN_CLASS:RAISED_UNDEAD]&lt;br /&gt;
			[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]&lt;br /&gt;
			[CE_DISPLAY_NAME:NAME:night ghoul:night ghouls:night ghoul:START:0:ABRUPT]&lt;br /&gt;
			[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]&lt;br /&gt;
			[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
			[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Launch ice bolt]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_RES_POWER_6_1]&lt;br /&gt;
				[CDI:MATERIAL:WATER:SHARP_ROCK]&lt;br /&gt;
				[CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:C:25]&lt;br /&gt;
				[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
				[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
				[CDI:VERB:clench a fist:clenches a fist:NA]&lt;br /&gt;
				[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
				[CDI:WAIT_PERIOD:50]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Vanish]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_RES_POWER_6_2]&lt;br /&gt;
				[CDI:TARGET:A:SELF_ONLY]&lt;br /&gt;
				[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
				[CDI:USAGE_HINT:DEFEND]&lt;br /&gt;
				[CDI:USAGE_HINT:FLEEING]&lt;br /&gt;
				[CDI:VERB:vanish:vanishes:NA]&lt;br /&gt;
				[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
				[CDI:WAIT_PERIOD:50]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Cause pain]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_RES_POWER_6_3]&lt;br /&gt;
				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:A:25]&lt;br /&gt;
				[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
				[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
				[CDI:VERB:gesture:gestures:NA]&lt;br /&gt;
				[CDI:TARGET_VERB:feel intense pain:grimaces]&lt;br /&gt;
				[CDI:MAX_TARGET_NUMBER:A:1]&lt;br /&gt;
				[CDI:WAIT_PERIOD:50]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_RES_POWER_6_1]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:MATERIAL]&lt;br /&gt;
		[IT_MATERIAL:CONTEXT_MATERIAL]&lt;br /&gt;
	[I_TARGET:B:LOCATION]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_LOCATION]&lt;br /&gt;
	[I_TARGET:C:LOCATION]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE_OR_LOCATION]&lt;br /&gt;
		[IT_MANUAL_INPUT:target]&lt;br /&gt;
	[I_EFFECT:MATERIAL_EMISSION]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_TARGET:B]&lt;br /&gt;
		[IE_TARGET:C]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_RES_POWER_6_2]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
	[I_EFFECT:HIDE]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_RES_POWER_6_3]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_MANUAL_INPUT:victim]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[CE_PAIN:SEV:500:PROB:100:START:0:PEAK:0:END:3:RESISTABLE]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_UNDEAD_RES_7]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CORPSE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_ITEM]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_REQUIRES:FIT_FOR_RESURRECTION]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_MANUAL_INPUT:corpses]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:RESURRECT]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[SYN_CLASS:RAISED_UNDEAD]&lt;br /&gt;
			[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]&lt;br /&gt;
			[CE_DISPLAY_NAME:NAME:dark butcher:dark butchers:dark butcher:START:0:ABRUPT]&lt;br /&gt;
			[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]&lt;br /&gt;
			[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
			[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Rot]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_RES_POWER_7_1]&lt;br /&gt;
				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:A:25]&lt;br /&gt;
				[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
				[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
				[CDI:VERB:raise a hand:raises a hand:NA]&lt;br /&gt;
				[CDI:TARGET_VERB:feel death come over you:grimaces]&lt;br /&gt;
				[CDI:MAX_TARGET_NUMBER:A:1]&lt;br /&gt;
				[CDI:WAIT_PERIOD:50]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_RES_POWER_7_1]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_MANUAL_INPUT:victim]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[CE_NECROSIS:SEV:500:PROB:100:START:0:PEAK:0:END:3:VASCULAR_ONLY:BP:BY_CATEGORY:ALL:ALL:RESISTABLE]}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[ru:Intelligent undead]]&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Sandbox&amp;diff=254414</id>
		<title>Dwarf Fortress Wiki:Sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Sandbox&amp;diff=254414"/>
		<updated>2020-08-14T11:07:42Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: CAPTCHA thing removed again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sandbox}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#1:1]≈≈≈[#]&lt;br /&gt;
╗A╔&lt;br /&gt;
║[#5:0]^[#]║&lt;br /&gt;
║B║&lt;br /&gt;
╚═╝&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;x&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:material_template_default.txt|MATERIAL_TEMPLATE|STONE_TEMPLATE}}}}&lt;br /&gt;
&lt;br /&gt;
The '''Dwarf Multiplier''' is a [[stone layer|game mechanic]] in which the number of [[Dwarf|dwarves]] you have in your fortress population proportionally correlates to the effectiveness of your fortress. The Dwarf Multiplier is a hidden stat which can only be read through an .exe decompiler; however, its effects can be seen in normal game play with careful observation. It is a global multiplier on a variety of automated processes including brewing, mining, crafting, slaughtering, and training.&lt;br /&gt;
&lt;br /&gt;
This is an edit to clear the initial CAPTCHA thing.&lt;br /&gt;
&lt;br /&gt;
This is another edit to clear the initial CAPTCHA thing.&lt;br /&gt;
&lt;br /&gt;
It's a bird! It's a plane! No, wait, it's just a third edit to clear the initial CAPTCHA thing.&lt;br /&gt;
&lt;br /&gt;
Testing to confirm the sudden, but inevitable, disappearance of the CAPTCHA thing.&lt;br /&gt;
&lt;br /&gt;
Long ago, in a time before time, legends said dwarves and goblins were at peace. It was a time of wonders, and joy and celebrations. But nothing lasts forever, eventually, the fragile peace faded away... Just like the initial CAPTCHA thing...&lt;br /&gt;
&lt;br /&gt;
==Plan==&lt;br /&gt;
This page is an excellent plan. The only way to be happier with this page, is if it were a terrible plan. Terrible plans are always more [[Fun]]&lt;br /&gt;
&lt;br /&gt;
==Gorilla==&lt;br /&gt;
This page is the sort of [[Fun]] you need when you mass breed [[Gorilla]]s for war creatures as you plan the siege on the [[Elf|elves]]. &lt;br /&gt;
&lt;br /&gt;
==Metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
The following types of metamorphic stone form layers:&lt;br /&gt;
&lt;br /&gt;
{{Layerlookup/layers|METAMORPHIC}}&lt;br /&gt;
&lt;br /&gt;
==Stone found in metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
The following types of stone are found in forms within metamorphic layers:&lt;br /&gt;
&lt;br /&gt;
{{Layerlookup/stones|METAMORPHIC}}&lt;br /&gt;
&lt;br /&gt;
==Gems found in metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
Metamorphic layers may yield the following types of gem:&lt;br /&gt;
&lt;br /&gt;
{{Layerlookup/gems|METAMORPHIC}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* See also: [[stone found everywhere]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{category|stone Layers}}&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Spriggans&amp;diff=254150</id>
		<title>User:Spriggans</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Spriggans&amp;diff=254150"/>
		<updated>2020-07-31T10:00:07Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: Created page with &amp;quot;This is my user page.  This is there just so my name's link is not red. I don't like red...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is my user page.&lt;br /&gt;
&lt;br /&gt;
This is there just so my name's link is not red. I don't like red...&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Intelligent_undead&amp;diff=254149</id>
		<title>Intelligent undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Intelligent_undead&amp;diff=254149"/>
		<updated>2020-07-31T09:52:17Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: /* Notes and exploits */ typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{New in|0.47.01}}&lt;br /&gt;
&lt;br /&gt;
[[File:Lily-abdullina-faded-hunter-web.jpg|thumb|400px|right|Rosmo Queenales was a faded hunter, slayer of [[werebeast|weregiraffes]] and savior of puppies. ([https://old.reddit.com/r/dwarffortress/comments/hle4lf/the_human_poet_faded_hunter_who_used_undead_magic/ story]) ''Art by Sarasti'']]'''Intelligent undead''' {{Tile|Ñ|3:1}} is a generalized name for all undead [[night creature]]s that are sentient (not [[zombie]]s), yet don’t fit into the molds for [[vampire]]s, [[necromancer]]s, [[ghost]]s or [[mummy|mummies]]. &lt;br /&gt;
&lt;br /&gt;
Intelligent undead are former [[historical figure]]s, raised by [[necromancer]]s to serve as lieutenants in their undead armies. Unlike zombies, intelligent undead retain much of their original personality once revived. This includes [[faction|loyalty]], so do not attempt to raise an enemy you have slain in adventure mode as an intelligent undead - they will remember they're your foe and will attack you. &lt;br /&gt;
&lt;br /&gt;
Intelligent undead all belong to a type, dependent on the secret known by the one who raised them. Each type is assigned a unique name and a set of magic powers, making no two types truly alike.&lt;br /&gt;
&lt;br /&gt;
They are relatively common - if you set your [[tavern]] to be open to all visitors, you are very likely to host a few guests of the intelligent undead variety. Despite their scary sounding names, these are not hostile and will behave as any guest would. &lt;br /&gt;
&lt;br /&gt;
If you happen to have a [[necromancer]] among your citizens, they may very well revive some of your recently fallen dwarves as intelligent undead if they are nearby and involved in combat. Unlike run-of-the-mill zombies, they will not be hostile and will eventually re-petition for citizenship in your fortress. Intelligent undead are impervious to stress and emotions - any event in their Thoughts and Preferences screen will cause them to &amp;quot;not feel anything&amp;quot;. However, they inevitably become [[DF2014:Need#Focus|Distracted]] due to unmet needs, despite performing most of the jobs (Worship, Socialize, Read etc.) that should fulfill those needs. Intelligent undead children are immune to this distraction. &lt;br /&gt;
&lt;br /&gt;
They can still make friends and be involved in relationships and will retain the ones they had when they died. They do not need to eat, drink, or sleep and can function normally despite very severe damage, such as a brain and skull &amp;quot;mangled beyond recognition,&amp;quot; providing excellent practice for your medical dwarves. They do not age, do not reproduce, do not gain or rust physical attributes, and count as {{token|NOT_LIVING}} so other undead will be neutral to them. They also have many of the immunities undead have, such as {{token|NOEXERT}}, {{token|NOPAIN}}, {{token|NOBREATHE}}, {{token|NOSTUN}}, {{token|NONAUSEA}}, {{token|NO_DIZZINESS}}, {{token|NO_FEVERS}}, {{token|PARALYZEIMMUNE}}, {{token|NOFEAR}}, {{token|NO_THOUGHT_CENTER_FOR_MOVEMENT}}, {{token|NO_CONNECTIONS_FOR_MOVEMENT}} and {{token|EXTRAVISION}}. They also cannot bleed to death. This, in addition to the magic powers granted to them when they were raised, makes them very useful assets to your fortress. &lt;br /&gt;
&lt;br /&gt;
Necromancers may also raise invaders as intelligent undead. They may be hostile, even against the necromancer who created them, or marked as &amp;quot;Friendly&amp;quot; and sit around doing nothing.&lt;br /&gt;
[[File:Necro King 3.jpg|thumb|right|A necromancer animates the corpses of some invading elves as intelligent undead, with the procedural name &amp;quot;pale slayer&amp;quot;. They immediately turn on him.]]&lt;br /&gt;
&lt;br /&gt;
Like all undead, intelligent undead dwarves cannot enter trances anymore, and intelligent undead gremlins are no longer {{token|MISCHEVOUS}}.&lt;br /&gt;
&lt;br /&gt;
==Naming==&lt;br /&gt;
&lt;br /&gt;
The phrase ”intelligent undead” does not actually appear within the game. Instead, each kind of intelligent undead receives a procedurally-generated name, composed of two parts. The first part alludes to it being undead (e.g. ”putrid”, ”risen”, ”grave”) or its nature as a night creature (e.g. ”night”, ”grim”). The second part is always a noun, and sometimes describes it as being undead (e.g. ”zombie”, ”ghoul”) but just as often, simply makes it sound threatening (e.g. ”one”, ”slayer”, ”butcher”, ”stalker”).&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Each type of intelligent undead is given a set of one to four [[magic]] powers, with the possibility of acquiring more if they are raised multiple times by different necromancers. Undead may target themselves with their own powers, which has niche applications. The following powers have been reported:&lt;br /&gt;
&lt;br /&gt;
*'''Blisters''' - Causes the target to grow blisters all over their bodies. Does not hamper fighting ability, making it mostly useless in a fight.&lt;br /&gt;
*'''Dizziness''' - The target is affected by dizziness. May inconvenience them in combat.&lt;br /&gt;
*'''Pain''' - The target is afflicted with pain, and may be stunned by it.&lt;br /&gt;
*'''Suffocate''' - Causes the target to become winded. Does not last long enough to kill by suffocation, but will make the target take longer to take actions.&lt;br /&gt;
*'''Bleeding''' - The target suffers [[blood]] damage across the body. Can stack, leading to death by blood loss if multiple undead use it on the same target.&lt;br /&gt;
*'''Sicken''' - The target becomes nauseated and starts [[vomit]]ing, leaving them vulnerable.&lt;br /&gt;
*'''Blind''' - The target loses their sight temporarily. Creatures with {{token|EXTRAVISION}} are immune to this power.&lt;br /&gt;
*'''Rot''' - A random body part of the target will suffer minor necrosis. Can lead to extreme [[fun]] if the body part ends up being your adventurer's eyes.&lt;br /&gt;
*'''Paralysis''' - The target is completely paralyzed. Generally leads to near-instant death in most creatures, as paralysis of the diaphragm leads to suffocation.&lt;br /&gt;
*'''Raise Fog''' - The undead changes the weather to create a temporary fog, limiting vision.&lt;br /&gt;
*'''Ice Bolt''' - The undead launches a sharpened bolt of [[ice]] at the target, causing varying physical harm.&lt;br /&gt;
*'''Vanish''' - The undead immediately enters stealth, becoming invisible. Players are unable to retaliate against the undead's attacks, due to not being able to target them, but may hit them with [[Thrower|thrown]] items. Creatures with {{token|EXTRAVISION}} can see the undead normally, invalidating the power. &lt;br /&gt;
*'''Propel Away''' - The undead blasts the target with force, launching them away from it. Effect varies on the foe's weight; smaller creatures can be seriously injured if they impact with a surface, while heavier targets can resist or flat-out shrug off the blow. Can be used to free the undead from a grapple.&lt;br /&gt;
&lt;br /&gt;
== Notes and exploits ==&lt;br /&gt;
&lt;br /&gt;
[[File:Nogood-undead-smallhands.png|thumb|right|Goden Dedukoshur, ''the undying overseer'', was a forlorn ghoul raised in 153, legendary warrior and militia commander, it participated in many raids until it faded away, haunting the fort in 158. Eventually, dwarven ingenuity brought it back to a fleshy form, and it rules Smallhands' military since then ([http://www.bay12forums.com/smf/index.php?topic=175473/ full story]). &amp;lt;br&amp;gt;''Art by Nogoodgames'']]&lt;br /&gt;
&lt;br /&gt;
* It is possible for a civilised intelligent undead to turn into a [[ghost]]. In order to be ghostified, the creature needs to leave the map. Assigning the undead to a [[squad]] and sending it on [[Mission|raids]] seems to do the trick, as eventually, the intelligent undead's ghost will rise. The risen ghost will not be interactable, but will still be part of the military.&lt;br /&gt;
* This behaviour can be exploited further to resurrect the undead back into its original creature form. Here's how to do it: keep the undead's ghost in a squad, and send this squad on another mission. While the squad is off-map, engrave a [[Memorial|memorial slab]] to the ghost and place it down - when the squad comes back, your undead should now be alive, and its skills will have persisted.&lt;br /&gt;
* It is unknown if a creature brought back to life this way can be raised as undead again.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Night creature]]&lt;br /&gt;
* [[Necromancer]]&lt;br /&gt;
* [[Zombie]]&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[ru:Intelligent undead]]&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Intelligent_undead&amp;diff=254148</id>
		<title>Intelligent undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Intelligent_undead&amp;diff=254148"/>
		<updated>2020-07-31T09:51:09Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{New in|0.47.01}}&lt;br /&gt;
&lt;br /&gt;
[[File:Lily-abdullina-faded-hunter-web.jpg|thumb|400px|right|Rosmo Queenales was a faded hunter, slayer of [[werebeast|weregiraffes]] and savior of puppies. ([https://old.reddit.com/r/dwarffortress/comments/hle4lf/the_human_poet_faded_hunter_who_used_undead_magic/ story]) ''Art by Sarasti'']]'''Intelligent undead''' {{Tile|Ñ|3:1}} is a generalized name for all undead [[night creature]]s that are sentient (not [[zombie]]s), yet don’t fit into the molds for [[vampire]]s, [[necromancer]]s, [[ghost]]s or [[mummy|mummies]]. &lt;br /&gt;
&lt;br /&gt;
Intelligent undead are former [[historical figure]]s, raised by [[necromancer]]s to serve as lieutenants in their undead armies. Unlike zombies, intelligent undead retain much of their original personality once revived. This includes [[faction|loyalty]], so do not attempt to raise an enemy you have slain in adventure mode as an intelligent undead - they will remember they're your foe and will attack you. &lt;br /&gt;
&lt;br /&gt;
Intelligent undead all belong to a type, dependent on the secret known by the one who raised them. Each type is assigned a unique name and a set of magic powers, making no two types truly alike.&lt;br /&gt;
&lt;br /&gt;
They are relatively common - if you set your [[tavern]] to be open to all visitors, you are very likely to host a few guests of the intelligent undead variety. Despite their scary sounding names, these are not hostile and will behave as any guest would. &lt;br /&gt;
&lt;br /&gt;
If you happen to have a [[necromancer]] among your citizens, they may very well revive some of your recently fallen dwarves as intelligent undead if they are nearby and involved in combat. Unlike run-of-the-mill zombies, they will not be hostile and will eventually re-petition for citizenship in your fortress. Intelligent undead are impervious to stress and emotions - any event in their Thoughts and Preferences screen will cause them to &amp;quot;not feel anything&amp;quot;. However, they inevitably become [[DF2014:Need#Focus|Distracted]] due to unmet needs, despite performing most of the jobs (Worship, Socialize, Read etc.) that should fulfill those needs. Intelligent undead children are immune to this distraction. &lt;br /&gt;
&lt;br /&gt;
They can still make friends and be involved in relationships and will retain the ones they had when they died. They do not need to eat, drink, or sleep and can function normally despite very severe damage, such as a brain and skull &amp;quot;mangled beyond recognition,&amp;quot; providing excellent practice for your medical dwarves. They do not age, do not reproduce, do not gain or rust physical attributes, and count as {{token|NOT_LIVING}} so other undead will be neutral to them. They also have many of the immunities undead have, such as {{token|NOEXERT}}, {{token|NOPAIN}}, {{token|NOBREATHE}}, {{token|NOSTUN}}, {{token|NONAUSEA}}, {{token|NO_DIZZINESS}}, {{token|NO_FEVERS}}, {{token|PARALYZEIMMUNE}}, {{token|NOFEAR}}, {{token|NO_THOUGHT_CENTER_FOR_MOVEMENT}}, {{token|NO_CONNECTIONS_FOR_MOVEMENT}} and {{token|EXTRAVISION}}. They also cannot bleed to death. This, in addition to the magic powers granted to them when they were raised, makes them very useful assets to your fortress. &lt;br /&gt;
&lt;br /&gt;
Necromancers may also raise invaders as intelligent undead. They may be hostile, even against the necromancer who created them, or marked as &amp;quot;Friendly&amp;quot; and sit around doing nothing.&lt;br /&gt;
[[File:Necro King 3.jpg|thumb|right|A necromancer animates the corpses of some invading elves as intelligent undead, with the procedural name &amp;quot;pale slayer&amp;quot;. They immediately turn on him.]]&lt;br /&gt;
&lt;br /&gt;
Like all undead, intelligent undead dwarves cannot enter trances anymore, and intelligent undead gremlins are no longer {{token|MISCHEVOUS}}.&lt;br /&gt;
&lt;br /&gt;
==Naming==&lt;br /&gt;
&lt;br /&gt;
The phrase ”intelligent undead” does not actually appear within the game. Instead, each kind of intelligent undead receives a procedurally-generated name, composed of two parts. The first part alludes to it being undead (e.g. ”putrid”, ”risen”, ”grave”) or its nature as a night creature (e.g. ”night”, ”grim”). The second part is always a noun, and sometimes describes it as being undead (e.g. ”zombie”, ”ghoul”) but just as often, simply makes it sound threatening (e.g. ”one”, ”slayer”, ”butcher”, ”stalker”).&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Each type of intelligent undead is given a set of one to four [[magic]] powers, with the possibility of acquiring more if they are raised multiple times by different necromancers. Undead may target themselves with their own powers, which has niche applications. The following powers have been reported:&lt;br /&gt;
&lt;br /&gt;
*'''Blisters''' - Causes the target to grow blisters all over their bodies. Does not hamper fighting ability, making it mostly useless in a fight.&lt;br /&gt;
*'''Dizziness''' - The target is affected by dizziness. May inconvenience them in combat.&lt;br /&gt;
*'''Pain''' - The target is afflicted with pain, and may be stunned by it.&lt;br /&gt;
*'''Suffocate''' - Causes the target to become winded. Does not last long enough to kill by suffocation, but will make the target take longer to take actions.&lt;br /&gt;
*'''Bleeding''' - The target suffers [[blood]] damage across the body. Can stack, leading to death by blood loss if multiple undead use it on the same target.&lt;br /&gt;
*'''Sicken''' - The target becomes nauseated and starts [[vomit]]ing, leaving them vulnerable.&lt;br /&gt;
*'''Blind''' - The target loses their sight temporarily. Creatures with {{token|EXTRAVISION}} are immune to this power.&lt;br /&gt;
*'''Rot''' - A random body part of the target will suffer minor necrosis. Can lead to extreme [[fun]] if the body part ends up being your adventurer's eyes.&lt;br /&gt;
*'''Paralysis''' - The target is completely paralyzed. Generally leads to near-instant death in most creatures, as paralysis of the diaphragm leads to suffocation.&lt;br /&gt;
*'''Raise Fog''' - The undead changes the weather to create a temporary fog, limiting vision.&lt;br /&gt;
*'''Ice Bolt''' - The undead launches a sharpened bolt of [[ice]] at the target, causing varying physical harm.&lt;br /&gt;
*'''Vanish''' - The undead immediately enters stealth, becoming invisible. Players are unable to retaliate against the undead's attacks, due to not being able to target them, but may hit them with [[Thrower|thrown]] items. Creatures with {{token|EXTRAVISION}} can see the undead normally, invalidating the power. &lt;br /&gt;
*'''Propel Away''' - The undead blasts the target with force, launching them away from it. Effect varies on the foe's weight; smaller creatures can be seriously injured if they impact with a surface, while heavier targets can resist or flat-out shrug off the blow. Can be used to free the undead from a grapple.&lt;br /&gt;
&lt;br /&gt;
== Notes and exploits ==&lt;br /&gt;
&lt;br /&gt;
[[File:Nogood-undead-smallhands.png|thumb|right|Goden Dedukoshur, ''the undying overseer'', was a forlorn ghoul risen in 153, legendary warrior and militia commander, it participated in many raids until it faded away, haunting the fort in 158. Eventually, dwarven ingenuity brought it back to a fleshy form, and it rules Smallhands' military since then ([http://www.bay12forums.com/smf/index.php?topic=175473/ story]). &amp;lt;br&amp;gt;''Art by Nogoodgames'']]&lt;br /&gt;
&lt;br /&gt;
* It is possible for a civilised intelligent undead to turn into a [[ghost]]. In order to be ghostified, the creature needs to leave the map. Assigning the undead to a [[squad]] and sending it on [[Mission|raids]] seems to do the trick, as eventually, the intelligent undead's ghost will rise. The risen ghost will not be interactable, but will still be part of the military.&lt;br /&gt;
* This behaviour can be exploited further to resurrect the undead back into its original creature form. Here's how to do it: keep the undead's ghost in a squad, and send this squad on another mission. While the squad is off-map, engrave a [[Memorial|memorial slab]] to the ghost and place it down - when the squad comes back, your undead should now be alive, and its skills will have persisted.&lt;br /&gt;
* It is unknown if a creature brought back to life this way can be raised as undead again.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Night creature]]&lt;br /&gt;
* [[Necromancer]]&lt;br /&gt;
* [[Zombie]]&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[ru:Intelligent undead]]&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Nogood-undead-smallhands.png&amp;diff=254145</id>
		<title>File:Nogood-undead-smallhands.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Nogood-undead-smallhands.png&amp;diff=254145"/>
		<updated>2020-07-31T09:34:45Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;nogood undead&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Intelligent_undead&amp;diff=254144</id>
		<title>Intelligent undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Intelligent_undead&amp;diff=254144"/>
		<updated>2020-07-31T09:29:16Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: /* Notes and exploits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{New in|0.47.01}}&lt;br /&gt;
&lt;br /&gt;
[[File:Lily-abdullina-faded-hunter-web.jpg|thumb|400px|right|Rosmo Queenales was a faded hunter, slayer of [[werebeast|weregiraffes]] and savior of puppies. ([https://old.reddit.com/r/dwarffortress/comments/hle4lf/the_human_poet_faded_hunter_who_used_undead_magic/ story]) ''Art by Sarasti'']]'''Intelligent undead''' {{Tile|Ñ|3:1}} is a generalized name for all undead [[night creature]]s that are sentient (not [[zombie]]s), yet don’t fit into the molds for [[vampire]]s, [[necromancer]]s, [[ghost]]s or [[mummy|mummies]]. &lt;br /&gt;
&lt;br /&gt;
Intelligent undead are former [[historical figure]]s, raised by [[necromancer]]s to serve as lieutenants in their undead armies. Unlike zombies, intelligent undead retain much of their original personality once revived. This includes [[faction|loyalty]], so do not attempt to raise an enemy you have slain in adventure mode as an intelligent undead - they will remember they're your foe and will attack you. &lt;br /&gt;
&lt;br /&gt;
Intelligent undead all belong to a type, dependent on the secret known by the one who raised them. Each type is assigned a unique name and a set of magic powers, making no two types truly alike.&lt;br /&gt;
&lt;br /&gt;
They are relatively common - if you set your [[tavern]] to be open to all visitors, you are very likely to host a few guests of the intelligent undead variety. Despite their scary sounding names, these are not hostile and will behave as any guest would. &lt;br /&gt;
&lt;br /&gt;
If you happen to have a [[necromancer]] among your citizens, they may very well revive some of your recently fallen dwarves as intelligent undead if they are nearby and involved in combat. Unlike run-of-the-mill zombies, they will not be hostile and will eventually re-petition for citizenship in your fortress. Intelligent undead are impervious to stress and emotions - any event in their Thoughts and Preferences screen will cause them to &amp;quot;not feel anything&amp;quot;. However, they inevitably become [[DF2014:Need#Focus|Distracted]] due to unmet needs, despite performing most of the jobs (Worship, Socialize, Read etc.) that should fulfill those needs. Intelligent undead children are immune to this distraction. &lt;br /&gt;
&lt;br /&gt;
They can still make friends and be involved in relationships and will retain the ones they had when they died. They do not need to eat, drink, or sleep and can function normally despite very severe damage, such as a brain and skull &amp;quot;mangled beyond recognition,&amp;quot; providing excellent practice for your medical dwarves. They do not age, do not reproduce, do not gain or rust physical attributes, and count as {{token|NOT_LIVING}} so other undead will be neutral to them. They also have many of the immunities undead have, such as {{token|NOEXERT}}, {{token|NOPAIN}}, {{token|NOBREATHE}}, {{token|NOSTUN}}, {{token|NONAUSEA}}, {{token|NO_DIZZINESS}}, {{token|NO_FEVERS}}, {{token|PARALYZEIMMUNE}}, {{token|NOFEAR}}, {{token|NO_THOUGHT_CENTER_FOR_MOVEMENT}}, {{token|NO_CONNECTIONS_FOR_MOVEMENT}} and {{token|EXTRAVISION}}. They also cannot bleed to death. This, in addition to the magic powers granted to them when they were raised, makes them very useful assets to your fortress. &lt;br /&gt;
&lt;br /&gt;
Necromancers may also raise invaders as intelligent undead. They may be hostile, even against the necromancer who created them, or marked as &amp;quot;Friendly&amp;quot; and sit around doing nothing.&lt;br /&gt;
[[File:Necro King 3.jpg|thumb|right|A necromancer animates the corpses of some invading elves as intelligent undead, with the procedural name &amp;quot;pale slayer&amp;quot;. They immediately turn on him.]]&lt;br /&gt;
&lt;br /&gt;
Like all undead, intelligent undead dwarves cannot enter trances anymore, and intelligent undead gremlins are no longer {{token|MISCHEVOUS}}.&lt;br /&gt;
&lt;br /&gt;
==Naming==&lt;br /&gt;
&lt;br /&gt;
The phrase ”intelligent undead” does not actually appear within the game. Instead, each kind of intelligent undead receives a procedurally-generated name, composed of two parts. The first part alludes to it being undead (e.g. ”putrid”, ”risen”, ”grave”) or its nature as a night creature (e.g. ”night”, ”grim”). The second part is always a noun, and sometimes describes it as being undead (e.g. ”zombie”, ”ghoul”) but just as often, simply makes it sound threatening (e.g. ”one”, ”slayer”, ”butcher”, ”stalker”).&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Each type of intelligent undead is given a set of one to four [[magic]] powers, with the possibility of acquiring more if they are raised multiple times by different necromancers. Undead may target themselves with their own powers, which has niche applications. The following powers have been reported:&lt;br /&gt;
&lt;br /&gt;
*'''Blisters''' - Causes the target to grow blisters all over their bodies. Does not hamper fighting ability, making it mostly useless in a fight.&lt;br /&gt;
*'''Dizziness''' - The target is affected by dizziness. May inconvenience them in combat.&lt;br /&gt;
*'''Pain''' - The target is afflicted with pain, and may be stunned by it.&lt;br /&gt;
*'''Suffocate''' - Causes the target to become winded. Does not last long enough to kill by suffocation, but will make the target take longer to take actions.&lt;br /&gt;
*'''Bleeding''' - The target suffers [[blood]] damage across the body. Can stack, leading to death by blood loss if multiple undead use it on the same target.&lt;br /&gt;
*'''Sicken''' - The target becomes nauseated and starts [[vomit]]ing, leaving them vulnerable.&lt;br /&gt;
*'''Blind''' - The target loses their sight temporarily. Creatures with {{token|EXTRAVISION}} are immune to this power.&lt;br /&gt;
*'''Rot''' - A random body part of the target will suffer minor necrosis. Can lead to extreme [[fun]] if the body part ends up being your adventurer's eyes.&lt;br /&gt;
*'''Paralysis''' - The target is completely paralyzed. Generally leads to near-instant death in most creatures, as paralysis of the diaphragm leads to suffocation.&lt;br /&gt;
*'''Raise Fog''' - The undead changes the weather to create a temporary fog, limiting vision.&lt;br /&gt;
*'''Ice Bolt''' - The undead launches a sharpened bolt of [[ice]] at the target, causing varying physical harm.&lt;br /&gt;
*'''Vanish''' - The undead immediately enters stealth, becoming invisible. Players are unable to retaliate against the undead's attacks, due to not being able to target them, but may hit them with [[Thrower|thrown]] items. Creatures with {{token|EXTRAVISION}} can see the undead normally, invalidating the power. &lt;br /&gt;
*'''Propel Away''' - The undead blasts the target with force, launching them away from it. Effect varies on the foe's weight; smaller creatures can be seriously injured if they impact with a surface, while heavier targets can resist or flat-out shrug off the blow. Can be used to free the undead from a grapple.&lt;br /&gt;
&lt;br /&gt;
== Notes and exploits ==&lt;br /&gt;
&lt;br /&gt;
* It is possible for a civilised intelligent undead to turn into a [[ghost]]. In order to be ghostified, the creature needs to leave the map. Assigning the undead to a [[squad]] and sending it on [[Mission|raids]] seems to do the trick, as eventually, the intelligent undead's ghost will rise. The risen ghost will not be interactable, but will still be part of the military.&lt;br /&gt;
* This behaviour can be exploited further to resurrect the undead back into its original creature form. Here's how to do it : keep the undead's ghost in a squad, and send this squad on another mission. While the squad is off-map, engrave a [[Memorial|memorial slab]] to the ghost and place it down. When the squad comes back, your undead should now be alive.&lt;br /&gt;
* It is unknown if a creature brought back to life this way can be risen undead again.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Night creature]]&lt;br /&gt;
* [[Necromancer]]&lt;br /&gt;
* [[Zombie]]&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[ru:Intelligent undead]]&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Intelligent_undead&amp;diff=254143</id>
		<title>Intelligent undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Intelligent_undead&amp;diff=254143"/>
		<updated>2020-07-31T09:27:42Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: /* Notes and exploits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{New in|0.47.01}}&lt;br /&gt;
&lt;br /&gt;
[[File:Lily-abdullina-faded-hunter-web.jpg|thumb|400px|right|Rosmo Queenales was a faded hunter, slayer of [[werebeast|weregiraffes]] and savior of puppies. ([https://old.reddit.com/r/dwarffortress/comments/hle4lf/the_human_poet_faded_hunter_who_used_undead_magic/ story]) ''Art by Sarasti'']]'''Intelligent undead''' {{Tile|Ñ|3:1}} is a generalized name for all undead [[night creature]]s that are sentient (not [[zombie]]s), yet don’t fit into the molds for [[vampire]]s, [[necromancer]]s, [[ghost]]s or [[mummy|mummies]]. &lt;br /&gt;
&lt;br /&gt;
Intelligent undead are former [[historical figure]]s, raised by [[necromancer]]s to serve as lieutenants in their undead armies. Unlike zombies, intelligent undead retain much of their original personality once revived. This includes [[faction|loyalty]], so do not attempt to raise an enemy you have slain in adventure mode as an intelligent undead - they will remember they're your foe and will attack you. &lt;br /&gt;
&lt;br /&gt;
Intelligent undead all belong to a type, dependent on the secret known by the one who raised them. Each type is assigned a unique name and a set of magic powers, making no two types truly alike.&lt;br /&gt;
&lt;br /&gt;
They are relatively common - if you set your [[tavern]] to be open to all visitors, you are very likely to host a few guests of the intelligent undead variety. Despite their scary sounding names, these are not hostile and will behave as any guest would. &lt;br /&gt;
&lt;br /&gt;
If you happen to have a [[necromancer]] among your citizens, they may very well revive some of your recently fallen dwarves as intelligent undead if they are nearby and involved in combat. Unlike run-of-the-mill zombies, they will not be hostile and will eventually re-petition for citizenship in your fortress. Intelligent undead are impervious to stress and emotions - any event in their Thoughts and Preferences screen will cause them to &amp;quot;not feel anything&amp;quot;. However, they inevitably become [[DF2014:Need#Focus|Distracted]] due to unmet needs, despite performing most of the jobs (Worship, Socialize, Read etc.) that should fulfill those needs. Intelligent undead children are immune to this distraction. &lt;br /&gt;
&lt;br /&gt;
They can still make friends and be involved in relationships and will retain the ones they had when they died. They do not need to eat, drink, or sleep and can function normally despite very severe damage, such as a brain and skull &amp;quot;mangled beyond recognition,&amp;quot; providing excellent practice for your medical dwarves. They do not age, do not reproduce, do not gain or rust physical attributes, and count as {{token|NOT_LIVING}} so other undead will be neutral to them. They also have many of the immunities undead have, such as {{token|NOEXERT}}, {{token|NOPAIN}}, {{token|NOBREATHE}}, {{token|NOSTUN}}, {{token|NONAUSEA}}, {{token|NO_DIZZINESS}}, {{token|NO_FEVERS}}, {{token|PARALYZEIMMUNE}}, {{token|NOFEAR}}, {{token|NO_THOUGHT_CENTER_FOR_MOVEMENT}}, {{token|NO_CONNECTIONS_FOR_MOVEMENT}} and {{token|EXTRAVISION}}. They also cannot bleed to death. This, in addition to the magic powers granted to them when they were raised, makes them very useful assets to your fortress. &lt;br /&gt;
&lt;br /&gt;
Necromancers may also raise invaders as intelligent undead. They may be hostile, even against the necromancer who created them, or marked as &amp;quot;Friendly&amp;quot; and sit around doing nothing.&lt;br /&gt;
[[File:Necro King 3.jpg|thumb|right|A necromancer animates the corpses of some invading elves as intelligent undead, with the procedural name &amp;quot;pale slayer&amp;quot;. They immediately turn on him.]]&lt;br /&gt;
&lt;br /&gt;
Like all undead, intelligent undead dwarves cannot enter trances anymore, and intelligent undead gremlins are no longer {{token|MISCHEVOUS}}.&lt;br /&gt;
&lt;br /&gt;
==Naming==&lt;br /&gt;
&lt;br /&gt;
The phrase ”intelligent undead” does not actually appear within the game. Instead, each kind of intelligent undead receives a procedurally-generated name, composed of two parts. The first part alludes to it being undead (e.g. ”putrid”, ”risen”, ”grave”) or its nature as a night creature (e.g. ”night”, ”grim”). The second part is always a noun, and sometimes describes it as being undead (e.g. ”zombie”, ”ghoul”) but just as often, simply makes it sound threatening (e.g. ”one”, ”slayer”, ”butcher”, ”stalker”).&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Each type of intelligent undead is given a set of one to four [[magic]] powers, with the possibility of acquiring more if they are raised multiple times by different necromancers. Undead may target themselves with their own powers, which has niche applications. The following powers have been reported:&lt;br /&gt;
&lt;br /&gt;
*'''Blisters''' - Causes the target to grow blisters all over their bodies. Does not hamper fighting ability, making it mostly useless in a fight.&lt;br /&gt;
*'''Dizziness''' - The target is affected by dizziness. May inconvenience them in combat.&lt;br /&gt;
*'''Pain''' - The target is afflicted with pain, and may be stunned by it.&lt;br /&gt;
*'''Suffocate''' - Causes the target to become winded. Does not last long enough to kill by suffocation, but will make the target take longer to take actions.&lt;br /&gt;
*'''Bleeding''' - The target suffers [[blood]] damage across the body. Can stack, leading to death by blood loss if multiple undead use it on the same target.&lt;br /&gt;
*'''Sicken''' - The target becomes nauseated and starts [[vomit]]ing, leaving them vulnerable.&lt;br /&gt;
*'''Blind''' - The target loses their sight temporarily. Creatures with {{token|EXTRAVISION}} are immune to this power.&lt;br /&gt;
*'''Rot''' - A random body part of the target will suffer minor necrosis. Can lead to extreme [[fun]] if the body part ends up being your adventurer's eyes.&lt;br /&gt;
*'''Paralysis''' - The target is completely paralyzed. Generally leads to near-instant death in most creatures, as paralysis of the diaphragm leads to suffocation.&lt;br /&gt;
*'''Raise Fog''' - The undead changes the weather to create a temporary fog, limiting vision.&lt;br /&gt;
*'''Ice Bolt''' - The undead launches a sharpened bolt of [[ice]] at the target, causing varying physical harm.&lt;br /&gt;
*'''Vanish''' - The undead immediately enters stealth, becoming invisible. Players are unable to retaliate against the undead's attacks, due to not being able to target them, but may hit them with [[Thrower|thrown]] items. Creatures with {{token|EXTRAVISION}} can see the undead normally, invalidating the power. &lt;br /&gt;
*'''Propel Away''' - The undead blasts the target with force, launching them away from it. Effect varies on the foe's weight; smaller creatures can be seriously injured if they impact with a surface, while heavier targets can resist or flat-out shrug off the blow. Can be used to free the undead from a grapple.&lt;br /&gt;
&lt;br /&gt;
== Notes and exploits ==&lt;br /&gt;
&lt;br /&gt;
* It is possible for a civilised intelligent undead to turn into a [[ghost]]. In order to be ghostified, the creature needs to leave the map. Assigning the undead to a [[squad]] and sending it on [[Mission|raids]] seems to do the trick, as eventually, the intelligent undead's ghost will rise. The risen ghost will not be interactable, but will still be part of the military.&lt;br /&gt;
* This behaviour can be exploited further to resurrect the undead back into its original creature form. Here's how to do it : keep the undead's ghost in a squad, and send this squad on another mission. While the squad is off-map, engrave a [[Memorial|memorial slab]] to the ghost and place it down. When the squad comes back, your undead should now be alive.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Night creature]]&lt;br /&gt;
* [[Necromancer]]&lt;br /&gt;
* [[Zombie]]&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[ru:Intelligent undead]]&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Intelligent_undead&amp;diff=254142</id>
		<title>Intelligent undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Intelligent_undead&amp;diff=254142"/>
		<updated>2020-07-31T09:27:01Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{New in|0.47.01}}&lt;br /&gt;
&lt;br /&gt;
[[File:Lily-abdullina-faded-hunter-web.jpg|thumb|400px|right|Rosmo Queenales was a faded hunter, slayer of [[werebeast|weregiraffes]] and savior of puppies. ([https://old.reddit.com/r/dwarffortress/comments/hle4lf/the_human_poet_faded_hunter_who_used_undead_magic/ story]) ''Art by Sarasti'']]'''Intelligent undead''' {{Tile|Ñ|3:1}} is a generalized name for all undead [[night creature]]s that are sentient (not [[zombie]]s), yet don’t fit into the molds for [[vampire]]s, [[necromancer]]s, [[ghost]]s or [[mummy|mummies]]. &lt;br /&gt;
&lt;br /&gt;
Intelligent undead are former [[historical figure]]s, raised by [[necromancer]]s to serve as lieutenants in their undead armies. Unlike zombies, intelligent undead retain much of their original personality once revived. This includes [[faction|loyalty]], so do not attempt to raise an enemy you have slain in adventure mode as an intelligent undead - they will remember they're your foe and will attack you. &lt;br /&gt;
&lt;br /&gt;
Intelligent undead all belong to a type, dependent on the secret known by the one who raised them. Each type is assigned a unique name and a set of magic powers, making no two types truly alike.&lt;br /&gt;
&lt;br /&gt;
They are relatively common - if you set your [[tavern]] to be open to all visitors, you are very likely to host a few guests of the intelligent undead variety. Despite their scary sounding names, these are not hostile and will behave as any guest would. &lt;br /&gt;
&lt;br /&gt;
If you happen to have a [[necromancer]] among your citizens, they may very well revive some of your recently fallen dwarves as intelligent undead if they are nearby and involved in combat. Unlike run-of-the-mill zombies, they will not be hostile and will eventually re-petition for citizenship in your fortress. Intelligent undead are impervious to stress and emotions - any event in their Thoughts and Preferences screen will cause them to &amp;quot;not feel anything&amp;quot;. However, they inevitably become [[DF2014:Need#Focus|Distracted]] due to unmet needs, despite performing most of the jobs (Worship, Socialize, Read etc.) that should fulfill those needs. Intelligent undead children are immune to this distraction. &lt;br /&gt;
&lt;br /&gt;
They can still make friends and be involved in relationships and will retain the ones they had when they died. They do not need to eat, drink, or sleep and can function normally despite very severe damage, such as a brain and skull &amp;quot;mangled beyond recognition,&amp;quot; providing excellent practice for your medical dwarves. They do not age, do not reproduce, do not gain or rust physical attributes, and count as {{token|NOT_LIVING}} so other undead will be neutral to them. They also have many of the immunities undead have, such as {{token|NOEXERT}}, {{token|NOPAIN}}, {{token|NOBREATHE}}, {{token|NOSTUN}}, {{token|NONAUSEA}}, {{token|NO_DIZZINESS}}, {{token|NO_FEVERS}}, {{token|PARALYZEIMMUNE}}, {{token|NOFEAR}}, {{token|NO_THOUGHT_CENTER_FOR_MOVEMENT}}, {{token|NO_CONNECTIONS_FOR_MOVEMENT}} and {{token|EXTRAVISION}}. They also cannot bleed to death. This, in addition to the magic powers granted to them when they were raised, makes them very useful assets to your fortress. &lt;br /&gt;
&lt;br /&gt;
Necromancers may also raise invaders as intelligent undead. They may be hostile, even against the necromancer who created them, or marked as &amp;quot;Friendly&amp;quot; and sit around doing nothing.&lt;br /&gt;
[[File:Necro King 3.jpg|thumb|right|A necromancer animates the corpses of some invading elves as intelligent undead, with the procedural name &amp;quot;pale slayer&amp;quot;. They immediately turn on him.]]&lt;br /&gt;
&lt;br /&gt;
Like all undead, intelligent undead dwarves cannot enter trances anymore, and intelligent undead gremlins are no longer {{token|MISCHEVOUS}}.&lt;br /&gt;
&lt;br /&gt;
==Naming==&lt;br /&gt;
&lt;br /&gt;
The phrase ”intelligent undead” does not actually appear within the game. Instead, each kind of intelligent undead receives a procedurally-generated name, composed of two parts. The first part alludes to it being undead (e.g. ”putrid”, ”risen”, ”grave”) or its nature as a night creature (e.g. ”night”, ”grim”). The second part is always a noun, and sometimes describes it as being undead (e.g. ”zombie”, ”ghoul”) but just as often, simply makes it sound threatening (e.g. ”one”, ”slayer”, ”butcher”, ”stalker”).&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Each type of intelligent undead is given a set of one to four [[magic]] powers, with the possibility of acquiring more if they are raised multiple times by different necromancers. Undead may target themselves with their own powers, which has niche applications. The following powers have been reported:&lt;br /&gt;
&lt;br /&gt;
*'''Blisters''' - Causes the target to grow blisters all over their bodies. Does not hamper fighting ability, making it mostly useless in a fight.&lt;br /&gt;
*'''Dizziness''' - The target is affected by dizziness. May inconvenience them in combat.&lt;br /&gt;
*'''Pain''' - The target is afflicted with pain, and may be stunned by it.&lt;br /&gt;
*'''Suffocate''' - Causes the target to become winded. Does not last long enough to kill by suffocation, but will make the target take longer to take actions.&lt;br /&gt;
*'''Bleeding''' - The target suffers [[blood]] damage across the body. Can stack, leading to death by blood loss if multiple undead use it on the same target.&lt;br /&gt;
*'''Sicken''' - The target becomes nauseated and starts [[vomit]]ing, leaving them vulnerable.&lt;br /&gt;
*'''Blind''' - The target loses their sight temporarily. Creatures with {{token|EXTRAVISION}} are immune to this power.&lt;br /&gt;
*'''Rot''' - A random body part of the target will suffer minor necrosis. Can lead to extreme [[fun]] if the body part ends up being your adventurer's eyes.&lt;br /&gt;
*'''Paralysis''' - The target is completely paralyzed. Generally leads to near-instant death in most creatures, as paralysis of the diaphragm leads to suffocation.&lt;br /&gt;
*'''Raise Fog''' - The undead changes the weather to create a temporary fog, limiting vision.&lt;br /&gt;
*'''Ice Bolt''' - The undead launches a sharpened bolt of [[ice]] at the target, causing varying physical harm.&lt;br /&gt;
*'''Vanish''' - The undead immediately enters stealth, becoming invisible. Players are unable to retaliate against the undead's attacks, due to not being able to target them, but may hit them with [[Thrower|thrown]] items. Creatures with {{token|EXTRAVISION}} can see the undead normally, invalidating the power. &lt;br /&gt;
*'''Propel Away''' - The undead blasts the target with force, launching them away from it. Effect varies on the foe's weight; smaller creatures can be seriously injured if they impact with a surface, while heavier targets can resist or flat-out shrug off the blow. Can be used to free the undead from a grapple.&lt;br /&gt;
&lt;br /&gt;
== Notes and exploits ==&lt;br /&gt;
&lt;br /&gt;
* It is possible for a civilised intelligent undead to turn into a [[ghost]]. In order to be ghostified, the creature needs to leave the map. Assigning the undead to a [[squad]] and sending it on [[raids]] seems to do the trick, as eventually, the intelligent undead's ghost will rise. The risen ghost will not be interactable, but will still be part of the military.&lt;br /&gt;
* This behaviour can be exploited further to resurrect the undead back into its original creature form. Here's how to do it : keep the undead's ghost in a squad, and send this squad on another mission. While the squad is off-map, engrave a [[Memorial|memorial slab]] to the ghost and place it down. When the squad comes back, your undead should now be alive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Night creature]]&lt;br /&gt;
* [[Necromancer]]&lt;br /&gt;
* [[Zombie]]&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[ru:Intelligent undead]]&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Intelligent_undead&amp;diff=254140</id>
		<title>Intelligent undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Intelligent_undead&amp;diff=254140"/>
		<updated>2020-07-31T09:11:50Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: Added see also&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{New in|0.47.01}}&lt;br /&gt;
&lt;br /&gt;
[[File:Lily-abdullina-faded-hunter-web.jpg|thumb|400px|right|Rosmo Queenales was a faded hunter, slayer of [[werebeast|weregiraffes]] and savior of puppies. ([https://old.reddit.com/r/dwarffortress/comments/hle4lf/the_human_poet_faded_hunter_who_used_undead_magic/ story]) ''Art by Sarasti'']]'''Intelligent undead''' {{Tile|Ñ|3:1}} is a generalized name for all undead [[night creature]]s that are sentient (not [[zombie]]s), yet don’t fit into the molds for [[vampire]]s, [[necromancer]]s, [[ghost]]s or [[mummy|mummies]]. &lt;br /&gt;
&lt;br /&gt;
Intelligent undead are former [[historical figure]]s, raised by [[necromancer]]s to serve as lieutenants in their undead armies. Unlike zombies, intelligent undead retain much of their original personality once revived. This includes [[faction|loyalty]], so do not attempt to raise an enemy you have slain in adventure mode as an intelligent undead - they will remember they're your foe and will attack you. &lt;br /&gt;
&lt;br /&gt;
Intelligent undead all belong to a type, dependent on the secret known by the one who raised them. Each type is assigned a unique name and a set of magic powers, making no two types truly alike.&lt;br /&gt;
&lt;br /&gt;
They are relatively common - if you set your [[tavern]] to be open to all visitors, you are very likely to host a few guests of the intelligent undead variety. Despite their scary sounding names, these are not hostile and will behave as any guest would. &lt;br /&gt;
&lt;br /&gt;
If you happen to have a [[necromancer]] among your citizens, they may very well revive some of your recently fallen dwarves as intelligent undead if they are nearby and involved in combat. Unlike run-of-the-mill zombies, they will not be hostile and will eventually re-petition for citizenship in your fortress. Intelligent undead are impervious to stress and emotions - any event in their Thoughts and Preferences screen will cause them to &amp;quot;not feel anything&amp;quot;. However, they inevitably become [[DF2014:Need#Focus|Distracted]] due to unmet needs, despite performing most of the jobs (Worship, Socialize, Read etc.) that should fulfill those needs. Intelligent undead children are immune to this distraction. &lt;br /&gt;
&lt;br /&gt;
They can still make friends and be involved in relationships and will retain the ones they had when they died. They do not need to eat, drink, or sleep and can function normally despite very severe damage, such as a brain and skull &amp;quot;mangled beyond recognition,&amp;quot; providing excellent practice for your medical dwarves. They do not age, do not reproduce, do not gain or rust physical attributes, and count as {{token|NOT_LIVING}} so other undead will be neutral to them. They also have many of the immunities undead have, such as {{token|NOEXERT}}, {{token|NOPAIN}}, {{token|NOBREATHE}}, {{token|NOSTUN}}, {{token|NONAUSEA}}, {{token|NO_DIZZINESS}}, {{token|NO_FEVERS}}, {{token|PARALYZEIMMUNE}}, {{token|NOFEAR}}, {{token|NO_THOUGHT_CENTER_FOR_MOVEMENT}}, {{token|NO_CONNECTIONS_FOR_MOVEMENT}} and {{token|EXTRAVISION}}. They also cannot bleed to death. This, in addition to the magic powers granted to them when they were raised, makes them very useful assets to your fortress. &lt;br /&gt;
&lt;br /&gt;
Necromancers may also raise invaders as intelligent undead. They may be hostile, even against the necromancer who created them, or marked as &amp;quot;Friendly&amp;quot; and sit around doing nothing.&lt;br /&gt;
[[File:Necro King 3.jpg|thumb|right|A necromancer animates the corpses of some invading elves as intelligent undead, with the procedural name &amp;quot;pale slayer&amp;quot;. They immediately turn on him.]]&lt;br /&gt;
&lt;br /&gt;
Like all undead, intelligent undead dwarves cannot enter trances anymore, and intelligent undead gremlins are no longer {{token|MISCHEVOUS}}.&lt;br /&gt;
&lt;br /&gt;
==Naming==&lt;br /&gt;
&lt;br /&gt;
The phrase ”intelligent undead” does not actually appear within the game. Instead, each kind of intelligent undead receives a procedurally-generated name, composed of two parts. The first part alludes to it being undead (e.g. ”putrid”, ”risen”, ”grave”) or its nature as a night creature (e.g. ”night”, ”grim”). The second part is always a noun, and sometimes describes it as being undead (e.g. ”zombie”, ”ghoul”) but just as often, simply makes it sound threatening (e.g. ”one”, ”slayer”, ”butcher”, ”stalker”).&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Each type of intelligent undead is given a set of one to four [[magic]] powers, with the possibility of acquiring more if they are raised multiple times by different necromancers. Undead may target themselves with their own powers, which has niche applications. The following powers have been reported:&lt;br /&gt;
&lt;br /&gt;
*'''Blisters''' - Causes the target to grow blisters all over their bodies. Does not hamper fighting ability, making it mostly useless in a fight.&lt;br /&gt;
*'''Dizziness''' - The target is affected by dizziness. May inconvenience them in combat.&lt;br /&gt;
*'''Pain''' - The target is afflicted with pain, and may be stunned by it.&lt;br /&gt;
*'''Suffocate''' - Causes the target to become winded. Does not last long enough to kill by suffocation, but will make the target take longer to take actions.&lt;br /&gt;
*'''Bleeding''' - The target suffers [[blood]] damage across the body. Can stack, leading to death by blood loss if multiple undead use it on the same target.&lt;br /&gt;
*'''Sicken''' - The target becomes nauseated and starts [[vomit]]ing, leaving them vulnerable.&lt;br /&gt;
*'''Blind''' - The target loses their sight temporarily. Creatures with {{token|EXTRAVISION}} are immune to this power.&lt;br /&gt;
*'''Rot''' - A random body part of the target will suffer minor necrosis. Can lead to extreme [[fun]] if the body part ends up being your adventurer's eyes.&lt;br /&gt;
*'''Paralysis''' - The target is completely paralyzed. Generally leads to near-instant death in most creatures, as paralysis of the diaphragm leads to suffocation.&lt;br /&gt;
*'''Raise Fog''' - The undead changes the weather to create a temporary fog, limiting vision.&lt;br /&gt;
*'''Ice Bolt''' - The undead launches a sharpened bolt of [[ice]] at the target, causing varying physical harm.&lt;br /&gt;
*'''Vanish''' - The undead immediately enters stealth, becoming invisible. Players are unable to retaliate against the undead's attacks, due to not being able to target them, but may hit them with [[Thrower|thrown]] items. Creatures with {{token|EXTRAVISION}} can see the undead normally, invalidating the power. &lt;br /&gt;
*'''Propel Away''' - The undead blasts the target with force, launching them away from it. Effect varies on the foe's weight; smaller creatures can be seriously injured if they impact with a surface, while heavier targets can resist or flat-out shrug off the blow. Can be used to free the undead from a grapple.&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[ru:Intelligent undead]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Night creature]]&lt;br /&gt;
* [[Necromancer]]&lt;br /&gt;
* [[Zombie]]&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Storage&amp;diff=238320</id>
		<title>Storage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Storage&amp;diff=238320"/>
		<updated>2018-10-30T13:56:23Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: Undo revision 238319 by Spriggans (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{buggy}}&lt;br /&gt;
{{Quality|Exceptional|06:09, 29 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
Types of items used for '''storage''' include [[container]]s, [[cabinet]]s, [[barrel]]s, [[large pot]]s, and [[bin]]s. All storage objects are used to hold items, from personal possessions to [[gem]]s, [[alcohol]], [[quarry bush]] leaves, and even living [[creature]]s, but their use is context-sensitive, so you cannot use your barrels for storing [[coin]]s, but you ''can'' {{key|b}}uild a bag as a dwarf's personal storage object, analogous to a chest.&lt;br /&gt;
&lt;br /&gt;
Chests, coffers, boxes and bags are subsumed under ''boxes and bags'' in the [[status]] stocks screen, and these can be built as &amp;quot;[[container]]s&amp;quot; from the {{key|b}}uilding menu to satisfy the &amp;quot;Needs: X Chests&amp;quot; requirement for nobles. Each other storage object type has its own entry.&lt;br /&gt;
&lt;br /&gt;
To examine a storage object's contents when the storage object is in a stockpile, select the object location with the {{key|k}} key. Then, use {{key|+}} and {{key|-}} until the storage object is highlighted, then press {{key|enter}}. Press {{key|enter}} again to select the contents, if any. The i{{key|t}}ems command can be used to see items that are stored in a built storage object. See also, [[stocks]].&lt;br /&gt;
&lt;br /&gt;
== Barrels, bins, bags, pots ==&lt;br /&gt;
[[Barrel]]s are [[wood]]en or [[metal]] containers that are useful for storing items in a [[Stockpile#food|food stockpile]] and are used to store [[alcohol]], [[plant]]s, [[seed]] bags, [[meat]], [[Creature#Aquatic|fish]], [[dwarven syrup]], [[quarry bush]] leaf bags, [[flour]] bags and [[dye]] bags, cooked food, [[fat]] and [[tallow]], and all [[prepared organs]]. They are made at a [[Carpenter's workshop]] with 1 log or at a [[Forge]] with 3 bars of metal. Barrels can be disabled in a stockpile to prevent haulers from running off with everything else inside to pick up a stray seed.&lt;br /&gt;
&lt;br /&gt;
[[Pot]]s, an alternative for barrels, can be made of wood, stone, clay, glass, or metal. Pots can also be used to store alcohol and other related liquids, though clay pots (earthenware) must be [[glaze]]d to hold liquids. Pots hold the same amount as barrels (60 total units of food, or 30 units of alcohol) and weigh one fourth as much as a barrel of equivalent material. Except for a few barrel-specific requirements, pots are generally a superior replacement.&lt;br /&gt;
&lt;br /&gt;
[[Bin]]s are containers, again made from wood or metal, used for most non-food items. They are sent to all the other stockpiles (with the exclusion of the [[refuse]], [[stone]] and [[graveyard]] piles) and will hold much larger stacks of items, making organizing those endless piles of +giant cave spider silk socks+ and trade goods much easier to manage. They are made at a [[Carpenter's workshop]] with 1 log or at a [[Forge]] with 3 bars of metal. Bars and blocks will stack into a bin, but not into any other container, so a stockpile with bar/block enabled will default to requesting bins.&lt;br /&gt;
&lt;br /&gt;
Bags are used to store [[seed]]s, [[quarry bush]] leaves, [[mill]] products ([[flour]], [[sugar]], [[dye]]) and [[sand]] (&amp;quot;[[powder]]s&amp;quot;). They are made from [[plant fiber]] (or [[silk]]) [[cloth]], [[leather]], or [[adamantine]]. Bags are used to gather and transport powders the same way [[bucket]]s are used to carry [[water]]. Bags can be placed inside other containers, such as barrels. Bags can be placed as [[furniture]] and then function as [[coffer]]s (see below). They are made at a [[Clothier's shop]] with 1 cloth or at a [[Leather works]] with 1 leather.&lt;br /&gt;
&lt;br /&gt;
Empty barrels, pots, bins and bags can all be stored in a [[furniture]] [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
== Cabinets and &amp;quot;chests&amp;quot; ==&lt;br /&gt;
These two containers are both furniture items only. They must be built in rooms assigned to dwarves in order to fulfill the dwarves' room requirements. Cabinets are used to store clothing, and chests are used to store everything else.&lt;br /&gt;
&lt;br /&gt;
Also, the [[hospital]] needs containers for its supply-storage.&lt;br /&gt;
&lt;br /&gt;
A [[stone]] chest is called a '''coffer''', and a [[glass]] chest is called a '''box''', but they are used for the same purpose. Bags can also be built as chests.&lt;br /&gt;
&lt;br /&gt;
Once built as furniture, their contents can be viewed with the {{k|t}} menu.&lt;br /&gt;
&lt;br /&gt;
== Quick Reference ==&lt;br /&gt;
{{storage table head}}&lt;br /&gt;
{{storage table row|container=[[Barrel]]|stockpile=Furniture &amp;gt; Type &amp;gt; Barrels|furniture=n|solidcap=6000|liquidcap=6000|stores=Food, Alcohol, Extracts, Milk, Lye, Bags|stone=n|wood=y|glass=n|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Bin]]|stockpile=Furniture &amp;gt; Type &amp;gt; Bins|furniture=n|solidcap=6000|liquidcap=|stores=Items, Jugs, Flasks|stone=n|wood=y|glass=n|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Bucket]]|stockpile=Furniture &amp;gt; Type &amp;gt; Buckets|furniture=n|solidcap=|liquidcap=600|stores=Milk, Lye, Water&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;|stone=n|wood=y|glass=n|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Flask]]&amp;lt;br/&amp;gt;Vial&amp;lt;br/&amp;gt;Waterskin|stockpile=Finished Goods &amp;gt; Type &amp;gt; Flasks|furniture=n|solidcap=|liquidcap=180|stores=Alcohol, Water&amp;lt;br/&amp;gt;Vials: Extracts|stone=n|wood=n|glass=Vial|metal=Flask|cloth=n|leather=Waterskin|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Equipment#Backpacks|Backpack]]|stockpile=Finished Goods &amp;gt; Type &amp;gt; Backpacks|furniture=n|solidcap=3000|liquidcap=|stores=Food|stone=n|wood=n|glass=n|metal=n|cloth=y|leather=y|ceramic=n|sup_cloth=3&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Equipment#Quiver|Quiver]]|stockpile=Finished Goods &amp;gt; Type &amp;gt; Quivers|furniture=n|solidcap=1200|liquidcap=|stores=Ammunition|stone=n|wood=n|glass=n|metal=n|cloth=y|leather=y|ceramic=n|sup_cloth=3&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=Bag&amp;lt;br/&amp;gt;Chest&amp;lt;br/&amp;gt;Coffer&amp;lt;br/&amp;gt;Box|stockpile=Furniture &amp;gt; Type &amp;gt; Boxes and Bags|furniture=Special|solidcap=6000|liquidcap=|stores=Bags: Seeds, Leaves, Powders&amp;lt;br/&amp;gt;Others: Owned items|stone=Coffer|wood=Chest|glass=Box|metal=Chest|cloth=Bag|leather=Bag|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=Pouch|stockpile=Finished Goods &amp;gt; Type &amp;gt; Tools{{verify}}|furniture=n|solidcap=100|liquidcap=|stores=Coins (in [[adventurer mode]])|stone=n|wood=n|glass=n|metal=n|cloth=y|leather=y|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Cabinet]]|stockpile=Furniture &amp;gt; Type &amp;gt; Cabinets|furniture=y|solidcap=6000|liquidcap=|stores=Owned clothing|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Jug]]|stockpile=Finished Goods &amp;gt; Type &amp;gt; Tools|furniture=n|solidcap=|liquidcap=1000|stores=Royal Jelly, Honey, Rock Nut Oil|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=y|sup_stonewood=4&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Large pot]]|stockpile=Finished Goods &amp;gt; Type &amp;gt; Large pots/food storage|furniture=n|solidcap=6000|liquidcap=6000|stores=Food, Alcohol, Bags|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=y|sup_stonewood=4&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Nest box]]|stockpile=Finished Goods &amp;gt; Type &amp;gt; Tools|furniture=y|solidcap=200|liquidcap=|stores=Eggs|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=n|sup_stonewood=4&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Hive]]|stockpile=Finished Goods &amp;gt; Type &amp;gt; Tools|furniture=y|solidcap=500|liquidcap=500|stores=Honey Bees, Royal Jelly, Honeycomb|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=y|sup_stonewood=4&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Wheelbarrow]]|stockpile=Furniture &amp;gt; Type &amp;gt; Wheelbarrows|furniture=n|solidcap=10000|liquidcap=|stores=Hauled items|stone=n|wood=y|glass=n|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Minecart]]|stockpile=Furniture &amp;gt; Type &amp;gt; Minecarts|furniture=n|sup_furn=5|solidcap=50000|liquidcap=50000|stores=Hauled items;&amp;lt;br/&amp;gt;[[Minecart#Loading_liquids|scooped]], but not loaded: Water, Magma|stone=n|wood=y|glass=n|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Cage]]&amp;lt;br/&amp;gt;Terrarium&amp;lt;br/&amp;gt;Aquarium|stockpile=Animals|furniture=y|solidcap=6000|liquidcap=6000|stores=Creatures, Vermin&amp;lt;br/&amp;gt;Aquarium: Water|stone=n|wood=Cage|glass=Terrarium&amp;lt;br/&amp;gt;Aquarium|metal=Cage|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Animal trap]]|stockpile=Animals|furniture=y|solidcap=3000|liquidcap=|stores=Vermin, Bait|stone=n|wood=y|glass=n|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Coffin]]&amp;lt;br/&amp;gt;Casket&amp;lt;br/&amp;gt;Sarcophagus|stockpile=Furniture &amp;gt; Type &amp;gt; Coffins|furniture=y|solidcap=6000|liquidcap=|stores=Creature/Vermin Corpses/Remains|stone=Coffin|wood=Casket|glass=Coffin|metal=Sarcophagus|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Weapon rack]]|stockpile=Furniture &amp;gt; Type &amp;gt; Weapon Racks|furniture=y|solidcap=6000|liquidcap=|stores=Weapons|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Armor stand]]|stockpile=Furniture &amp;gt; Type &amp;gt; Armor Stands|furniture=y|solidcap=6000|liquidcap=|stores=Armor|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - Large Pots can be made from any hard material, including wood and metal&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - Used to carry water, can store Milk and Lye but will be emptied into Barrels&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; - Backpacks and quivers can only be made from Adamantine cloth, though ones made from other cloth can be purchased from caravans&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; - Rock and Wood versions of these items are made in [[Craftsdwarf's workshop]] rather than [[Carpenter's workshop]] or [[Mason's workshop]] as usual.&lt;br /&gt;
:&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; - A [[minecart]] can be placed where you need it and used for storage, but technically it's not built furniture&lt;br /&gt;
&lt;br /&gt;
*[[Tools]] have capacity set in units 10 times smaller; liquids take container capacity 60 per 1 unit, i.e. capacity 180 = 3 units of water, 50000 = 833 units, etc.&lt;br /&gt;
*Large Pots are equivalent to Barrels except for a few specific uses (e.g. process plant to barrel).&lt;br /&gt;
*Bins are like Barrels but store different stuff.&lt;br /&gt;
*Buckets are used for temporary storage of Milk, Lye, and Water.&lt;br /&gt;
*Jugs are mini containers for honey and royal jelly and can be stored inside Bins, in this sense they are like Bags.&lt;br /&gt;
*Bags are mini containers for powders and can be stored inside Barrels/Large Pots if holding food items.&lt;br /&gt;
*Bags are like Chests/Coffers/Boxes made of cloth or leather, can be placed as furniture in the same fashion.&lt;br /&gt;
*Flasks/Waterskins/Vials are different names for the same containers depending on the material it's made from.&lt;br /&gt;
*Chests/Coffers/Boxes are different names for the same piece of furniture depending on the material it's made from.&lt;br /&gt;
*A terrarium can be designated as an Aquarium. A dwarf will use a bucket to fill it with water. If deconstructed it'll stay filled with Water[10] and can even be sold with the water inside. The water costs 1☼ each, so you get 10☼ for the water.&lt;br /&gt;
*A hive won't be destroyed if you don't have a stockpile for its products. You could use {{key|t}} on the hive and dump the item to use it.&lt;br /&gt;
&lt;br /&gt;
== Spilling ==&lt;br /&gt;
A container item that moves fast and collides with an obstacle spills its contents. If the obstacle permits (i.e. [[fortification]]), these continue to move in the same direction with some scattering, otherwise displaced 1 tile above and retain velocity. This was introduced for [[minecart]]s, but applies at least to [http://www.bay12forums.com/smf/index.php?topic=109460.msg3315406#msg3315406 other tools] and [http://www.bay12forums.com/smf/index.php?topic=109460.msg3340230#msg3340230 cages]. If the tile above also contains an obstacle and the spilled item is a container, the process repeats on the next tick, until it runs out of either nested containers or wall height (see the first link above).&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Hauling jobs block access to all the items in the destination containers until the hauling is complete. This often results in cancellation spam and work delays.{{bug|9004}} One workaround is creating a &amp;quot;feeder stockpile&amp;quot; with containers disabled.&lt;br /&gt;
* Container size works in mysterious ways. Items only have &amp;quot;SIZE&amp;quot; determining the volume of their material and thus [[weight]], but ''no separate external volume''. For containers, CAPACITY is ''not'' added to it, i.e. they all are treated like soft bags: you can put 30 other bags inside a bag, and you can load a minecart with minecarts. At the same time, containers are assumed to ''not'' be soft bags - while weight of contents adds to the container's, the ambiguous SIZE is constant. Together, these facts make containers nest-able ''indefinitely'', as long as CAPACITY&amp;gt;SIZE (which normally is the case) and potentially act like bags of holding - have the same stated volume whether empty or holding an arbitrary total amount of items via nested containers. The only nesting that normally happens in Fortress mode is minecart &amp;gt; barrel &amp;gt; bag, but this still makes a minor [[exploit]].&lt;br /&gt;
* Stacks made by a single job tend to ignore capacity. For one, dwarves picking up items may stuff a [[Exploit#Quantum_stockpiles|quantum stockpile]] worth of items into one container.{{bug|6063}} The same applies to brewing and extracting.&lt;br /&gt;
* Conversely, a freshly produced stack, no matter how small, will be put into a new container and not added into the old ones. Which may be justified with ''brewing'', but also happens to production of items/substances without quality modifiers.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Storage&amp;diff=238319</id>
		<title>Storage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Storage&amp;diff=238319"/>
		<updated>2018-10-30T13:54:38Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: Made filtering on capacities possible&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{buggy}}&lt;br /&gt;
{{Quality|Exceptional|06:09, 29 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
Types of items used for '''storage''' include [[container]]s, [[cabinet]]s, [[barrel]]s, [[large pot]]s, and [[bin]]s. All storage objects are used to hold items, from personal possessions to [[gem]]s, [[alcohol]], [[quarry bush]] leaves, and even living [[creature]]s, but their use is context-sensitive, so you cannot use your barrels for storing [[coin]]s, but you ''can'' {{key|b}}uild a bag as a dwarf's personal storage object, analogous to a chest.&lt;br /&gt;
&lt;br /&gt;
Chests, coffers, boxes and bags are subsumed under ''boxes and bags'' in the [[status]] stocks screen, and these can be built as &amp;quot;[[container]]s&amp;quot; from the {{key|b}}uilding menu to satisfy the &amp;quot;Needs: X Chests&amp;quot; requirement for nobles. Each other storage object type has its own entry.&lt;br /&gt;
&lt;br /&gt;
To examine a storage object's contents when the storage object is in a stockpile, select the object location with the {{key|k}} key. Then, use {{key|+}} and {{key|-}} until the storage object is highlighted, then press {{key|enter}}. Press {{key|enter}} again to select the contents, if any. The i{{key|t}}ems command can be used to see items that are stored in a built storage object. See also, [[stocks]].&lt;br /&gt;
&lt;br /&gt;
== Barrels, bins, bags, pots ==&lt;br /&gt;
[[Barrel]]s are [[wood]]en or [[metal]] containers that are useful for storing items in a [[Stockpile#food|food stockpile]] and are used to store [[alcohol]], [[plant]]s, [[seed]] bags, [[meat]], [[Creature#Aquatic|fish]], [[dwarven syrup]], [[quarry bush]] leaf bags, [[flour]] bags and [[dye]] bags, cooked food, [[fat]] and [[tallow]], and all [[prepared organs]]. They are made at a [[Carpenter's workshop]] with 1 log or at a [[Forge]] with 3 bars of metal. Barrels can be disabled in a stockpile to prevent haulers from running off with everything else inside to pick up a stray seed.&lt;br /&gt;
&lt;br /&gt;
[[Pot]]s, an alternative for barrels, can be made of wood, stone, clay, glass, or metal. Pots can also be used to store alcohol and other related liquids, though clay pots (earthenware) must be [[glaze]]d to hold liquids. Pots hold the same amount as barrels (60 total units of food, or 30 units of alcohol) and weigh one fourth as much as a barrel of equivalent material. Except for a few barrel-specific requirements, pots are generally a superior replacement.&lt;br /&gt;
&lt;br /&gt;
[[Bin]]s are containers, again made from wood or metal, used for most non-food items. They are sent to all the other stockpiles (with the exclusion of the [[refuse]], [[stone]] and [[graveyard]] piles) and will hold much larger stacks of items, making organizing those endless piles of +giant cave spider silk socks+ and trade goods much easier to manage. They are made at a [[Carpenter's workshop]] with 1 log or at a [[Forge]] with 3 bars of metal. Bars and blocks will stack into a bin, but not into any other container, so a stockpile with bar/block enabled will default to requesting bins.&lt;br /&gt;
&lt;br /&gt;
Bags are used to store [[seed]]s, [[quarry bush]] leaves, [[mill]] products ([[flour]], [[sugar]], [[dye]]) and [[sand]] (&amp;quot;[[powder]]s&amp;quot;). They are made from [[plant fiber]] (or [[silk]]) [[cloth]], [[leather]], or [[adamantine]]. Bags are used to gather and transport powders the same way [[bucket]]s are used to carry [[water]]. Bags can be placed inside other containers, such as barrels. Bags can be placed as [[furniture]] and then function as [[coffer]]s (see below). They are made at a [[Clothier's shop]] with 1 cloth or at a [[Leather works]] with 1 leather.&lt;br /&gt;
&lt;br /&gt;
Empty barrels, pots, bins and bags can all be stored in a [[furniture]] [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
== Cabinets and &amp;quot;chests&amp;quot; ==&lt;br /&gt;
These two containers are both furniture items only. They must be built in rooms assigned to dwarves in order to fulfill the dwarves' room requirements. Cabinets are used to store clothing, and chests are used to store everything else.&lt;br /&gt;
&lt;br /&gt;
Also, the [[hospital]] needs containers for its supply-storage.&lt;br /&gt;
&lt;br /&gt;
A [[stone]] chest is called a '''coffer''', and a [[glass]] chest is called a '''box''', but they are used for the same purpose. Bags can also be built as chests.&lt;br /&gt;
&lt;br /&gt;
Once built as furniture, their contents can be viewed with the {{k|t}} menu.&lt;br /&gt;
&lt;br /&gt;
== Quick Reference ==&lt;br /&gt;
{{storage table head}}&lt;br /&gt;
{{storage table row|container=[[Barrel]]|stockpile=Furniture &amp;gt; Type &amp;gt; Barrels|furniture=n|solidcap=6,000|liquidcap=6,000|stores=Food, Alcohol, Extracts, Milk, Lye, Bags|stone=n|wood=y|glass=n|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Bin]]|stockpile=Furniture &amp;gt; Type &amp;gt; Bins|furniture=n|solidcap=6,000|liquidcap=|stores=Items, Jugs, Flasks|stone=n|wood=y|glass=n|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Bucket]]|stockpile=Furniture &amp;gt; Type &amp;gt; Buckets|furniture=n|solidcap=|liquidcap=600|stores=Milk, Lye, Water&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;|stone=n|wood=y|glass=n|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Flask]]&amp;lt;br/&amp;gt;Vial&amp;lt;br/&amp;gt;Waterskin|stockpile=Finished Goods &amp;gt; Type &amp;gt; Flasks|furniture=n|solidcap=|liquidcap=180|stores=Alcohol, Water&amp;lt;br/&amp;gt;Vials: Extracts|stone=n|wood=n|glass=Vial|metal=Flask|cloth=n|leather=Waterskin|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Equipment#Backpacks|Backpack]]|stockpile=Finished Goods &amp;gt; Type &amp;gt; Backpacks|furniture=n|solidcap=3,000|liquidcap=|stores=Food|stone=n|wood=n|glass=n|metal=n|cloth=y|leather=y|ceramic=n|sup_cloth=3&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Equipment#Quiver|Quiver]]|stockpile=Finished Goods &amp;gt; Type &amp;gt; Quivers|furniture=n|solidcap=1,200|liquidcap=|stores=Ammunition|stone=n|wood=n|glass=n|metal=n|cloth=y|leather=y|ceramic=n|sup_cloth=3&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=Bag&amp;lt;br/&amp;gt;Chest&amp;lt;br/&amp;gt;Coffer&amp;lt;br/&amp;gt;Box|stockpile=Furniture &amp;gt; Type &amp;gt; Boxes and Bags|furniture=Special|solidcap=6,000|liquidcap=|stores=Bags: Seeds, Leaves, Powders&amp;lt;br/&amp;gt;Others: Owned items|stone=Coffer|wood=Chest|glass=Box|metal=Chest|cloth=Bag|leather=Bag|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=Pouch|stockpile=Finished Goods &amp;gt; Type &amp;gt; Tools{{verify}}|furniture=n|solidcap=100|liquidcap=|stores=Coins (in [[adventurer mode]])|stone=n|wood=n|glass=n|metal=n|cloth=y|leather=y|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Cabinet]]|stockpile=Furniture &amp;gt; Type &amp;gt; Cabinets|furniture=y|solidcap=6,000|liquidcap=|stores=Owned clothing|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Jug]]|stockpile=Finished Goods &amp;gt; Type &amp;gt; Tools|furniture=n|solidcap=|liquidcap=1,000|stores=Royal Jelly, Honey, Rock Nut Oil|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=y|sup_stonewood=4&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Large pot]]|stockpile=Finished Goods &amp;gt; Type &amp;gt; Large pots/food storage|furniture=n|solidcap=6,000|liquidcap=6,000|stores=Food, Alcohol, Bags|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=y|sup_stonewood=4&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Nest box]]|stockpile=Finished Goods &amp;gt; Type &amp;gt; Tools|furniture=y|solidcap=200|liquidcap=|stores=Eggs|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=n|sup_stonewood=4&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Hive]]|stockpile=Finished Goods &amp;gt; Type &amp;gt; Tools|furniture=y|solidcap=500|liquidcap=500|stores=Honey Bees, Royal Jelly, Honeycomb|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=y|sup_stonewood=4&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Wheelbarrow]]|stockpile=Furniture &amp;gt; Type &amp;gt; Wheelbarrows|furniture=n|solidcap=10,000|liquidcap=|stores=Hauled items|stone=n|wood=y|glass=n|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Minecart]]|stockpile=Furniture &amp;gt; Type &amp;gt; Minecarts|furniture=n|sup_furn=5|solidcap=50,000|liquidcap=50,000|stores=Hauled items;&amp;lt;br/&amp;gt;[[Minecart#Loading_liquids|scooped]], but not loaded: Water, Magma|stone=n|wood=y|glass=n|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Cage]]&amp;lt;br/&amp;gt;Terrarium&amp;lt;br/&amp;gt;Aquarium|stockpile=Animals|furniture=y|solidcap=6,000|liquidcap=6,000|stores=Creatures, Vermin&amp;lt;br/&amp;gt;Aquarium: Water|stone=n|wood=Cage|glass=Terrarium&amp;lt;br/&amp;gt;Aquarium|metal=Cage|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Animal trap]]|stockpile=Animals|furniture=y|solidcap=3,000|liquidcap=|stores=Vermin, Bait|stone=n|wood=y|glass=n|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Coffin]]&amp;lt;br/&amp;gt;Casket&amp;lt;br/&amp;gt;Sarcophagus|stockpile=Furniture &amp;gt; Type &amp;gt; Coffins|furniture=y|solidcap=6,000|liquidcap=|stores=Creature/Vermin Corpses/Remains|stone=Coffin|wood=Casket|glass=Coffin|metal=Sarcophagus|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Weapon rack]]|stockpile=Furniture &amp;gt; Type &amp;gt; Weapon Racks|furniture=y|solidcap=6,000|liquidcap=|stores=Weapons|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Armor stand]]|stockpile=Furniture &amp;gt; Type &amp;gt; Armor Stands|furniture=y|solidcap=6,000|liquidcap=|stores=Armor|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - Large Pots can be made from any hard material, including wood and metal&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - Used to carry water, can store Milk and Lye but will be emptied into Barrels&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; - Backpacks and quivers can only be made from Adamantine cloth, though ones made from other cloth can be purchased from caravans&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; - Rock and Wood versions of these items are made in [[Craftsdwarf's workshop]] rather than [[Carpenter's workshop]] or [[Mason's workshop]] as usual.&lt;br /&gt;
:&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; - A [[minecart]] can be placed where you need it and used for storage, but technically it's not built furniture&lt;br /&gt;
&lt;br /&gt;
*[[Tools]] have capacity set in units 10 times smaller; liquids take container capacity 60 per 1 unit, i.e. capacity 180 = 3 units of water, 50000 = 833 units, etc.&lt;br /&gt;
*Large Pots are equivalent to Barrels except for a few specific uses (e.g. process plant to barrel).&lt;br /&gt;
*Bins are like Barrels but store different stuff.&lt;br /&gt;
*Buckets are used for temporary storage of Milk, Lye, and Water.&lt;br /&gt;
*Jugs are mini containers for honey and royal jelly and can be stored inside Bins, in this sense they are like Bags.&lt;br /&gt;
*Bags are mini containers for powders and can be stored inside Barrels/Large Pots if holding food items.&lt;br /&gt;
*Bags are like Chests/Coffers/Boxes made of cloth or leather, can be placed as furniture in the same fashion.&lt;br /&gt;
*Flasks/Waterskins/Vials are different names for the same containers depending on the material it's made from.&lt;br /&gt;
*Chests/Coffers/Boxes are different names for the same piece of furniture depending on the material it's made from.&lt;br /&gt;
*A terrarium can be designated as an Aquarium. A dwarf will use a bucket to fill it with water. If deconstructed it'll stay filled with Water[10] and can even be sold with the water inside. The water costs 1☼ each, so you get 10☼ for the water.&lt;br /&gt;
*A hive won't be destroyed if you don't have a stockpile for its products. You could use {{key|t}} on the hive and dump the item to use it.&lt;br /&gt;
&lt;br /&gt;
== Spilling ==&lt;br /&gt;
A container item that moves fast and collides with an obstacle spills its contents. If the obstacle permits (i.e. [[fortification]]), these continue to move in the same direction with some scattering, otherwise displaced 1 tile above and retain velocity. This was introduced for [[minecart]]s, but applies at least to [http://www.bay12forums.com/smf/index.php?topic=109460.msg3315406#msg3315406 other tools] and [http://www.bay12forums.com/smf/index.php?topic=109460.msg3340230#msg3340230 cages]. If the tile above also contains an obstacle and the spilled item is a container, the process repeats on the next tick, until it runs out of either nested containers or wall height (see the first link above).&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Hauling jobs block access to all the items in the destination containers until the hauling is complete. This often results in cancellation spam and work delays.{{bug|9004}} One workaround is creating a &amp;quot;feeder stockpile&amp;quot; with containers disabled.&lt;br /&gt;
* Container size works in mysterious ways. Items only have &amp;quot;SIZE&amp;quot; determining the volume of their material and thus [[weight]], but ''no separate external volume''. For containers, CAPACITY is ''not'' added to it, i.e. they all are treated like soft bags: you can put 30 other bags inside a bag, and you can load a minecart with minecarts. At the same time, containers are assumed to ''not'' be soft bags - while weight of contents adds to the container's, the ambiguous SIZE is constant. Together, these facts make containers nest-able ''indefinitely'', as long as CAPACITY&amp;gt;SIZE (which normally is the case) and potentially act like bags of holding - have the same stated volume whether empty or holding an arbitrary total amount of items via nested containers. The only nesting that normally happens in Fortress mode is minecart &amp;gt; barrel &amp;gt; bag, but this still makes a minor [[exploit]].&lt;br /&gt;
* Stacks made by a single job tend to ignore capacity. For one, dwarves picking up items may stuff a [[Exploit#Quantum_stockpiles|quantum stockpile]] worth of items into one container.{{bug|6063}} The same applies to brewing and extracting.&lt;br /&gt;
* Conversely, a freshly produced stack, no matter how small, will be put into a new container and not added into the old ones. Which may be justified with ''brewing'', but also happens to production of items/substances without quality modifiers.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Storage_table_row&amp;diff=238318</id>
		<title>Template:Storage table row</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Storage_table_row&amp;diff=238318"/>
		<updated>2018-10-30T13:50:09Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: Changed orange to yellow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{storage table head}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{{container|}}}&lt;br /&gt;
|{{{stockpile|}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{furniture|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(255, 255, 170)}}&amp;quot;|{{#switch:{{{furniture|n}}}|y=Yes|n=No|#default={{{furniture|}}}}}{{#if:{{{sup_furn|}}}|&amp;lt;sup&amp;gt;{{{sup_furn|}}}&amp;lt;/sup&amp;gt;|}}&lt;br /&gt;
|{{#if:{{{solidcap|}}}|{{{solidcap|}}}|—}}&lt;br /&gt;
|{{#if:{{{liquidcap|}}}|{{{liquidcap|}}}|—}}&lt;br /&gt;
|{{{stores|}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{stone|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(255, 255, 170)}}&amp;quot;|{{#switch:{{{stone|n}}}|y=Yes|n=No|#default={{{stone|}}}}}{{#if:{{{sup_stonewood|}}}|&amp;lt;sup&amp;gt;{{{sup_stonewood|}}}&amp;lt;/sup&amp;gt;|}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{wood|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(255, 255, 170)}}&amp;quot;|{{#switch:{{{wood|n}}}|y=Yes|n=No|#default={{{wood|}}}}}{{#if:{{{sup_stonewood|}}}|&amp;lt;sup&amp;gt;{{{sup_stonewood|}}}&amp;lt;/sup&amp;gt;|}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{glass|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(255, 255, 170)}}&amp;quot;|{{#switch:{{{glass|n}}}|y=Yes|n=No|#default={{{glass|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{metal|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(255, 255, 170)}}&amp;quot;|{{#switch:{{{metal|n}}}|y=Yes|n=No|#default={{{metal|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{cloth|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(255, 255, 170)}}&amp;quot;|{{#switch:{{{cloth|n}}}|y=Yes|n=No|#default={{{cloth|}}}}}{{#if:{{{sup_cloth|}}}|&amp;lt;sup&amp;gt;{{{sup_cloth|}}}&amp;lt;/sup&amp;gt;|}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{leather|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(255, 255, 170)}}&amp;quot;|{{#switch:{{{leather|n}}}|y=Yes|n=No|#default={{{leather|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{ceramic|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(255, 255, 170)}}&amp;quot;|{{#switch:{{{ceramic|n}}}|y=Yes|n=No|#default={{{ceramic|}}}}}&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Storage&amp;diff=238317</id>
		<title>Storage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Storage&amp;diff=238317"/>
		<updated>2018-10-30T13:46:16Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: /* Quick Reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{buggy}}&lt;br /&gt;
{{Quality|Exceptional|06:09, 29 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
Types of items used for '''storage''' include [[container]]s, [[cabinet]]s, [[barrel]]s, [[large pot]]s, and [[bin]]s. All storage objects are used to hold items, from personal possessions to [[gem]]s, [[alcohol]], [[quarry bush]] leaves, and even living [[creature]]s, but their use is context-sensitive, so you cannot use your barrels for storing [[coin]]s, but you ''can'' {{key|b}}uild a bag as a dwarf's personal storage object, analogous to a chest.&lt;br /&gt;
&lt;br /&gt;
Chests, coffers, boxes and bags are subsumed under ''boxes and bags'' in the [[status]] stocks screen, and these can be built as &amp;quot;[[container]]s&amp;quot; from the {{key|b}}uilding menu to satisfy the &amp;quot;Needs: X Chests&amp;quot; requirement for nobles. Each other storage object type has its own entry.&lt;br /&gt;
&lt;br /&gt;
To examine a storage object's contents when the storage object is in a stockpile, select the object location with the {{key|k}} key. Then, use {{key|+}} and {{key|-}} until the storage object is highlighted, then press {{key|enter}}. Press {{key|enter}} again to select the contents, if any. The i{{key|t}}ems command can be used to see items that are stored in a built storage object. See also, [[stocks]].&lt;br /&gt;
&lt;br /&gt;
== Barrels, bins, bags, pots ==&lt;br /&gt;
[[Barrel]]s are [[wood]]en or [[metal]] containers that are useful for storing items in a [[Stockpile#food|food stockpile]] and are used to store [[alcohol]], [[plant]]s, [[seed]] bags, [[meat]], [[Creature#Aquatic|fish]], [[dwarven syrup]], [[quarry bush]] leaf bags, [[flour]] bags and [[dye]] bags, cooked food, [[fat]] and [[tallow]], and all [[prepared organs]]. They are made at a [[Carpenter's workshop]] with 1 log or at a [[Forge]] with 3 bars of metal. Barrels can be disabled in a stockpile to prevent haulers from running off with everything else inside to pick up a stray seed.&lt;br /&gt;
&lt;br /&gt;
[[Pot]]s, an alternative for barrels, can be made of wood, stone, clay, glass, or metal. Pots can also be used to store alcohol and other related liquids, though clay pots (earthenware) must be [[glaze]]d to hold liquids. Pots hold the same amount as barrels (60 total units of food, or 30 units of alcohol) and weigh one fourth as much as a barrel of equivalent material. Except for a few barrel-specific requirements, pots are generally a superior replacement.&lt;br /&gt;
&lt;br /&gt;
[[Bin]]s are containers, again made from wood or metal, used for most non-food items. They are sent to all the other stockpiles (with the exclusion of the [[refuse]], [[stone]] and [[graveyard]] piles) and will hold much larger stacks of items, making organizing those endless piles of +giant cave spider silk socks+ and trade goods much easier to manage. They are made at a [[Carpenter's workshop]] with 1 log or at a [[Forge]] with 3 bars of metal. Bars and blocks will stack into a bin, but not into any other container, so a stockpile with bar/block enabled will default to requesting bins.&lt;br /&gt;
&lt;br /&gt;
Bags are used to store [[seed]]s, [[quarry bush]] leaves, [[mill]] products ([[flour]], [[sugar]], [[dye]]) and [[sand]] (&amp;quot;[[powder]]s&amp;quot;). They are made from [[plant fiber]] (or [[silk]]) [[cloth]], [[leather]], or [[adamantine]]. Bags are used to gather and transport powders the same way [[bucket]]s are used to carry [[water]]. Bags can be placed inside other containers, such as barrels. Bags can be placed as [[furniture]] and then function as [[coffer]]s (see below). They are made at a [[Clothier's shop]] with 1 cloth or at a [[Leather works]] with 1 leather.&lt;br /&gt;
&lt;br /&gt;
Empty barrels, pots, bins and bags can all be stored in a [[furniture]] [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
== Cabinets and &amp;quot;chests&amp;quot; ==&lt;br /&gt;
These two containers are both furniture items only. They must be built in rooms assigned to dwarves in order to fulfill the dwarves' room requirements. Cabinets are used to store clothing, and chests are used to store everything else.&lt;br /&gt;
&lt;br /&gt;
Also, the [[hospital]] needs containers for its supply-storage.&lt;br /&gt;
&lt;br /&gt;
A [[stone]] chest is called a '''coffer''', and a [[glass]] chest is called a '''box''', but they are used for the same purpose. Bags can also be built as chests.&lt;br /&gt;
&lt;br /&gt;
Once built as furniture, their contents can be viewed with the {{k|t}} menu.&lt;br /&gt;
&lt;br /&gt;
== Quick Reference ==&lt;br /&gt;
{{storage table head}}&lt;br /&gt;
{{storage table row|container=[[Barrel]]|stockpile=Furniture &amp;gt; Type &amp;gt; Barrels|furniture=n|solidcap=6000|liquidcap=6000|stores=Food, Alcohol, Extracts, Milk, Lye, Bags|stone=n|wood=y|glass=n|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Bin]]|stockpile=Furniture &amp;gt; Type &amp;gt; Bins|furniture=n|solidcap=6000|liquidcap=|stores=Items, Jugs, Flasks|stone=n|wood=y|glass=n|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Bucket]]|stockpile=Furniture &amp;gt; Type &amp;gt; Buckets|furniture=n|solidcap=|liquidcap=600|stores=Milk, Lye, Water&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;|stone=n|wood=y|glass=n|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Flask]]&amp;lt;br/&amp;gt;Vial&amp;lt;br/&amp;gt;Waterskin|stockpile=Finished Goods &amp;gt; Type &amp;gt; Flasks|furniture=n|solidcap=|liquidcap=180|stores=Alcohol, Water&amp;lt;br/&amp;gt;Vials: Extracts|stone=n|wood=n|glass=Vial|metal=Flask|cloth=n|leather=Waterskin|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Equipment#Backpacks|Backpack]]|stockpile=Finished Goods &amp;gt; Type &amp;gt; Backpacks|furniture=n|solidcap=3000|liquidcap=|stores=Food|stone=n|wood=n|glass=n|metal=n|cloth=y|leather=y|ceramic=n|sup_cloth=3&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Equipment#Quiver|Quiver]]|stockpile=Finished Goods &amp;gt; Type &amp;gt; Quivers|furniture=n|solidcap=1200|liquidcap=|stores=Ammunition|stone=n|wood=n|glass=n|metal=n|cloth=y|leather=y|ceramic=n|sup_cloth=3&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=Bag&amp;lt;br/&amp;gt;Chest&amp;lt;br/&amp;gt;Coffer&amp;lt;br/&amp;gt;Box|stockpile=Furniture &amp;gt; Type &amp;gt; Boxes and Bags|furniture=Special|solidcap=6000|liquidcap=|stores=Bags: Seeds, Leaves, Powders&amp;lt;br/&amp;gt;Others: Owned items|stone=Coffer|wood=Chest|glass=Box|metal=Chest|cloth=Bag|leather=Bag|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=Pouch|stockpile=Finished Goods &amp;gt; Type &amp;gt; Tools{{verify}}|furniture=n|solidcap=100|liquidcap=|stores=Coins (in [[adventurer mode]])|stone=n|wood=n|glass=n|metal=n|cloth=y|leather=y|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Cabinet]]|stockpile=Furniture &amp;gt; Type &amp;gt; Cabinets|furniture=y|solidcap=6000|liquidcap=|stores=Owned clothing|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Jug]]|stockpile=Finished Goods &amp;gt; Type &amp;gt; Tools|furniture=n|solidcap=|liquidcap=1000|stores=Royal Jelly, Honey, Rock Nut Oil|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=y|sup_stonewood=4&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Large pot]]|stockpile=Finished Goods &amp;gt; Type &amp;gt; Large pots/food storage|furniture=n|solidcap=6000|liquidcap=6000|stores=Food, Alcohol, Bags|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=y|sup_stonewood=4&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Nest box]]|stockpile=Finished Goods &amp;gt; Type &amp;gt; Tools|furniture=y|solidcap=200|liquidcap=|stores=Eggs|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=n|sup_stonewood=4&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Hive]]|stockpile=Finished Goods &amp;gt; Type &amp;gt; Tools|furniture=y|solidcap=500|liquidcap=500|stores=Honey Bees, Royal Jelly, Honeycomb|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=y|sup_stonewood=4&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Wheelbarrow]]|stockpile=Furniture &amp;gt; Type &amp;gt; Wheelbarrows|furniture=n|solidcap=10000|liquidcap=|stores=Hauled items|stone=n|wood=y|glass=n|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Minecart]]|stockpile=Furniture &amp;gt; Type &amp;gt; Minecarts|furniture=n|sup_furn=5|solidcap=50000|liquidcap=50000|stores=Hauled items;&amp;lt;br/&amp;gt;[[Minecart#Loading_liquids|scooped]], but not loaded: Water, Magma|stone=n|wood=y|glass=n|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Cage]]&amp;lt;br/&amp;gt;Terrarium&amp;lt;br/&amp;gt;Aquarium|stockpile=Animals|furniture=y|solidcap=6000|liquidcap=6000|stores=Creatures, Vermin&amp;lt;br/&amp;gt;Aquarium: Water|stone=n|wood=Cage|glass=Terrarium&amp;lt;br/&amp;gt;Aquarium|metal=Cage|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Animal trap]]|stockpile=Animals|furniture=y|solidcap=3000|liquidcap=|stores=Vermin, Bait|stone=n|wood=y|glass=n|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Coffin]]&amp;lt;br/&amp;gt;Casket&amp;lt;br/&amp;gt;Sarcophagus|stockpile=Furniture &amp;gt; Type &amp;gt; Coffins|furniture=y|solidcap=6000|liquidcap=|stores=Creature/Vermin Corpses/Remains|stone=Coffin|wood=Casket|glass=Coffin|metal=Sarcophagus|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Weapon rack]]|stockpile=Furniture &amp;gt; Type &amp;gt; Weapon Racks|furniture=y|solidcap=6000|liquidcap=|stores=Weapons|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Armor stand]]|stockpile=Furniture &amp;gt; Type &amp;gt; Armor Stands|furniture=y|solidcap=6000|liquidcap=|stores=Armor|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - Large Pots can be made from any hard material, including wood and metal&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - Used to carry water, can store Milk and Lye but will be emptied into Barrels&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; - Backpacks and quivers can only be made from Adamantine cloth, though ones made from other cloth can be purchased from caravans&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; - Rock and Wood versions of these items are made in [[Craftsdwarf's workshop]] rather than [[Carpenter's workshop]] or [[Mason's workshop]] as usual.&lt;br /&gt;
:&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; - A [[minecart]] can be placed where you need it and used for storage, but technically it's not built furniture&lt;br /&gt;
&lt;br /&gt;
*[[Tools]] have capacity set in units 10 times smaller; liquids take container capacity 60 per 1 unit, i.e. capacity 180 = 3 units of water, 50000 = 833 units, etc.&lt;br /&gt;
*Large Pots are equivalent to Barrels except for a few specific uses (e.g. process plant to barrel).&lt;br /&gt;
*Bins are like Barrels but store different stuff.&lt;br /&gt;
*Buckets are used for temporary storage of Milk, Lye, and Water.&lt;br /&gt;
*Jugs are mini containers for honey and royal jelly and can be stored inside Bins, in this sense they are like Bags.&lt;br /&gt;
*Bags are mini containers for powders and can be stored inside Barrels/Large Pots if holding food items.&lt;br /&gt;
*Bags are like Chests/Coffers/Boxes made of cloth or leather, can be placed as furniture in the same fashion.&lt;br /&gt;
*Flasks/Waterskins/Vials are different names for the same containers depending on the material it's made from.&lt;br /&gt;
*Chests/Coffers/Boxes are different names for the same piece of furniture depending on the material it's made from.&lt;br /&gt;
*A terrarium can be designated as an Aquarium. A dwarf will use a bucket to fill it with water. If deconstructed it'll stay filled with Water[10] and can even be sold with the water inside. The water costs 1☼ each, so you get 10☼ for the water.&lt;br /&gt;
*A hive won't be destroyed if you don't have a stockpile for its products. You could use {{key|t}} on the hive and dump the item to use it.&lt;br /&gt;
&lt;br /&gt;
== Spilling ==&lt;br /&gt;
A container item that moves fast and collides with an obstacle spills its contents. If the obstacle permits (i.e. [[fortification]]), these continue to move in the same direction with some scattering, otherwise displaced 1 tile above and retain velocity. This was introduced for [[minecart]]s, but applies at least to [http://www.bay12forums.com/smf/index.php?topic=109460.msg3315406#msg3315406 other tools] and [http://www.bay12forums.com/smf/index.php?topic=109460.msg3340230#msg3340230 cages]. If the tile above also contains an obstacle and the spilled item is a container, the process repeats on the next tick, until it runs out of either nested containers or wall height (see the first link above).&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Hauling jobs block access to all the items in the destination containers until the hauling is complete. This often results in cancellation spam and work delays.{{bug|9004}} One workaround is creating a &amp;quot;feeder stockpile&amp;quot; with containers disabled.&lt;br /&gt;
* Container size works in mysterious ways. Items only have &amp;quot;SIZE&amp;quot; determining the volume of their material and thus [[weight]], but ''no separate external volume''. For containers, CAPACITY is ''not'' added to it, i.e. they all are treated like soft bags: you can put 30 other bags inside a bag, and you can load a minecart with minecarts. At the same time, containers are assumed to ''not'' be soft bags - while weight of contents adds to the container's, the ambiguous SIZE is constant. Together, these facts make containers nest-able ''indefinitely'', as long as CAPACITY&amp;gt;SIZE (which normally is the case) and potentially act like bags of holding - have the same stated volume whether empty or holding an arbitrary total amount of items via nested containers. The only nesting that normally happens in Fortress mode is minecart &amp;gt; barrel &amp;gt; bag, but this still makes a minor [[exploit]].&lt;br /&gt;
* Stacks made by a single job tend to ignore capacity. For one, dwarves picking up items may stuff a [[Exploit#Quantum_stockpiles|quantum stockpile]] worth of items into one container.{{bug|6063}} The same applies to brewing and extracting.&lt;br /&gt;
* Conversely, a freshly produced stack, no matter how small, will be put into a new container and not added into the old ones. Which may be justified with ''brewing'', but also happens to production of items/substances without quality modifiers.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Storage_table_row&amp;diff=238316</id>
		<title>Template:Storage table row</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Storage_table_row&amp;diff=238316"/>
		<updated>2018-10-30T13:44:40Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: Added sup tags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{storage table head}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{{container|}}}&lt;br /&gt;
|{{{stockpile|}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{furniture|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{furniture|n}}}|y=Yes|n=No|#default={{{furniture|}}}}}{{#if:{{{sup_furn|}}}|&amp;lt;sup&amp;gt;{{{sup_furn|}}}&amp;lt;/sup&amp;gt;|}}&lt;br /&gt;
|{{#if:{{{solidcap|}}}|{{{solidcap|}}}|—}}&lt;br /&gt;
|{{#if:{{{liquidcap|}}}|{{{liquidcap|}}}|—}}&lt;br /&gt;
|{{{stores|}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{stone|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{stone|n}}}|y=Yes|n=No|#default={{{stone|}}}}}{{#if:{{{sup_stonewood|}}}|&amp;lt;sup&amp;gt;{{{sup_stonewood|}}}&amp;lt;/sup&amp;gt;|}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{wood|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{wood|n}}}|y=Yes|n=No|#default={{{wood|}}}}}{{#if:{{{sup_stonewood|}}}|&amp;lt;sup&amp;gt;{{{sup_stonewood|}}}&amp;lt;/sup&amp;gt;|}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{glass|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{glass|n}}}|y=Yes|n=No|#default={{{glass|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{metal|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{metal|n}}}|y=Yes|n=No|#default={{{metal|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{cloth|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{cloth|n}}}|y=Yes|n=No|#default={{{cloth|}}}}}{{#if:{{{sup_cloth|}}}|&amp;lt;sup&amp;gt;{{{sup_cloth|}}}&amp;lt;/sup&amp;gt;|}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{leather|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{leather|n}}}|y=Yes|n=No|#default={{{leather|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{ceramic|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{ceramic|n}}}|y=Yes|n=No|#default={{{ceramic|}}}}}&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Storage_table_row&amp;diff=238315</id>
		<title>Template:Storage table row</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Storage_table_row&amp;diff=238315"/>
		<updated>2018-10-30T13:42:22Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{storage table head}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{{container|}}}&lt;br /&gt;
|{{{stockpile|}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{furniture|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{furniture|n}}}|y=Yes|n=No|#default={{{furniture|}}}}}&lt;br /&gt;
|{{#if:{{{solidcap|}}}|{{{solidcap|}}}|—}}&lt;br /&gt;
|{{#if:{{{liquidcap|}}}|{{{liquidcap|}}}|—}}&lt;br /&gt;
|{{{stores|}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{stone|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{stone|n}}}|y=Yes{{#if:{{{sup_stonewood|}}}|&amp;lt;sup&amp;gt;{{{sup_stonewood|}}}&amp;lt;/sup&amp;gt;|}}|n=No|#default={{{stone|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{wood|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{wood|n}}}|y=Yes{{#if:{{{sup_stonewood|}}}|&amp;lt;sup&amp;gt;{{{sup_stonewood|}}}&amp;lt;/sup&amp;gt;|}}|n=No|#default={{{wood|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{glass|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{glass|n}}}|y=Yes|n=No|#default={{{glass|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{metal|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{metal|n}}}|y=Yes|n=No|#default={{{metal|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{cloth|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{cloth|n}}}|y=Yes{{#if:{{{sup_cloth|}}}|&amp;lt;sup&amp;gt;{{{sup_cloth|}}}&amp;lt;/sup&amp;gt;|}}|n=No|#default={{{cloth|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{leather|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{leather|n}}}|y=Yes|n=No|#default={{{leather|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{ceramic|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{ceramic|n}}}|y=Yes|n=No|#default={{{ceramic|}}}}}&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Storage_table_row&amp;diff=238314</id>
		<title>Template:Storage table row</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Storage_table_row&amp;diff=238314"/>
		<updated>2018-10-30T13:40:56Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{storage table head}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{{container|}}}&lt;br /&gt;
|{{{stockpile|}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{furniture|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{furniture|n}}}|y=Yes|n=No|#default={{{furniture|}}}}}&lt;br /&gt;
|{{#if:{{{solidcap|}}}|{{{solidcap|}}}|—}}&lt;br /&gt;
|{{#if:{{{liquidcap|}}}|{{{liquidcap|}}}|—}}&lt;br /&gt;
|{{{stores|}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{stone|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{stone|n}}}|y=Yes{{#if:{{{prestonewood|}}}|&amp;lt;pre&amp;gt;{{{prestonewood|}}}&amp;lt;/pre&amp;gt;|}}|n=No|#default={{{stone|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{wood|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{wood|n}}}|y=Yes{{#if:{{{prestonewood|}}}|&amp;lt;pre&amp;gt;{{{prestonewood|}}}&amp;lt;/pre&amp;gt;|}}|n=No|#default={{{wood|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{glass|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{glass|n}}}|y=Yes|n=No|#default={{{glass|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{metal|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{metal|n}}}|y=Yes|n=No|#default={{{metal|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{cloth|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{cloth|n}}}|y=Yes{{#if:{{{precloth|}}}|&amp;lt;pre&amp;gt;{{{precloth|}}}&amp;lt;/pre&amp;gt;|}}|n=No|#default={{{cloth|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{leather|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{leather|n}}}|y=Yes|n=No|#default={{{leather|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{ceramic|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{ceramic|n}}}|y=Yes|n=No|#default={{{ceramic|}}}}}&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Storage_table_row&amp;diff=238313</id>
		<title>Template:Storage table row</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Storage_table_row&amp;diff=238313"/>
		<updated>2018-10-30T13:34:28Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{storage table head}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{{container|}}}&lt;br /&gt;
|{{{stockpile|}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{furniture|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{furniture|n}}}|y=Yes|n=No|#default={{{furniture|}}}}}&lt;br /&gt;
|{{#if:{{{solidcap|}}}|{{{solidcap|}}}|—}}&lt;br /&gt;
|{{#if:{{{liquidcap|}}}|{{{liquidcap|}}}|—}}&lt;br /&gt;
|{{{stores|}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{stone|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{stone|n}}}|y=Yes|n=No|#default={{{stone|}}}}}{{#if:{{{prestonewood|}}}|&amp;lt;pre&amp;gt;{{{prestonewood|}}}&amp;lt;/pre&amp;gt;|}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{wood|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{wood|n}}}|y=Yes|n=No|#default={{{wood|}}}}}{{#if:{{{prestonewood|}}}|&amp;lt;pre&amp;gt;{{{prestonewood|}}}&amp;lt;/pre&amp;gt;|}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{glass|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{glass|n}}}|y=Yes|n=No|#default={{{glass|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{metal|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{metal|n}}}|y=Yes|n=No|#default={{{metal|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{cloth|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{cloth|n}}}|y=Yes|n=No|#default={{{cloth|}}}}}{{#if:{{{precloth|}}}|&amp;lt;pre&amp;gt;{{{precloth|}}}&amp;lt;/pre&amp;gt;|}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{leather|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{leather|n}}}|y=Yes|n=No|#default={{{leather|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{ceramic|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{ceramic|n}}}|y=Yes|n=No|#default={{{ceramic|}}}}}&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Storage_table_row&amp;diff=238312</id>
		<title>Template:Storage table row</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Storage_table_row&amp;diff=238312"/>
		<updated>2018-10-30T13:33:01Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{storage table head}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{{container|}}}&lt;br /&gt;
|{{{stockpile|}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{furniture|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{furniture|n}}}|y=Yes|n=No|#default={{{furniture|}}}}}&lt;br /&gt;
|{{#if:{{{solidcap|}}}|{{{solidcap|}}}|—}}&lt;br /&gt;
|{{#if:{{{liquidcap|}}}|{{{liquidcap|}}}|—}}&lt;br /&gt;
|{{{stores|}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{stone|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{stone|n}}}|y=Yes|n=No|#default={{{stone|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{wood|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{wood|n}}}|y=Yes|n=No|#default={{{wood|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{glass|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{glass|n}}}|y=Yes|n=No|#default={{{glass|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{metal|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{metal|n}}}|y=Yes|n=No|#default={{{metal|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{cloth|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{cloth|n}}}|y=Yes|n=No|#default={{{cloth|}}}}}{{#if:{{{precloth|}}}|&amp;lt;pre&amp;gt;1/&amp;lt;pre&amp;gt;|}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{leather|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{leather|n}}}|y=Yes|n=No|#default={{{leather|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{ceramic|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{ceramic|n}}}|y=Yes|n=No|#default={{{ceramic|}}}}}&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Storage_table_row&amp;diff=238311</id>
		<title>Template:Storage table row</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Storage_table_row&amp;diff=238311"/>
		<updated>2018-10-30T13:32:51Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{storage table head}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{{container|}}}&lt;br /&gt;
|{{{stockpile|}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{furniture|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{furniture|n}}}|y=Yes|n=No|#default={{{furniture|}}}}}&lt;br /&gt;
|{{#if:{{{solidcap|}}}|{{{solidcap|}}}|—}}&lt;br /&gt;
|{{#if:{{{liquidcap|}}}|{{{liquidcap|}}}|—}}&lt;br /&gt;
|{{{stores|}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{stone|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{stone|n}}}|y=Yes|n=No|#default={{{stone|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{wood|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{wood|n}}}|y=Yes|n=No|#default={{{wood|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{glass|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{glass|n}}}|y=Yes|n=No|#default={{{glass|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{metal|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{metal|n}}}|y=Yes|n=No|#default={{{metal|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{cloth|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{cloth|n}}}|y=Yes|n=No|#default={{{cloth|}}}}}{{#if:{{{precloth|}}}|&amp;lt;pre&amp;gt;1{{{precloth|}}}/&amp;lt;pre&amp;gt;|}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{leather|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{leather|n}}}|y=Yes|n=No|#default={{{leather|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{ceramic|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{ceramic|n}}}|y=Yes|n=No|#default={{{ceramic|}}}}}&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Storage_table_row&amp;diff=238310</id>
		<title>Template:Storage table row</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Storage_table_row&amp;diff=238310"/>
		<updated>2018-10-30T13:32:00Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{storage table head}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{{container|}}}&lt;br /&gt;
|{{{stockpile|}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{furniture|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{furniture|n}}}|y=Yes|n=No|#default={{{furniture|}}}}}&lt;br /&gt;
|{{#if:{{{solidcap|}}}|{{{solidcap|}}}|—}}&lt;br /&gt;
|{{#if:{{{liquidcap|}}}|{{{liquidcap|}}}|—}}&lt;br /&gt;
|{{{stores|}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{stone|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{stone|n}}}|y=Yes|n=No|#default={{{stone|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{wood|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{wood|n}}}|y=Yes|n=No|#default={{{wood|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{glass|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{glass|n}}}|y=Yes|n=No|#default={{{glass|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{metal|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{metal|n}}}|y=Yes|n=No|#default={{{metal|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{cloth|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{cloth|n}}}|y=Yes|n=No|#default={{{cloth|}}}}}{{#if:{{{precloth|}}}|&amp;lt;pre&amp;gt;{{{precloth|}}}/&amp;lt;pre&amp;gt;|}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{leather|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{leather|n}}}|y=Yes|n=No|#default={{{leather|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{ceramic|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{ceramic|n}}}|y=Yes|n=No|#default={{{ceramic|}}}}}&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Storage_table_head&amp;diff=238309</id>
		<title>Template:Storage table head</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Storage_table_head&amp;diff=238309"/>
		<updated>2018-10-30T12:58:40Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|Container&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|Stockpile&lt;br /&gt;
!Furniture&lt;br /&gt;
!Solid&amp;lt;br/&amp;gt;Capacity&amp;lt;br/&amp;gt;(in [[size|cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;]])&lt;br /&gt;
!Liquid&amp;lt;br/&amp;gt;Capacity&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|Stores&lt;br /&gt;
!Stone&lt;br /&gt;
!Wood&lt;br /&gt;
!Glass&lt;br /&gt;
!Metal&lt;br /&gt;
!Cloth&lt;br /&gt;
!Leather&lt;br /&gt;
!Ceramic&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Storage_table_row&amp;diff=238308</id>
		<title>Template:Storage table row</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Storage_table_row&amp;diff=238308"/>
		<updated>2018-10-30T12:42:57Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: Initialized storage template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{storage table head}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{{container|}}}&lt;br /&gt;
|{{{stockpile|}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{furniture|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{furniture|n}}}|y=Yes|n=No|#default={{{furniture|}}}}}&lt;br /&gt;
|{{#if:{{{solidcap|}}}|{{{solidcap|}}}|—}}&lt;br /&gt;
|{{#if:{{{liquidcap|}}}|{{{liquidcap|}}}|—}}&lt;br /&gt;
|{{{stores|}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{stone|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{stone|n}}}|y=Yes|n=No|#default={{{stone|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{wood|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{wood|n}}}|y=Yes|n=No|#default={{{wood|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{glass|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{glass|n}}}|y=Yes|n=No|#default={{{glass|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{metal|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{metal|n}}}|y=Yes|n=No|#default={{{metal|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{cloth|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{cloth|n}}}|y=Yes|n=No|#default={{{cloth|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{leather|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{leather|n}}}|y=Yes|n=No|#default={{{leather|}}}}}&lt;br /&gt;
|style=&amp;quot;background:{{#switch:{{{ceramic|n}}}|y=rgb(204, 255, 204)|n=rgb(255, 204, 204)|#default=rgb(238, 220, 130)}}&amp;quot;|{{#switch:{{{ceramic|n}}}|y=Yes|n=No|#default={{{ceramic|}}}}}&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Storage_table_head&amp;diff=238307</id>
		<title>Template:Storage table head</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Storage_table_head&amp;diff=238307"/>
		<updated>2018-10-30T12:26:04Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: added br&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|Container&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|Stockpile&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|Furniture&lt;br /&gt;
!Solid&amp;lt;br/&amp;gt;Capacity&amp;lt;br/&amp;gt;(in [[size|cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;]])&lt;br /&gt;
!Liquid&amp;lt;br/&amp;gt;Capacity&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|Stores&lt;br /&gt;
!Stone&lt;br /&gt;
!Wood&lt;br /&gt;
!Glass&lt;br /&gt;
!Metal&lt;br /&gt;
!Cloth&lt;br /&gt;
!Leather&lt;br /&gt;
!Ceramic&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Storage_table_head&amp;diff=238306</id>
		<title>Template:Storage table head</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Storage_table_head&amp;diff=238306"/>
		<updated>2018-10-30T12:25:15Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: Created storage head template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|Container&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|Stockpile&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|Furniture&lt;br /&gt;
!Solid Capacity (in [[size|cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;]])&lt;br /&gt;
!Liquid Capacity&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|Stores&lt;br /&gt;
!Stone&lt;br /&gt;
!Wood&lt;br /&gt;
!Glass&lt;br /&gt;
!Metal&lt;br /&gt;
!Cloth&lt;br /&gt;
!Leather&lt;br /&gt;
!Ceramic&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Test&amp;diff=238305</id>
		<title>Template:Test</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Test&amp;diff=238305"/>
		<updated>2018-10-30T12:16:49Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: Replaced content with &amp;quot;This page can be deleted&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page can be deleted&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Test&amp;diff=238304</id>
		<title>Template:Test</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Test&amp;diff=238304"/>
		<updated>2018-10-30T12:16:15Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|THIS IS A TEST&lt;br /&gt;
!Hello&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|[[Season]]s&lt;br /&gt;
![[Biome]]&lt;br /&gt;
![[Region#Surroundings|Align]]&lt;br /&gt;
!Value&lt;br /&gt;
![[Alcohol|Drink]]&lt;br /&gt;
!Drink&amp;lt;br /&amp;gt;Value&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
!Eat&lt;br /&gt;
!Cook&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|Products&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|Product&amp;lt;br /&amp;gt;Value&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Test&amp;diff=238303</id>
		<title>Template:Test</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Test&amp;diff=238303"/>
		<updated>2018-10-30T12:14:53Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: Created page with &amp;quot;{| class=&amp;quot;wikitable sortable&amp;quot; |- !class=&amp;quot;unsortable&amp;quot;|Tile !Name !class=&amp;quot;unsortable&amp;quot;|Seasons !Biome !Align !Value !Drink !Drink&amp;lt;br /...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|Tile&lt;br /&gt;
!Name&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|[[Season]]s&lt;br /&gt;
![[Biome]]&lt;br /&gt;
![[Region#Surroundings|Align]]&lt;br /&gt;
!Value&lt;br /&gt;
![[Alcohol|Drink]]&lt;br /&gt;
!Drink&amp;lt;br /&amp;gt;Value&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
!Eat&lt;br /&gt;
!Cook&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|Products&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;|Product&amp;lt;br /&amp;gt;Value&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Lethosor&amp;diff=237102</id>
		<title>User talk:Lethosor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Lethosor&amp;diff=237102"/>
		<updated>2018-08-17T14:49:39Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: /* [Proposition] - Wiki preview popups */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User:Lethosor/header}}&lt;br /&gt;
{{Archive|&lt;br /&gt;
* [[/archive1|Archive 1 &amp;lt;br&amp;gt;(February-August 2013)]]&lt;br /&gt;
* [[/archive2|Archive 2 &amp;lt;br&amp;gt;(Sept. 2013 - May 2014)]]&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Bot requests==&lt;br /&gt;
&amp;lt;div style=&amp;quot;&amp;quot; class=&amp;quot;plainlinks&amp;quot;&amp;gt;&lt;br /&gt;
[{{fullurl:User talk:Lethosor|action=edit&amp;amp;section=1&amp;amp;editintro={{urlencode:User:Lethosor/edit intro/bot}}}} '''Add a new request''']&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
To keep this organized, please add requests at the bottom of this section in a sub-section (e.g. === Title ===, with 3 = signs)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Underpopulated categories ===&lt;br /&gt;
&lt;br /&gt;
Many categories in the DF2014 namespace don't list some of the pages that have the category link. An empty edit on a page (well, any edit) will correct this, but only for that page. This sounds like a job for a bot. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 19:00, 21 July 2014 (UTC)&lt;br /&gt;
:I'm pretty sure that's a cache problem, so I'll try rebuilding link tables on the server side and see if that helps (it would probably be a lot faster than sending a bot around to null-edit every page). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:41, 21 July 2014 (UTC)&lt;br /&gt;
::This has been fixed. The problem was that the server that actually runs the job queue was still using the old configuration (without the DF2014 namespace). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:17, 8 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Diagram ==&lt;br /&gt;
&lt;br /&gt;
Take a look over [[DF talk:diagram|here]]. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 15:45, 26 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ceramic Industry page assistance. ==&lt;br /&gt;
&lt;br /&gt;
(Message here) --[[User:DorfyDave|DorfyDave]] ([[User talk:DorfyDave|talk]]) 04:16, 24 August 2014 (UTC)&lt;br /&gt;
Thanks for the help with the ceramic industry stuff.&lt;br /&gt;
&lt;br /&gt;
I see what you are doing with the thumbnail workflows on other pages, so if you would rather it be small and let the reader expand it, that would be fine.&lt;br /&gt;
&lt;br /&gt;
I was thinking that the pages looked better with the intro section before the regular content, keeping it separate from the auto TOC / Header listed content, but if you prefer that everything follow the layered header format, that's fine.&lt;br /&gt;
&lt;br /&gt;
:My primary concern was the wrapping caused by inserting the full-size flowchart next to a section. It looks like you've addressed that by splitting up the flowchart, which looks good to me. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:48, 25 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Removing/restoring [[Main:Fruit]] ==&lt;br /&gt;
&lt;br /&gt;
Not that I am protesting it, but why exactly did you remove and then restore the [[Main:Fruit]] page? Because to me, all that happened now is that the creation entry on the page's history is gone, which isn't really anything notable either.&lt;br /&gt;
--{{User:Latias1290/Sig/src|13:03|August 26, 2014}} 13:03, 26 August 2014 (UTC)&lt;br /&gt;
:I deleted it at first because I didn't realize AutoRedirect wasn't handling section redirects properly, then restored it when I noticed it was broken. That article's [http://dwarffortresswiki.org/index.php?title=Fruit&amp;amp;action=history history] still shows your revision, so I'm not sure what you mean - is it missing from [[Special:RecentChanges]]? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:07, 26 August 2014 (UTC)&lt;br /&gt;
::The creation entry I was talking about was actually the first entry, and the entry that is now the only one was the second before you removed it. When I created the page I first had it directly redirect to [[cv:Tree#Fruit]], which after testing didn't work. I usually save the page when the preview doesn't show a red link and the link is correct, and after saving I test it, This time, however, the link in the preview was blue and correct, but actually following the redirect only led to [[cv:Tree]] instead of [[cv:Tree#Fruit]]. The entry you are seeing now is the result of fixing this by making it into a double redirect through [[cv:Fruit]].&lt;br /&gt;
:::It looks to me like your first edit was to [[DF2014:Fruit]] - when [[Main:Fruit]] didn't exist, it would have automatically redirected to [[DF2014:Fruit]], so it might have appeared to exist when it didn't. (The problem here is that I made AutoRedirect follow redirect chains internally, since Mediawiki's maximum-redirect setting is buggy, so a nonexistent [[Main:Fruit]] would actually redirect to what [[cv:Fruit]] redirects to - the problem is that it ignores sections at the moment, so section redirects will need to be manually created until I can fix that.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:18, 26 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== settings-manager ==&lt;br /&gt;
&lt;br /&gt;
I don't know where to put it because I don't have a github account and don't know if you have a personal thread for your scripts like the others, but couldn't you add a TEXT mode entry in line 116 of your settings-manager script?&lt;br /&gt;
--[[Special:Contributions/78.250.50.116|78.250.50.116]] 04:40, 18 September 2014 (UTC)&lt;br /&gt;
:I originally excluded it because it only works on Linux, but I'll add it back for Linux users. Thanks! &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:44, 18 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Interesting glitch with redirects ==&lt;br /&gt;
&lt;br /&gt;
I went to see what &amp;quot;Candy&amp;quot; was by going to a page named &amp;quot;Candy&amp;quot;, and I found out that it meant Adamantine. But I saw that I got redirected to [[v0.34:Adamantine]], which shouldn't happen seeing as mainspace redirects should always go to the cv namespace. So I went back to fix it, and I saw that [[main:Candy]] redirected to [[main:Adamantine]], so I went there to fix it. But that page redirected properly to [[DF2014:Adamantine]]. This is where it gets interesting.&lt;br /&gt;
&lt;br /&gt;
So when you go to [[main:Candy]], you get redirected to [[main:Adamantine]] which in turn redirects to [[DF2014:Adamantine]]. But - for some reason, you don't get sent to [[DF2014:Adamantine]], but to [[v0.34:Adamantine]]. Going to [[main:Adamantine]] in the first place redirects you to [[DF2014:Adamantine]] properly.&lt;br /&gt;
&lt;br /&gt;
I have no idea how this happens, and since you maintain most of the wiki, I think you would be the right person to tell this to.&lt;br /&gt;
--{{User:Latias1290/Sig/src|13:42|November 01, 2014}} 13:42, 1 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My best guess is that the [[Main:Candy]] redirect is cached and still points to [[v0.34:Adamantine]]. Our [[DF:REDIR|new policy]] is to keep redirects in versioned namespaces, so feel free to tag any broken redirects (in the main namespace) that you find with {{tl|bad redirect}} and I'll delete them. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 14:48, 1 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just saw a redlink on the exploratory tunnels page(redlink to [[DF2014:Break]]) and went to create it, when I discovered that the pages for Break existed for 23a and 40d, but not for 34.11 and 40.x. I went to check those to import content, and they turned out to be redirects. So I just redirected [[DF2014:Break]] to [[DF2014:On break]] and when I went to create additional redirects in the mainspace, I found that [[main:Break]] redirects to [[main:On break]] which redirects to [[cv:On break]]. But, again, it ultimately did not redirect to cv:On break but to v0.34:Break. I think that if it is indeed a cache problem we should rebuild redirect caches. {{User:Latias1290/Sig/src|12:08|November 02, 2014}}&lt;br /&gt;
:PS: Or just batch-delete all of this kind of redirects. {{User:Latias1290/Sig/src|12:09|November 02, 2014}}&lt;br /&gt;
:I don't like &amp;quot;bumping&amp;quot; this message like this, but since it's rather annoying, and ten days have been since I told you, almost all of these redirects are broken. Take a look at [[main:Aluminium]] for example, it goes to its 34.11 page. I think that it goes like this; when a page in the mainspace redirects to another page in the mainspace, which in turn goes to a cv space page, it goes to 0.34 instead of the current version. Going to the main&amp;gt;cv redirect initially does not cause this glitch. {{User:Latias1290/Sig/src|12:46|November 12, 2014}}&lt;br /&gt;
::It would be helpful if you could add {{tl|bad redirect}} to those pages (preferably before the &amp;quot;#REDIRECT&amp;quot; line) so I can delete them. I'm not sure what's causing the problem, but I'll see if I can override broken redirects with the AutoRedirect extension as well. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:18, 12 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Migrated citations ==&lt;br /&gt;
&lt;br /&gt;
As seen on [[DF2014:Dragonfire]], migrated citations can become confused, pointing to non-existent pages. I'm not sure how to fix it, but in general citations shouldn't automatically change what they are pointing at.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 18:26, 14 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;nowiki&amp;gt;{{ArticleVersion}}&amp;lt;/nowiki&amp;gt; bug ==&lt;br /&gt;
&lt;br /&gt;
I just found another very strange bug regarding the articleversion template. The more research I did on it, the weirder it got. The bug is that when you are not logged in, and you visit a non-DF2014 page with an av template, the latest version shows as v0.40.16 instead of v0.40.18. {{User:Latias1290/Sig/src|10:17|November 25, 2014}}&lt;br /&gt;
PS: This bug does not replicate when you are logged in. {{User:Latias1290/Sig/src|10:19|November 25, 2014}}&lt;br /&gt;
:This is because pages are cached for logged-out users. You can refresh individual pages by adding &amp;quot;?action=purge&amp;quot; to the end of the URL (or possibly by null-editing them). It appears to occur in DF2014 pages as well - [[DF2014:Hemp]], for example. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:49, 25 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lost password request ==&lt;br /&gt;
&lt;br /&gt;
I've forgotten my password. User: Bumber&lt;br /&gt;
&lt;br /&gt;
:You don't seem to have an email address associated with your account. I sent a message to Bumber on the forums, assuming that's you. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:24, 30 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
&lt;br /&gt;
== Redirects ==&lt;br /&gt;
&lt;br /&gt;
Thank you for the correction. I felt I might be doing it wrong but couldn't find an example of it done right to copy. Now I know. :) [[User:Volatar|Volatar]] ([[User talk:Volatar|talk]]) 16:02, 30 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== v0.42.05 raws update ==&lt;br /&gt;
&lt;br /&gt;
Just a friendly reminder that the wiki raws need updated to pick up the [http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Page_request/List&amp;amp;diff=222917&amp;amp;oldid=222913 new critters in v0.42.05]. It would also be nice if your bot could auto-create the new creature pages so we don't end up with [[back bear man]] and the like.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 23:05, 2 February 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Quietust updated the extension, but I'm having trouble deploying the changes for some reason (which Emily can hopefully figure out). I don't know if I'll have enough time this/next week to write a script to create the new creature pages - if not, Quietust might have something still laying around from 0.34/0.40. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:45, 6 February 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Page move reminder ==&lt;br /&gt;
&lt;br /&gt;
[[DF2014:Box]] to [[DF2014:Container]] please. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 23:01, 7 July 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Done. It took me a second to figure out what the issue was - I'm surprised Mediawiki wouldn't let you move a page over another one that was just a redirect. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:21, 10 July 2016 (UTC)&lt;br /&gt;
::Thanks! [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 22:50, 11 July 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== v0.43.05 raws update ==&lt;br /&gt;
&lt;br /&gt;
Just a friendly reminder that the wiki raws need updated to pick up the changes through v0.43.05.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:48, 2 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:43, 22 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Multiple redirects leads to incorrect namespace ==&lt;br /&gt;
&lt;br /&gt;
Discussion here: [[Dwarf_Fortress_Wiki_talk:Centralized_Discussion#Solution_for_this]] [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 10:49, 21 November 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Vandalism ==&lt;br /&gt;
&lt;br /&gt;
We had an attack on August 3rd. [[Talk:Main Page (fix plz)]] ‎needs moved back to Talk:Main Page, and the rest of [http://dwarffortresswiki.org/index.php/Special:Contributions/Etihand the vandal's handiwork] can just be deleted. I can't think of any legitimate reason a user would need to move Talk:Main Page, so it should probably be move-locked to prevent future hijacks.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 15:53, 7 August 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It should be cleaned up now. Sorry for the delay there. [[Main Page]] was already move-protected, but apparently that didn't apply to the talk page, so both should be move-protected now too. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:29, 8 August 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sorry, I need a password reset ==&lt;br /&gt;
&lt;br /&gt;
I just logged in, saw the post about passwords needing to be changed. (Feeling all smart since I just setup a password manager) I updated my password, only to realize I didn't save the new password correctly in the manager. I tried to reset it but the wiki had a note saying to contact you since it can't do outbound email right now.&lt;br /&gt;
&lt;br /&gt;
My user name is [[Frobnic8]]. &lt;br /&gt;
&lt;br /&gt;
My most notable contribution here are the PDF versions of the old Bronzemurder illustration by Tim Denee: [[Bronzemurder]]&lt;br /&gt;
&lt;br /&gt;
The files are still hosted at my website. To prove it's me, I've also left you a note at http://eldritch.org/erskin/temp/df_wiki.txt&lt;br /&gt;
&lt;br /&gt;
Sorry for the hassle, but if you could set me a temporary password or send me a link to a password reset to the associated email address for the account, that'd be awesome.&lt;br /&gt;
&lt;br /&gt;
Thanks!&lt;br /&gt;
&lt;br /&gt;
--[[Special:Contributions/70.163.4.102|70.163.4.102]] 15:40, 30 October 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Done &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:59, 1 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks! --[[User:Frobnic8|Frobnic8]] ([[User talk:Frobnic8|talk]]) 02:51, 1 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Password reset ==&lt;br /&gt;
&lt;br /&gt;
I could have sworn I did this already, but now there's no sign of my edit here. Dunno what happened to it. Can I please get a password reset for user Urist McDorf. I believe the email info associated is still good (j*y@y*m). Thanks. [[Special:Contributions/108.49.199.220|108.49.199.220]] 06:56, 1 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Totally failed to make an account ==&lt;br /&gt;
&lt;br /&gt;
Really think I did everything right.&lt;br /&gt;
&lt;br /&gt;
The Captcha app you are using says it &amp;quot;shutdown&amp;quot; on 3-31-2018 so i'm wondering if that's the issue. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:216.201.251.142|216.201.251.142]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Yeah, we know about it. Emi and Briess are working on some upgrades, and we'll try to upgrade the captcha once it's done. In the meantime, you can PM me on the forums (or email me at gmail.com) and I think I can set up an account for you. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:41, 13 April 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Chemist Page Quality Rating ==&lt;br /&gt;
&lt;br /&gt;
The quality rating of the [[chemist]] page is listed as *Superior*, despite being a stub. I can't even decrease the quality down to +Fine+ using the rating script.&lt;br /&gt;
I added the memory attribute as stated by Toady's recent FotF reply, and I'll insert the relevant [[topics]] for the skill, but there's probably a lot more work to be done.&lt;br /&gt;
--[[User:Bumber|Bumber]] ([[User talk:Bumber|talk]]) 06:39, 1 June 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The &amp;quot;override&amp;quot; link [http://dwarffortresswiki.org/index.php?title=DF2014:Chemist&amp;amp;action=history worked for me]. You have to click on the rating at the top that you want to select, then submit. The calculated score is unreliable, to say the least. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:27, 1 June 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I couldn't figure out how the override worked and just assumed it was an admin thing. Didn't realize you had to click one of the quality options at the top. &amp;amp;mdash;[[User:Bumber|Bumber]] ([[User talk:Bumber|talk]]) 22:18, 3 June 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [Proposition] - Wiki preview popups ==&lt;br /&gt;
&lt;br /&gt;
Hi there.&lt;br /&gt;
&lt;br /&gt;
I've read quite a bit of wikipedia these last few days (the real wikipedia website), and I've come to use their preview feature quite a few times.&lt;br /&gt;
In case you don't know, the preview is a little JS pop-up that shows an image and some text when you hover a link.&lt;br /&gt;
So, you get a rough idea of what the thing is, and you don't have to load the full page (you can still if you click the link).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This feature is not in DF wiki, and I was thinking maybe it could be, as it greatly increase readability (since you don't have to open a new page, read the first few lines, go back, and waste time figuring out where you were; for every topic you're unaware of).&lt;br /&gt;
&lt;br /&gt;
I'm not sure whether I should ask you, or Briess or anyone, but since you've made quite some wiki Extensions, I'll ask anyway.&lt;br /&gt;
&lt;br /&gt;
So, do you think it could be a viable idea to turn this feature on ?&lt;br /&gt;
&lt;br /&gt;
Here's a mediawiki tutorial on how to set this up, just in case :&lt;br /&gt;
[https://www.mediawiki.org/wiki/Extension:Popups]&lt;br /&gt;
&lt;br /&gt;
Cheers ! =D&lt;br /&gt;
- Spriggans&lt;br /&gt;
Aug, 17 2018&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Spriggans/common.js&amp;diff=237096</id>
		<title>User:Spriggans/common.js</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Spriggans/common.js&amp;diff=237096"/>
		<updated>2018-08-17T09:24:08Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Spriggans/common.js&amp;diff=237095</id>
		<title>User:Spriggans/common.js</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Spriggans/common.js&amp;diff=237095"/>
		<updated>2018-08-17T09:22:42Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;// Updated version of User:Rhenaya/quality.js&lt;br /&gt;
addOnloadHook(function(){&lt;br /&gt;
	t=document.getElementById('stub-quality');&lt;br /&gt;
	if(t) t.innerHTML = 'xELVENx';&lt;br /&gt;
	f=document.getElementById('fine-quality');&lt;br /&gt;
	if(f) f.innerHTML = '+GOBLIN+';&lt;br /&gt;
	e=document.getElementById('exceptional-quality');&lt;br /&gt;
	if(e) e.innerHTML = '≡HUMAN≡';&lt;br /&gt;
	m=document.getElementById('masterwork-quality');&lt;br /&gt;
	if(m) m.innerHTML = '☼DWARVEN☼';&lt;br /&gt;
});&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Spriggans/common.js&amp;diff=237094</id>
		<title>User:Spriggans/common.js</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Spriggans/common.js&amp;diff=237094"/>
		<updated>2018-08-17T09:21:54Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;// This resets the announcement cookie, causing the announcements to remain open.&lt;br /&gt;
set_cookie(&amp;quot;dfannounce&amp;quot;,&amp;quot;show&amp;quot;,2020,1,1)&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Spriggans/common.js&amp;diff=237093</id>
		<title>User:Spriggans/common.js</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Spriggans/common.js&amp;diff=237093"/>
		<updated>2018-08-17T09:20:35Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Spriggans/common.js&amp;diff=237092</id>
		<title>User:Spriggans/common.js</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Spriggans/common.js&amp;diff=237092"/>
		<updated>2018-08-17T09:19:52Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: Created page with &amp;quot;alert('TEST');&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;alert('TEST');&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Sandbox&amp;diff=237091</id>
		<title>Dwarf Fortress Wiki:Sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Sandbox&amp;diff=237091"/>
		<updated>2018-08-17T08:46:16Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: /* Gems found in metamorphic layers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sandbox}}&lt;br /&gt;
&lt;br /&gt;
The '''Dwarf Multiplier''' is a [[stone layer|game mechanic]] in which the number of [[Dwarf|dwarves]] you have in your fortress population proportionally correlates to the effectiveness of your fortress. The Dwarf Multiplier is a hidden stat which can only be read through an .exe decompiler; however, its effects can be seen in normal gameplay with careful observation. It is a global multiplier on a variety of automated processes including brewing, mining, crafting, slaughtering, and training.&lt;br /&gt;
&lt;br /&gt;
==Plan==&lt;br /&gt;
This page is an excellent plan. The only way to be happier with this page, is if it were a terrible plan. Terrible plans are always more [[Fun]]&lt;br /&gt;
&lt;br /&gt;
==Metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
The following types of metamorphic stone form layers:&lt;br /&gt;
&lt;br /&gt;
{{Layerlookup/layers|METAMORPHIC}}&lt;br /&gt;
&lt;br /&gt;
==Stone found in metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
The following types of stone are found in formations within metamorphic layers:&lt;br /&gt;
&lt;br /&gt;
{{Layerlookup/stones|METAMORPHIC}}    &lt;br /&gt;
&lt;br /&gt;
==Gems found in metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
Metamorphic layers may yield the following types of gem:&lt;br /&gt;
&lt;br /&gt;
{{Layerlookup/gems|METAMORPHIC}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* See also: [[stone found everywhere]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{category|stone Layers}}&lt;br /&gt;
&lt;br /&gt;
test1 test2 test3&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Sandbox&amp;diff=237090</id>
		<title>Dwarf Fortress Wiki:Sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Sandbox&amp;diff=237090"/>
		<updated>2018-08-17T08:46:01Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: /* Gems found in metamorphic layers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sandbox}}&lt;br /&gt;
&lt;br /&gt;
The '''Dwarf Multiplier''' is a [[stone layer|game mechanic]] in which the number of [[Dwarf|dwarves]] you have in your fortress population proportionally correlates to the effectiveness of your fortress. The Dwarf Multiplier is a hidden stat which can only be read through an .exe decompiler; however, its effects can be seen in normal gameplay with careful observation. It is a global multiplier on a variety of automated processes including brewing, mining, crafting, slaughtering, and training.&lt;br /&gt;
&lt;br /&gt;
==Plan==&lt;br /&gt;
This page is an excellent plan. The only way to be happier with this page, is if it were a terrible plan. Terrible plans are always more [[Fun]]&lt;br /&gt;
&lt;br /&gt;
==Metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
The following types of metamorphic stone form layers:&lt;br /&gt;
&lt;br /&gt;
{{Layerlookup/layers|METAMORPHIC}}&lt;br /&gt;
&lt;br /&gt;
==Stone found in metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
The following types of stone are found in formations within metamorphic layers:&lt;br /&gt;
&lt;br /&gt;
{{Layerlookup/stones|METAMORPHIC}}    &lt;br /&gt;
&lt;br /&gt;
==Gems found in metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
Metamorphic layers may yield the following types of gem:&lt;br /&gt;
&lt;br /&gt;
{{Layerlookup/gems|METAMORPHIC}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* See also: [[stone found everywhere]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{category|stone Layers}}&lt;br /&gt;
&lt;br /&gt;
test1 test2&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Sandbox&amp;diff=237089</id>
		<title>Dwarf Fortress Wiki:Sandbox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Sandbox&amp;diff=237089"/>
		<updated>2018-08-17T08:45:47Z</updated>

		<summary type="html">&lt;p&gt;Spriggans: /* Gems found in metamorphic layers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sandbox}}&lt;br /&gt;
&lt;br /&gt;
The '''Dwarf Multiplier''' is a [[stone layer|game mechanic]] in which the number of [[Dwarf|dwarves]] you have in your fortress population proportionally correlates to the effectiveness of your fortress. The Dwarf Multiplier is a hidden stat which can only be read through an .exe decompiler; however, its effects can be seen in normal gameplay with careful observation. It is a global multiplier on a variety of automated processes including brewing, mining, crafting, slaughtering, and training.&lt;br /&gt;
&lt;br /&gt;
==Plan==&lt;br /&gt;
This page is an excellent plan. The only way to be happier with this page, is if it were a terrible plan. Terrible plans are always more [[Fun]]&lt;br /&gt;
&lt;br /&gt;
==Metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
The following types of metamorphic stone form layers:&lt;br /&gt;
&lt;br /&gt;
{{Layerlookup/layers|METAMORPHIC}}&lt;br /&gt;
&lt;br /&gt;
==Stone found in metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
The following types of stone are found in formations within metamorphic layers:&lt;br /&gt;
&lt;br /&gt;
{{Layerlookup/stones|METAMORPHIC}}    &lt;br /&gt;
&lt;br /&gt;
==Gems found in metamorphic layers==&lt;br /&gt;
&lt;br /&gt;
Metamorphic layers may yield the following types of gem:&lt;br /&gt;
&lt;br /&gt;
{{Layerlookup/gems|METAMORPHIC}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* See also: [[stone found everywhere]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{category|stone Layers}}&lt;br /&gt;
&lt;br /&gt;
test1&lt;/div&gt;</summary>
		<author><name>Spriggans</name></author>
	</entry>
</feed>