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		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Attribute&amp;diff=148353</id>
		<title>v0.31:Attribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Attribute&amp;diff=148353"/>
		<updated>2011-05-02T02:33:16Z</updated>

		<summary type="html">&lt;p&gt;Strant: /* Soul Attributes */  It seems well-known that memory affects skill rusting.  I checked my fortress and my doctor had merely rusty skills after 2 years of no injuries with an amazing memory.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|04:17, 24 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
A creature has numerous attributes which impact its performance at various tasks.  These attributes are split into physical factors associated with the body and mental factors associated with a creature's soul.&lt;br /&gt;
&lt;br /&gt;
Attributes are located in the Thoughts and Preferences screen.  Body attributes are listed just above prefstrings, and soul attributes are listed immediately thereafter.  Positive attributes are dark green and negative attributes are red.&lt;br /&gt;
&lt;br /&gt;
Attributes are now associated with skills, so that shield use will raise endurance as an attribute, but not attributes like memory.  Attribute gain and rust rates, along with skill gain and rust rates, are moddable in the raws as [[Creature_Tokens]].&lt;br /&gt;
&lt;br /&gt;
Attributes can be viewed for individual dwarfs by selecting {{k|v}}iew dwarves, {{k|z}}, {{k|enter}} or by going to the {{k|u}}nits menu, {{k|v}}iew, then {{k|enter}}.&lt;br /&gt;
&lt;br /&gt;
==Body Attributes==&lt;br /&gt;
The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different. In almost every case, a higher attribute value is better, as opposed to {{L|personality trait}}s where one may prefer higher or lower depending on the situation.&lt;br /&gt;
===Strength===&lt;br /&gt;
Alters the damage done in melee(increases velocity of weapon swings), increases muscle mass (thicker muscle layer also resists damage more), and increases how much a creature can carry. Increasing strength, at least in adventurers, increases movement speed (albeit not as much as agility) due to better carrying capacity.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (+)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2250 - 5000 || unbelievably strong&lt;br /&gt;
|-&lt;br /&gt;
| 2000 - 2249 || mighty&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || very strong&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || strong&lt;br /&gt;
|-&lt;br /&gt;
| 751 - 1000 || weak&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || very weak&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || unquestionably weak&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 250 || unfathomably weak&lt;br /&gt;
|}&lt;br /&gt;
===Agility===&lt;br /&gt;
This attribute is directly related to a character's [[Speed]], and the difference between 1000 agility and the maximum 5000 agility is roughly halving the time between each turn you take.  &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (-)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 1900 - 5000 || amazingly agile&lt;br /&gt;
|-&lt;br /&gt;
| 1650 - 1899 || extremely agile&lt;br /&gt;
|-&lt;br /&gt;
| 1400 - 1649 || very agile&lt;br /&gt;
|-&lt;br /&gt;
| 1150 - 1399 || agile&lt;br /&gt;
|-&lt;br /&gt;
| 401 - 650 || clumsy&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 400 || quite clumsy&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 150 || totally clumsy&lt;br /&gt;
|-&lt;br /&gt;
| NULL || abysmally clumsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Toughness===&lt;br /&gt;
Reduces physical damage.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (+)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2250 - 5000 || basically unbreakable&lt;br /&gt;
|-&lt;br /&gt;
| 2000 - 2249 || incredibly tough&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || quite durable&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || tough&lt;br /&gt;
|-&lt;br /&gt;
| 751 - 1000 || flimsy&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || very flimsy&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || remarkably flimsy&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 250 || shockingly fragile&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Endurance===&lt;br /&gt;
Reduces the rate at which dwarves become exhausted.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (AVG)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2000 - 5000 || absolutely inexhaustible&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || indefatigable&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || very slow to tire&lt;br /&gt;
|-&lt;br /&gt;
| 1250 - 1499 || slow to tire&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || quick to tire&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || very quick to tire&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 250 || extremely quick to tire&lt;br /&gt;
|-&lt;br /&gt;
| 0 || truly quick to tire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Disease Resistance===&lt;br /&gt;
Reduces the risk of disease. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (AVG)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2000 - 5000 || virtually never sick&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || almost never sick&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || very rarely sick&lt;br /&gt;
|-&lt;br /&gt;
| 1250 - 1499 || rarely sick&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || susceptible to disease&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || quite susceptible to disease&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 250 || really susceptible to disease&lt;br /&gt;
|-&lt;br /&gt;
| 0 || stunningly susceptible to disease&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Recuperation===&lt;br /&gt;
Increases the rate of wound healing.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (AVG)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2000 - 5000 || possessed of amazing recuperative powers&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || incredibly quick to heal&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || quite quick to heal&lt;br /&gt;
|-&lt;br /&gt;
| 1250 - 1499 || quick to heal&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || slow to heal&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || very slow to heal&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 250 || really slow to heal&lt;br /&gt;
|-&lt;br /&gt;
| 0 || shockingly slow to heal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Soul Attributes==&lt;br /&gt;
The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different. In almost every case, a higher attribute value is better, as opposed to {{L|personality trait}}s where one may prefer higher or lower depending on the situation.&lt;br /&gt;
&lt;br /&gt;
From [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312 this post by Toady One]&lt;br /&gt;
&lt;br /&gt;
With respect to skills: most of these attributes only affect duration, when that is the only available skill effect to begin with, but they are factored into outcomes when it applies.&lt;br /&gt;
&lt;br /&gt;
At the [[#Skills By Soul Attribute|bottom]] is a list of which attributes affect which skills. [[:Image:DFmental.PNG|This]] pair of charts provides an easier to read summary of the soul attributes that are useful for doctors and soldiers.&lt;br /&gt;
&lt;br /&gt;
===Analytical Ability===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (+)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2250 - 5000 || awesome intellectual powers&lt;br /&gt;
|-&lt;br /&gt;
| 2000 - 2249 || great analytical abilities&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || a sharp intellect&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || a good intellect&lt;br /&gt;
|-&lt;br /&gt;
| 751 - 1000 || poor analytical abilities&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || very bad analytical abilities&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || a lousy intellect&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 250 || a stunning lack of analytical ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Memory===&lt;br /&gt;
slows rate of skill rust&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (+)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2250 - 5000 || an astonishing memory&lt;br /&gt;
|-&lt;br /&gt;
| 2000 - 2249 || an amazing memory&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || a great memory&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || a good memory&lt;br /&gt;
|-&lt;br /&gt;
| 751 - 1000 || an iffy memory&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || a poor memory&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || a really bad memory&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 250 || little memory to speak of&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Creativity===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (+)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2250 - 5000 || a boundless creative imagination&lt;br /&gt;
|-&lt;br /&gt;
| 2000 - 2249 || great creativity&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || very good creativity&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || good creativity&lt;br /&gt;
|-&lt;br /&gt;
| 751 - 1000 || meager creativity&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || poor creativity&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || lousy creativity&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 250 || next to no creative talent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Intuition===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (AVG)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2000 - 5000 || uncanny intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || great intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || very good intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1250 - 1499 || good intuition&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || bad intuition&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || very bad intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 250 || lousy intuition&lt;br /&gt;
|-&lt;br /&gt;
| 0 || horrible intuition&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (++)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2542 - 5000 || unbreakable focus&lt;br /&gt;
|-&lt;br /&gt;
| 2292 - 2541 || a great ability to focus&lt;br /&gt;
|-&lt;br /&gt;
| 2042 - 2291 || very good focus&lt;br /&gt;
|-&lt;br /&gt;
| 1792 - 2041 || the ability to focus&lt;br /&gt;
|-&lt;br /&gt;
| 1043 - 1292 || poor focus&lt;br /&gt;
|-&lt;br /&gt;
| 793 - 1042 || quite poor focus&lt;br /&gt;
|-&lt;br /&gt;
| 543 - 792 || really poor focus&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 542 || the absolute inability to focus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Willpower===&lt;br /&gt;
Willpower directly reduces exertion and pain effects.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (AVG)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2000 - 5000 || an unbreakable will&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || an iron will&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || a lot of willpower&lt;br /&gt;
|-&lt;br /&gt;
| 1250 - 1499 || willpower&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || little willpower&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || a large deficit of willpower&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 250 || next to no willpower&lt;br /&gt;
|-&lt;br /&gt;
| 0 || absolutely no willpower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Patience===&lt;br /&gt;
Some non-skill tasks are affected by Patience.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (+)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2250 - 5000 || absolutely boundless patience&lt;br /&gt;
|-&lt;br /&gt;
| 2000 - 2249 || a deep well of patience&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || a great deal of patience&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || a sum of patience&lt;br /&gt;
|-&lt;br /&gt;
| 751 - 1000 || a shortage of patience&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || little patience&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || very little patience&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 250 || no patience at all&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spatial Sense===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (++)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2542 - 5000 || a stunning feel for spatial relationships&lt;br /&gt;
|-&lt;br /&gt;
| 2292 - 2541 || an amazing spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 2042 - 2291 || a great feel for the surrounding space&lt;br /&gt;
|-&lt;br /&gt;
| 1792 - 2041 || a good spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 1043 - 1292 || a questionable spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 793 - 1042 || poor spatial senses&lt;br /&gt;
|-&lt;br /&gt;
| 543 - 792 || an atrocious spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 542 || no sense for spatial relationships&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Kinesthetic Sense===&lt;br /&gt;
Most skills involving any movement at all (lots of them), and many non-skilled tasks as well are affected by Kinesthetic Sense.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (AVG)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2000 - 5000 || an astounding feel for the position of own body&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || a great kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || a very good sense of the position of own body&lt;br /&gt;
|-&lt;br /&gt;
| 1250 - 1499 || a good kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || a meager kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || a poor kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 250 || a very clumsy kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 0 || an unbelievably atrocious sense of the position of own body&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Linguistic Ability===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (AVG)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2000 - 5000 || an astonishing ability with languages and words&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || a great affinity for language&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || a natural inclination toward language&lt;br /&gt;
|-&lt;br /&gt;
| 1250 - 1499 || a way with words&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || a little difficulty with words&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || little linguistic ability&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 250 || very little linguistic ability&lt;br /&gt;
|-&lt;br /&gt;
| 0 || difficulty with words and language&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Musicality===&lt;br /&gt;
This attribute doesn't affect any skills as of version .31.25.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (AVG)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2000 - 5000 || an astonishing knack for music&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || a great musical sense&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || a natural ability with music&lt;br /&gt;
|-&lt;br /&gt;
| 1250 - 1499 || a feel for music&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || an iffy sense for music&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || little natural inclination toward music&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 250 || next to no natural musical ability&lt;br /&gt;
|-&lt;br /&gt;
| 0 || absolutely no feel for music at all&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Empathy===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (AVG)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2000 - 5000 || an absolutely remarkable sense of others' emotions&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || a great sense of empathy&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || a very good sense of empathy&lt;br /&gt;
|-&lt;br /&gt;
| 1250 - 1499 || an ability to read emotions fairly well&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || poor empathy&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || a very bad sense of empathy&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 250 || next to no empathy&lt;br /&gt;
|-&lt;br /&gt;
| 0 || the utter inability to judge others' emotions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Social Awareness===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:8em&amp;quot; | Value (AVG)&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| 2000 - 5000 || a shockingly profound feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1750 - 1999 || a great feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1500 - 1749 || a very good feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1250 - 1499 || a good feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 501 - 750 || a meager ability with social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 251 - 500 || a poor ability to manage or understand social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 250 || a lack of understanding of social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 0 || an absolute inability to understand social relationships&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Skills By Soul Attribute ===&lt;br /&gt;
{{SkillsBySoulAttribute}}&lt;br /&gt;
&lt;br /&gt;
== Skills by Associated Attributes ==&lt;br /&gt;
Strength, Toughness, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Miner}}, {{L|Biter}}&lt;br /&gt;
&lt;br /&gt;
Agility, Creativity, Spatial Sense, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Bowyer}}, {{L|Engraver}}, {{L|Gem setter}}, {{L|Bone carver}}, {{L|Clothier}}, {{L|Stone crafter}}, {{L|Weaver}}, {{L|Wood crafter}}&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Creativity, Spatial Sense, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Carpenter}}&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Wood cutter}}, {{L|Swimmer}}, {{L|Wrestler}}&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Creativity, Spatial Sense, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Mason}}, {{L|Armorsmith}}, {{L|Metal crafter}}, {{L|Metalsmith}}, {{L|Weaponsmith}}, {{L|Glassmaker}}, {{L|Leatherworker}}&lt;br /&gt;
&lt;br /&gt;
Agility, Focus, Spatial Sense, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Ambusher}}, {{L|Surgeon}}, {{L|Suturer}}, {{L|Archer}}, {{L|Blowgunner}}, {{L|Bowman}}, {{L|Crossbowman}}&lt;br /&gt;
&lt;br /&gt;
Agility, Analytical Ability, Memory, Empathy:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Animal caretaker}}&lt;br /&gt;
&lt;br /&gt;
Agility, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Animal dissector}}, {{L|Tanner}}, {{L|Fish dissector}}&lt;br /&gt;
&lt;br /&gt;
Agility, Toughness, Endurance, Intuition, Patience, Empathy:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Animal trainer}}&lt;br /&gt;
&lt;br /&gt;
Agility, Analytical Ability, Creativity, Spatial Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Trapper}}&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Focus, Spatial Sense, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Bone doctor}}&lt;br /&gt;
&lt;br /&gt;
Agility, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Crutch walker}}&lt;br /&gt;
&lt;br /&gt;
Analytical Ability, Memory, Intuition:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Diagnostician}}, {{L|Appraiser}}&lt;br /&gt;
&lt;br /&gt;
Agility, Spatial Sense, Kinesthetic Sense, Empathy:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Wound dresser}}&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Brewer}}&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Balance}}, not implemented&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Butcher}}, {{L|Dyer}}, {{L|Grower}}, {{L|Milker}}, {{L|Miller}}, {{L|Thresher}}&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Analytical Ability, Creativity, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Cheese maker}}&lt;br /&gt;
&lt;br /&gt;
Agility, Analytical Ability, Creativity, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Cook}}&lt;br /&gt;
&lt;br /&gt;
Agility, Memory, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Herbalist}}&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Lye maker}}, {{L|Potash maker}}, {{L|Soaper}}, {{L|Wood burner}}&lt;br /&gt;
&lt;br /&gt;
Agility, Endurance, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Fish cleaner}}&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Focus, Patience, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Fisherdwarf}}&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Analytical Ability, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Furnace operator}}&lt;br /&gt;
&lt;br /&gt;
Agility, Analytical Ability, Spatial Sense, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Gem cutter}}&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Analytical Ability, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Strand extractor}}&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Analytical Ability, Creativity, Spatial Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Mechanic}}, {{L|Siege engineer}}&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Willpower, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Pump operator}}, {{L|Armor user}}&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Analytical Ability, Focus, Spatial Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Siege operator}}&lt;br /&gt;
&lt;br /&gt;
Agility, Analytical Ability, Creativity, Intuition:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Alchemist}}, not implemented&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Analytical Ability, Spatial Sense, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Knapper}}&lt;br /&gt;
&lt;br /&gt;
Analytical Ability, Creativity, Spatial Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Building designer}}&lt;br /&gt;
&lt;br /&gt;
Analytical Ability, Creativity, Social Awareness:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Organizer}}&lt;br /&gt;
&lt;br /&gt;
Analytical Ability, Memory, Focus:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Record keeper}}&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Toughness, Willpower, Spatial Sense, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Axeman}}, {{L|Fighter}}, {{L|Hammerman}}, {{L|Kicker}}, {{L|Knife user}}, {{L|Lasher}}, {{L|Maceman}}, {{L|Misc. object user}}, {{L|Pikeman}}, {{L|Shield user}}, {{L|Spearman}}, {{L|Striker}}, {{L|Swordsman}},  {{L|Thrower}}&lt;br /&gt;
&lt;br /&gt;
Agility, Toughness, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Dodger}}&lt;br /&gt;
&lt;br /&gt;
Agility, Creativity, Kinesthetic Sense, Linguistic Ability:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Comedian}}, unless otherwise prohibited by traits&lt;br /&gt;
&lt;br /&gt;
Linguistic Ability, Empathy, Social Awareness:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Conversationalist}}, {{L|Flatterer}}, {{L|Negotiator}}, {{L|Persuader}}, {{L|Consoler}}, {{L|Leader}}, {{L|Pacifier}}, {{L|Teacher}}, unless otherwise prohibited by traits&lt;br /&gt;
&lt;br /&gt;
Agility, Kinesthetic Sense, Linguistic Ability:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Intimidator}}, unless otherwise prohibited by traits&lt;br /&gt;
&lt;br /&gt;
Intuition, Empathy, Social Awareness:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Judge of intent}}&lt;br /&gt;
&lt;br /&gt;
Creativity, Linguistic Ability, Social Awareness:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Liar}}, unless otherwise prohibited by traits&lt;br /&gt;
&lt;br /&gt;
Focus, Willpower, Patience:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Concentration}}, not implemented&lt;br /&gt;
&lt;br /&gt;
Intuition, Focus, Spatial Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Observer}}&lt;br /&gt;
&lt;br /&gt;
Analytical Ability, Memory, Focus:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Student}}&lt;br /&gt;
&lt;br /&gt;
Analytical Ability, Creativity, Intuition:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Military tactics}}, not implemented&lt;br /&gt;
&lt;br /&gt;
Agility, Toughness, Endurance, Focus, Willpower, Empathy:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Druid}}, not implemented&lt;br /&gt;
&lt;br /&gt;
Analytical Ability, Focus, Spatial Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Tracker}}, not implemented&lt;br /&gt;
&lt;br /&gt;
Focus, Willpower:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Discipline}}, not implemented&lt;br /&gt;
&lt;br /&gt;
Creativity, Intuition, Linguistic Ability:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Poet}}, {{L|Wordsmith}}, {{L|Writer}}, not implemented&lt;br /&gt;
&lt;br /&gt;
Memory, Focus, Linguistic Ability:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Reader}}, not implemented&lt;br /&gt;
&lt;br /&gt;
Linguistic Ability:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Speaker}}, not implemented&lt;br /&gt;
&lt;br /&gt;
Agility, Spatial Sense, Kinesthetic Sense:&amp;lt;br /&amp;gt;&lt;br /&gt;
{{L|Coordination}}, not implemented&lt;br /&gt;
&lt;br /&gt;
Implemented but unknown:&lt;br /&gt;
Shearer, Spinner, Presser, Beekeeper, Potter, Glazer, Wax worker&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
This data assumes, without evidence, that the same skills use &amp;lt;i&amp;gt;some&amp;lt;/i&amp;gt; of the attributes that they train (i.e. that high agility improves chance of dodging). Game version 31.18.&lt;br /&gt;
&lt;br /&gt;
*Spatial Sense and Kinesthetic Sense are almost everywhere&lt;br /&gt;
*Nothing trains Disease Resistance, Recuperation, or Musicality&lt;br /&gt;
*Intimidation and Comedy, social skills, raise Agility. Dwarven comedy is slapstick/clowning, not stand-up.&lt;br /&gt;
*knowledge_acquisition (student) doesn't boost skill gain except for teacher-student relations in a barracks&lt;br /&gt;
*Choose high-volume labors that train useful attributes for milita day-jobs/bootcamp&lt;br /&gt;
*Fishing, Siege Operating, and Record Keeping are useful for marksdwarves as they train the Focus attribute&lt;br /&gt;
*Hunting (ambusher/sneak) has identical attribute gain to Crossbow and Archer skills&lt;br /&gt;
&lt;br /&gt;
===Attributes trained by skills===&lt;br /&gt;
'''Strength''':&lt;br /&gt;
&lt;br /&gt;
Miner, Carpenter, Wood cutter, Mason, Bone doctor, Brewer, Cheese maker, Dyer, Grower, Lye maker, Milker, Miller, Potash Maker, Soaper, Thresher, Wood burner, Fisherdwarf, Armorsmith, Furance operator, Metal crafter, Metalsmith, Weaponsmith, Glassmaker, Leatherworker, Strand extractor, Mechanic, Pump operator, Siege engineer, Siege operator, Swimmer, all general combat and close combat skills (but not Dodger)&lt;br /&gt;
&lt;br /&gt;
'''Agility''':&lt;br /&gt;
&lt;br /&gt;
Bowyer, Carpenter, Wood cutter, Engraver, Mason, Animal caretaker, Animal trainer, Trapper, Bone doctor, Crutch-walker, Surgeon, Suturer, Wound dresser, Brewer, Butcher, Cheese maker, Cook, Dyer, Grower, Herbalist, Milker, Miller, Tanner, Thresher, Fish cleaner, Fish dissector, Fisherdwarf, Armorsmith, Metal crafter, Metalsmith, Weaponsmith, Gem cutter, Gem setter, Bone carver, Clothier, Glassmaker, Leatherworker, Stone crafter, Weaver, Wood crafter, Strand extractor, Mechanic, Siege engineer, Alchemist, Swimmer, Comedian, Intimidator, Student, Druid, Coordination, all general combat, close combat, and ranged combat/hunting skills (but not Biter or Armor user)&lt;br /&gt;
&lt;br /&gt;
'''Toughness''':&lt;br /&gt;
&lt;br /&gt;
Miner, Animal trainer, Lye maker, Potash maker, Soaper, Wood burner, Furnace operator, Pump operator, Siege operator, Druid, all general combat and close combat skills&lt;br /&gt;
&lt;br /&gt;
'''Endurance''':&lt;br /&gt;
&lt;br /&gt;
Miner, Wood cutter, Mason, Animal trainer, Crutch-walker, Butcher, Cheese maker, Dyer, Grower, Lye maker, Milker, Miller, Potash maker, Soaper, Thresher, Wood burner, Fish cleaner, Armorsmith, Furnace operator, Metal crafter, Metalsmith, Weaponsmith, Glassmaker, Leatherworker, Strand extractor, Mechanic, Pump operator, Siege engineer, Siege operator, Swimmer, Armor user, Biter, Dodger, Druid&lt;br /&gt;
&lt;br /&gt;
'''Disease Resistance''':&lt;br /&gt;
&lt;br /&gt;
Nothing!&lt;br /&gt;
&lt;br /&gt;
'''Recuperation''':&lt;br /&gt;
&lt;br /&gt;
Nothing!&lt;br /&gt;
&lt;br /&gt;
'''Analytical Ability''':&lt;br /&gt;
&lt;br /&gt;
Animal caretaker, Trapper, Diagnostician, Cheese maker, Cook, Furnace operator, Gem cutter, Strand extractor, Mechanic, Siege engineer, Siege operator, Alchemist, Knapper, Appraiser, Building designer, Organizer, Record keeper, Student, Military tactics, Tracker&lt;br /&gt;
&lt;br /&gt;
'''Memory''':&lt;br /&gt;
&lt;br /&gt;
Animal caretaker, Diagnostician, Herbalist, Appraiser, Record keeper, Student, Reader&lt;br /&gt;
&lt;br /&gt;
'''Creativity''':&lt;br /&gt;
&lt;br /&gt;
Bowyer, Carpenter, Engraver, Mason, Trapper, Cheese maker, Cook, Armorsmith, Metal crafter, Metalsmith, Weaponsmith, Gem setter, Bone carver, Clothier, Glassmaker, Leatherworker, Stone crafter, Weaver, Wood crafter, Mechanic, Siege engineer, Alchemist, Building designer, Organizer, Comedian, Liar, Military tactics, Poet, Wordsmith, Writer&lt;br /&gt;
&lt;br /&gt;
'''Intuition''':&lt;br /&gt;
&lt;br /&gt;
Animal trainer, Diagnostician, Alchemist, Appraiser, Observer, Military tactics, Poet, Wordsmith, Writer&lt;br /&gt;
&lt;br /&gt;
'''Focus''':&lt;br /&gt;
&lt;br /&gt;
Bone doctor, Surgeon, Suturer, Fisherdwarf, Siege operator, Record keeper, Concentration, Observer, Student, Tracker, Discipline, Reader, ranged combat/hunting skills&lt;br /&gt;
&lt;br /&gt;
'''Willpower''':&lt;br /&gt;
&lt;br /&gt;
Miner, Wood cutter, Crutch-walker, Pump operator, Swimmer, Concentration, Discipline, all general combat and close combat skills&lt;br /&gt;
&lt;br /&gt;
'''Patience''':&lt;br /&gt;
&lt;br /&gt;
Animal trainer, Fisherdwarf, Concentration&lt;br /&gt;
&lt;br /&gt;
'''Spatial Sense''':&lt;br /&gt;
&lt;br /&gt;
Miner, Bowyer, Carpenter, Wood cutter, Engraver, Mason, Trapper, Bone doctor, Crutch-walker, Surgeon, Suturer, Wound dresser, Armorsmith, Metal crafter, Metalsmith, Weaponsmith, Gem cutter, Gem setter, Bone carver, Clothier, Glassmaker, Leatherworker, Stone crafter, Weaver, Wood crafter, Mechanic, Siege engineer, Siege operator, Swimmer, Knapper, Building designer, Observer, Tracker, Coordination, all general combat, close combat, and ranged combat/hunting skills (but not Armor user)&lt;br /&gt;
&lt;br /&gt;
'''Kinesthetic Sense''':&lt;br /&gt;
&lt;br /&gt;
Miner, Bowyer, Carpenter, Wood cutter, Engraver, Mason, Bone doctor, Crutch-walker, Surgeon, Suturer, Wound dresser, Brewer, Butcher, Cheese maker, Cook, Dyer, Grower, Herbalist, Lye maker, Milker, Miller, Potash Maker, Soaper, Tanner, Thresher, Wood burner, Fish cleaner, Fish dissector, Fisherdwarf, Armorsmith, Furnace operator, Metal crafter, Metalsmith, Weaponsmith, Gem cutter, Gem setter, Bone carver, Clothier, Glassmaker, Leatherworker, Stone crafter, Weaver, Wood crafter, Strand extractor, Pump operator, Swimmer, Knapper, Comedian, Intimidator, Coordination, all general combat, close combat, and ranged combat/hunting skills&lt;br /&gt;
&lt;br /&gt;
'''Linguistic Ability''':&lt;br /&gt;
&lt;br /&gt;
Comedian, Conversationalist, Flatterer, Intimidator, Liar, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher, Poet, Wordsmith, Writer, Reader, Speaker (personality traits may preclude access to some of these skills)&lt;br /&gt;
&lt;br /&gt;
'''Musicality''':&lt;br /&gt;
&lt;br /&gt;
Nothing!&lt;br /&gt;
&lt;br /&gt;
'''Empathy''':&lt;br /&gt;
&lt;br /&gt;
Animal caretaker, Animal trainer, Conversationalist, Flatterer, Judge of intent, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills)&lt;br /&gt;
&lt;br /&gt;
'''Social Awareness''':&lt;br /&gt;
&lt;br /&gt;
Organizer, Conversationalist, Flatterer, Judge of intent, Liar, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills)&lt;br /&gt;
&lt;br /&gt;
== How Your Dwarf Gets Attributes ==&lt;br /&gt;
&lt;br /&gt;
Each attribute is a number between 0 and 5000, but in dwarven terms anything above 2500 is extraordinary. In the default raws (/raw/objects/creature_standard.txt), dwarven attributes come in four levels. &lt;br /&gt;
&lt;br /&gt;
Focus and Spatial Sense are referred to as &amp;quot;++&amp;quot;, or two steps above default. Their range is defined as [700:1200:1400:1500:1600:1800:2500], which sets out six ranges: 700-1200, 1200-1400, etc. Dwarves have an equal chance of dropping into any of these ranges, and an equal probability again of getting any number in that range. So the bottom one-sixth of your dwarves will be really low, the top one-sixth really high, and the two-thirds in the middle huddled around average. This also means that the median and the mean are slightly different: racial mean for ++ is 1516.66... while median is 1500.&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Analytical Ability, Creativity, Patience, and Memory are +, or one step above default. Their ranges are [450:950:1150:1250:1350:1550:2250], and their mean is 1266.66...&lt;br /&gt;
&lt;br /&gt;
Endurance, Disease Resistance, Recuperation, Intuition, Willpower, Kinesthetic Sense, Linguistic Ability, Musicality, Empathy, and Social Awareness are AVG, or the default. Their range is not specified in the raws, but it is [200:750:900:1000:1100:1300:2000]. The mean is 1025, the median is 1000.&lt;br /&gt;
&lt;br /&gt;
Agility is &amp;quot;-&amp;quot;, the only attribute to be below default. Its ranges are [150:600:800:900:1000:1100:1500], mean 862.5, median 900.&lt;br /&gt;
&lt;br /&gt;
==Special Attributes==&lt;br /&gt;
Though they are not classified with the above attributes, creatures can have the following attribute(s):&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot; &lt;br /&gt;
! Attribute&lt;br /&gt;
! Value Range&lt;br /&gt;
! Value Points&lt;br /&gt;
! Effect&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=4 | Psychological Trauma&lt;br /&gt;
| 100&lt;br /&gt;
| Doesn't really care about anything anymore. &lt;br /&gt;
| rowspan=3 | This trait increases as dwarves witness death and suffer tragedy.  The higher it gets, the harder it is for the dwarf to be affected by negative thoughts, so in several ways, this is a useful if tragic side effect of running a bloody fort.  This trait often finds its way into experienced {{l|military|soldiers}}, who might watch {{l|friend|friends}} and comrades die as often as they kill {{l|goblin|goblins}}.&lt;br /&gt;
|-&lt;br /&gt;
| 67 - 99&lt;br /&gt;
| Is a hardened individual.&lt;br /&gt;
|-&lt;br /&gt;
| 33 - 66&lt;br /&gt;
| Is getting used to tragedy.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 32&lt;br /&gt;
|&lt;br /&gt;
| Nothing displayed.  Dwarf is not yet traumatized.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Strant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Shell&amp;diff=97079</id>
		<title>v0.31:Shell</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Shell&amp;diff=97079"/>
		<updated>2010-04-22T02:49:19Z</updated>

		<summary type="html">&lt;p&gt;Strant: Added in current bugged functionality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}A '''Shell''' is produced by {{L|Fishery|preparing}} a shelled {{L|fish}}, such as a {{L|turtle}} or {{L|cave lobster}}, via {{L|Fish cleaner|Fish cleaning}}.&lt;br /&gt;
&lt;br /&gt;
Unlike in previous versions of the game, shells are not left behind when a dwarf {{L|cook}}s or {{L|food|eat}}s a shelled creature.&lt;br /&gt;
&lt;br /&gt;
Shells are considered to be a part of the {{L|turtle}} or {{L|cave lobster}} and not their own material type.  To store them in a {{L|stockpile}} enable refuse -&amp;gt; body parts -&amp;gt; turtle and cave lobster.&lt;br /&gt;
&lt;br /&gt;
Shells can be crafted at a {{L|craftsdwarf's workshop}} using the {{L|bone carver}} skill.  However, due to a bug, attempting to create shell crafts, helms, leggings, or gauntlets will not create the proper items.  Your {{L|bone carver}} will gain experience but not do anything.  The only thing shells can currently{{version|0.31.03}} be used for is {{L|strange mood|strange moods}} and {{L|decoration|decorating}}.  &lt;br /&gt;
&lt;br /&gt;
Shells currently cannot be acquired via {{L|trading}}, {{verify}} but fish that produce shells can.&lt;/div&gt;</summary>
		<author><name>Strant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Arena&amp;diff=94140</id>
		<title>v0.31 Talk:Arena</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Arena&amp;diff=94140"/>
		<updated>2010-04-17T05:04:17Z</updated>

		<summary type="html">&lt;p&gt;Strant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some interesting things I've noticed about the Arena, but don't necessarily think it warrants mention in the article:&lt;br /&gt;
*The arena is composed of Stone, as in the default stone template.  Cooled magma produces rough Stone walls, as well.&lt;br /&gt;
**Related to the above, destruction of Stone/dust kicked up by falling Stone in the Arena produces particles of random minerals and gems, which can collect on creatures and objects, but can't be picked up.&lt;br /&gt;
*Magma/water-created walls on the highest z-level won't fall.&lt;br /&gt;
*The Arena functions a lot like Adventure mode; you can observe the date, temperature, and weather/daylight conditions.  It's even possible to {{k|T}}ravel (although actual traveling is impossible) or view the {{k|Q}}uest page, and the Arena appears under Sites in the latter.  It is impossible to talk to other creatures, though, even ones on the same team.&lt;br /&gt;
*I once saw it rain.  I don't know how it happened, but I kept seeing specks of rain falling on the ground.&lt;br /&gt;
*Almost anything seems to be capable of wearing armor - I accidentally spawned a whale without clearing the objects list, and, if I remember correctly, it was able to wear everything except leggings or weapons.&lt;br /&gt;
Has anyone else found anything interesting? [[User:Trorbes|Trorbes]] 05:47, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've noticed a few things&lt;br /&gt;
*You can't spawn all creatures, e.g. Plump Helmet Men and the Undead.  Undead is a template applied to creatures, not sure about plump helmet men.  &lt;br /&gt;
*Monkeys can't wield knives due to not having hands.  AntWomen can wield 4.&lt;br /&gt;
*Armor seems to be based entirely on size, no narrow armor, just large or small.&lt;br /&gt;
*Dragonfire seems to be harmful a little while after you get hit by it.  It may be more pronounced on large creatures (sea monsters)\&lt;br /&gt;
*All in all, a very useful testing ground for just about everything.&lt;br /&gt;
[[User:Strant|Strant]] 05:04, 17 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Strant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Meat_industry&amp;diff=54426</id>
		<title>40d:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Meat_industry&amp;diff=54426"/>
		<updated>2009-10-09T05:42:39Z</updated>

		<summary type="html">&lt;p&gt;Strant: /* Butchering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy off such then keep in mind that the amount available depends on the breeding rate of your tame animals (how long the offspring takes to be born and mature), the spawning of wild animals, and/or the amount of meat and leather that traders bring.&lt;br /&gt;
&lt;br /&gt;
Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Summary''': Obtain some animals; kill and butcher them to obtain bones, meat, fat, skulls and raw hides; the meat can be used immediately but the hide needs to be tanned into leather and the fat needs to be processed into tallow; finally cook the tallow into a meal, and craft the bones, skull and leather into an end product. &lt;br /&gt;
&lt;br /&gt;
== Acquiring Animals and their products ==&lt;br /&gt;
There are several sources for obtaining [[animal]]s, outlined below. Alternatively you can skip that business and just [[trade]] directly for [[leather]] and [[meat]]. You'll miss out on [[fat]] (negligible), and [[bone]]s though.&lt;br /&gt;
&lt;br /&gt;
===Embark===&lt;br /&gt;
You can buy animals on embark. Except cats and dogs, those are hellishly expensive; this might therefore not be a smart move. You also get 2 random [[domestic animal]]s for free that drag your wagon, though these are rarely a breeding pair.  These can be butchered when needed, or be kept in the hopes that [[Trade#Liaisons|traders]] will supply matching animals for breeding. &lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
''Requires: A [[trading depot]], a [[Outpost broker|trader]], a [[merchant]], and some [[Finished goods|tradeable goods]]''&lt;br /&gt;
&lt;br /&gt;
You can purchase animals, meat and leather from a merchant. Animals can either be kept for breeding (see [[#Breeding|''Breeding'' below]]) or butchered immediately (see [[#Butchering|''Butchering'' below]]). Elves may bring more exotic animals which are additionally interesting for defense purposes.&lt;br /&gt;
&lt;br /&gt;
If you wish to import leather in sufficient quantity to keep your [[leather worker]]s occupied year-round, then you should request leather to be imported from the trading [[liaison]]s. It might be necessary that you request every type of leather at low priority in order to ensure the merchant comes back with a large quantity next year (they usually bring excessive amounts even if you don't). You can only buy leather from [[human]] and [[dwarven]] caravans.&lt;br /&gt;
&lt;br /&gt;
=== Hunting ===&lt;br /&gt;
''Requires: A [[hunter]] and huntable [[Creatures|wildlife]]''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: A [[dog]] (or three), leather [[armor]], and a [[weapon]] - preferably a [[crossbow]], [[quiver]], and [[bolts]]''&lt;br /&gt;
&lt;br /&gt;
It should be noted that hunters will ignore some wildlife, e.g. [[zombie]] [[groundhog]]s. Depending on where you settled your [[fortress]], your [[biome]] may have no wildlife at all. &lt;br /&gt;
&lt;br /&gt;
After equipping him or herself, a dwarven hunter will make a beeline towards the nearest wild animal and attempt to kill it, regardless of whether it is one amongst a large pack of hostile creatures{{verify}}. Upon killing the beast the dwarf will carry the [[corpse]] directly to the nearest [[butcher's shop]], the closest [[refuse]] [[stockpile]] if none is available, or the nearest meeting area if no stockpile exists. Once he has deposited the corpse, it will be ready for butchering (see [[#Butchering|''Butchering'' below]]). &lt;br /&gt;
&lt;br /&gt;
If the hunter kills other animals on his return journey while defending himself then those animals will not be carried indoors. To avoid wasting them you need to change your general {{k|o}}rders to &amp;lt;tt&amp;gt;Gather refuse from outside&amp;lt;/tt&amp;gt; (note that selecting this option may have undesirable side-effects).&lt;br /&gt;
&lt;br /&gt;
=== Soldiers ===&lt;br /&gt;
''Requires: Any number of [[soldiers]] and huntable [[Creatures|wildlife]]''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If so desired, you can order your active soldiers out to kill wild animals by enabling them to &amp;quot;harass dangerous wild animals&amp;quot; in the [[military]] screen. This takes some small management, but is particularly useful if a large herd appears and you want to get them all before they emigrate to less blood-soaked pastures; be prepared to process them all, however (see below).  Soldiers will not kill or butcher [[Domestic animal|domestic]] or [[tame]] animals.&lt;br /&gt;
&lt;br /&gt;
=== Cage traps ===&lt;br /&gt;
''Requires: [[Cage]]s, [[mechanism]]s, and a [[mechanic]]''&lt;br /&gt;
&lt;br /&gt;
It is also possible to catch animals through judicious use of [[cage trap]]s. This, of course, involves building cage traps where animals will walk. Once they are trapped the caged animal (or [[invader]]) will be delivered to an animal stockpile and the trap will be reset with a fresh cage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Breeding ===&lt;br /&gt;
''Requires: One or more adult females and one adult male of each species and time''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: [[Cage]]s and/or [[restraint]]s''&lt;br /&gt;
&lt;br /&gt;
If a male and a female of the same species exist on your map then sooner or later (and probably sooner) the male will impregnate the female.  No contact between a male and female is needed - pregnacy can ''and will'' occur regardless of distance, physical obstacles such as walls or locked doors, number of each gender (beyond the first), and even ownership.  ''(This is often referred to as &amp;quot;breeding by spores&amp;quot;.)''  Even a male in a herd of wild animals outside the fortress walls can impregnate a female locked deep in a lowest level.  A female can get pregnant again immediately after giving birth.  The only thing that has been reported to prevent pregnancy is caging, but females that are already pregnant can give birth while caged.&lt;br /&gt;
&lt;br /&gt;
Some [[immigrant]]s will bring [[pet]]s that might form or complete breeding pairs.&lt;br /&gt;
&lt;br /&gt;
One strategy includes [[restrain]]ing most/all your livestock near your [[butcher's shop]], as a large number of free-roaming animals will reduce your game speed. Additionally it reduces the amount of time it takes butchers to track down and retrieve animals they are to slaughter. &lt;br /&gt;
&lt;br /&gt;
For the same reasons as above, a common strategy is to cage all your young until matured because they do not give the same amount of bones, meat, and fat as adults. (Keep in mind, though, that some tamed wild species take more than 1 year to mature, unlike most domestic animals. For example, it may be excusable to butcher an elephant calf right away for 10 meat and bones, rather than wait a decade for 16 of each.)&lt;br /&gt;
&lt;br /&gt;
Furthermore:&lt;br /&gt;
* Cages can hold an unlimited number of animals, so you only need one.&lt;br /&gt;
* Caged animals do not path, and therefore, do not consume a lot of processor speed.&lt;br /&gt;
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.&lt;br /&gt;
* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]).&lt;br /&gt;
* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, etc..&lt;br /&gt;
&lt;br /&gt;
Using [[cage trap]]s judiciously (or taking advantage of the animals [[elves]] trade) can sometimes snag you a breeding pair of a wild animal. Tame something unusual and start something crazy, like an [[alligator]] farm!&lt;br /&gt;
&lt;br /&gt;
Do note that once a certain number of animals of a particular type are present in your fortress (currently observed to be around 50), that type of animal will cease to become pregnant (existing pregnancies will produce young, but they will not become pregnant again); once enough adults are slaughtered, more will begin to be born.&lt;br /&gt;
&lt;br /&gt;
====Pens====&lt;br /&gt;
Animals on [[restraint]]s still can [[path]] (1 tile in any direction from the chain/rope), and that can hurt your [[Maximizing framerate|framerate]].  By making a series of 1x1 rooms with doors set to &amp;quot;non-pet-passable&amp;quot;, and restraining the animals there, the animals have nowhere to go and so [[path]]ing is not a problem.  The door keeps them from wandering, the restraint is necessary to get them into the room in the first place.  (See [[Restraint]] for proper removal technique.)&lt;br /&gt;
&lt;br /&gt;
[[Activity zone#Pit/Pond|Pit]]s can also be adapted for this purpose, without the restraint and with multiple animals.&lt;br /&gt;
&lt;br /&gt;
== Butchering ==&lt;br /&gt;
''Requires: A [[butcher's shop]], a [[butcher]], and either a stray tamed [[animal]] marked for slaughter or one killed by a hunter or soldier''&lt;br /&gt;
&lt;br /&gt;
Note: While you can't butcher [[pet]]s, their offspring will be at your disposal without restriction.&lt;br /&gt;
&lt;br /&gt;
Once an animal has been killed you only have a limited amount of time to butcher the corpse before it rots. If your butcher is distracted by other tasks this is quite impossible. &lt;br /&gt;
&lt;br /&gt;
By default a [[butcher's shop]] will automatically queue &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; whenever an animal corpse is available, or &amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; for stray animals marked for slaughter.  An animal is available if it is taken to the butcher's shop or in a refuse stockpile.  An animal is not available if it is merely lying around. Once butchered the animal will yield one skull (even [[hydra]]s), one raw hide and a number of meat pieces, bones, and chunks - the amount depending on the animal type. The skill of the butcher only affects the time taken for &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; task (&amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; occurs in the blink of an eye), not the amount produced nor the quality.&lt;br /&gt;
&lt;br /&gt;
Meat and fat goes to your food stockpile. Bones, chunks and raw hides go to the refuse stockpile. Chunks have no use and should be left to rot to nothingness, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones next to your craftdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones and hides.&lt;br /&gt;
&lt;br /&gt;
If the animal is butchered just before it rots, the products of the animal MAY not rot. It is unknown whether the time of rotting for butchering products is based on the time of death of the animal or the time of production of the butchering returns.{{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overdrive ===&lt;br /&gt;
&lt;br /&gt;
In some instances - most notably, after [[rhesus macaque]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part]]s than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butchers and tanners) to process them all before they rot.  Butchers are more important because their workshops have a tendency to get cluttered really quick.&lt;br /&gt;
&lt;br /&gt;
== Using the animal products==&lt;br /&gt;
Animal products can support several industries within the fortress: they provide meat and fat for cooking, leather for bags, clothing and armor, and bones for [[ammunition]], trade goods and in desperate circumstances armor. The [[value]] of an animal product is multiplied by the animal's modvalue, so items made from common animals are less valuable than items made from rare animals like a [[giant cave spider]] or a [[dragon]].  An animal's modvalue can be found in the creature raw files. &lt;br /&gt;
&lt;br /&gt;
===Bones and Skulls===&lt;br /&gt;
''Requires: [[Bone carver]], [[craftdwarf's workshop]], and some [[bone]]s or [[skull]]s''&lt;br /&gt;
&lt;br /&gt;
Butchering an animal produces quite a few bones and a skull. By setting up a craftdwarf workshop near your abbatoir you can turn these into useful products, such as bone bolts for your [[archer]]s to practice with.&lt;br /&gt;
&lt;br /&gt;
The only useful thing to do with a skull is turn it into a [[totem]] for [[trading]]. Note that totems do not fall under any category in the &amp;quot;Move trade goods to depot&amp;quot; screen, so you need to {{k|s}}earch for them. Usually however they will be in a finished goods bin and not show up at all, so just transport the bins to the depot.&lt;br /&gt;
&lt;br /&gt;
===Meat and fat===&lt;br /&gt;
''Requires: a [[cook]], a [[kitchen]], and some [[meat]] or [[fat]]''&lt;br /&gt;
&lt;br /&gt;
[[Fat]] can be rendered into [[tallow]] at a [[kitchen]], and then used as an ingredient in meals; if you feel particularly enterprising and have wood on your map, you can instead make the tallow into [[soap]] for constructions or trade. Meat can be eaten raw, or used as an ingredient.&lt;br /&gt;
&lt;br /&gt;
=== Skins/Leather ===&lt;br /&gt;
''Requires: a [[tanner]], a [[tanner's shop]], and [[raw hide]]''&lt;br /&gt;
&lt;br /&gt;
As with the butcher's shop, the tanner's shop will queue &amp;lt;tt&amp;gt;Tan raw hide&amp;lt;/tt&amp;gt; automatically (by default), the tanner's skill has no affect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.&lt;br /&gt;
&lt;br /&gt;
It is quite sensible to have a single dwarf as both the butcher and tanner, as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker. It may be advisable (or not) to simply ensure that there are ''no'' stockpiles that will accept Fresh Raw Hides and to have the tanner's shops in the immediate area of the butcher's shop-if fresh raw hides can be stored in any refuse stockpile, they will instantly be designated for hauling and cannot be tanned until they have been stored. Ensuring that raw hides will not be stockpiled means that they will be available for tanning fresh off the former owner.&lt;br /&gt;
&lt;br /&gt;
Once a hide has been tanned, it will be stored in a leather stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Leatherworking ===&lt;br /&gt;
''Requires: A [[leather works]], a [[leatherworker]], and a [[tanned hide]]''&lt;br /&gt;
&lt;br /&gt;
Once you have tanned hides, whether created yourself or bought from a merchant, you can use them to produce leather goods at the [[leather works]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
''Worker type / Labor''&lt;br /&gt;
&lt;br /&gt;
*[[Ambusher]] / [[Hunting]]&lt;br /&gt;
** A [[crossbow]] or other [[weapon]]&lt;br /&gt;
** [[Bolts]], [[quiver]]&lt;br /&gt;
** Leather [[armor]]&lt;br /&gt;
** [[Cross-training|Stats buffing]]&lt;br /&gt;
** [[Archery target|Archery practice]]&lt;br /&gt;
&lt;br /&gt;
*[[Soldiers]]/[[Military]]&lt;br /&gt;
**[[Soldiers]]&lt;br /&gt;
**Some form of [[armor]]&lt;br /&gt;
**Any [[weapon]]&lt;br /&gt;
&lt;br /&gt;
*[[Cage trap]]ping&lt;br /&gt;
** [[Mechanic]]&lt;br /&gt;
** [[Mechanic's workshop]]&lt;br /&gt;
** [[Mechanisms]]&lt;br /&gt;
** [[Cage]]s&lt;br /&gt;
&lt;br /&gt;
*Breeding&lt;br /&gt;
** [[Animals]]&lt;br /&gt;
** [[Cages]]&lt;br /&gt;
** [[Restraint]]s&lt;br /&gt;
&lt;br /&gt;
*Processing&lt;br /&gt;
** [[Butcher]] / Butchery&lt;br /&gt;
*** [[Butcher's shop]]&lt;br /&gt;
** [[Tanner]] / Tanning&lt;br /&gt;
*** [[Tanner's shop]]&lt;br /&gt;
** [[Leatherworker]] / Leatherworking&lt;br /&gt;
*** [[Leather works]]&lt;br /&gt;
** [[Bone carver]] / Bone carving&lt;br /&gt;
*** [[Craftdwarf's workshop]]&lt;br /&gt;
** [[Cook]] / Cooking&lt;br /&gt;
*** [[Kitchen]]&lt;br /&gt;
*** [[Barrel]]s&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Strant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Meat_industry&amp;diff=54425</id>
		<title>40d:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Meat_industry&amp;diff=54425"/>
		<updated>2009-10-09T05:42:10Z</updated>

		<summary type="html">&lt;p&gt;Strant: /* Butchering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy off such then keep in mind that the amount available depends on the breeding rate of your tame animals (how long the offspring takes to be born and mature), the spawning of wild animals, and/or the amount of meat and leather that traders bring.&lt;br /&gt;
&lt;br /&gt;
Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Summary''': Obtain some animals; kill and butcher them to obtain bones, meat, fat, skulls and raw hides; the meat can be used immediately but the hide needs to be tanned into leather and the fat needs to be processed into tallow; finally cook the tallow into a meal, and craft the bones, skull and leather into an end product. &lt;br /&gt;
&lt;br /&gt;
== Acquiring Animals and their products ==&lt;br /&gt;
There are several sources for obtaining [[animal]]s, outlined below. Alternatively you can skip that business and just [[trade]] directly for [[leather]] and [[meat]]. You'll miss out on [[fat]] (negligible), and [[bone]]s though.&lt;br /&gt;
&lt;br /&gt;
===Embark===&lt;br /&gt;
You can buy animals on embark. Except cats and dogs, those are hellishly expensive; this might therefore not be a smart move. You also get 2 random [[domestic animal]]s for free that drag your wagon, though these are rarely a breeding pair.  These can be butchered when needed, or be kept in the hopes that [[Trade#Liaisons|traders]] will supply matching animals for breeding. &lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
''Requires: A [[trading depot]], a [[Outpost broker|trader]], a [[merchant]], and some [[Finished goods|tradeable goods]]''&lt;br /&gt;
&lt;br /&gt;
You can purchase animals, meat and leather from a merchant. Animals can either be kept for breeding (see [[#Breeding|''Breeding'' below]]) or butchered immediately (see [[#Butchering|''Butchering'' below]]). Elves may bring more exotic animals which are additionally interesting for defense purposes.&lt;br /&gt;
&lt;br /&gt;
If you wish to import leather in sufficient quantity to keep your [[leather worker]]s occupied year-round, then you should request leather to be imported from the trading [[liaison]]s. It might be necessary that you request every type of leather at low priority in order to ensure the merchant comes back with a large quantity next year (they usually bring excessive amounts even if you don't). You can only buy leather from [[human]] and [[dwarven]] caravans.&lt;br /&gt;
&lt;br /&gt;
=== Hunting ===&lt;br /&gt;
''Requires: A [[hunter]] and huntable [[Creatures|wildlife]]''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: A [[dog]] (or three), leather [[armor]], and a [[weapon]] - preferably a [[crossbow]], [[quiver]], and [[bolts]]''&lt;br /&gt;
&lt;br /&gt;
It should be noted that hunters will ignore some wildlife, e.g. [[zombie]] [[groundhog]]s. Depending on where you settled your [[fortress]], your [[biome]] may have no wildlife at all. &lt;br /&gt;
&lt;br /&gt;
After equipping him or herself, a dwarven hunter will make a beeline towards the nearest wild animal and attempt to kill it, regardless of whether it is one amongst a large pack of hostile creatures{{verify}}. Upon killing the beast the dwarf will carry the [[corpse]] directly to the nearest [[butcher's shop]], the closest [[refuse]] [[stockpile]] if none is available, or the nearest meeting area if no stockpile exists. Once he has deposited the corpse, it will be ready for butchering (see [[#Butchering|''Butchering'' below]]). &lt;br /&gt;
&lt;br /&gt;
If the hunter kills other animals on his return journey while defending himself then those animals will not be carried indoors. To avoid wasting them you need to change your general {{k|o}}rders to &amp;lt;tt&amp;gt;Gather refuse from outside&amp;lt;/tt&amp;gt; (note that selecting this option may have undesirable side-effects).&lt;br /&gt;
&lt;br /&gt;
=== Soldiers ===&lt;br /&gt;
''Requires: Any number of [[soldiers]] and huntable [[Creatures|wildlife]]''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If so desired, you can order your active soldiers out to kill wild animals by enabling them to &amp;quot;harass dangerous wild animals&amp;quot; in the [[military]] screen. This takes some small management, but is particularly useful if a large herd appears and you want to get them all before they emigrate to less blood-soaked pastures; be prepared to process them all, however (see below).  Soldiers will not kill or butcher [[Domestic animal|domestic]] or [[tame]] animals.&lt;br /&gt;
&lt;br /&gt;
=== Cage traps ===&lt;br /&gt;
''Requires: [[Cage]]s, [[mechanism]]s, and a [[mechanic]]''&lt;br /&gt;
&lt;br /&gt;
It is also possible to catch animals through judicious use of [[cage trap]]s. This, of course, involves building cage traps where animals will walk. Once they are trapped the caged animal (or [[invader]]) will be delivered to an animal stockpile and the trap will be reset with a fresh cage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Breeding ===&lt;br /&gt;
''Requires: One or more adult females and one adult male of each species and time''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: [[Cage]]s and/or [[restraint]]s''&lt;br /&gt;
&lt;br /&gt;
If a male and a female of the same species exist on your map then sooner or later (and probably sooner) the male will impregnate the female.  No contact between a male and female is needed - pregnacy can ''and will'' occur regardless of distance, physical obstacles such as walls or locked doors, number of each gender (beyond the first), and even ownership.  ''(This is often referred to as &amp;quot;breeding by spores&amp;quot;.)''  Even a male in a herd of wild animals outside the fortress walls can impregnate a female locked deep in a lowest level.  A female can get pregnant again immediately after giving birth.  The only thing that has been reported to prevent pregnancy is caging, but females that are already pregnant can give birth while caged.&lt;br /&gt;
&lt;br /&gt;
Some [[immigrant]]s will bring [[pet]]s that might form or complete breeding pairs.&lt;br /&gt;
&lt;br /&gt;
One strategy includes [[restrain]]ing most/all your livestock near your [[butcher's shop]], as a large number of free-roaming animals will reduce your game speed. Additionally it reduces the amount of time it takes butchers to track down and retrieve animals they are to slaughter. &lt;br /&gt;
&lt;br /&gt;
For the same reasons as above, a common strategy is to cage all your young until matured because they do not give the same amount of bones, meat, and fat as adults. (Keep in mind, though, that some tamed wild species take more than 1 year to mature, unlike most domestic animals. For example, it may be excusable to butcher an elephant calf right away for 10 meat and bones, rather than wait a decade for 16 of each.)&lt;br /&gt;
&lt;br /&gt;
Furthermore:&lt;br /&gt;
* Cages can hold an unlimited number of animals, so you only need one.&lt;br /&gt;
* Caged animals do not path, and therefore, do not consume a lot of processor speed.&lt;br /&gt;
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.&lt;br /&gt;
* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]).&lt;br /&gt;
* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, etc..&lt;br /&gt;
&lt;br /&gt;
Using [[cage trap]]s judiciously (or taking advantage of the animals [[elves]] trade) can sometimes snag you a breeding pair of a wild animal. Tame something unusual and start something crazy, like an [[alligator]] farm!&lt;br /&gt;
&lt;br /&gt;
Do note that once a certain number of animals of a particular type are present in your fortress (currently observed to be around 50), that type of animal will cease to become pregnant (existing pregnancies will produce young, but they will not become pregnant again); once enough adults are slaughtered, more will begin to be born.&lt;br /&gt;
&lt;br /&gt;
====Pens====&lt;br /&gt;
Animals on [[restraint]]s still can [[path]] (1 tile in any direction from the chain/rope), and that can hurt your [[Maximizing framerate|framerate]].  By making a series of 1x1 rooms with doors set to &amp;quot;non-pet-passable&amp;quot;, and restraining the animals there, the animals have nowhere to go and so [[path]]ing is not a problem.  The door keeps them from wandering, the restraint is necessary to get them into the room in the first place.  (See [[Restraint]] for proper removal technique.)&lt;br /&gt;
&lt;br /&gt;
[[Activity zone#Pit/Pond|Pit]]s can also be adapted for this purpose, without the restraint and with multiple animals.&lt;br /&gt;
&lt;br /&gt;
== Butchering ==&lt;br /&gt;
''Requires: A [[butcher's shop]], a [[butcher]], and either a stray tamed [[animal]] marked for slaughter or one killed by a hunter or soldier''&lt;br /&gt;
&lt;br /&gt;
Note: While you can't butcher [[pet]]s, their offspring will be at your disposal without restriction.&lt;br /&gt;
&lt;br /&gt;
Once an animal has been killed you only have a limited amount of time to butcher the corpse before it rots. If your butcher is distracted by other tasks this is quite impossible. &lt;br /&gt;
&lt;br /&gt;
By default a [[butcher's shop]] will automatically queue &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; whenever an animal corpse is available, or &amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; for stray animals marked for slaughter.  An animal is available if it is taken to the shop by a hunter or in a refuse stockpile.  An animal is not available if it is merely lying around. Once butchered the animal will yield one skull (even [[hydra]]s), one raw hide and a number of meat pieces, bones, and chunks - the amount depending on the animal type. The skill of the butcher only affects the time taken for &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; task (&amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; occurs in the blink of an eye), not the amount produced nor the quality.&lt;br /&gt;
&lt;br /&gt;
Meat and fat goes to your food stockpile. Bones, chunks and raw hides go to the refuse stockpile. Chunks have no use and should be left to rot to nothingness, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones next to your craftdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones and hides.&lt;br /&gt;
&lt;br /&gt;
If the animal is butchered just before it rots, the products of the animal MAY not rot. It is unknown whether the time of rotting for butchering products is based on the time of death of the animal or the time of production of the butchering returns.{{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overdrive ===&lt;br /&gt;
&lt;br /&gt;
In some instances - most notably, after [[rhesus macaque]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part]]s than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butchers and tanners) to process them all before they rot.  Butchers are more important because their workshops have a tendency to get cluttered really quick.&lt;br /&gt;
&lt;br /&gt;
== Using the animal products==&lt;br /&gt;
Animal products can support several industries within the fortress: they provide meat and fat for cooking, leather for bags, clothing and armor, and bones for [[ammunition]], trade goods and in desperate circumstances armor. The [[value]] of an animal product is multiplied by the animal's modvalue, so items made from common animals are less valuable than items made from rare animals like a [[giant cave spider]] or a [[dragon]].  An animal's modvalue can be found in the creature raw files. &lt;br /&gt;
&lt;br /&gt;
===Bones and Skulls===&lt;br /&gt;
''Requires: [[Bone carver]], [[craftdwarf's workshop]], and some [[bone]]s or [[skull]]s''&lt;br /&gt;
&lt;br /&gt;
Butchering an animal produces quite a few bones and a skull. By setting up a craftdwarf workshop near your abbatoir you can turn these into useful products, such as bone bolts for your [[archer]]s to practice with.&lt;br /&gt;
&lt;br /&gt;
The only useful thing to do with a skull is turn it into a [[totem]] for [[trading]]. Note that totems do not fall under any category in the &amp;quot;Move trade goods to depot&amp;quot; screen, so you need to {{k|s}}earch for them. Usually however they will be in a finished goods bin and not show up at all, so just transport the bins to the depot.&lt;br /&gt;
&lt;br /&gt;
===Meat and fat===&lt;br /&gt;
''Requires: a [[cook]], a [[kitchen]], and some [[meat]] or [[fat]]''&lt;br /&gt;
&lt;br /&gt;
[[Fat]] can be rendered into [[tallow]] at a [[kitchen]], and then used as an ingredient in meals; if you feel particularly enterprising and have wood on your map, you can instead make the tallow into [[soap]] for constructions or trade. Meat can be eaten raw, or used as an ingredient.&lt;br /&gt;
&lt;br /&gt;
=== Skins/Leather ===&lt;br /&gt;
''Requires: a [[tanner]], a [[tanner's shop]], and [[raw hide]]''&lt;br /&gt;
&lt;br /&gt;
As with the butcher's shop, the tanner's shop will queue &amp;lt;tt&amp;gt;Tan raw hide&amp;lt;/tt&amp;gt; automatically (by default), the tanner's skill has no affect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.&lt;br /&gt;
&lt;br /&gt;
It is quite sensible to have a single dwarf as both the butcher and tanner, as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker. It may be advisable (or not) to simply ensure that there are ''no'' stockpiles that will accept Fresh Raw Hides and to have the tanner's shops in the immediate area of the butcher's shop-if fresh raw hides can be stored in any refuse stockpile, they will instantly be designated for hauling and cannot be tanned until they have been stored. Ensuring that raw hides will not be stockpiled means that they will be available for tanning fresh off the former owner.&lt;br /&gt;
&lt;br /&gt;
Once a hide has been tanned, it will be stored in a leather stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Leatherworking ===&lt;br /&gt;
''Requires: A [[leather works]], a [[leatherworker]], and a [[tanned hide]]''&lt;br /&gt;
&lt;br /&gt;
Once you have tanned hides, whether created yourself or bought from a merchant, you can use them to produce leather goods at the [[leather works]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
''Worker type / Labor''&lt;br /&gt;
&lt;br /&gt;
*[[Ambusher]] / [[Hunting]]&lt;br /&gt;
** A [[crossbow]] or other [[weapon]]&lt;br /&gt;
** [[Bolts]], [[quiver]]&lt;br /&gt;
** Leather [[armor]]&lt;br /&gt;
** [[Cross-training|Stats buffing]]&lt;br /&gt;
** [[Archery target|Archery practice]]&lt;br /&gt;
&lt;br /&gt;
*[[Soldiers]]/[[Military]]&lt;br /&gt;
**[[Soldiers]]&lt;br /&gt;
**Some form of [[armor]]&lt;br /&gt;
**Any [[weapon]]&lt;br /&gt;
&lt;br /&gt;
*[[Cage trap]]ping&lt;br /&gt;
** [[Mechanic]]&lt;br /&gt;
** [[Mechanic's workshop]]&lt;br /&gt;
** [[Mechanisms]]&lt;br /&gt;
** [[Cage]]s&lt;br /&gt;
&lt;br /&gt;
*Breeding&lt;br /&gt;
** [[Animals]]&lt;br /&gt;
** [[Cages]]&lt;br /&gt;
** [[Restraint]]s&lt;br /&gt;
&lt;br /&gt;
*Processing&lt;br /&gt;
** [[Butcher]] / Butchery&lt;br /&gt;
*** [[Butcher's shop]]&lt;br /&gt;
** [[Tanner]] / Tanning&lt;br /&gt;
*** [[Tanner's shop]]&lt;br /&gt;
** [[Leatherworker]] / Leatherworking&lt;br /&gt;
*** [[Leather works]]&lt;br /&gt;
** [[Bone carver]] / Bone carving&lt;br /&gt;
*** [[Craftdwarf's workshop]]&lt;br /&gt;
** [[Cook]] / Cooking&lt;br /&gt;
*** [[Kitchen]]&lt;br /&gt;
*** [[Barrel]]s&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Strant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Important_advice&amp;diff=54421</id>
		<title>40d:Important advice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Important_advice&amp;diff=54421"/>
		<updated>2009-10-09T04:14:51Z</updated>

		<summary type="html">&lt;p&gt;Strant: /* Tips */   Added Clutter Tip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are a few things to keep in mind when playing Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
Above all, one must remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get the hang of things &amp;amp;ndash; it can be easy to accidentally kill the entire fortress while playing around with the different mechanics.&lt;br /&gt;
But remember: losing means that next time, you'll remember how you lost! In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.&lt;br /&gt;
&lt;br /&gt;
If you cannot find your answer on this wiki, check out the forums at [http://www.bay12games.com/forum/index.php Bay12games.com]&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
&amp;lt;!-- General suggestions and philosophy --&amp;gt;&lt;br /&gt;
* Keep in mind that Dwarf Fortress doesn't have a &amp;quot;win&amp;quot; condition: It just has a long series of &amp;quot;lose&amp;quot; conditions.&lt;br /&gt;
&lt;br /&gt;
* Learn the [[controls]]. There's lots of them, and learning them may seem daunting at first, but once you get the basics down (like how to check the status of your dwarves or the hotkeys for building certain structures), you'll find yourself playing much more efficiently.  [[Efficient_gameplay|Efficient Gameplay]] offers some time-saving tips.&lt;br /&gt;
&lt;br /&gt;
* If your game is running slowly, learn how to [[Maximizing framerate|maximize your framerate]].&lt;br /&gt;
&lt;br /&gt;
* Save often! Although it can be a hassle to have to quit out and get back in, it's a lot better than having to build that long hallway of stone-fall traps, plant the whole bag of plump helmet seeds, and make that shipment of steel battleaxes for the caravan next year, ''all over again''.&lt;br /&gt;
** In this vein, there is a seasonal auto-save feature which you can turn on by editing your /data/init/init.txt file.&lt;br /&gt;
&lt;br /&gt;
* Plan ahead a little during construction. When building your first couple dozen rooms, consider that in the future you might want to make certain busy hallways wider so dwarves aren't always climbing over each other. This will be a lot easier if you put rooms back an extra tile so you don't have to rebuild everything.&lt;br /&gt;
&lt;br /&gt;
* Think three-dimensionally. You have a Z-axis. Things will be much closer when they're downstairs one floor then they if they're 20 tiles away down the hallway. Also note that, with the default [[tilesets|tileset]], your display of the fortress is not square, so north/south distances will appear longer than east/west distances -- they aren't.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&amp;lt;!-- Little facts about the game to keep in mind --&amp;gt;&lt;br /&gt;
* Dwarves thrive on [[alcohol]]. If a dwarf drinks only water, the rate at which he gets tasks done decreases. If the fortress has no alcohol for years, things will slow down quite a bit.&lt;br /&gt;
* Dwarves also need [[food]], obviously - and a good [[cook]] (and a nice dining hall) go a long way towards keeping your fortress happy.&lt;br /&gt;
** Don't cook all your alcohol or all your [[seed]]s (or all the things that leave seeds). ({{k|z}} &amp;gt;&amp;gt; Kitchen).&lt;br /&gt;
* Dwarves tend to get trapped easily. They like [[Digging#Dig_Priority|building and digging things from certain directions]], so try to make sure there is a way out (and keep an eye on them just in case they try something crazy). Also keep in mind that workshops block certain squares, so if ever notice that your jeweler dies after constructing a workshop with a door on the east side, that's why.&lt;br /&gt;
&lt;br /&gt;
* Workshops, construction and combat are [[noise|noisy]]. Keep your sleeping areas away from noise and your dwarves will get a good night's rest.&lt;br /&gt;
&lt;br /&gt;
* Workshops will become [[clutter|cluttered]] after making many goods.  Make stockpiles to receive the goods.&lt;br /&gt;
&lt;br /&gt;
* If a dwarf gets badly [[Wound|injured]], he'll need a hospital bed and someone to bring him [[water]] in a [[bucket]]. It's probably a good idea to have a set of those sitting around.&lt;br /&gt;
&lt;br /&gt;
* [[Traps]] can help take care of invaders at no risk to your dwarves. Any fortress can build a &amp;lt;!-- tub style mechanical chicken plucker --&amp;gt; bunch of stone-fall traps. Cage traps are also easy (you can make cages out of wood).&lt;br /&gt;
&lt;br /&gt;
* Having a dwarf with the Appraiser skill to be your [[outpost broker]] will help a lot when [[trading]]. Otherwise, you can't see how much an item is worth.&lt;br /&gt;
&lt;br /&gt;
* [[Chain]]ing some [[dog]]s by your front door may deter thieves.&lt;br /&gt;
&lt;br /&gt;
* Remember that dwarves can be assigned new [[labor|jobs]] at any time. If your carpenter has died, your farmer can start making beds. (He probably won't be very good at it, since he doesn't have the skill, but it's better than sleeping on the ground.)&lt;br /&gt;
&lt;br /&gt;
* Idle carpenters? It's hard to have too many [[barrel]]s (or too many [[bin]]s... [[bed]]s for the next wave of [[immigrant]]s are pretty handy too). Idle masons? You can fit a lot of [[door]]s into your fortress.&lt;br /&gt;
&lt;br /&gt;
* Too many [[immigrant]]s? Don't know what to do with them? Have you started an [[army]] yet?&lt;br /&gt;
&lt;br /&gt;
* When setting a [[water]] source (for designated drinking zones) or a [[fishing]] zone, remember that one tile of the zone must be on land and one tile of the zone must be on water for it to work.&lt;br /&gt;
&lt;br /&gt;
== Tricks ==&lt;br /&gt;
&amp;lt;!-- Specific little actions the users can take to make their lives better --&amp;gt;&lt;br /&gt;
* To find a dead dwarf, go under status ({{k|z}}), then select stock&amp;gt;&amp;gt;corpses. Hit tab, and use {{k|z}} to zoom to the particular dwarf to find a hint on where and how he died.&lt;br /&gt;
&lt;br /&gt;
* Don't like all the stone laying around? Instead of using a stone [[stockpile]] create a 1-square garbage [[zone]] and [[dump]] the stone. Reclaim the stone after it's been dumped. This way, you can store an unlimited amount of stone in just 1 tile! (This is especially useful when the tile in question is next to your mason shop).&lt;br /&gt;
&lt;br /&gt;
* Usually the closest available material is used for tasks such as (for example) building a floodgate, but not always. To prevent frustration, you can make a custom stockpile (e.g. for [[bauxite]]) next to your workshop and close the dwarf in. Don't forget theres a z-axis, so make sure there aren't unwanted materials above/below your workshop.&lt;br /&gt;
** If you bring [[bauxite]] to a [[magma]] map, you can build the workshop next to the wagon and get your magma-proof grates/floodgate/mechanisms immediately.&lt;br /&gt;
** Lock your [[gem setter]] in a room with some cut [[gem]]s and a [[stockpile]] set to gather quality [[furniture]], so that he doesn't waste time (and valuables) encrusting stupid things like barrels.&lt;br /&gt;
&lt;br /&gt;
* The Standing Orders ({{k|o}}) screen can be used for a variety of useful settings, like having your dwarves temporarily ignore wood, or all hide inside for a siege, or making your weavers stop heading outside all the time to collect spiderwebs and get slaughtered by wild animals.&lt;br /&gt;
&lt;br /&gt;
* Hitting {{k|x}} when building a building expands the list of items, so you can pick one with a specific [[quality]] (a nice bed for a noble's bedroom, or a cheap door for the garbage room).&lt;br /&gt;
&lt;br /&gt;
* If you're scanning the outdoors for your next swath of [[tree]]s, move your view up one level. They will appear as little rectangles on a field of dots and will be easier to spot.&lt;br /&gt;
** Speaking of timber, try designating some high-traffic lanes ({{k|d}} {{k|o}} {{k|h}}) outside radiating away from your front door  to the trees. Your dwarves will stick to the paths somewhat, and probably trample fewer saplings. (They also won't mess up the ground and leave a bunch of ugly [[sand]] spots scattered around on a sandy map.)&lt;br /&gt;
&lt;br /&gt;
* Build a walled [[statue]] garden outside your fortress so that your dwarves don't get [[cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
* Bring along a few [[turtle]]s or [[cave lobster]]s when you start the game. Make sure the dwarves eat them raw (disable cooking) ({{k|z}} &amp;gt;&amp;gt; Kitchen). This way you will have [[shell]]s - useful in case you ever run into a [[fey mood|(spoiler)]].&lt;br /&gt;
&lt;br /&gt;
* [[Trade]] for basic items like [[meat]] and [[wood]]. They're cheap, and it's easier than gathering them yourself.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Strant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Melt_item&amp;diff=54023</id>
		<title>40d Talk:Melt item</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Melt_item&amp;diff=54023"/>
		<updated>2009-10-06T15:28:58Z</updated>

		<summary type="html">&lt;p&gt;Strant: /* Cow cage */  Added awful pun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Melting efficency==&lt;br /&gt;
How material efficient is melting things down? [[User:Risim|Risim]] 23:54, 25 January 2008 (EST)&lt;br /&gt;
:It's not lossless, that's for sure. I could be quite wrong, but something makes me want to say it's around 3:1, based on bars required to create the items. I think overages are lost, but that's just a casual observation. It's really the only way to get certain metals in larger quantities though, assuming importing the bars or ore alone aren't good enough for your means. (Most commonly run into when trying to get certain metals from the mountainhomes before you're ready to bring in humans) --[[User:N9103|Edward]] 06:32, 26 January 2008 (EST)&lt;br /&gt;
:: Does smelting need coal?--[[User:Koltom|Koltom]] 23:53, 29 February 2008 (EST)&lt;br /&gt;
:::It needs fuel. So coal or magma. --[[User:Ikkonoishi|Ikkonoishi]] 00:25, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, i got a bar of steel from melting a steel piccolo and a steel toy axe(2 items), however the piccolo was of &amp;quot;*&amp;quot; quality, not sure if the quality affects melting or not, so mentioning it just to be on the safe side.&lt;br /&gt;
&lt;br /&gt;
==Equipping melt-designated items==&lt;br /&gt;
Does designating an item to melt make it forbidden? (for equipping) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Sphexx|Sphexx]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Please sign your edits with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;. Also, no, it doesn't. --[[User:GreyMario|GreyMario]] 22:43, 11 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Melting items and mandates==&lt;br /&gt;
&lt;br /&gt;
I had a noble who had a mandate for two bronze goods.  I melted down some bronze things and made a bronze bar from it.  But that didn't seem to satisfy the mandate; he still wanted 2 bronze goods.  Making bronze bars normally satisfies the mandates though.  Can anyone else verify that making bars by melting things wont satisfy a mandate? --[[User:Bouchart|Bouchart]] 23:27, 23 April 2008 (EDT)&lt;br /&gt;
:You'll get no verify from me as I've never melted anything down. However, I will suggest making goblets when you have a metal mandate. --[[User:GreyMario|GreyMario]] 00:00, 24 April 2008 (EDT)&lt;br /&gt;
Agreed, as far as I know, you'll need to make something OUT of bronze not just make bronze bars to satisfy him... that or kill the bastard --[[User:Loganis|Loganis]] 00:47, 17 July 2009 (UTC)&lt;br /&gt;
::That´s right. You´ll have to make items out of bronce bars, not bronze bars themselves (even this seems to be part of fullfilling the mandate). --[[User:Kami|Kami]] 10:02, 17 July 2009 (UTC)&lt;br /&gt;
:::actually, not exactly.&lt;br /&gt;
::: *''melting'' does not count.&lt;br /&gt;
::: *''[[smelting]]'' of ore into bars does count&lt;br /&gt;
::: *making items out of melt bars (of course) does count too --[[User:Höhlenschreck|Höhlenschreck]] 11:04, 17 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Merge with [[smelting]]?===&lt;br /&gt;
&lt;br /&gt;
would be senseful, or? --[[User:Catpaw|Catpaw]] 05:32, 24 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Can't find melt object?==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;I've got an armor stockpile full of narrow and large iron armor pieces, all marked for melting.  Every time I try to Melt a Metal Object though, I get &amp;quot;Kib Duradtirist cancels Melt a Metal Object: Needs melt-designated item.&amp;quot;  The stockpile is inside and accessible (he's been pulling pieces from it already, and has already melted about a dozen), and I've tried unselecting and reselected the melt-able objects through the stock screen, clicking on them individually, and choosing them en masse; all to no avail.  Anyone have any insight or suggestions?&amp;lt;/s&amp;gt; I didn't realize that 'dwarves stay indoors' meant 'dwarves stay underground.' --[[User:Torasin|Torasin]] 23:34, 20 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Which is it?==&lt;br /&gt;
&lt;br /&gt;
[[Melt item|This article]] says battle axes and picks are the best for training a weaponsmith, while the [[Weaponsmith]] article says trap components are better.  Anyone?--[[User:Kwieland|Kwieland]] 19:48, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Following the argument of recovery = itemSize/10, the mentioned trap weapons are better, as their size is 5 and that of of picks and battle axes is 4. --[[User:Nahno|Nahno]] 21:59, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I said that in the forums, too, and that would be my bad - I forgot to check &amp;quot;trap weapons&amp;quot;. Going by the RAW's, that's true ONLY if a trap weapon takes 1 metal to forge - and I don't make trap weapons. If only 1 bar is used, then those have a better return, yes, and those should be changed (and bar use made clear in trap weapon articles).--[[User:Albedo|Albedo]] 23:07, 19 May 2009 (UTC)&lt;br /&gt;
:::Only a singe bar.  Yup. Definetely trap components. Changing now.--[[User:Zchris13|Zchris13]] 23:25, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cow cage ==&lt;br /&gt;
what happens to an animal when you melt a cage? --[[User:Confused|Confused]] 20:02, 13 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
If it's an iron cage with a pig in it you could get pig iron. [[User:Strant|Strant]] 15:28, 6 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Melting Coins ==&lt;br /&gt;
Continually minting coins and then melting them seems to result in no metal being lost. Could somebody verify? [[User:Promothema|Promothema]] 21:06, 10 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Melting Different Metals ==&lt;br /&gt;
&lt;br /&gt;
If a smelter stores all of the data of how much of a bar that is smelt there, does it keep different data of different metals? Destroy the building and that data is lost I'm guessing.--[[User:Seaneat|Seaneat]] 00:18, 17 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Strant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:AbortedCrisis.png&amp;diff=49998</id>
		<title>File talk:AbortedCrisis.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:AbortedCrisis.png&amp;diff=49998"/>
		<updated>2009-09-27T18:11:18Z</updated>

		<summary type="html">&lt;p&gt;Strant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shouldn't it be &amp;quot;AvertedCrisis&amp;quot;? --[[User:Dexterddawg|Dexterddawg]] 12:02, 14 July 2009 (UTC)&lt;br /&gt;
: because it's stopping [[Fun]] [[User:Soul4hdwn|Soul4hdwn]] 09:38, 18 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
This would be great for a dwarven Monty Hall game.  &amp;quot;Will you pick door number 1, door number 2, or door number 3?&amp;quot; &amp;quot;I choose door number 2!&amp;quot; &amp;quot;You get ... Magma!&amp;quot; [[User:Strant|Strant]] 18:11, 27 September 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Strant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:AbortedCrisis.png&amp;diff=49997</id>
		<title>File talk:AbortedCrisis.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:AbortedCrisis.png&amp;diff=49997"/>
		<updated>2009-09-27T18:10:59Z</updated>

		<summary type="html">&lt;p&gt;Strant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shouldn't it be &amp;quot;AvertedCrisis&amp;quot;? --[[User:Dexterddawg|Dexterddawg]] 12:02, 14 July 2009 (UTC)&lt;br /&gt;
: because it's stopping [[Fun]] [[User:Soul4hdwn|Soul4hdwn]] 09:38, 18 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
This would be great for a dwarven Monty Hall game.  &amp;quot;Will you pick door number 1, door number 2, or door number 3?&amp;quot; &amp;quot;I choose door number 2!&amp;quot; &amp;quot;You get ... Magma!&amp;quot;&lt;/div&gt;</summary>
		<author><name>Strant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothing&amp;diff=25452</id>
		<title>40d:Clothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothing&amp;diff=25452"/>
		<updated>2009-09-25T19:53:21Z</updated>

		<summary type="html">&lt;p&gt;Strant: /* Layering of clothing */  No such thing as pants&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Clothing''' is material made out of [[cloth]] or [[leather]] which is worn by sentient [[humanoid]] [[creatures]] to protect them from the elements.  Articles of clothing are similar in concept to [[armor]], but distinguished by the fact that they are ''owned'' by your dwarves and mostly do provide significantly less protection against attacks.&lt;br /&gt;
&lt;br /&gt;
Clothes are stored as finished goods, and may be stored in [[bin]]s.&lt;br /&gt;
&lt;br /&gt;
[[Human]]s, [[dwarves]], and [[elf|elves]] do not distinguish between articles of clothing with regards to gender, so it is common to see females wearing tunics and trousers and males wearing dresses and skirts{{version|0.28.181.40d}}.  One could call Dwarf Fortress a paragon of gender equality.&lt;br /&gt;
&lt;br /&gt;
== Size does matter ==&lt;br /&gt;
Clothing and armor marked as 'large' can not be made or worn by dwarves (with one exception. 'large rat leather XX' items come from 'large rats'), but will still be offered by human and elven [[caravan]]s. 'Small' articles of clothing and armor usually come from killed [[kobold]]s and are also unusable. Items labeled as 'narrow' come from [[goblin]]s and can't be made or worn either. However, all of these can be sold to caravans for a nice price.&lt;br /&gt;
&lt;br /&gt;
==Articles==&lt;br /&gt;
&lt;br /&gt;
In the unmodified game, the following articles of clothing exist:&lt;br /&gt;
&lt;br /&gt;
; Bodywear&lt;br /&gt;
: Coat &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Shirt &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Cloak &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Tunic &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s, [[kobold]]s&lt;br /&gt;
: Toga &amp;amp;ndash; uncommon for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Cape &amp;amp;ndash; common for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Vest &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Dress &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Robe &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
&lt;br /&gt;
; Legwear&lt;br /&gt;
: Trousers &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Loincloth &amp;amp;ndash; common for [[human]]s, [[elf|elves]], [[goblin]]s, [[kobold]]s&lt;br /&gt;
: Thong &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Skirt &amp;amp;ndash; common for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Short Skirt &amp;amp;ndash; common for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Long Skirt &amp;amp;ndash; common for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Braies &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
&lt;br /&gt;
; Headwear&lt;br /&gt;
: Cap &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Hood &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
: Turban &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Mask &amp;amp;ndash; uncommon for [[goblin]]s, rare for [[human]]s&lt;br /&gt;
: Head Veil &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Face Veil &amp;amp;ndash; rare for [[human]]s only&lt;br /&gt;
: Headscarf &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
&lt;br /&gt;
; Handwear&lt;br /&gt;
: Glove &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Mitten &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]]&lt;br /&gt;
&lt;br /&gt;
; Footwear&lt;br /&gt;
: Shoe &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: High Boot &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Low Boot &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Sandal &amp;amp;ndash; common for [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
: Chausse &amp;amp;ndash; uncommon for [[human]]s, [[elf|elves]]&lt;br /&gt;
: Sock &amp;amp;ndash; common for [[dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s&lt;br /&gt;
&lt;br /&gt;
==Pairs==&lt;br /&gt;
&lt;br /&gt;
Some articles of clothing, when made at a [[clothier's shop]] or [[leather works]], will always produce pairs. Specifically, all handwear and footwear will be produced in pairs: each job tasked at such a workshop will make two out of a single piece of [[cloth]] or [[leather]], one for each limb.&lt;br /&gt;
&lt;br /&gt;
==Layering of clothing==&lt;br /&gt;
&lt;br /&gt;
Clothing in the game has four layers: ''under'', ''over'', ''armor'', and ''cover''.  Each article of clothing is intended for only one of these purposes.&lt;br /&gt;
&lt;br /&gt;
* Clothing identified as ''under'' is intended to be worn directly against the skin.&lt;br /&gt;
* Clothing specified as ''over'' is a thin covering to be worn over top of under wear.&lt;br /&gt;
* Clothing classified for ''armor'' is intended to be worn over top of clothing to protect the person more generally.&lt;br /&gt;
* Clothing categorised as ''cover'' is worn over top of everything, including armour, usually for insulation against cold climates.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Under&lt;br /&gt;
! Over&lt;br /&gt;
! Armor&lt;br /&gt;
! Cover&lt;br /&gt;
|-&lt;br /&gt;
|Bodywear||Shirt, Dress, Tunic||Coat, Toga, Vest, Robe||Plate mail, Chain mail||Cloak, Cape&lt;br /&gt;
|-&lt;br /&gt;
|Legwear||Loincloth, Thong, Braies||Trousers, Skirt, Short skirt, Long skirt||Greaves, Leggings||&lt;br /&gt;
|-&lt;br /&gt;
|Handwear||Gloves||||Gauntlets||Mittens&lt;br /&gt;
|-&lt;br /&gt;
|Headwear||Mask, Face veil||Cap, Turban, Head veil, Headscarf||Helm||Hood&lt;br /&gt;
|-&lt;br /&gt;
|Footwear||Chausses, Socks||Shoes, Sandals || High boots, Low boots ||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Clothier's shop]]&lt;br /&gt;
* [[Leather works]]&lt;br /&gt;
* [[Cloth]]&lt;br /&gt;
* [[Leather]]&lt;br /&gt;
* [[Clothing industry]]&lt;/div&gt;</summary>
		<author><name>Strant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cheese_maker&amp;diff=51094</id>
		<title>40d Talk:Cheese maker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cheese_maker&amp;diff=51094"/>
		<updated>2009-09-24T03:41:39Z</updated>

		<summary type="html">&lt;p&gt;Strant: Created page with 'Blessed are the Cheese Makers'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blessed are the Cheese Makers&lt;/div&gt;</summary>
		<author><name>Strant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Goblet&amp;diff=24283</id>
		<title>40d:Goblet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Goblet&amp;diff=24283"/>
		<updated>2009-09-21T02:31:13Z</updated>

		<summary type="html">&lt;p&gt;Strant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Goblets''', '''mugs''' or '''cups''' have no function for your fortress except as a [[trade]] good{{version|0.28.181.40d}}, mandate item, or collection item - [[dwarves]] will drink directly from a [[barrel]], [[bucket]], [[waterskin]] or [[water]] source.  &lt;br /&gt;
&lt;br /&gt;
Goblets can be manufactured from [[metal]], [[glass]], [[rock]], or [[wood]].  Rock goblets are called '''mugs'''.  Wooden goblets are called''' cups'''.  A single [[job]] order for these always produces 3 from 1 raw material; since are worth the same as other crafts, they are thus the sensible choice for Crafting. If you have a legendary [[stonecrafter]], it can be a good idea to provide him with a high [[value]] stone or, better, [[ore]] stockpile (ore can be worked the same as stone) because of guaranteed [[quality]] bonus and massive value.&lt;br /&gt;
&lt;br /&gt;
Currently{{version|0.28.181.40d}} &amp;quot;goblets&amp;quot; are listed under the &amp;quot;All&amp;quot; section of the {{k|g}}oods menu at a [[trade depot]], unless they are in bins and then they are grouped with other trade goods such as [[crafts]].  However if they are stored by themselves in bins they will be listed simply as &amp;quot;finished goods&amp;quot; and appear only under the &amp;quot;All&amp;quot; section. To locate them press {{K|s}} on the move goods screen and type in what you are looking for (MUGS, CUPS, or GOBLETS).&lt;br /&gt;
&lt;br /&gt;
[[Category:Crafts]]&lt;/div&gt;</summary>
		<author><name>Strant</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Shell&amp;diff=19027</id>
		<title>40d:Shell</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Shell&amp;diff=19027"/>
		<updated>2009-09-14T23:42:59Z</updated>

		<summary type="html">&lt;p&gt;Strant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Shell''' is what is left behind when a [[dwarf]] eats a [[fish cleaner|prepared]] but not [[Kitchen|cooked]] [[turtle]] or [[cave lobster]].&lt;br /&gt;
&lt;br /&gt;
Cooking those fishes does not leave behind [[bone]] or shell, so you may want to order [[dwarves]] not to use them in cooking. You can do that from the Kitchen menu ( {{key|z}} ).&lt;br /&gt;
&lt;br /&gt;
These shells are automatically [[refuse]], but despite that they can be worked by a [[bone carver]] into [[armor]], [[decoration]], or [[crafts]].  They are frequently used in the creation of [[artifacts]], so it is useful to keep a small stockpile of shells reserved for [[strange mood|moody]] dwarves.  This is especially true of cave lobster shells, which are twice as valuable as plain turtle shells.&lt;br /&gt;
&lt;br /&gt;
If you wish to turn shells into wealth, the most efficient way to do so is to create [[gauntlets]].  This is due to the fact that they are created in pairs.&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Strant</name></author>
	</entry>
</feed>