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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tracker</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-09T07:19:01Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tallow&amp;diff=27167</id>
		<title>40d:Tallow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tallow&amp;diff=27167"/>
		<updated>2007-11-18T21:39:04Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tallow is a product of [[fat]] that can be [[cook]]ed into [[prepared meal]]s. Combined with [[lye]], it can also be used to produce [[soap]] at the Alchemist's Laboratory.&lt;br /&gt;
&lt;br /&gt;
It is produced using the [[render fat]] job at a [[kitchen]] by dwarves with the cooking [[labor]] enabled.&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tallow&amp;diff=27165</id>
		<title>40d:Tallow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tallow&amp;diff=27165"/>
		<updated>2007-11-18T11:22:57Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tallow is a product of [[fat]] that can be [[cook]]ed into [[prepared meal]]s. It is produced using the [[render fat]] job at a [[kitchen]].&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Murky_pool&amp;diff=22768</id>
		<title>40d:Murky pool</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Murky_pool&amp;diff=22768"/>
		<updated>2007-11-10T07:19:43Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Murky pools are small pools of [[water]] one [[Z-Level]] deep on the surface of the map. Dwarves with the [[fishing]] job active will attempt to [[fish]] in them. In some [[climate]]s during [[winter]], they will refill themselves fully about the time that [[snow]] melts.&lt;br /&gt;
&lt;br /&gt;
==Removing==&lt;br /&gt;
&lt;br /&gt;
A murky pool is difficult to remove. Once drained, murky pools cannot be [[digging|dug]] out or into. [[Channel]] designations cannot be placed on top of murky water tiles, and they cannot be dug up into from beneath.&lt;br /&gt;
&lt;br /&gt;
There are two known ways to remove murky pools:&lt;br /&gt;
# Dig underneath the murky pool, then dig a channel around the edge so that the pool tiles are connected to [[open space|nothing]]. The tiles will collapse in a pile of rubble, job done.&lt;br /&gt;
# Drain the pool and build [[floor]]s or [[wall]]s on the murky tiles. When removed, the murky pool tiles will be gone. (Leaving [[silty clay loam]] or some such).&lt;br /&gt;
&lt;br /&gt;
[[Category:map tiles]]&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Animal_trap&amp;diff=24430</id>
		<title>40d:Animal trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Animal_trap&amp;diff=24430"/>
		<updated>2007-11-09T16:46:34Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A special [[trap]] used to catch live land [[animal]]s or [[fish]] from the [[river]].  Creating an animal trap requires the [[trapping]] skill and not [[carpentry]] or [[metalcrafting]] despite them being constructed at [[carpenter's workshops]] and [[metalsmith's forges]]. It is recommended that you build separate workshops or forges to construct animal traps, for if you do not have an unoccupied dwarf with the trapping skill active work will grind to a halt as your carpenters and smiths wait for the construct animal trap job to be don before they can get to their tasks.&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Kobold&amp;diff=18022</id>
		<title>40d:Kobold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Kobold&amp;diff=18022"/>
		<updated>2007-11-09T16:40:51Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kobolds are small humanoids, (slightly smaller than [[dwarves]]).  They are technologically backward and use [[copper]] weapons.&lt;br /&gt;
&lt;br /&gt;
Kobold thieves will raid you in [[fortress mode]], generally timing their attacks to coincide with the arrival of [[caravan]]s. They are able to bypass any and all [[trap]]s, and are an excellent reason to channel all traffic in an out of your fortress to a single location, which should be guarded at all times.  Once discovered and caught, a kobold can generally be killed by any armed dwarf and even most unarmed civilians.&lt;br /&gt;
&lt;br /&gt;
In adventure mode Kobolds live in caves.  They will have guards, soldiers, civilians, children, and the occasional quite dangerous weaponmaster.  Kobolds are deadly with a bow but generally an easy match in melee, even for a novice adventurer.  Kobold caves are full of trinkets, and they often wear clothing, weapons, and small-sized armor.&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pig_tail&amp;diff=7997</id>
		<title>40d:Pig tail</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pig_tail&amp;diff=7997"/>
		<updated>2007-11-09T16:34:03Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the six known subterranean [[crop]]s, as such may only be grown underground.  Pig tails are a quickly maturing crop, taking only 25 days to produce a [[harvest]].&lt;br /&gt;
&lt;br /&gt;
Pig tails may [[process]]ed at a [[Farmer's workshop|farmer's workshop]] into thread.  Then used to produce [[cloth]] at a [[Loom|loom]]. &lt;br /&gt;
Otherwise, they may be [[brewery|brewed]] into Dwarven Ale.&lt;br /&gt;
&lt;br /&gt;
If you're planting pig tail for cloth, you might consider planting [[dimple cup]]s during the spring and winter.&lt;br /&gt;
&lt;br /&gt;
[[Category:Crops]]&lt;br /&gt;
[[Category:Indoor crops]]&lt;br /&gt;
[[Category:Summer crops]]&lt;br /&gt;
[[Category:Fall crops]]&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Kennel&amp;diff=18925</id>
		<title>40d:Kennel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Kennel&amp;diff=18925"/>
		<updated>2007-11-09T07:35:31Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Kennel''' is like a larger [[workshop]] for an [[animal trainer]]. The animal trainer uses it to tame wild [[creatures|animals]] not already domesticated, such as wolves and tigers you have [[trap]]ped.  Similarly the Kennel can be used to tame small [[vermin]] caught in [[animal trap]]s, so that dwarves may adopt them. It also serves to train tamed animals into [[hunting]] and war animals (usually dogs).&lt;br /&gt;
&lt;br /&gt;
Hunting animals can be assigned to follow a hunter and assist in the hunting process. They are faster and more agile than a regular tamed animal, but not as strong as a war animal.&lt;br /&gt;
&lt;br /&gt;
A war animal is a powerful fighter. War dogs make excellent companions when starting a fortress, when you can't spare many dwarves for fighting. Some of the tougher animals that can be trapped, like tigers, can be tamed and trained into war animals even fiercer than they naturally were.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Building_designer&amp;diff=11405</id>
		<title>40d:Building designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Building_designer&amp;diff=11405"/>
		<updated>2007-11-09T07:34:25Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #848&lt;br /&gt;
| skill      = Building Designer&lt;br /&gt;
| speciality = Architect&lt;br /&gt;
| profession = Administrator&lt;br /&gt;
| job name   = Architecture&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Construct Building&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''building designer''' [[skill]] is used to plan [[building]]s before the actual construction can begin.&lt;br /&gt;
&lt;br /&gt;
It affects anything created with the 'architecture' [[labor]], which includes [[bridge]]s, [[smelter]]s, paved [[road]]s, [[screw pump]]s, [[windmill]]s, [[watermill]]s, [[support]]s, and [[trade depot]]s.  [[Dwarves]] that have high building designer skills can make [[masterwork]] structures, which can give dwarves very happy [[thought]]s from admiring the excellently designed buildings.  Also, dissembling a masterwork structure will not cause a [[tantrum]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pressure_plate&amp;diff=20470</id>
		<title>40d:Pressure plate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pressure_plate&amp;diff=20470"/>
		<updated>2007-11-08T03:21:41Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pressure plates work somewhat like [[lever]]s, but instead of being actively toggled, they're activated by the [[weight]] of something on them.&lt;br /&gt;
&lt;br /&gt;
Pressure plates are not configured during use, but upon placement. While placing a pressure plate, you can configure it to trigger when the following things are on it:&lt;br /&gt;
&lt;br /&gt;
* [[Water]]/[[Magma]] - choose minimum and maximum levels&lt;br /&gt;
* Creatures - choose minimum and maximum size; creatures of the size selected will be listed as example. You can pick whether your own citizens will trigger the plate or not.&lt;br /&gt;
&lt;br /&gt;
Pressure plates default to toggleable, where they toggle on when the determined weight is upon them and toggle off when it's released. Pressing {{k|o}} will change them to one-use mode, where upon being activated, they do their work and cease to operate altogether.&lt;br /&gt;
&lt;br /&gt;
Pressure plates can be linked to all the same objects levers can. The effects are listed in the [[Lever]] page.&lt;br /&gt;
&lt;br /&gt;
A toggleable [[trap]] may prove useless when there is a large amount of invaders walking back and forth over it, as there will not be enough time for it to activate before it is switched again.  Berserk dwarves will set off pressure plates.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
:Components used: [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stone&amp;diff=2663</id>
		<title>40d:Stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stone&amp;diff=2663"/>
		<updated>2007-11-07T03:17:43Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Stone''' or '''rock''' is a naturally occuring solid aggregate of minerals. It sometimes leaves behind boulders after being mined (the drop rate is dependant on the skill of the [[miner]]). Other types of [[Mining|minable]] tiles include [[soil]] and [[sand]].  &lt;br /&gt;
&lt;br /&gt;
Stone is divided into three key categories:&lt;br /&gt;
* [[Metal ore]]: stone that produces [[metal]] [[bar]]s when [[Smelter|smelted]]&lt;br /&gt;
* Economic stone: [[coal]] and stone that is used as a [[flux]], or has other desirable features&lt;br /&gt;
* Other stone: stone that is only used for items and structures and has no special features other than color, [[value]], and [[weight]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other Stone found in layers==&lt;br /&gt;
All other stones have value 1, except obsidian, which has a value of 3.&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stone name&lt;br /&gt;
! Layer type&lt;br /&gt;
! Icons&lt;br /&gt;
|-&lt;br /&gt;
|[[Sandstone]]||[[:Category: Sedimentary Stone Layers|Sedimentary]] Layer&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|#|#880|#CCC}} {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Siltstone]]||[[:Category: Sedimentary Stone Layers|Sedimentary]] Layer&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|%|#880|#CCC}} {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Mudstone]]||[[:Category: Sedimentary Stone Layers|Sedimentary]] Layer&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|≈|#880|#CCC}} {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Shale]]||[[:Category: Sedimentary Stone Layers|Sedimentary]] Layer&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|.|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Claystone]]||[[:Category: Sedimentary Stone Layers|Sedimentary]] Layer&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|,|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Rock salt]]||[[:Category: Sedimentary Stone Layers|Sedimentary]] Layer&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|#|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Conglomerate]]||[[:Category: Sedimentary Stone Layers|Sedimentary]] Layer&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|∞|#880|#CCC}} {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Flint]]||[[:Category: Sedimentary Stone Layers|Sedimentary]] Layer&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▓|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Chert]]||[[:Category: Sedimentary Stone Layers|Sedimentary]] Layer&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|#880|#CCC}} {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Quartzite]]||[[:Category: Metamorphic Stone Layers|Metamorphic]] Layer&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|-|#FFF|#CCC}} {{Raw Tile|●|#FFF|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Slate]]||[[:Category: Metamorphic Stone Layers|Metamorphic]] Layer&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|%|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Phyllite]]||[[:Category: Metamorphic Stone Layers|Metamorphic]] Layer&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|-|#888|#CCC}} {{Raw Tile|●|#CCC|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Schist]]||[[:Category: Metamorphic Stone Layers|Metamorphic]] Layer&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|`|#880|#CCC}} {{Raw Tile|●|#880|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Gneiss]]||[[:Category: Metamorphic Stone Layers|Metamorphic]] Layer&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|&amp;amp;#61;|#FFF|#CCC}} {{Raw Tile|●|#CCC|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Granite]]||[[:Category: Igneous Intrusive Stone Layers|Igneous Intrusive]] Layer&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▓|#CCC|#000}} {{Raw Tile|●|#CCC|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Diorite]]||[[:Category: Igneous Intrusive Stone Layers|Igneous Intrusive]] Layer&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|░|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Gabbro]]||[[:Category: Igneous Intrusive Stone Layers|Igneous Intrusive]] Layer&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Rhyolite]]||[[:Category: Igneous Extrusive Stone Layers|Igneous Extrusive]] Layer&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|,|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Basalt]]||[[:Category: Igneous Extrusive Stone Layers|Igneous Extrusive]] Layer&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|#|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Andesite]]||[[:Category: Igneous Extrusive Stone Layers|Igneous Extrusive]] Layer&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|∞|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Felsite]]||[[:Category: Igneous Extrusive Stone Layers|Igneous Extrusive]] Layer&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|.|#888|#CCC}} {{Raw Tile|●|#CCC|#000}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Obsidian]]||[[:Category: Igneous Extrusive Stone Layers|Igneous Extrusive]] Layer&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|{{Raw Tile|▒|#888|#CCC}} {{Raw Tile|●|#888|#000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Stone found in clusters/veins ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stone name&lt;br /&gt;
! Found in&lt;br /&gt;
! Found how&lt;br /&gt;
! Icons&lt;br /&gt;
|-&lt;br /&gt;
|Alabaster||Gypsum||Small clusters||{{Raw Tile|^|#fff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Alunite||All [[:Category:Igneous Extrusive Stone Layers|Igneous Extrusive]], Kaolinite||Large clusters||{{Raw Tile|`|#fff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Anhydrite||Gypsum, Satinspar, Alabaster, Selenite||Single||{{Raw Tile|v|#fff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Bauxite||All [[:Category:Sedimentary Stone Layers|Sedimentary]]||Large clusters||{{Raw Tile|+|#800|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Borax||Gypsum, Rock_Salt||Small clusters||{{Raw Tile|`|#fff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Brimstone||All [[:Category:Igneous Extrusive Stone Layers|Igneous Extrusive]], Gypsum||Small clusters||{{Raw Tile|%|#ff0|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Chromite||Olivine||Veins||{{Raw Tile|&amp;amp;#61;|#888|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Cinnabar||All [[:Category:Igneous Extrusive Stone Layers|Igneous Extrusive]], Shale, Quartzite||Veins||{{Raw Tile|£|#f00|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Cobaltite||All Igneous All [[:Category:Metamorphic Stone Layers|Metamorphic]]||Veins||{{Raw Tile|£|#00f|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Cryolite||Granite||Small clusters||{{Raw Tile|-|#fff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Graphite||Gneiss, Quartzite, Marble, Schist||Small clusters||{{Raw Tile|o|#888|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Gypsum||All [[:Category:Sedimentary Stone Layers|Sedimentary]]||Large clusters||{{Raw Tile|#|#ff0|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Hornblende||All Igneous, All [[:Category:Metamorphic Stone Layers|Metamorphic]]||Small clusters||{{Raw Tile|&amp;quot;|#888|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Ilmenite||Gabbro||Small clusters||{{Raw Tile|.|#888|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Jet||All [[:Category:Sedimentary Stone Layers|Sedimentary]]||Large clusters||{{Raw Tile|░|#888|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Kaolinite||All [[:Category:Sedimentary Stone Layers|Sedimentary]]||Large clusters||{{Raw Tile|&amp;amp;#61;|#800|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Kimberlite||Gabbro||Veins||{{Raw Tile|%|#008|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Marcasite||Kaolinite||Small clusters||{{Raw Tile|%|#fff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Mica||All [[:Category:Metamorphic Stone Layers|Metamorphic]], Granite||Large clusters||{{Raw Tile|v|#888|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Microcline||All All Stone||Large clusters||{{Raw Tile|%|#0ff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Olivine||Gabbro||Large clusters||{{Raw Tile|%|#080|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Orpiment||All [[:Category:Igneous Extrusive Stone Layers|Igneous Extrusive]]||Small clusters||{{Raw Tile|-|#ff0|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Orthoclase||All [[:Category:Igneous Intrusive Stone Layers|Igneous Intrusive]], All [[:Category:Metamorphic Stone Layers|Metamorphic]]||Large clusters||{{Raw Tile|%|#ff0|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Periclase||Marble||Small clusters||{{Raw Tile|,|#fff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Petrified wood||All [[:Category:Sedimentary Stone Layers|Sedimentary]]||Small clusters||{{Raw Tile|%|#f00|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Pitchblende||Granite||Small clusters||{{Raw Tile|*|#808|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Puddingstone||Conglomerate||Large clusters||{{Raw Tile|&amp;amp;#233;|#880|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Pyrolusite||All Igneous ||Small clusters||{{Raw Tile|%|#888|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Realgar||All [[:Category:Igneous Extrusive Stone Layers|Igneous Extrusive]]||Small clusters||{{Raw Tile|%|#f00|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Rutile||All [[:Category:Metamorphic Stone Layers|Metamorphic]], Granite||Small clusters||{{Raw Tile|`|#808|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Saltpeter||All [[:Category:Sedimentary Stone Layers|Sedimentary]]||Small clusters||{{Raw Tile|x|#ff0|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Satinspar||Gypsum||Small clusters||{{Raw Tile|-|#fff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Selenite||Gypsum||Small clusters||{{Raw Tile|;|#fff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Serpentine||Olivine||Small clusters||{{Raw Tile|≈|#080|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Stibnite||All [[:Category:Igneous Extrusive Stone Layers|Igneous Extrusive]]||Small clusters||{{Raw Tile|%|#fff|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Sylvite||Rock salt||Large clusters||{{Raw Tile|&amp;amp;#61;|#ff0|#ccc}}&lt;br /&gt;
|-&lt;br /&gt;
|Talc||Dolomite||Large clusters||{{Raw Tile|&amp;amp;#124;|#fff|#ccc}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Losing&amp;diff=11633</id>
		<title>40d:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Losing&amp;diff=11633"/>
		<updated>2007-11-06T19:55:23Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;background-color: #000; color: #5f5; font-family: monospace&amp;quot;&amp;gt;Losing is fun!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most new players will lose their first few forts; if you lose a fortress, don't feel like you don't understand the game.  Dwarf Fortress has a steep learning curve, and part of the appeal is discovering things for yourself.  However, this Wiki serves as an excellent place to speed up the learning process.&lt;br /&gt;
&lt;br /&gt;
==Autopsy==&lt;br /&gt;
&lt;br /&gt;
Various things can cause you to lose a fortress.&lt;br /&gt;
&lt;br /&gt;
===Losing your miners===&lt;br /&gt;
&lt;br /&gt;
If your [[miner]]s are killed in a collapse and their equipment destroyed, chances are good that you will no longer be able to continue your efforts.  Consider abandoning your fortress.  Alternatively, you can try to keep your fortress running long enough to request additional picks from your Outpost Liaison, who will arrive with the next dwarven trade [[caravan]].  It will take another year before they will return.&lt;br /&gt;
&lt;br /&gt;
===Starvation===&lt;br /&gt;
&lt;br /&gt;
A serious danger, generally in the more inhospitable climates, is the loss of your dwarves due to starvation; if you are in the heart of a mountain with no soil to build on, it is possible you will not be able to establish farms.  As dwarves begin to starve, they will become Hungry, then Starving.  This will cause them to become very angry.  When they die, their friends will become upset and will become even angrier, potentially causing the remainder of your fortress to break out in a terminal brawl.&lt;br /&gt;
&lt;br /&gt;
Don't forget your alternative sources of [[food]].  Try [[butchering]] your animals, [[plant gathering|gathering plants]], or resorting to [[hunting]] of local wildlife.&lt;br /&gt;
&lt;br /&gt;
===Dehydration===&lt;br /&gt;
&lt;br /&gt;
One of the biggest problems with a fortress that has no [[brook]], [[stream]], [[river]], or other source of fresh [[water]].  Water must be rapidly gathered from stagnant pools and stored into an indoor basin or water tower, with sufficient depth before it [[evaporate]]s.  If this fails, all of the water on the map will evaporate and your dwarves will be left without any water.&lt;br /&gt;
&lt;br /&gt;
[[Brewing]] can alleviate these problems, but in the future brewing will also require water.&lt;br /&gt;
&lt;br /&gt;
===Flooding accidents===&lt;br /&gt;
&lt;br /&gt;
The opposite side of the dehydration spectrum is having too ''much'' water.  Remember that water can [[flow]] in (probably) all 26 directions. It is also worth remembering that, unlike water, magma will not warn you if you dig a hole in a wall diagonally to a the source.&lt;br /&gt;
&lt;br /&gt;
If your fortress is beginning to flood from [[sourced water]], abandon all of the levels the water can reach immediately&amp;amp;mdash;drafting dwarves into the [[military]] and stationing them onto the surface if need be.  You will never be able to recover those areas unless you can manage to pump out the water faster than it floods in, which can take over a year or two of game time to establish a functioning automated pump system.  Generally, a flooding accident spells doom for your fortress.&lt;br /&gt;
&lt;br /&gt;
===Invasion===&lt;br /&gt;
&lt;br /&gt;
The [[goblin]]s first come with about a dozen soldiers to raid your fort. Then they come again with about two dozen. Then three. Soon enough your [[trap]]s are all sprung, your [[door]]s beaten down, and your dwarves are dead. Without some simple [[defense]]s, such as a [[moat]], a hoard of goblins on your doorstep can be deadly.&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Encrust&amp;diff=22166</id>
		<title>Encrust</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Encrust&amp;diff=22166"/>
		<updated>2007-11-06T19:10:28Z</updated>

		<summary type="html">&lt;p&gt;Tracker: Redirecting to Decorate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[decorate]]&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Decorate&amp;diff=22163</id>
		<title>40d:Decorate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Decorate&amp;diff=22163"/>
		<updated>2007-11-06T19:10:08Z</updated>

		<summary type="html">&lt;p&gt;Tracker: New page: Decorating or encrusting an object raises the value of that object by placing pieces of a material on it permanently. The both the item to be decorated and the decoration will be b...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Decorating or encrusting an object raises the [[value]] of that object by placing pieces of a [[material]] on it permanently. The both the item to be decorated and the decoration will be brought to the [[workshop]], then they will be combined.&lt;br /&gt;
&lt;br /&gt;
* [[Gem]]s, from the [[jeweler's workshop]], by a dwarf with [[gem setter]]&lt;br /&gt;
* [[Bone]]s, from the [[craftdwarf's workshop]], by a dwarf with [[bone carver]]&lt;br /&gt;
* [[Shell]]s, from the craftdwarf's workshop, by a dwarf with bone carver&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bone_carver&amp;diff=15241</id>
		<title>40d:Bone carver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bone_carver&amp;diff=15241"/>
		<updated>2007-11-06T19:04:05Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bone carvers make [[bone]] and [[shell]] goods and [[skull totem]]s at the [[craftdwarf's workshop]].  Bone carvers also [[decorate]] objects with bone or shell.&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Armorsmith&amp;diff=21994</id>
		<title>40d:Armorsmith</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Armorsmith&amp;diff=21994"/>
		<updated>2007-11-06T19:03:01Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Armorsmith is used to make [[metal]] [[armor]]s at the [[metalsmith's forge]].&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Weaponsmith&amp;diff=21981</id>
		<title>40d:Weaponsmith</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Weaponsmith&amp;diff=21981"/>
		<updated>2007-11-06T19:02:45Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weaponsmithing is used to make [[metal]] [[weapon]]s and [[bolt]]s at a [[metalsmith's forge]], with the exception of [[crossbow]]s, which requires the [[crossbow-making]] [[skill]].&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bowyer&amp;diff=22145</id>
		<title>40d:Bowyer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bowyer&amp;diff=22145"/>
		<updated>2007-11-06T19:01:52Z</updated>

		<summary type="html">&lt;p&gt;Tracker: redirected bowyer and crossbow making here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The crossbow-making skill is used to make [[wood]]en and [[bone]] crossbows at a [[bowyer's workshop]] and [[metal]] bows at a [[metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
This skill is not used to make [[bolt]]s (which requires either [[wood carving]], [[bone carving]], or [[weaponsmithing]]).&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bowyer&amp;diff=22144</id>
		<title>40d:Bowyer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bowyer&amp;diff=22144"/>
		<updated>2007-11-06T19:00:36Z</updated>

		<summary type="html">&lt;p&gt;Tracker: New page:  The Bowyer skill is used to make wooden and bone crossbows at a bowyer's workshop and metal bows at a metalsmith's forge.  This skill is not used to make bolts (which requires either wood...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The Bowyer skill is used to make wooden and bone crossbows at a bowyer's workshop and metal bows at a metalsmith's forge.&lt;br /&gt;
&lt;br /&gt;
This skill is not used to make bolts (which requires either wood carving, bone carving, or weaponsmithing).&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Crossbow_making&amp;diff=22143</id>
		<title>Crossbow making</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Crossbow_making&amp;diff=22143"/>
		<updated>2007-11-06T19:00:01Z</updated>

		<summary type="html">&lt;p&gt;Tracker: Redirecting to Crossbow-making&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[crossbow-making]]&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dyer&amp;diff=22035</id>
		<title>40d:Dyer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dyer&amp;diff=22035"/>
		<updated>2007-11-06T18:58:50Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Dyer skill is used to at a dyer's shop to dye either [[thread]] or [[cloth]].  Finished cloth goods may not be dyed.&lt;br /&gt;
&lt;br /&gt;
Dyeing adds a little [[value]] to the thread or cloth depending on the dye used and the quality of the dyeing.&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dyer&amp;diff=22034</id>
		<title>40d:Dyer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dyer&amp;diff=22034"/>
		<updated>2007-11-06T18:58:28Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Dyer skill is used to at a dyer's shop to dye either [[thread]] or ''cloth''.  Finished cloth goods may not be dyed.&lt;br /&gt;
&lt;br /&gt;
Dyeing adds a little [[value]] to the thread or cloth depending on the dye used and the quality of the dyeing.&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Grower&amp;diff=11503</id>
		<title>40d:Grower</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Grower&amp;diff=11503"/>
		<updated>2007-11-06T18:56:04Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A grower is a dwarf with a high profession level in fields [[farming]]. A high level of growing allows a dwarf to [[plant]] [[seed|seeds]] at a faster rate, increasing [[food]] output. Growers are a great help in getting a strong early food production set up and are highly recommended to be one of your starting seven dwarves.&lt;br /&gt;
&lt;br /&gt;
In addition to sowing seeds more quickly, higher-skilled growers are more likely to produce stacks of several plants instead of single plants. This increases not only raw food output, but also overall food production efficiency, since brewers, [[cook]]s, and [[thresher]]s work with entire stacks at a time. For example, five copies of &amp;quot;[[plump helmet]]&amp;quot; will be brewed, over the course of five actions, into five copies of &amp;quot;[[dwarven wine]][5]&amp;quot;, using five [[barrel]]s. But one copy of &amp;quot;plump helmet[5]&amp;quot; will be brewed, in a single action, into &amp;quot;dwarven wine[25]&amp;quot;, which will fit neatly into a single barrel.&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hoary_marmot&amp;diff=20453</id>
		<title>40d:Hoary marmot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hoary_marmot&amp;diff=20453"/>
		<updated>2007-11-06T18:54:35Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Hoary Marmot|symbol=m|color=#fff|fat=1|skulls=1|meat=2|bones=2|skin=Yes|chunks=2}}&lt;br /&gt;
&lt;br /&gt;
The '''Hoary marmot''' is a small, weak, benign creature, found in mountainous areas.  It can be wrestled to death by a [[dabbling]] [[wrestler]]. Such an act is greatly discouraged however, as marmots are very cute and lovable. Unfortunately for the marmots, they are also delicious.&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21619</id>
		<title>40d:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21619"/>
		<updated>2007-11-06T18:51:58Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There aren't any major game-controlled goals to achieve in Dwarf Fortress. If you need a more goal-oriented playstyle, then you have to set some goals for yourself. &amp;lt;br/&amp;gt;&lt;br /&gt;
'''If you are a new player, don't bother with these before you have learned the game better!'''&amp;lt;br/&amp;gt;&lt;br /&gt;
The following goals are picked from the bay12games forum thread [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001269 &amp;quot;Goal-Based Dwarf Fortress&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
= Goal List =&lt;br /&gt;
Remember, these goals are only ideas to what you can set for yourself, and can in no way be controlled by the game. And they are for fun, or for challenge. (or both)&lt;br /&gt;
&lt;br /&gt;
== Fun goals ==&lt;br /&gt;
&lt;br /&gt;
=== Gone to the Dogs===&lt;br /&gt;
Replace the starting Anvil with an equal value in dogs.&lt;br /&gt;
&lt;br /&gt;
=== Human Alliance ===&lt;br /&gt;
Playing as dwarves. start a game centered on a human town. Your goal is to build a wall around the town in stone, using a mine under the town. you do not get to take anything from the town, though the human guards will probably help with any sieges. Bonus Points: after finishing the wall and sealing any cracks, dig down to the aquifer again from the outside and run pumps up the wall. Flood them out of your new town!&lt;br /&gt;
&lt;br /&gt;
== Challenge Goals ==&lt;br /&gt;
&lt;br /&gt;
=== Refugees === &lt;br /&gt;
An army is marching to lay siege on a dwarven city - and you've been tasked with providing for the refugees. Build a fortress capable of housing, feeding, and defending 200 refugees.&lt;br /&gt;
&lt;br /&gt;
=== Stealth===&lt;br /&gt;
You've been tasked with creating a hidden outpost close to a goblin lair. Impact the outside site as minimally as possible - dig down right away, deconstruct the wagon ASAP. No building outside or even going outside.&lt;br /&gt;
&lt;br /&gt;
=== Shrine===&lt;br /&gt;
You've been tasked with designing a temple to some dwarven god. Aesthetics count - the king will be very disappointed if there's no domed ceilings carved with frescoes.&lt;br /&gt;
&lt;br /&gt;
=== The Great Brewery ===&lt;br /&gt;
Disaster has struck the kingdom - a [[Fire|‼]]suspicious peasant[[Fire|‼]] made it into the greatest brewery of the empire, and as a result the whole thing burned down and exploded roughly simultaneously. No time for weeping - you've been chosen to create its successor. Construct a fort dedicated to the production of alcohol - of as many varieties as possible, not just wine, ale, beer and rum.&lt;br /&gt;
&lt;br /&gt;
=== Diplomacy=== &lt;br /&gt;
Five courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go and found an outpost. They've hired you and one other dwarf at exorbitant prices (they'd have to be) to make sure they survive. (The five nobles only have social skills and refuse to do any work that is beneath them. Make sure they survive for -X- years, after which it's safe for them to return to the courts.)&lt;br /&gt;
&lt;br /&gt;
=== Wealth=== &lt;br /&gt;
Pretty simple - the kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a Fortress Value as possible and make more coins than you will ever need.&lt;br /&gt;
&lt;br /&gt;
=== Artifact=== &lt;br /&gt;
There's rumors to the effect that a haunted locale was once home to a item of great importance. Groups have gone in before (and never returned, of course), but never one so dedicated as yours - you're staying until you have that artifact! (Found a fort in a haunted/terrifying location and survive until a dwarf successfully crafts an artifact via possession. Then get the hell out.)&lt;br /&gt;
&lt;br /&gt;
=== Assassination=== &lt;br /&gt;
Your group of seven has been chosen to assault a goblin fortress - and you're not getting any backup. (Turn off immigration.) Slay the leader (the hardest-to-reach goblin) and escape within x years. (Caveat: No sapper-style undermining. Melee is where it's at.)&lt;br /&gt;
&lt;br /&gt;
=== Biodome === &lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within 1 year. Then, seal up and cave in the entrance. Any new immigrants, well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
Bonus points: build an artificial lake.&lt;br /&gt;
&lt;br /&gt;
=== Retirement Resort ===&lt;br /&gt;
All Peasant immigrants should be removed of every job, including hauling tasks, and given a great place to live. Make sure to include fun activities and plenty of parties.&lt;br /&gt;
&lt;br /&gt;
[[category:Guides]]&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adventurer&amp;diff=21299</id>
		<title>Adventurer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adventurer&amp;diff=21299"/>
		<updated>2007-11-06T00:10:54Z</updated>

		<summary type="html">&lt;p&gt;Tracker: Redirecting to Adventure mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[adventure mode]]&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wagon_(embark)&amp;diff=21207</id>
		<title>40d:Wagon (embark)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wagon_(embark)&amp;diff=21207"/>
		<updated>2007-11-05T23:52:51Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wagons are used by both [[human]]s and [[dwarves]] to transport goods. In [[Fortress Mode]], you start with a single wagon that can be broken down into three [[tower cap]] [[log]]s.&lt;br /&gt;
&lt;br /&gt;
Human [[caravan]]s come with wagons pulled by [[animal]]s. In the new version, wagons don't need [[road]]s to reach your [[trade depot]], but they do need a clear path three tiles wide. They are very slow, and will leave without trading if they cannot get to the trade depot in time. Roads can help keep clear paths by preventing [[tree]]s from growing.&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Road&amp;diff=18967</id>
		<title>40d:Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Road&amp;diff=18967"/>
		<updated>2007-11-05T22:57:29Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Road''' is a path of dirt, [[stone]], or [[blocks]]. They are used to make paths across the map that make it easier for people and [[wagon]]s to travel by preventing [[tree]]s from growing underneath them.&lt;br /&gt;
&lt;br /&gt;
Three kinds of roads can be made:&lt;br /&gt;
&lt;br /&gt;
* Dirt roads take a short time to make but will be gone after a year. &lt;br /&gt;
* Rough road can be made with regular stone, it will be the color of the stone used.&lt;br /&gt;
* Smooth roads can also be made of any kind of block. They will be the color of the [[material]] used.&lt;br /&gt;
&lt;br /&gt;
Other buildings, including [[trap]]s, cannot be built on top of a road.&lt;br /&gt;
&lt;br /&gt;
In the current version  it appears that a three tile wide road is no longer necessary for the human wagons to reach your [[trade depot]]. The wagons can travel across most surfaces, including up and down [[ramp]]s, as long as [[boulder]]s and trees have been removed from their route. Road may allow a Human Caravan Wagon to move faster than it would on rougher surfaces (confirm?).&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bone&amp;diff=9998</id>
		<title>40d:Bone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bone&amp;diff=9998"/>
		<updated>2007-11-05T21:54:33Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bone can be obtained from the [[corpse]]s of dead creatures, or from [[severed body part]]s. A dead corpse close to a [[butcher's shop]] will automatically schedle a butchering job, yielding a number of bones proportional to the creature's size.&lt;br /&gt;
&lt;br /&gt;
Bones are processed at the [[craftsdwarf's workshop]] and bowyer's workshop, and can be used to make:&lt;br /&gt;
&lt;br /&gt;
* Bone [[craft]]s, which can be sold. Bone crafts have a value dependent on their quality and an inherent number that depends on the creature it came from. [[Troll]] and [[elephant]] bones are more valuable than goblin or raccoon bones, for example.&lt;br /&gt;
* Bone [[armor]]. Bone armor is not particularly protective, but is very light, and easy to make early. High quality armor is more protective, and masterwork bone armor is as protective as basic quality iron armor.&lt;br /&gt;
* Bone [[decoration]]s. Any decoratable item can be decorated with bone, which adds to the items' value. No item can have more than one decoration of a certain kind of bone, but can have multiple decorations if the bones come from different kinds of creatures.&lt;br /&gt;
* Bone [[bolt]]s. These bolts are fired through crossbows. They are not valuable, so [[marksdwarf|marksdwarves]] will use them for practice, as opposed to metal bolts.&lt;br /&gt;
*Bone [[crossbow]]s. While they do much less [[damage]] than better materials, they are very easy to make and great for marksdwarf practice. They are one of the few weapons available on maps without much [[metal]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[quality]] of all bone items created depends on the [[bone carving]] skill of the dwarf who creates them.&lt;br /&gt;
&lt;br /&gt;
Bone is not a building material.&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Chariot&amp;diff=21024</id>
		<title>User talk:Chariot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Chariot&amp;diff=21024"/>
		<updated>2007-11-05T19:11:11Z</updated>

		<summary type="html">&lt;p&gt;Tracker: New page: I'd love to see some more milkable creatures --~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'd love to see some more milkable creatures --[[User:Tracker|Tracker]] 14:11, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Milker&amp;diff=13400</id>
		<title>40d:Milker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Milker&amp;diff=13400"/>
		<updated>2007-11-05T19:01:47Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A milker extracts [[milk]] from [[purring maggot]]s. Milking other [[animal]]s is currently not functional. Milk can be made into [[cheese]].&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mud&amp;diff=19230</id>
		<title>40d:Mud</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mud&amp;diff=19230"/>
		<updated>2007-11-05T18:53:35Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mud can be created by filling a [[floor]] space with [[water]], then letting it evaporate. Creating mud is the goal of [[irrigation]].&lt;br /&gt;
&lt;br /&gt;
Mud will spread as your dwarves walk through it and into other areas. It can quickly spread from a [[farm]]ing area throughout your entire fortress, turning floor tiles brown. [[grate|Floor Grates]] or [[bridge]]s over a [[channel]] seem to stop the spread.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Example of Stopping Mud Spread  ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
WWWWWWWWWWW&lt;br /&gt;
W=====WWWWW&lt;br /&gt;
W=====WWWWW&lt;br /&gt;
W=====Wó.óW&lt;br /&gt;
W=====WW.WW&lt;br /&gt;
W=====+#...&lt;br /&gt;
W+WWW+WWWWW&lt;br /&gt;
W1WWW7WWWWW&lt;br /&gt;
&lt;br /&gt;
Code:&lt;br /&gt;
W - unmined [[wall]]&lt;br /&gt;
= - farm plot&lt;br /&gt;
+ - doors (water inlet/outlet, farmer entance)&lt;br /&gt;
# - floor grate&lt;br /&gt;
7 - water source&lt;br /&gt;
1 - water drain&lt;br /&gt;
ó - levers connected to doors&lt;br /&gt;
. - clean(!!) ground&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember that a [[channel]] must be built in the tile before the grate is installed. I guess mud can originate from a number of sources besides your own farming, but with enough grates, the fancier parts of the fortress should be safe.&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Legendary&amp;diff=19520</id>
		<title>40d:Legendary</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Legendary&amp;diff=19520"/>
		<updated>2007-11-05T18:40:30Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Legendary is the highest ranking any dwarf can achieve in a skill. Dwarves with legendary skill(s) often have very high [[toughness]], [[agility]], and [[strength]].&lt;br /&gt;
&lt;br /&gt;
In fortress mode, whenever a [[strange mood]] occurs, and a dwarf succeeds in creating his [[Legendary artifact|artifact]] item, the [[skill]] related to the item made will be legendary. A [[possessed]] dwarf will not gain legendary skill after creating an artifact.&lt;br /&gt;
&lt;br /&gt;
Example: Dwarf has claimed the carpenters [[workshop]], and created wooden artifact &lt;br /&gt;
He is now a Legendary [[Carpenter]].&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Adventure_mode_quick_reference&amp;diff=6123</id>
		<title>40d:Adventure mode quick reference</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Adventure_mode_quick_reference&amp;diff=6123"/>
		<updated>2007-11-05T18:30:46Z</updated>

		<summary type="html">&lt;p&gt;Tracker: added second line for &amp;quot;move&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Key Bindings==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Keys&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Meaning&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Alt}} and a direction key&lt;br /&gt;
| Move carefully&lt;br /&gt;
|-&lt;br /&gt;
| {{k|.}}&lt;br /&gt;
| Wait for a step&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Space}}&lt;br /&gt;
| Advance/Clear Messages&lt;br /&gt;
|-&lt;br /&gt;
| {{k|a}}&lt;br /&gt;
| View Announcements&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| Combat Preferences&lt;br /&gt;
|-&lt;br /&gt;
| {{k|d}}&lt;br /&gt;
| Drop an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}}&lt;br /&gt;
| Eat or drink something&lt;br /&gt;
|-&lt;br /&gt;
| {{k|g}}&lt;br /&gt;
| Pickup an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}}&lt;br /&gt;
| Fire a projectile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|i}}&lt;br /&gt;
| Inventory&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Look around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Talk to somebody&lt;br /&gt;
|-&lt;br /&gt;
| {{k|p}}&lt;br /&gt;
| Put an item into a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|r}}&lt;br /&gt;
| Remove an item you are wearing or from a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|s}}&lt;br /&gt;
| Stand or lie down&lt;br /&gt;
|-&lt;br /&gt;
| {{k|t}}&lt;br /&gt;
| Throw an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|u}}&lt;br /&gt;
| Interact with building, furniture, or mechanism&lt;br /&gt;
|-&lt;br /&gt;
| {{k|w}}&lt;br /&gt;
| Wear an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}}&lt;br /&gt;
| Status&lt;br /&gt;
|-&lt;br /&gt;
| {{k|A}}&lt;br /&gt;
| Attack a adjacent creature. Change Mode to wrestle.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|C}}&lt;br /&gt;
| Center screen on yourself&lt;br /&gt;
|-&lt;br /&gt;
| {{k|D}}&lt;br /&gt;
| Date/Time&lt;br /&gt;
|-&lt;br /&gt;
| {{k|I}}&lt;br /&gt;
| Interact with an object in an advanced way.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|L}}&lt;br /&gt;
| Search the nearby area very carefully&lt;br /&gt;
|-&lt;br /&gt;
| {{k|P}}&lt;br /&gt;
| Temperature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Q}}&lt;br /&gt;
| Adventure log (tasks, map, et cetera...)&lt;br /&gt;
|-&lt;br /&gt;
| {{k|S}}&lt;br /&gt;
| Sneak&lt;br /&gt;
|-&lt;br /&gt;
| {{k|T}}&lt;br /&gt;
| Travel&lt;br /&gt;
|-&lt;br /&gt;
| {{k|W}}&lt;br /&gt;
| Weather&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Z}}&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=10956</id>
		<title>40d:Your first fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=10956"/>
		<updated>2007-11-05T18:28:54Z</updated>

		<summary type="html">&lt;p&gt;Tracker: added more wiki links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to help new players get started on their first [[fortress]] and teach them the basics of keeping their [[dwarves]] alive. Above all else, always remember the [[Dwarf Fortress]] motto: &amp;quot;Losing is fun!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We discuss generating a world, choosing a fortress location, buying [[skill]]s and items, and playing the first month or so. Setting game initialization options is covered in [[technical tricks]]. The advice here is biased for safety; with a little experience you'll do better with strategies customized for your play style and preferred start locations. It is also deliberately terse. For more extended treatment of particular subjects, consult the linked pages or the rest of the Dwarf Fortress Wiki.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
The first thing you'll want to do when starting Dwarf Fortress, is [[World generation |create a world]]. You have two options: You may create a fractally-generated random world or you may re-create one of the [[pregenerated worlds]] using a specific seed. &lt;br /&gt;
&lt;br /&gt;
However, for new players it is recommended that you create a random world using the '''STANDARD''' template, so just hit {{k|Enter}} at this screen. Once you've gotten down the basics, you can return to the world generation screen and experiment with all of the options and create a world using one of the other techniques mentioned above.&lt;br /&gt;
&lt;br /&gt;
See the article on [[world generation]] for a complete guide to the world generation screen.&lt;br /&gt;
&lt;br /&gt;
== Choosing a location ==&lt;br /&gt;
&lt;br /&gt;
=== The interface ===&lt;br /&gt;
&lt;br /&gt;
If you have at least one world without an active fortress, you will be able to choose &amp;quot;Start Playing&amp;quot; from the main menu. Chose &amp;quot;Dwarf Fortress&amp;quot; and you'll see a four-section window looking something like:&lt;br /&gt;
&lt;br /&gt;
[[Image:FortressLocation_fd2f10.png | caption | This picture is shown with the default tileset. Other [[tilesets]] are available]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your next goal will be choosing the starting location for your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Your surroundings ===&lt;br /&gt;
You can discern alot of information by scrolling through the various modes .  The interface has six modes which you cycle through by pressing {{k|TAB}}.  In turn, they display:&lt;br /&gt;
* [[Temperature]], amount of [[tree]]s, amount of [[plant]]s, and a hint at the sort of [[wildlife]] at the center of the selection rectangle.  Look at the example picture again.  Notice that you are told that you'll see no trees or plants here ([[mountain]]s being too high for either to grow), but that's true only for the exact center of the local area:  You'll notice that the local area includes some of both on the edges, which is often all you need. You can view the different types of [[biomes]] in the selected area by hitting the {{k|F1}} {{k|F2}} {{k|F3}} and {{k|F4}} keys&lt;br /&gt;
* [[Civilization]]s capable of interacting with you. You need to be in contact with dwarves to get immigrants. You'll want to trade with the dwarves and preferably also [[human]]s and [[elves]]. [[Goblin]]s mean trouble, but it's hard to avoid them without hiding on an island.&lt;br /&gt;
* Your dwarven civilization. Your choice of civilization may have an effect on [[trade]] and [[immigration]].{{verify}} For instance, one civilization might have access to [[groundhog]] [[meat]], whereas another might not.&lt;br /&gt;
* Relative [[elevation]] and [[slope]] steepness. This lets you guess at the shape of the land. Try to avoid [[cliff]]s of 4 or more. A good elevation map contains lots low elevation changes ranging from 1 to 4.&lt;br /&gt;
&lt;br /&gt;
Look for the following:&lt;br /&gt;
* Coolness factor. You want to play on the [[beach]], raise towers to the sky, colonize a volcanic island, build a massive igloo, or brave [[haunted]] wilds? You can do all this!&lt;br /&gt;
* Running, unfrozen [[water]]. Many maps will have no [[underground]] water, so you'll be well-advised to seek out [[Temperate]] or warmer climes and include a [[river]] in the local area, at least for your first fortress. You can also get by for water on an [[aquifer]] but a new player will want to avoid them.&lt;br /&gt;
* Plants and trees. Plants ensure you won't starve, provide abundant [[alcohol]] once brewed, and guarantee that you can grow [[crop]]s [[outdoors]]. Trees mean [[wood]], [[building]] materials, [[fuel]], and [[charcoal]]. Even a relatively small [[forest]] makes all the difference. Neither plants nor trees will grow in the mountains, so place your mountain fortresses at the edge of the cliffs (the game actually requires that you do this). If you choose a site without plants or trees, buy lots of extra food and [[log]]s.&lt;br /&gt;
While useful, the following are not necessary.&lt;br /&gt;
* [[Sand]] is essential for [[glass]]-making.&lt;br /&gt;
* A [[magma vent]] (dark red double wavy line on the local map, hard to find) means larger-scale [[metalworking]] and [[glassworking]], but also greater danger and slower game speed. Avoid them for your first fort.&lt;br /&gt;
* Many other considerations will come into play once you get some experience; they are beyond the scope of this guide.&lt;br /&gt;
Avoid the following:&lt;br /&gt;
* Shores - the [[fish]] are deadly in the current version ... no joke!&lt;br /&gt;
* Haunted (purple) areas - filled with highly dangerous [[undead]] monsters.&lt;br /&gt;
* [[Magma]] - also too dangerous&lt;br /&gt;
* [[Aquifer]]s - take some skill and experience to handle. Aquifers are indicated by one or more wavy blue lines to the right of the minerals listing. If you attempt to start with one, you will get a warning and an option to cancel.&lt;br /&gt;
* [[Cold]] or [[Freezing]] areas, especially if you've turned off [[temperature]]. Water near the surface stays frozen seasonally or even year-round here; this usually means your dwarves cannot find a place to [[drink]] (or, at best, requires that you work harder to get them one). Healthy dwarves will drink alcohol if available but bedridden ones require water to be given to them by a dwarf with the [[health care]] job active and a [[bucket]].&lt;br /&gt;
&lt;br /&gt;
Once you've found a promising spot, you need to decide how much of it you want to have access to. Advantages of requesting a large local area include more raw materials, greater diversity of [[rock]]s and special underground features, and the ability to include desired terrain (such as a river, a forest, or a magma vent). Disadvantages include vastly greater CPU load (which can ruin a game completely - be careful), higher likelihood of merchants failing to reach your [[trade depot]] before they run out of time, and more risk of losing immigrants as they struggle to your front [[gate]]. Note that, because you can [[mine]] many levels, even a 3x3 area generally contains more raw materials than you're ever likely to need.&lt;br /&gt;
&lt;br /&gt;
=== Embark ===&lt;br /&gt;
&lt;br /&gt;
When done, hit {{k|e}}mbark. A warning may appear if you've chosen a challenging site. &lt;br /&gt;
&lt;br /&gt;
== Buying skills and items ==&lt;br /&gt;
&amp;lt;!-- I've written this build carefully. Give a reason for changing it. --~~~ --&amp;gt;&lt;br /&gt;
You'll now have the choice of playing with the default setup or of preparing for the journey carefully. We're going to do the latter, because we'd like to stay alive.&lt;br /&gt;
&lt;br /&gt;
Here, presumably, you are the dwarf determining who will go and what they will take. You have a total of 2060☼ to spend in two categories: Skilled dwarves and items. Some items have already been selected for you, but you probably won't want most of these.&lt;br /&gt;
&lt;br /&gt;
There are as many possible ways to approach setting up as there are fortress locations. The [[starting builds]] page offers several possibilities, if you don't like the one here.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
The [[iron]] [[anvil]] costs 1000☼ to take. While you need an anvil for metalsmithing, you shouldn't take it here, since the dwarven [[caravan]] will bring one in [[autumn]] of the first year, and you'll easily be able to make 1000☼ in trade goods before then. If you don't buy it then, you can get it later.&lt;br /&gt;
&lt;br /&gt;
First, remove all the items in the items screen, so you'll have enough money to spend on skilled dwarves.&lt;br /&gt;
&lt;br /&gt;
We suggest taking dwarves with these skills, but you can change these around however you like. Many players would prefer a [[weaponsmith]]/[[armorsmith]] to the fisherdwarf, for example.&lt;br /&gt;
* [[Miner]]/Novice [[Appraiser]]/Novice [[Judge of intent]]/Novice [[Organizer]]/Novice [[Record keeper]]. This dwarf will be the leader, trader, manager, bookkeeper, as well as a miner sometimes.&lt;br /&gt;
* [[Miner]]/[[Mason]]&lt;br /&gt;
* [[Woodcutter]]/[[Carpenter]]&lt;br /&gt;
* [[Grower]]/[[Herbalist]]&lt;br /&gt;
* [[Mechanic]]/[[Building designer]]&lt;br /&gt;
* [[Fisherdwarf]]/[[Fish cleaner]]&lt;br /&gt;
The total cost of the skills is 475☼, but it is worth the cost: Once you start the game, skills will be much more difficult to get than [[money]]. Rather, valuble goods; there is no ''currency'', just goods worth specific amounts.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Now, you have 1585☼ to spend on items to take along.&lt;br /&gt;
&lt;br /&gt;
* You'll need two [[copper]] [[pick]]s, which cost 20☼ each (40☼ total), for your miners. The material doesn't affect mining speed.&lt;br /&gt;
* Also, a [[battle axe]] will be needed for woodcutting. Since the only possibly metal for it is [[steel]], it costs 300☼.&lt;br /&gt;
* You'll need food. We recommend the following:&lt;br /&gt;
* 100 pieces of any variety of [[meat]] worth 2☼ apiece. Take at least one meat from each type of 2☼ meat, as you will get more [[barrel]]s that way. (200☼ total)&lt;br /&gt;
* 100 drinks of [[alcohol]], which will be stored in 20 [[barrel]]s free of charge. (200☼ total)&lt;br /&gt;
* You'll probably want [[seed]]s, which are all 1☼ each.&lt;br /&gt;
* 25 [[plump helmet spawn]]&lt;br /&gt;
* 10 [[pig tail]] seeds&lt;br /&gt;
* 10 [[rock nut]]s, which are the most difficult crop to use but the one that gives the most food, bar [[cheating]]&lt;br /&gt;
* You may wish to bring [[animal]]s.&lt;br /&gt;
* Two [[dog]]s, at 16☼ each (32☼ total). Gender alternates, so you will get one male and one female if you bring two. Dogs are excellent early defense systems and can be easily trained into war dogs, which do not run from danger and do twice as much damage.{{ver|0.23}}&lt;br /&gt;
* [[Cat]]s kill [[vermin]], preventing unhappy [[thought]]s, and will take owners which will make the owners happy, but also leave dead rats and other vermin corpses around your fortress which can produce clouds of [[miasma]]; bringing cats is a matter of preference, but not recommended for novices. They also will choose their owners, so you may end up with a swarm of cats that cannot be killed without sending the whole fortress into [[tantrum]]s. They cost 11☼ each.&lt;br /&gt;
* If you have followed the above exactly, you'll have 832☼ left. Spend this on whatever you like. If the area where you are has little wood, like a [[desert]] or mountains, you may wish to bring a few hundred [[logs]], which cost 3☼ each. You could also bring more [[food]]. You may wish to not take the expensive axe and take an anvil instead, which would leave you with 132☼. You can request an axe from the caravan or [[forge]] it yourself.&lt;br /&gt;
&lt;br /&gt;
=== Naming ===&lt;br /&gt;
&lt;br /&gt;
You can also name your fortress and starting group. This doesn't affect the game any, except in that if you don't, you could end up with a really ugly name, like Anusbride.&lt;br /&gt;
&lt;br /&gt;
== Beginning the fortress ==&lt;br /&gt;
&lt;br /&gt;
When you reach the site of your new fortress, the first things you want to do are:&lt;br /&gt;
&lt;br /&gt;
* Dig secure lodgings.&lt;br /&gt;
* Set up basic [[workshop]]s.&lt;br /&gt;
* Set up a [[dining room]] and a [[bedroom]].&lt;br /&gt;
* Set up a [[Farming|farm]].&lt;br /&gt;
* Set up [[stockpile]]s.&lt;br /&gt;
&lt;br /&gt;
Sounds simple, right? It doesn't? Learning the basics of the game can take some time, but soon enough you'll be customizing stockpiles like a pro!&lt;br /&gt;
&lt;br /&gt;
* First off, pause the game by pressing {{k|space}}. You can do this at any time to figure out what's going on at your leisure.&lt;br /&gt;
&lt;br /&gt;
* To move the view around, use the arrow keys. To move the view around at a faster pace, hold down the {{k|shift}} key, but if using the numpad keys make sure {{k|numlock}} is off. To view different elevations, or &amp;quot;[[Z]]-levels,&amp;quot; use the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys ({{k|shift}} + {{k|,}} or {{k|.}}).&lt;br /&gt;
&lt;br /&gt;
* To examine the contents of a square, press {{k|k}} and move the cursor over the square you want to examine. If you get lost and can't find your way back to your dwarves, press {{k|F1}} to center the camera back on the starting position. Check out more information on [[hotkeys]] to find out how to change that location.&lt;br /&gt;
&lt;br /&gt;
* You need to know how to change what jobs your dwarves will do. Press {{k|v}} and then move the cursor over a dwarf. It will display information about him/her. Go to the dwarf's {{k|p}}references, then the {{k|l}}abor submenu, and scroll the list with {{k|+}} and {{k|-}} ({{k|*}} and {{k|/}} will scroll through the list at a faster pace). The highlighted jobs are the ones this dwarf is allowed to do. Your starting dwarves should have the jobs that you gave them skills in enabled, but any dwarf can do any job, even if they have no skill in it yet. This is important to know so you can make the dwarves do the jobs you need done instead of just whatever their default jobs are. You should probably turn off all types of [[hauling]] for one of the miners.&lt;br /&gt;
&lt;br /&gt;
* To start [[digging]] out your fortress, press {{k|d}} to open the designation menu. Here you can select the tiles for your miners to dig, or tell them to create [[stair]]s and [[ramp]]s and various other things. Press {{k|d}} again to make sure you're creating digging designations, then press enter to start marking where to dig.&lt;br /&gt;
&lt;br /&gt;
* Start digging out a room as the start of your fortress. If you don't like the area the [[wagon]] starts in, choose a different place on the map. Try to keep a 1 tile wide chokepoint or hallway leading into it which you can block with a door. If you are in an area covered with sand, [[loam]], or [[clay]], you won't have rocks cluttering the room, so it may be easier to make your rooms there. Oddly, sand walls are just as hard as granite ones.&lt;br /&gt;
&lt;br /&gt;
* You will need rock for construction, through, so if you don't mine your rooms out of stone, you'll need to create a mining area elsewhere to get stone.&lt;br /&gt;
&lt;br /&gt;
* To dig down with stairs, designate a &amp;quot;downwards stairway&amp;quot; on the surface, then move the view down one level ({{k|&amp;gt;}}) and designate an &amp;quot;upwards stairway&amp;quot; on the tile directly beneath the downwards stairs. An &amp;quot;up/down stairway&amp;quot; works like both types of stairways in one tile. [[Stair]]s can go as deep as you want in a stack if you keep making up/down stairs on top of each other. You can continue stairs from both the top and the bottom of up/down stairs, but only from the bottom of downwards stairs, and only from the top of upwards stairs.&lt;br /&gt;
&lt;br /&gt;
* Outdoors by the fortress entrance, create a [[refuse stockpile]], a [[wood stockpile]], a [[furniture stockpile]], and a [[food stockpile]] to get your supplies out of the wagon and keep the food from rotting. You may wish to create a [[stone stockpile]], but this may cause your dwarves to get bogged down with hauling if you make it too large. To make a stockpile, press {{k|p}}, press the letter corresponding to the type of stockpile you want, then press enter and drag the selection box over the area you want, and press enter again to create it.&lt;br /&gt;
&lt;br /&gt;
* Disassemble the wagon for [[wood]] by pressing {{k|q}}, moving the cursor over the wagon and pressing {{k|x}}. Your carpenter should then disassemble it into three logs.&lt;br /&gt;
&amp;lt;!-- This is where I stopped working on the article. --Savok --&amp;gt;&lt;br /&gt;
* Create a [[Mason's Workshop]], a [[Carpenter's Workshop]], and a [[Mechanic's Workshop]] with the stones your miners should be producing as they dig tunnels through the rock. To build things, press {{k|b}}, then for workshops, press {{k|w}}. Scroll to the type you want with {{k|+}} and {{k|-}} and press enter. You should next see a screen with the list of all the available materials you can use to build the workshop. Select any type of stone and the dwarves will get started. '''NOTE:''' If the stone available to you has some [[economic stone|economic value]], such as [[limestone]] or [[marble]], you must press {{k|z}} to open the general status screen, go to the Stones submenu, then find the stone type in the list and press {{k|enter}} to allow your dwarves to use it for mundane tasks like constructing buildings and furniture.&lt;br /&gt;
* Your [[fisherdwarf]] has likely run off to a body of water to start fishing. Raw fish is inedible, and rots if left alone too long, so you need to build a [[fishery]] to process it. You build the fishery in the same way you built the other workshops. After it's built, select it with {{k|q}}, press {{k|a}}, select &amp;quot;Process Raw Fish&amp;quot; and press enter. Then press {{k|r}} to make that order repeat until it runs out of fish to process.&lt;br /&gt;
* At the [[Mason's Workshop]], order a [[door]] by selecting the workshop with {{k|q}}, pressing {{k|a}}, then scrolling to &amp;quot;door&amp;quot; on the list with the + and - keys and pressing enter. Stone is more common than wood, so you want to make everything you possibly can out of stone rather than wood. The only important items you can't make out of stone that you can make out of wood are [[bed]]s, [[bucket]]s, [[bin]]s, [[barrel]]s, and [[charcoal]] for fueling your [[forge]]s.&lt;br /&gt;
* Once the door is finished, place the door in the entrance of your fort by pressing {{k|b}}uild, then {{k|d}}oor, then selecting the space you want it to go in and pressing {{k|enter}}. If trouble shows up, you can lock the door by pressing {{k|q}}, highlighting it and pressing {{k|l}} once. Pressing it again unlocks it.&lt;br /&gt;
* At the [[Carpenter's Workshop]], first order a [[bed]] and a [[bucket]] to be made out of some of your wagon wood. &lt;br /&gt;
* Once the bed is complete, {{k|b}}uild it in the same manner you built the door, and place it in your entrance hall. Once it's placed, you should make it into a communal sleeping hall by selecting the bed with {{k|q}}, pressing {{k|r}} and using the {{k|+}} and {{k|-}} keys to cover the area of the hall, pressing enter, then pressing {{k|b}} to make it a [[barracks]]. Making it a barracks means that it is a public sleeping area, and dwarves without their own rooms will sleep there, even if there aren't enough beds.&lt;br /&gt;
* You should designate some trees to be cut down for more logs. Press {{k|d}}, then {{k|t}}. Find an area with trees, then press enter and highlight some trees by dragging the selection area over them and pressing enter again.&lt;br /&gt;
* To build some [[trap]]s to defend your front door, order some [[mechanism]]s to be built at the [[Mechanic's Workshop]]. After they are made, go to the {{k|b}}uild menu, and select the &amp;quot;Traps/Levers&amp;quot; category using {{k|+}} and {{k|-}}. Select the [[Trap#Stone-fall trap|stone-fall trap]], select the materials to use, then place it in a choke point leading into your fortress, like in front of or behind the front door.&lt;br /&gt;
* Mine a new room that will be used as a dining hall, and build four or five stone [[table]]s and stone [[throne]]s for it. Build some more doors to section off new rooms properly, as dwarves dislike rooms that aren't enclosed on all sides by walls or doors. Place the tables and thrones like you did the doors, and put one throne adjacent to each table. Once a table is placed in the room, select it with {{k|q}} and use it to define the area as a dining room, like you did with the bed for the sleeping hall. You only need to use one table to define the room, and the rest of the tables in it are automatically considered part of the dining room.&lt;br /&gt;
* Mine a few more rooms to be used as storage areas, remove the furniture and food stockpiles outside, and make new ones in these new storage rooms.&lt;br /&gt;
* You can also move your workshops indoors. They should not be built in the vicinity of the sleeping hall, as the noise will bother people. You can remove the workshops aboveground the same way you dismantled the wagon, press {{k|q}}, highlight the workshop, then press {{k|x}}.&lt;br /&gt;
* Next you'll set up [[farming]]. You first need to dig a farm room underground. Dwarven crops won't grow on the surface. If there are enough layers of [[soil]] covering the rock, you can carve out a farm room inside the soil and start farming without having to [[irrigate]] the ground. However, if you want to make a farm room with a rock floor, you will need to get the floor wet first. When water covers a rock cavern floor, it becomes muddy, which allows you to build farm plots on it. For more information about how to do that, read up on [[irrigation]].&lt;br /&gt;
* Once you have suitable ground for planting, go to the {{k|b}}uild menu, find &amp;quot;Farm Plot&amp;quot; or press {{k|p}}, then use the {{k|u}} {{k|m}} {{k|h}} {{k|k}} keys to resize it, and press enter to place it. A 5x5 field should be plenty to last you through winter. After it's placed, your growers will come clear the site and prepare it for planting.&lt;br /&gt;
* Now that the field is ready, select it with {{k|q}}, and set the crop you want to be grown on it. You have to set this manually for each season. Press {{k|a}} for spring, {{k|b}} for summer, {{k|c}} for fall, and {{k|d}} for winter. Not every crop can be grown in every season, although [[plump helmet]]s can be grown all year. You probably want to grow plump helmets exclusively at first, as they are the easiest crop to grow and use. Dwarves can eat them raw, cooked, or brew them into alcohol.&lt;br /&gt;
&lt;br /&gt;
== What next? ==&lt;br /&gt;
&lt;br /&gt;
At this point your little fort should be mostly self-sufficient, barring animal attacks, mining accidents, psychotic outbreaks, or invasion. You can now invest some time in luxuries, such as making private rooms for each dwarf, crafting valuable trade goods, crazy engineering projects, and brewing more beer.&lt;br /&gt;
&lt;br /&gt;
Here's some ideas for what to do next:&lt;br /&gt;
* Make an underground water supply that won't freeze over in winter, by draining a surface pool or diverting a river.&lt;br /&gt;
* Build a [[craftdwarf's workshop]] and start making some trade goods.&lt;br /&gt;
* Build a [[trade depot]] so that merchants can come and trade with you.&lt;br /&gt;
* Set up a [[still]] to brew more drinks for your thirsty dwarves. They'll drink water if they have to, but they are much happier and work faster if they are full of beer.&lt;br /&gt;
* Make individual rooms for each dwarf, with a bed and maybe a rock coffer and rock cabinet in each one.&lt;br /&gt;
* Use [[zone]]s to set up a meeting hall, and designate which water sources you want your dwarves to use for fishing and drinking.&lt;br /&gt;
* Expand your farm, dining room, and living quarters in anticipation of the massive wave of 10-30 immigrants that will likely show up sometime in the next year.&lt;br /&gt;
* Start making [[bin]]s and [[barrel]]s to consolidate items and food taking up space in your stockpiles so things are more organized, and so you have more barrels to brew drinks with.&lt;br /&gt;
* Set up an indoor [[refuse stockpile]] so your dwarves don't have to carry their trash as far, and so you can start building up a useful supply of bones and shells.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=10955</id>
		<title>40d:Your first fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=10955"/>
		<updated>2007-11-05T18:04:35Z</updated>

		<summary type="html">&lt;p&gt;Tracker: added more wiki links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to help new players get started on their first [[fortress]] and teach them the basics of keeping their [[dwarves]] alive. Above all else, always remember the [[Dwarf Fortress]] motto: &amp;quot;Losing is fun!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We discuss generating a world, choosing a fortress location, buying [[skill]]s and items, and playing the first month or so. Setting game initialization options is covered in [[technical tricks]]. The advice here is biased for safety; with a little experience you'll do better with strategies customized for your play style and preferred start locations. It is also deliberately terse. For more extended treatment of particular subjects, consult the linked pages or the rest of the Dwarf Fortress Wiki.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
The first thing you'll want to do when starting Dwarf Fortress, is [[World generation |create a world]]. You have two options: You may create a fractally-generated random world or you may re-create one of the [[pregenerated worlds]] using a specific seed. &lt;br /&gt;
&lt;br /&gt;
However, for new players it is recommended that you create a random world using the '''STANDARD''' template, so just hit {{k|Enter}} at this screen. Once you've gotten down the basics, you can return to the world generation screen and experiment with all of the options and create a world using one of the other techniques mentioned above.&lt;br /&gt;
&lt;br /&gt;
See the article on [[world generation]] for a complete guide to the world generation screen.&lt;br /&gt;
&lt;br /&gt;
== Choosing a location ==&lt;br /&gt;
&lt;br /&gt;
=== The interface ===&lt;br /&gt;
&lt;br /&gt;
If you have at least one world without an active fortress, you will be able to choose &amp;quot;Start Playing&amp;quot; from the main menu. Chose &amp;quot;Dwarf Fortress&amp;quot; and you'll see a four-section window looking something like:&lt;br /&gt;
&lt;br /&gt;
[[Image:FortressLocation_fd2f10.png | caption | This picture is shown with the default tileset. Other [[tilesets]] are available]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your next goal will be choosing the starting location for your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Your surroundings ===&lt;br /&gt;
You can discern alot of information by scrolling through the various modes .  The interface has six modes which you cycle through by pressing {{k|TAB}}.  In turn, they display:&lt;br /&gt;
* [[Temperature]], amount of [[tree]]s, amount of [[plant]]s, and a hint at the sort of [[wildlife]] at the center of the selection rectangle.  Look at the example picture again.  Notice that you are told that you'll see no trees or plants here ([[mountain]]s being too high for either to grow), but that's true only for the exact center of the local area:  You'll notice that the local area includes some of both on the edges, which is often all you need. You can view the different types of [[biomes]] in the selected area by hitting the {{k|F1}} {{k|F2}} {{k|F3}} and {{k|F4}} keys&lt;br /&gt;
* [[Civilization]]s capable of interacting with you. You need to be in contact with dwarves to get immigrants. You'll want to trade with the dwarves and preferably also [[human]]s and [[elves]]. [[Goblin]]s mean trouble, but it's hard to avoid them without hiding on an island.&lt;br /&gt;
* Your dwarven civilization. Your choice of civilization may have an effect on [[trade]] and [[immigration]].{{verify}} For instance, one civilization might have access to [[groundhog]] [[meat]], whereas another might not.&lt;br /&gt;
* Relative [[elevation]] and [[slope]] steepness. This lets you guess at the shape of the land. Try to avoid [[cliff]]s of 4 or more. A good elevation map contains lots low elevation changes ranging from 1 to 4.&lt;br /&gt;
&lt;br /&gt;
Look for the following:&lt;br /&gt;
* Coolness factor. You want to play on the [[beach]], raise towers to the sky, colonize a volcanic island, build a massive igloo, or brave [[haunted]] wilds? You can do all this!&lt;br /&gt;
* Running, unfrozen [[water]]. Many maps will have no [[underground]] water, so you'll be well-advised to seek out [[Temperate]] or warmer climes and include a [[river]] in the local area, at least for your first fortress. You can also get by for water on an [[aquifer]] but a new player will want to avoid them.&lt;br /&gt;
* Plants and trees. Plants ensure you won't starve, provide abundant [[alcohol]] once brewed, and guarantee that you can grow [[crop]]s [[outdoors]]. Trees mean [[wood]], [[building]] materials, [[fuel]], and [[charcoal]]. Even a relatively small [[forest]] makes all the difference. Neither plants nor trees will grow in the mountains, so place your mountain fortresses at the edge of the cliffs (the game actually requires that you do this). If you choose a site without plants or trees, buy lots of extra food and [[log]]s.&lt;br /&gt;
While useful, the following are not necessary.&lt;br /&gt;
* [[Sand]] is essential for [[glass]]-making.&lt;br /&gt;
* A [[magma vent]] (dark red double wavy line on the local map, hard to find) means larger-scale [[metalworking]] and [[glassworking]], but also greater danger and slower game speed. Avoid them for your first fort.&lt;br /&gt;
* Many other considerations will come into play once you get some experience; they are beyond the scope of this guide.&lt;br /&gt;
Avoid the following:&lt;br /&gt;
* Shores - the [[fish]] are deadly in the current version ... no joke!&lt;br /&gt;
* Haunted (purple) areas - filled with highly dangerous [[undead]] monsters.&lt;br /&gt;
* [[Magma]] - also too dangerous&lt;br /&gt;
* [[Aquifer]]s - take some skill and experience to handle. Aquifers are indicated by one or more wavy blue lines to the right of the minerals listing. If you attempt to start with one, you will get a warning and an option to cancel.&lt;br /&gt;
* Cold or Freezing areas, especially if you've turned off temperature. Water near the surface stays frozen seasonally or even year-round here; this usually means your dwarves cannot find a place to drink (or, at best, requires that you work harder to get them one). Healthy dwarves will drink liquor if available but bedridden ones require water.&lt;br /&gt;
&lt;br /&gt;
Once you've found a promising spot, you need to decide how much of it you want to have access to. Advantages of requesting a large local area include more raw materials, greater diversity of rocks and special underground features, and the ability to include desired terrain (such as a river, a forest, or a magma vent). Disadvantages include vastly greater CPU load (which can ruin a game completely - be careful), higher likelihood of merchants failing to reach your depot before they run out of time, and more risk of losing immigrants as they struggle to your front gate. Note that, because you can mine many levels, even a 3x3 area generally contains more raw materials than you're ever likely to need.&lt;br /&gt;
&lt;br /&gt;
=== Embark ===&lt;br /&gt;
&lt;br /&gt;
When done, hit {{k|e}}mbark. A warning may appear if you've chosen a challenging site. &lt;br /&gt;
&lt;br /&gt;
== Buying skills and items ==&lt;br /&gt;
&amp;lt;!-- I've written this build carefully. Give a reason for changing it. --~~~ --&amp;gt;&lt;br /&gt;
You'll now have the choice of playing with the default setup or of preparing for the journey carefully. We're going to do the latter, because we'd like to stay alive.&lt;br /&gt;
&lt;br /&gt;
Here, presumably, you are the dwarf determining who will go and what they will take. You have a total of 2060☼ to spend in two categories: Skilled dwarves and items. Some items have already been selected for you, but you probably won't want most of these.&lt;br /&gt;
&lt;br /&gt;
There are as many possible ways to approach setting up as there are fortress locations. The [[starting builds]] page offers several possibilities, if you don't like the one here.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
The iron anvil costs 1000☼ to take. While you need an anvil for metalsmithing, you shouldn't take it here, since the dwarven caravan will bring one in autumn of the first year, and you'll easily be able to make 1000☼ in trade goods before then. If you don't buy it then, you can get it later.&lt;br /&gt;
&lt;br /&gt;
First, remove all the items in the items screen, so you'll have enough money to spend on skilled dwarves.&lt;br /&gt;
&lt;br /&gt;
We suggest taking dwarves with these skills, but you can change these around however you like. Many players would prefer a [[weaponsmith]]/[[armorsmith]] to the fisherdwarf, for example.&lt;br /&gt;
* [[Miner]]/Novice [[Appraiser]]/Novice [[Judge of intent]]/Novice [[Organizer]]/Novice [[Record keeper]]. This dwarf will be the leader, trader, manager, bookkeeper, as well as a miner sometimes.&lt;br /&gt;
* [[Miner]]/[[Mason]]&lt;br /&gt;
* [[Woodcutter]]/[[Carpenter]]&lt;br /&gt;
* [[Grower]]/[[Herbalist]]&lt;br /&gt;
* [[Mechanic]]/[[Building designer]]&lt;br /&gt;
* [[Fisherdwarf]]/[[Fish cleaner]]&lt;br /&gt;
The total cost of the skills is 475☼, but it is worth the cost: Once you start the game, skills will be much more difficult to get than money. Rather, valuble goods; there is no ''currency'', just goods worth specific amounts.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Now, you have 1585☼ to spend on items to take along.&lt;br /&gt;
&lt;br /&gt;
* You'll need two copper [[pickaxe]]s, which cost 20☼ each (40☼ total), for your miners. The material doesn't affect mining speed.&lt;br /&gt;
* Also, a [[battle axe]] will be needed for woodcutting. Since the only possibly metal for it is steel, it costs 300☼.&lt;br /&gt;
* You'll need food. We recommend the following:&lt;br /&gt;
* 100 pieces of any variety of [[meat]] worth 2☼ apiece. Take at least one meat from each type of 2☼ meat, as you will get more barrels that way. (200☼ total)&lt;br /&gt;
* 100 drinks of [[alcohol]], which will be stored in 20 [[barrel]]s free of charge. (200☼ total)&lt;br /&gt;
* You'll probably want seeds, which are all 1☼ each.&lt;br /&gt;
* 25 [[plump helmet spawn]]&lt;br /&gt;
* 10 [[pig tail]] seeds&lt;br /&gt;
* 10 [[rock nut]]s, which are the most difficult crop to use but the one that gives the most food, bar cheating&lt;br /&gt;
* You may wish to bring animals.&lt;br /&gt;
* Two [[dog]]s, at 16☼ each (32☼ total). Gender alternates, so you will get one male and one female if you bring two. Dogs are excellent early defense systems and can be easily trained into war dogs, which do not run from danger and do twice as much damage.{{ver|0.23}}&lt;br /&gt;
* [[Cat]]s kill [[vermin]], preventing unhappy [[thought]]s, and will take owners which will make the owners happy, but also leave dead rats and other vermin corpses around your fortress which can produce clouds of [[miasma]]; bringing cats is a matter of preference, but not recommended for novices. They also will choose their owners, so you may end up with a swarm of cats that cannot be killed without sending the whole fortress into [[tantrum]]s. They cost 11☼ each.&lt;br /&gt;
* If you have followed the above exactly, you'll have 832☼ left. Spend this on whatever you like. If the area where you are has little wood, like a desert or mountains, you may wish to bring a few hundred [[logs]], which cost 3☼ each. You could also bring more [[food]]. You may wish to not take the expensive axe and take an anvil instead, which would leave you with 132☼. You can request an axe from the caravan or forge it yourself.&lt;br /&gt;
&lt;br /&gt;
=== Naming ===&lt;br /&gt;
&lt;br /&gt;
You can also name your fortress and starting group. This doesn't affect the game any, except in that if you don't, you could end up with a really ugly name, like Anusbride.&lt;br /&gt;
&lt;br /&gt;
== Beginning the fortress ==&lt;br /&gt;
&lt;br /&gt;
When you reach the site of your new fortress, the first things you want to do are:&lt;br /&gt;
&lt;br /&gt;
* Dig secure lodgings.&lt;br /&gt;
* Set up basic [[workshop]]s.&lt;br /&gt;
* Set up a [[dining room]] and a [[bedroom]].&lt;br /&gt;
* Set up a [[Farming|farm]].&lt;br /&gt;
* Set up [[stockpile]]s.&lt;br /&gt;
&lt;br /&gt;
Sounds simple, right? It doesn't? Learning the basics of the game can take some time, but soon enough you'll be customizing stockpiles like a pro!&lt;br /&gt;
&lt;br /&gt;
* First off, pause the game by pressing {{k|space}}. You can do this at any time to figure out what's going on at your leisure.&lt;br /&gt;
&lt;br /&gt;
* To move the view around, use the arrow keys. To move the view around at a faster pace, hold down the {{k|shift}} key, but if using the numpad keys make sure {{k|numlock}} is off. To view different elevations, or &amp;quot;Z-levels,&amp;quot; use the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys ({{k|shift}} + {{k|,}} or {{k|.}}).&lt;br /&gt;
&lt;br /&gt;
* To examine the contents of a square, press {{k|k}} and move the cursor over the square you want to examine. If you get lost and can't find your way back to your dwarves, press {{k|F1}} to center the camera back on the starting position. Check out more information on [[hotkeys]] to find out how to change that location.&lt;br /&gt;
&lt;br /&gt;
* You need to know how to change what jobs your dwarves will do. Press {{k|v}} and then move the cursor over a dwarf. It will display information about him/her. Go to the dwarf's {{k|p}}references, then the {{k|l}}abor submenu, and scroll the list with {{k|+}} and {{k|-}} ({{k|*}} and {{k|/}} will scroll through the list at a faster pace). The highlighted jobs are the ones this dwarf is allowed to do. Your starting dwarves should have the jobs that you gave them skills in enabled, but any dwarf can do any job, even if they have no skill in it yet. This is important to know so you can make the dwarves do the jobs you need done instead of just whatever their default jobs are. You should probably turn off all types of hauling for one of the miners.&lt;br /&gt;
&lt;br /&gt;
* To start [[digging]] out your fortress, press {{k|d}} to open the designation menu. Here you can select the tiles for your miners to dig, or tell them to create [[stair]]s and [[ramp]]s and various other things. Press {{k|d}} again to make sure you're creating digging designations, then press enter to start marking where to dig.&lt;br /&gt;
&lt;br /&gt;
* Start digging out a room as the start of your fortress. If you don't like the area the wagon starts in, choose a different place on the map. Try to keep a 1 tile wide chokepoint or hallway leading into it which you can block with a door. If you are in an area covered with sand, loam, or clay, you won't have rocks cluttering the room, so it may be easier to make your rooms there. Oddly, sand walls are just as hard as granite ones.&lt;br /&gt;
&lt;br /&gt;
* You will need rock for construction, through, so if you don't mine your rooms out of stone, you'll need to create a mining area elsewhere to get stone.&lt;br /&gt;
&lt;br /&gt;
* To dig down with stairs, designate a &amp;quot;downwards stairway&amp;quot; on the surface, then move the view down one level ({{k|&amp;gt;}}) and designate an &amp;quot;upwards stairway&amp;quot; on the tile directly beneath the downwards stairs. An &amp;quot;up/down stairway&amp;quot; works like both types of stairways in one tile. Stairs can go as deep as you want in a stack if you keep making up/down stairs on top of each other. You can continue stairs from both the top and the bottom of up/down stairs, but only from the bottom of downwards stairs, and only from the top of upwards stairs.&lt;br /&gt;
&lt;br /&gt;
* Outdoors by the fortress entrance, create a [[refuse stockpile]], a [[wood stockpile]], a [[furniture stockpile]], and a [[food stockpile]] to get your supplies out of the wagon and keep the food from rotting. You may wish to create a [[stone stockpile]], but this may cause your dwarves to get bogged down with hauling if you make it too large. To make a stockpile, press {{k|p}}, press the letter corresponding to the type of stockpile you want, then press enter and drag the selection box over the area you want, and press enter again to create it.&lt;br /&gt;
&lt;br /&gt;
* Disassemble the wagon for [[wood]] by pressing {{k|q}}, moving the cursor over the wagon and pressing {{k|x}}. Your carpenter should then disassemble it into three logs.&lt;br /&gt;
&amp;lt;!-- This is where I stopped working on the article. --Savok --&amp;gt;&lt;br /&gt;
* Create a [[Mason's Workshop]], a [[Carpenter's Workshop]], and a [[Mechanic's Workshop]] with the stones your miners should be producing as they dig tunnels through the rock. To build things, press {{k|b}}, then for workshops, press {{k|w}}. Scroll to the type you want with {{k|+}} and {{k|-}} and press enter. You should next see a screen with the list of all the available materials you can use to build the workshop. Select any type of stone and the dwarves will get started. '''NOTE:''' If the stone available to you has some [[economic stone|economic value]], such as [[limestone]] or [[marble]], you must press {{k|z}} to open the general status screen, go to the Stones submenu, then find the stone type in the list and press {{k|enter}} to allow your dwarves to use it for mundane tasks like constructing buildings and furniture.&lt;br /&gt;
* Your [[fisherdwarf]] has likely run off to a body of water to start fishing. Raw fish is inedible, and rots if left alone too long, so you need to build a [[fishery]] to process it. You build the fishery in the same way you built the other workshops. After it's built, select it with {{k|q}}, press {{k|a}}, select &amp;quot;Process Raw Fish&amp;quot; and press enter. Then press {{k|r}} to make that order repeat until it runs out of fish to process.&lt;br /&gt;
* At the [[Mason's Workshop]], order a [[door]] by selecting the workshop with {{k|q}}, pressing {{k|a}}, then scrolling to &amp;quot;door&amp;quot; on the list with the + and - keys and pressing enter. Stone is more common than wood, so you want to make everything you possibly can out of stone rather than wood. The only important items you can't make out of stone that you can make out of wood are [[bed]]s, [[bucket]]s, [[bin]]s, [[barrel]]s, and [[charcoal]] for fueling your [[forge]]s.&lt;br /&gt;
* Once the door is finished, place the door in the entrance of your fort by pressing {{k|b}}uild, then {{k|d}}oor, then selecting the space you want it to go in and pressing {{k|enter}}. If trouble shows up, you can lock the door by pressing {{k|q}}, highlighting it and pressing {{k|l}} once. Pressing it again unlocks it.&lt;br /&gt;
* At the [[Carpenter's Workshop]], first order a [[bed]] and a [[bucket]] to be made out of some of your wagon wood. &lt;br /&gt;
* Once the bed is complete, {{k|b}}uild it in the same manner you built the door, and place it in your entrance hall. Once it's placed, you should make it into a communal sleeping hall by selecting the bed with {{k|q}}, pressing {{k|r}} and using the {{k|+}} and {{k|-}} keys to cover the area of the hall, pressing enter, then pressing {{k|b}} to make it a [[barracks]]. Making it a barracks means that it is a public sleeping area, and dwarves without their own rooms will sleep there, even if there aren't enough beds.&lt;br /&gt;
* You should designate some trees to be cut down for more logs. Press {{k|d}}, then {{k|t}}. Find an area with trees, then press enter and highlight some trees by dragging the selection area over them and pressing enter again.&lt;br /&gt;
* To build some [[trap]]s to defend your front door, order some [[mechanism]]s to be built at the [[Mechanic's Workshop]]. After they are made, go to the {{k|b}}uild menu, and select the &amp;quot;Traps/Levers&amp;quot; category using {{k|+}} and {{k|-}}. Select the [[Trap#Stone-fall trap|stone-fall trap]], select the materials to use, then place it in a choke point leading into your fortress, like in front of or behind the front door.&lt;br /&gt;
* Mine a new room that will be used as a dining hall, and build four or five stone [[table]]s and stone [[throne]]s for it. Build some more doors to section off new rooms properly, as dwarves dislike rooms that aren't enclosed on all sides by walls or doors. Place the tables and thrones like you did the doors, and put one throne adjacent to each table. Once a table is placed in the room, select it with {{k|q}} and use it to define the area as a dining room, like you did with the bed for the sleeping hall. You only need to use one table to define the room, and the rest of the tables in it are automatically considered part of the dining room.&lt;br /&gt;
* Mine a few more rooms to be used as storage areas, remove the furniture and food stockpiles outside, and make new ones in these new storage rooms.&lt;br /&gt;
* You can also move your workshops indoors. They should not be built in the vicinity of the sleeping hall, as the noise will bother people. You can remove the workshops aboveground the same way you dismantled the wagon, press {{k|q}}, highlight the workshop, then press {{k|x}}.&lt;br /&gt;
* Next you'll set up [[farming]]. You first need to dig a farm room underground. Dwarven crops won't grow on the surface. If there are enough layers of [[soil]] covering the rock, you can carve out a farm room inside the soil and start farming without having to [[irrigate]] the ground. However, if you want to make a farm room with a rock floor, you will need to get the floor wet first. When water covers a rock cavern floor, it becomes muddy, which allows you to build farm plots on it. For more information about how to do that, read up on [[irrigation]].&lt;br /&gt;
* Once you have suitable ground for planting, go to the {{k|b}}uild menu, find &amp;quot;Farm Plot&amp;quot; or press {{k|p}}, then use the {{k|u}} {{k|m}} {{k|h}} {{k|k}} keys to resize it, and press enter to place it. A 5x5 field should be plenty to last you through winter. After it's placed, your growers will come clear the site and prepare it for planting.&lt;br /&gt;
* Now that the field is ready, select it with {{k|q}}, and set the crop you want to be grown on it. You have to set this manually for each season. Press {{k|a}} for spring, {{k|b}} for summer, {{k|c}} for fall, and {{k|d}} for winter. Not every crop can be grown in every season, although [[plump helmet]]s can be grown all year. You probably want to grow plump helmets exclusively at first, as they are the easiest crop to grow and use. Dwarves can eat them raw, cooked, or brew them into alcohol.&lt;br /&gt;
&lt;br /&gt;
== What next? ==&lt;br /&gt;
&lt;br /&gt;
At this point your little fort should be mostly self-sufficient, barring animal attacks, mining accidents, psychotic outbreaks, or invasion. You can now invest some time in luxuries, such as making private rooms for each dwarf, crafting valuable trade goods, crazy engineering projects, and brewing more beer.&lt;br /&gt;
&lt;br /&gt;
Here's some ideas for what to do next:&lt;br /&gt;
* Make an underground water supply that won't freeze over in winter, by draining a surface pool or diverting a river.&lt;br /&gt;
* Build a [[craftdwarf's workshop]] and start making some trade goods.&lt;br /&gt;
* Build a [[trade depot]] so that merchants can come and trade with you.&lt;br /&gt;
* Set up a [[still]] to brew more drinks for your thirsty dwarves. They'll drink water if they have to, but they are much happier and work faster if they are full of beer.&lt;br /&gt;
* Make individual rooms for each dwarf, with a bed and maybe a rock coffer and rock cabinet in each one.&lt;br /&gt;
* Use [[zone]]s to set up a meeting hall, and designate which water sources you want your dwarves to use for fishing and drinking.&lt;br /&gt;
* Expand your farm, dining room, and living quarters in anticipation of the massive wave of 10-30 immigrants that will likely show up sometime in the next year.&lt;br /&gt;
* Start making [[bin]]s and [[barrel]]s to consolidate items and food taking up space in your stockpiles so things are more organized, and so you have more barrels to brew drinks with.&lt;br /&gt;
* Set up an indoor [[refuse stockpile]] so your dwarves don't have to carry their trash as far, and so you can start building up a useful supply of bones and shells.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gem&amp;diff=2783</id>
		<title>40d:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gem&amp;diff=2783"/>
		<updated>2007-11-05T17:45:22Z</updated>

		<summary type="html">&lt;p&gt;Tracker: added more wiki links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Small clusters of '''gems''' can be found strewn throughout the fortress. Gems can used to [[encrust]] [[furniture]], [[weapon]]s, [[armor]] and [[ammunition]], to create [[window]]s and as a source material for [[legendary artifact|legendary artifacts]].&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
&lt;br /&gt;
Gems have no [[item values|value]] in rough form. First they need to be cut in a [[jeweler's workshop]]. Cut gems have a base value of 5, which is multiplied by appropriate value modifier from the table below. Items can be [[decorated]] (encrusted) with cut gems; all such decorations have a value of 10 times the gem type's value multiplier.&lt;br /&gt;
&lt;br /&gt;
== Varieties ==&lt;br /&gt;
&lt;br /&gt;
Gems come in many varieties, with their own color and value multipliers:&lt;br /&gt;
&lt;br /&gt;
{{Gems}}&lt;br /&gt;
&lt;br /&gt;
== Glass ==&lt;br /&gt;
*green glass, x2 value, requires only a [[bag]] full of [[sand]]&lt;br /&gt;
*clear glass, x5 value, requires [[pearlash]] as well as a [[bag]] full of [[sand]]&lt;br /&gt;
*crystal glass, x10 value, requires [[pearlash]] and [[rock crystal]]&lt;br /&gt;
&lt;br /&gt;
Like working [[metal]], making glass requires [[fuel]], either [[coke]] or [[charcoal]] at a normal glass furnace, or [[magma]] at a [[magma glass furnace]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Gems]]&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Engraving&amp;diff=4853</id>
		<title>40d:Engraving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Engraving&amp;diff=4853"/>
		<updated>2007-11-05T17:41:58Z</updated>

		<summary type="html">&lt;p&gt;Tracker: added more wiki links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Engraving encompasses both smoothing stone and engraving it.  Both jobs are accessed from the [d]esignations menu, and require the Stone Detailing [[labor]] to be turned on.&lt;br /&gt;
&lt;br /&gt;
A [[wall]] that has already been smoothed can be engraved on. Engravings increase [[dwarf]] [[happiness]], raise the [[value]] of a [[room]] and provide a record of the [[history]] of your fort. [[Fortification]]s cannot be engraved on. A [[masterwork]] engraving that is destroyed or defaced ([[magma]] and [[goblins]] do the job nicely) may cause the [[engraver]] to [[tantrum]].&lt;br /&gt;
&lt;br /&gt;
Engravers are inspired by the history of your fort and will use them in the engraving. Like when your [[axedwarf]] bravely held a crucial part of the fort and slew some [[goblin]]s, your engravers can make a picture of it. &lt;br /&gt;
&lt;br /&gt;
Engravings can be viewed by pressing 'k', moving the cursor over the engraved area, using the + or - keys to move down to the engraving and pressing enter. [[Adventurer]]s are also able to view these by revisiting your old fortress. The art and the story behind the engraving, will show up in the [[legends]] mode.&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cage&amp;diff=18572</id>
		<title>40d:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cage&amp;diff=18572"/>
		<updated>2007-11-04T11:20:36Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Cage''' is a holding device. Cages cannot be made of [[stone]], but can be made of [[wood]] and [[metal]]. Cages can hold an unlimited number of [[animals]] at once. Placing animals in a cage can reduce lag and reduce [[traffic]] in your hallways.&lt;br /&gt;
&lt;br /&gt;
The cage can be used in a few ways:&lt;br /&gt;
&lt;br /&gt;
* A [[jail]], where you designate its location to be used for [[justice]], and a [[sherrif]] will detain any unruly dwarves.&lt;br /&gt;
* Animal restraining device, where you simply plant it and allocate any animals you want in it.&lt;br /&gt;
** This is also how you go about making a makeshift [[zoo]] for [[trapped]] animals.&lt;br /&gt;
* A [[cage trap]] needs a cage as one of its components.&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stone&amp;diff=8248</id>
		<title>40d Talk:Stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stone&amp;diff=8248"/>
		<updated>2007-11-03T22:29:13Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I notice that [[Economic stone]] lists economic + metal ores, my edit to the stone page&lt;br /&gt;
divides it as the stockpiles do. -- infinity&lt;br /&gt;
&lt;br /&gt;
Is there any kind of stone that isn't mineable?  If not, then I don't think that &amp;quot;Mineable Stone&amp;quot; makes sense as a section header. --[[User:Peristarkawan|Peristarkawan]] 13:36, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Good point, I think I was trying to separate that from &amp;quot;soil&amp;quot; and other things that don't leave behind anything ... I shouldn't edit so early in the morning.  --[[User:Infinity|Infinity]] 20:45, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now all we need is graphical representations! [[User:Schm0|Schm0]] 16:24, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What about ICE BLOCKS? those count as stones for some purposes. --[[User:Thehunterunseen|Thehunterunseen]] 19:27, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I haven't been able to get my dorfs to do anything with ice blocks yet.  Haven't managed them to go down (or up) the stairs into the frozen river I had anyway, so... (I was explicitly trying NOT to mine out the side of it)--[[User:Draco18s|Draco18s]] 00:48, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shouldn't raw adamantine be under metal ore as opposed to &amp;quot;other stone&amp;quot;? --[[User:RedKing|RedKing]] 00:43, 2 November 2007 (EDT)&lt;br /&gt;
:It's probably due to where it's grouped in the raws. --[[User:Alfador|Alfador]] 14:40, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Why are we listing [[platinum nuggets]] instead of [[native platinum]], when talking about it in it's unmined state? --[[User:Trukkle|Trukkle]] 10:23, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am thinking about implementing a more detailed table style for this area. The existing tables are nice, but there should be much more information on this page. Perhaps something like this:&lt;br /&gt;
&lt;br /&gt;
Someone, with correct formatting, add this to the bottom of the page. http://idisk.mac.com/fire_drake-Public/DF_StoneOre_Table.htm  -penguin&lt;br /&gt;
&lt;br /&gt;
{| border = 1&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Tile !! Type !! Uses&lt;br /&gt;
|-&lt;br /&gt;
| Olivine || sytle=&amp;quot;padding:0&amp;quot; | [[Image:olivine_raw.gif]][[Image:olivine_stone.gif]] || Generic || Stoneworking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
What do you guys think? [[User:Schm0|Schm0]] 15:41, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I really like that, Schm0 --[[User:Tracker|Tracker]] 18:29, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Smoothing&amp;diff=17485</id>
		<title>40d Talk:Smoothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Smoothing&amp;diff=17485"/>
		<updated>2007-11-03T21:44:22Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What job designation is smoother? Mason? Stonecrafting? Stoneworking? [[User:Schm0|Schm0]] 17:23, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Stone Detailing, I believe --[[User:Tracker|Tracker]] 17:44, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Outpost_liaison&amp;diff=13294</id>
		<title>40d:Outpost liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Outpost_liaison&amp;diff=13294"/>
		<updated>2007-11-03T10:33:06Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outpost liaisons are diplomats sent by the Mountainhomes. They arrive together with the dwarven [[caravan]] somewhere in the [[autumn]], escorted by a [[axedwarf]].&lt;br /&gt;
&lt;br /&gt;
Outpost liaisons make possible to order specific goods from the mountainhomes that would be sent in the next autumn. They will only talk with your [[expedition leader]]; if he is dead, then you must assign a new one before the liaison arrives or he will left without a [[meeting]].&lt;br /&gt;
&lt;br /&gt;
To conduct a meeting with the liaison your expedition leader should be available. If he is too busy the liaison will remain in the fortress for a long time, and it can become insane. To avoid this, after trading with the caravan, uncheck any job assignements of the expedition leader, and he will be available to do the meeting.&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sand&amp;diff=16225</id>
		<title>40d:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sand&amp;diff=16225"/>
		<updated>2007-11-03T09:44:20Z</updated>

		<summary type="html">&lt;p&gt;Tracker: New page: Sand can be collected into bags at a glass furnace. It is used to produce different forms of glass. Dwarves will only collect sand from zones that have been specified as sa...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sand can be collected into [[bag]]s at a [[glass furnace]]. It is used to produce different forms of [[glass]]. Dwarves will only collect sand from [[zone]]s that have been specified as sand collection zones that have sandy floors within them.&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Lag&amp;diff=16224</id>
		<title>40d Talk:Lag</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Lag&amp;diff=16224"/>
		<updated>2007-11-03T09:16:22Z</updated>

		<summary type="html">&lt;p&gt;Tracker: New page: I believe this would be a good place to discuss the issues people have been having with lag. I know there were a few topics on the forums, recently. Links? Advice? --~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I believe this would be a good place to discuss the issues people have been having with lag. I know there were a few topics on the forums, recently. Links? Advice? --[[User:Tracker|Tracker]] 05:16, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Containers&amp;diff=16187</id>
		<title>Containers</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Containers&amp;diff=16187"/>
		<updated>2007-11-03T08:52:25Z</updated>

		<summary type="html">&lt;p&gt;Tracker: Redirecting to Container&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Container]]&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Container&amp;diff=16189</id>
		<title>40d:Container</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Container&amp;diff=16189"/>
		<updated>2007-11-03T08:52:06Z</updated>

		<summary type="html">&lt;p&gt;Tracker: New page: Containers are, typically enough, boxes (or barrels, or bins, or even bags) made out of a solid material and are used to hold everything from personal possessions, to gems, to [[alcohol|be...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Containers are, typically enough, boxes (or barrels, or bins, or even bags) made out of a solid material and are used to hold everything from personal possessions, to gems, to [[alcohol|beer]], to quarry bush leaves[25], and even living creatures.  Their use is context-sensitive, so you cannot use your =tower-cap barrel=s for storing +1052 Boatmurdered Gold Coins[2500]+.&lt;br /&gt;
&lt;br /&gt;
==Barrels, bins and bags==&lt;br /&gt;
&lt;br /&gt;
[[Barrel|Barrels]] are (usually) wooden containers that are useful for storing items in a [[Stockpile#food|food stockpile]] and are used primarily for [[alcohol|flammable, unstable and volatile liquids]], 2nd-stage cooking items (read: dwarven syryp and quarry bush leaves), unlucky stacks of =longland beer biscuits[8]=, and so on.  They are also found to have been used for seed disposal, with some barrels being occupied by bags filled with [[Plump_Helmet|plump helmet spawn]], [[Quarry_Bush|rock nuts]] and so on.&lt;br /&gt;
&lt;br /&gt;
Bins are, esentially, smaller barrels (although these can be made of [[metal]]) for everything that doesn't want barrels.  They are sent to all the other stockpiles (with exclusion to the refuse and graveyard piles) and will hold much larger stacks of items, making organising those endless piles of +giant cave spider silk cloth+ much more easier to manage.  They will also resize, much like the wizard's hat in [http://en.wikipedia.org/wiki/Fantasia_%28Movie%29 Fantasia].&lt;br /&gt;
&lt;br /&gt;
Bags are some of the most widely-used containers in dwarf fortress, due to their use as both seed preservation and [[Glass_Furnace|sand collection]].  These are only made from plant fiber or animal (silk) cloth, or [[Adamantine]] if you're that much of a rich bastard (although you can make ''*anything*'' from that accursed stuff.  These are also the only stockpile containers that can be used as a stationary container, if you want one for that sort of thing.&lt;br /&gt;
&lt;br /&gt;
==Cabinets and Coffers==&lt;br /&gt;
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These two containers are both furniture items in your fortress, and are useful if you don't want your fortress drowning in [[Clothing|dumped]] [[Coins|items]].  These are only used as containers after you {{k|b}}uild them in an undercover (note: this term is used, as you can make a bus-shelter of a hut and have tables, chairs and all the indoor items in it as long as the ceiling's up).  As long as a nearby bed/table/chair/armour rack/etc has been {{k|q}}uery - {{k|r}}oom - {{k|a}}ssigned to a dwarf, they will store their clothing items in the cabinet (look out for those dwarves with shoe fetishes ;) ), and all the other items (including coins), into the coffer.&lt;br /&gt;
&lt;br /&gt;
NB: a coffer is also a chest for the wooden equivalent&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothier%27s_shop&amp;diff=16120</id>
		<title>40d:Clothier's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothier%27s_shop&amp;diff=16120"/>
		<updated>2007-11-03T08:42:05Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Clothier's Shop is where finished [[cloth]] (plant fiber or animal, including dyed threads) is sent to be cut, trimmed and otherwise turned into useful [[clothing]] items, [[bags]], [[backpacks]], [[quivers]], or even sewn onto another item as a [[decoration|decorative image]].&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cloth&amp;diff=16172</id>
		<title>40d:Cloth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cloth&amp;diff=16172"/>
		<updated>2007-11-03T08:38:03Z</updated>

		<summary type="html">&lt;p&gt;Tracker: New page: Cloth is made from carefully woven fibers made from plant or animal sources. It is used to make a variety of goods such as bags and clothing at a clothier's shop.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cloth is made from carefully woven fibers made from [[plant]] or [[animal]] sources. It is used to make a variety of goods such as [[bag]]s and [[clothing]] at a [[clothier's shop]].&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Decoration&amp;diff=16136</id>
		<title>40d:Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Decoration&amp;diff=16136"/>
		<updated>2007-11-03T08:36:01Z</updated>

		<summary type="html">&lt;p&gt;Tracker: New page: A decorative image raises the value of an object by sewing a piece of leather or cloth permanently onto an item.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A decorative image raises the [[value]] of an object by sewing a piece of [[leather]] or [[cloth]] permanently onto an item.&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Anvil&amp;diff=2081</id>
		<title>40d:Anvil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Anvil&amp;diff=2081"/>
		<updated>2007-11-03T08:21:33Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anvils are required to build a [[metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
It is possible to bring an [[iron]] anvil with your dwarfs when starting a [[fortress]]. It costs 1,000 [[starting point]]s, so may be better left behind in favor of extra [[skill]] points or [[food]]. Dwarven [[caravans]] often bring an anvil on their first trip. You can request for one to be brought on the next caravan while meeting with the dwarven [[liason]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One strategy for some people starting in a new area, is to trade in the starting anvil (not that you'll need it unless you want metal items for the caravan) and replace it with &amp;quot;a shit ton of logs, which makes for a good palisade for your starting down&amp;quot;, which would be most useful if you started in a ''really'' dodgy zone, examples being haunted zones and un-witting goblin fortresses/undead ziggurats/towers/etc.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Anvil&amp;diff=2080</id>
		<title>40d:Anvil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Anvil&amp;diff=2080"/>
		<updated>2007-11-03T08:21:19Z</updated>

		<summary type="html">&lt;p&gt;Tracker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anvils are required to build a [[metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
It is possible to bring an [[iron]] [[anvil]] with your dwarfs when starting a [[fortress]]. It costs 1,000 [[starting point]]s, so may be better left behind in favor of extra [[skill]] points or [[food]]. Dwarven [[caravans]] often bring an anvil on their first trip. You can request for one to be brought on the next caravan while meeting with the dwarven [[liason]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One strategy for some people starting in a new area, is to trade in the starting anvil (not that you'll need it unless you want metal items for the caravan) and replace it with &amp;quot;a shit ton of logs, which makes for a good palisade for your starting down&amp;quot;, which would be most useful if you started in a ''really'' dodgy zone, examples being haunted zones and un-witting goblin fortresses/undead ziggurats/towers/etc.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Tracker</name></author>
	</entry>
</feed>