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	<updated>2026-04-15T01:38:58Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Combat_hardening&amp;diff=257423</id>
		<title>Combat hardening</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Combat_hardening&amp;diff=257423"/>
		<updated>2021-03-12T16:13:55Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
Whenever a creature is repeatedly exposed to the typical violence and death from combat, they will progressively '''harden''' and feel less and less [[emotion]]s from it. This system is distinct from [[stress]] and historically predates it, even though it has an influence on how stressed your dwarves get.&lt;br /&gt;
&lt;br /&gt;
There are different levels, from &amp;quot;is a hardened individual&amp;quot; to &amp;quot;doesn't really care about anything anymore&amp;quot;. As of .47.05, your dwarves will reach this level fairly quickly, even civilians. Any further occurrence of violence at this level will cause them to &amp;quot;not feel anything&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Note that non-dwarf citizens who reach this level become [[alcohol]] dependent, just like normal dwarves.&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Combat_hardening&amp;diff=257422</id>
		<title>Combat hardening</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Combat_hardening&amp;diff=257422"/>
		<updated>2021-03-12T16:13:04Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: Created page with &amp;quot;{{av}}  Whenever a creature is repeatedly exposed to the violence and death from combat, they will progressively '''harden''' and feel less and less emotions from it. This...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
Whenever a creature is repeatedly exposed to the violence and death from combat, they will progressively '''harden''' and feel less and less [[emotion]]s from it. This system is distinct from [[stress]] and historically predates it, even though it has an influence on how stressed your dwarves get.&lt;br /&gt;
&lt;br /&gt;
There are different levels, from &amp;quot;is a hardened individual&amp;quot; to &amp;quot;doesn't really care about anything anymore&amp;quot;. As of .47.05, your dwarves will reach this level fairly quickly, even civilians. Any further occurrence of violence at this level will cause them to &amp;quot;not feel anything&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Note that non-dwarf citizens who reach this level become [[alcohol]] dependent, just like normal dwarves.&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cavern&amp;diff=257359</id>
		<title>Cavern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cavern&amp;diff=257359"/>
		<updated>2021-03-08T16:17:25Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
[[File:Cavern 2014.png‎|thumb|350px|A cavern found underground.]]&lt;br /&gt;
[[File:cavern2.jpg|thumb|350px|Art of an actual cavern.]]&lt;br /&gt;
&lt;br /&gt;
''Not to be confused with [[Cave]].''&lt;br /&gt;
&lt;br /&gt;
'''Caverns''' are ''huge'' natural underground tunnel systems, inhabited by strange and dangerous creatures. They go up, down, left, right, and just about anywhere else. Vanilla worlds provide three cavern layers. Number, size and z-position can be altered in the [[world generation]] parameters.&lt;br /&gt;
&lt;br /&gt;
The caverns will usually have open map edges, allowing all sorts of [[creatures]] to migrate into and from them. By exploring the caverns in adventure mode it is possible to travel large distances below the surface - the caverns effectively connect all sites that access them.&lt;br /&gt;
&lt;br /&gt;
Upon reclaiming a fort, all mud in the caverns is removed.&lt;br /&gt;
&lt;br /&gt;
''In subterranean biomes, Chasm, water, and lava mean land, water (pool), and magma (pipes) respectively.''&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
The top of the first cavern usually resides about 10-11 z-levels below the surface.&lt;br /&gt;
Each cavern layer spans multiple z-levels, and is filled with [[water]] to a certain degree. This can range from a few pools at the bottom level to the whole layer being submerged, forming a gigantic underground sea, including [[fish]] and possibly camps of [[olm man|olm men]] and other [[fun]] aquatic creatures.&lt;br /&gt;
&lt;br /&gt;
The average amount of water cavern layers feature depends on your world generation settings, specifically&lt;br /&gt;
&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
&lt;br /&gt;
Beneath the third layer lies the [[magma sea]].&lt;br /&gt;
&lt;br /&gt;
If you hit caverns too often then you can create a custom world with a higher number for 'Z Levels Above Layer 1' - Levels of stone above the first cavern layer. Making this higher will guarantee at least this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is. Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more levels than this.&lt;br /&gt;
&lt;br /&gt;
Generating worlds using the ISLAND template tend to produce much deeper caverns (hundreds of z-levels down) than those with the REGION template, where only 50-60 z levels will separate the surface from the Underworld.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
Exploring the underground world, you may find a variety of special geographical features. When your dwarves discover a feature, an announcement window will let you know of it.&lt;br /&gt;
&lt;br /&gt;
'''[[Deep pit]]s:''' Deep pits are... deep pits, that connect one cavern level to the next. They have a fixed shape. The top z-level, where the pit meets the next cavern level, is un-muddied rough rock floor where the normal space of the deep pit and the random rock spires of the cavern collide.&lt;br /&gt;
&lt;br /&gt;
If your map has an unseen [[cave-in]] at the beginning of embark, the caverns may have a deep pit somewhere. This occurs because some stone in the cavern above the deep pit is unsupported and falls down. This may be a bug.&lt;br /&gt;
&lt;br /&gt;
'''[[Magma pool]]s:''' Despite the name, magma pools are not actual pools, but tubes extending up from the [[magma sea]]. Their shape is fixed and their presence random. A magma tube might extend all the way to the top cavern, or merely a few z-levels. Magma pools can be distinguished from the magma sea even if they are only a single Z-level high due to two important features: they will always be walled by obsidian as opposed to the standard stone of the layer and, more importantly, will (very slowly) refill to their top if any magma is drained.&lt;br /&gt;
&lt;br /&gt;
'''[[Passage]]s:'''&lt;br /&gt;
Passages are natural tunnels connecting two layers by ramps and short, twisted tunnel sections. The announcement window will let you know you've found a downward passage even if you happen to discover it from the bottom.&lt;br /&gt;
&lt;br /&gt;
==Wildlife==&lt;br /&gt;
A number of [[vermin]] and [[creature]]s can only be found in subterranean biomes, at certain cavern levels. Cavern creatures seem to follow different rules from above-ground creatures - their population numbers are usually far more than their [[Raw file|raws]] imply, and alignment plays no role in whether they can be found in the map or not. Good creatures like the [[gorlak]], evil creatures like the [[troll]] and savage creatures like the [[giant cave spider]] can be found in any cavern, regardless of the actual [[surroundings]].&lt;br /&gt;
&lt;br /&gt;
[[Forgotten beast]]s are a special type of procedurally-generated [[megabeast]] found only in caverns, and may invade your map from any of the three cavern levels.&lt;br /&gt;
&lt;br /&gt;
===Creatures===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|5:1}} [[Amethyst man]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|a|6:0}} [[Amphibian man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|a|0:1}} [[Antman]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|0:1}} [[Bat man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|7:1}} [[Blind cave bear]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|7:1}} [[Blind cave ogre]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|4:0}} [[Blood man]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|5:0}} [[Bugbat]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|6:1}} [[Cave blob]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|7:0}} [[Cave crocodile]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|D|7:1}} [[Cave dragon]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|f|7:1}} [[Cave fish man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|f|6:1}} [[Cave floater]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|0:1}} [[Cave swallow man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|e|7:1}} [[Creeping eye]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|4:0}} [[Crundle]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|D|6:1}} [[Draltha]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|d|7:0}} [[Drunian]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|E|6:0}} [[Elk bird]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|i|6:1}} [[Fire imp]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|4:1}} [[Fire man]]&lt;br /&gt;
|   ||   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|6:0}} [[Flesh ball]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|%|7:0}} [[Floating guts]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|0:1}} [[Gabbro man]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|0:1}} [[Giant bat]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|7:0}} [[Giant cave spider]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|0:1}} [[Giant cave swallow]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|7:0}} [[Giant cave toad]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|W|6:0}} [[Giant earthworm]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|6:0}} [[Giant mole]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|7:1}} [[Giant olm]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|R|6:0}} [[Giant rat]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|g|6:1}} [[Gorlak]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|G|2:1}} [[Green devourer]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|g|2:1}} [[Gremlin]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|7:1}} [[Helmet snake]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|h|0:1}} [[Hungry head]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|0:1}} [[Iron man]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|J|5:1}} [[Jabberer]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|r|6:0}} [[Large rat]]&lt;br /&gt;
| {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|0:1}} [[Magma crab]]&lt;br /&gt;
|   ||   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|4:1}} [[Magma man]]&lt;br /&gt;
|   ||   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|6:0}} [[Manera]]&lt;br /&gt;
|   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|4:1}} [[Molemarian]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|6:0}} [[Mud man]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|n|4:1}} [[Naked mole dog]]&lt;br /&gt;
| {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|7:1}} [[Olm man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|5:0}} [[Plump helmet man]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|1:1}} [[Pond grabber]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|R|7:0}} [[Reacher]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|r|2:0}} [[Reptile man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|r|0:1}} [[Rodent man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|R|7:0}} [[Rutherer]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|7:1}} [[Serpent man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|t|6:0}} [[Troglodyte]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|0:1}} [[Troll]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|1:0}} [[Voracious cave crawler]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; [[Animal people#Subterranean animal people|Subterranean animal people]] live in pre-existing &amp;quot;camps&amp;quot; and do not move in/out of caverns like other creatures. If they weren't there from the start, they will never be encountered, and if every animal man present is killed, they will ''not'' reappear from the edge of the map.&lt;br /&gt;
&lt;br /&gt;
===Vermin===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|0:1}} [[Bat]]&lt;br /&gt;
| {{check}} || {{check}} ||  || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|2:0}} [[Cap hopper]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|7:1}} [[Cave fish]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|¥|7:1}} [[Cave lobster]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|7:0}} [[Cave spider]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|0:1}} [[Cave swallow]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|*|6:0}} [[Creepy crawler]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:1}} [[Fire snake]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|7:1}} [[Olm]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|{|7:1}} [[Purring maggot]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Vegetation==&lt;br /&gt;
Any cavern layer without a pool of water will have only muddy dense floor fungus, and no plants or trees except [[blood thorn]]s.&lt;br /&gt;
&lt;br /&gt;
Removing a layer will cause the layer above to randomly pick from trees that the now-removed layer could have handled and that the layer above can handle.&lt;br /&gt;
&lt;br /&gt;
===Shrubs===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|:|7:1}} [[Cave wheat]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|:|1:1}} [[Dimple cup]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|:|7:0}} [[Pig tail]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|:|5:0}} [[Plump helmet]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|:|7:0}} [[Quarry bush]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|:|4:1}} [[Sweet pod]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Trees===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|7:1}} [[Tower-cap]]&lt;br /&gt;
| {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|6:1}} [[Fungiwood]]&lt;br /&gt;
| {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|4:1}} [[Goblin-cap]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|3:0}} [[Spore tree]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|0:1}} [[Black-cap]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|│|5:1}} [[Tunnel tube]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|1:0}} [[Nether-cap]]&lt;br /&gt;
|   ||   || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|╡|4:0}} [[Blood thorn]]&lt;br /&gt;
|   ||   || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Grasses===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|3:1}} [[Cave moss]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|7:1}} [[Floor fungus]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dangers==&lt;br /&gt;
Though digging down can be tempting, coupled with the fact that caverns can provide some helpful resources, there are many, many &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]] [[animal]]s in a cavern. This includes [[giant cave spider]]s, [[giant olm]]s, [[troll]]s and [[cave crocodile]]s, but even the seemingly [[gremlin|harmless ones]] can provide great [[Stupid_dwarf_trick#Self_Destruct_Lever|fun]].&lt;br /&gt;
&lt;br /&gt;
Cavern level one is as good as things get, and the following levels will [[Cave dragon|only]] [[Voracious cave crawler|be]] [[Magma crab|worse]]. If you can't stand level one, you won't be able to stand level two or three. [[Hungry head|Flying creatures]] can &amp;lt;s&amp;gt;ruin your day&amp;lt;/s&amp;gt; [[Fun|provide some fun]] if your main stairwell leads directly into the cavern (the bottom of up-down/down stairs can be passed by flying creatures). Also, any cavern of sufficient size will be inhabited by [[giant cave spider]]s, which can be both a [[Silk|benefit]] and a hazard.&lt;br /&gt;
&lt;br /&gt;
Opening the caverns will make it possible for your fortress to be attacked by [[forgotten beast]]s, which range in lethality from &amp;quot;not much&amp;quot; to &amp;quot;nigh unkillable&amp;quot;. One thing you really have to watch out for is having your main stairwell lead into a cavern. It doesn't have to be so walking creatures can get in, but just so there's an open hole. Any hostile creature sitting under your open stairway will spook any dwarves trying to use it, causing a flood of job cancellation messages as they keep trying to reach their destination. When this happens, it can lead to all your dwarves starving themselves to death. Only build stairs on the side, preferably with a hatch.&lt;br /&gt;
&lt;br /&gt;
And of course, digging too deep will lead the player to encounter certain [[Demon|overwhelmingly fun things]].&lt;br /&gt;
&lt;br /&gt;
==Benefits==&lt;br /&gt;
Caverns provide ever-regenerating resources in the form of underground [[wood|forests]], animals to hunt, and fish. On breaching a cavern layer, a variety of [[ore]]s and [[gem]]s lining its walls will be revealed. The cavern floors are always [[Farming#Underground Farming|muddied]], providing soil to a variety of underground [[plant]]s. Also, underground caverns and the [[water]] they provide can be used in constructions and traps. In places like [[glacier]]s, caverns will provide the only source of [[water]] and [[farming|farmable]] land. Throwing your prisoners into a damp hellhole filled with ravaging beasts is a nice addition, too. Additionally, creating a world without caverns will result in no subterranean plants, plant products (plump helmets/spawn/wine etc.) or fish available on embark. However this is a moot point, as without mods, dwarven civilizations only use indoor farming, and so will never form. Worldgen will stall without a usable dwarven civilization.&lt;br /&gt;
&lt;br /&gt;
Once an underground cavern has been discovered, shrubs and trees will spontaneously grow on any subterranean [[soil]] or [[mud]]died [[rock]] on every embark site that accesses the cavern. This means that if you find a cavern in one embark site and embark in another site accessing the same cavern, plants will start growing there even before you discover the branch of the cavern that lies under the site. This allows you to construct underground tree farms and avoid sending dwarves to the surface to harvest wood, or just to get wood in environments without above-ground forests.&lt;br /&gt;
&lt;br /&gt;
As walls can be built right up to the map edge below ground, it is possible to prevent land creatures from spawning by turning all the spawn points into walls. A single level of wall is sufficient to halt most non-fliers, who will appear on the wall and be unable to get down into the cavern itself. Creatures with the ability to climb or jump, however, tend to eventually figure out a way down, so prepare for these accordingly. Fliers can be stopped only by building walls up to the ceiling, and swimmers can't be prevented from spawning without obsidianising the water tiles on the map edge. The next best thing is to block off access, which can be achieved by dropping a layer of natural stone wall into the water.&lt;br /&gt;
&lt;br /&gt;
NOTE: walls come with floors above them, which means that creatures may still spawn on top of the wall and interrupt jobs, or not spawn where you want them to (if you are trying to wall off most entrances and leave a few designated entrances with cage traps). So fortifications without floors on top of them should be built instead to seal an entrance from ground creatures. Also avoid completely walling off all ground creatures with only 1 floor of walls; the game will spawn flying creatures if ground creatures cannot be spawned.&lt;br /&gt;
&lt;br /&gt;
===Creatures===&lt;br /&gt;
[[Cage trap]]s placed in the caverns can capture wild animals to potentially [[animal trainer|tame]]. As with above-ground creatures, subterranean groups of creatures are limited to one group at a time. Many of the more interesting creatures appear in groups of one and have small populations, so you'll have to clear out a lot of bugbats and crundles before being able to grab every giant cave spider or jabberer your site can produce.&lt;br /&gt;
&lt;br /&gt;
These small populations may result in all spawned individuals being of the same sex, making breeding programs impossible even for creatures that have the necessary tags. Adding the [CHILD:1] to a creature is a relatively easy mod, but sex changes require the application of a transformational syndrome, and possibly changing the creature from an egg-layer to a live-birther.&lt;br /&gt;
&lt;br /&gt;
==When should I start exploring?==&lt;br /&gt;
One standard approach is to wait until you have a working military. The first cavern usually has few hazardous monsters, apart from the occasional [[giant olm]] or [[giant toad|toad]] and [[giant cave spider]]s, but just one giant bat can destroy an early fort, and [[Forgotten beast|uninvited guests]] will wander in sooner or later. The subsequent caverns will become increasingly [[fun]], so don't dig too deep without making adequate preparation. A decent military should be able to handle the cavern fauna, assuming they're not busy dealing with surface [[invader]]s.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you might want to breach the caverns as early as possible, then wall off the entrance. Doing so has several benefits: it will allow you to plan your fortress layout around the underground features, release the spores necessary for an underground [[tree farm]], prevent a calamitous discovery later when [[forgotten beast|powerful enemies]] lie in wait, and minimize the amount of time invested if the caverns prove unsuitable. You can of course continue to explore a cavern without a military, but you will likely get a bunch of dwarves killed.&lt;br /&gt;
&lt;br /&gt;
Another alternative approach is to breach the caverns on a separate tunnel from your main fortress, so that beasts found inside have to path through the surface to reach your citizens, much in the way regular wild animals and invaders have to. Watch out for automatically created 'collect silk' jobs though, since dwarves assigned to them will be all the more in danger.&lt;br /&gt;
&lt;br /&gt;
Not all parts of a cavern are immediately visible; a good portion of a cavern is revealed once you breach it, but other parts remain hidden until your dwarves explore them. Since you often don't know what you'll find in a cavern, they can be exciting places, but also &lt;br /&gt;
very &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; fun.&lt;br /&gt;
&lt;br /&gt;
==Methods of exploration==&lt;br /&gt;
:''This section covers methods to explore already-discovered caverns; if you're having trouble finding the caverns, check [[Exploratory mining]] for tips.''&lt;br /&gt;
&lt;br /&gt;
There are many different methods of exploring, some less [[fun]] than others.&lt;br /&gt;
&lt;br /&gt;
'''Military squads''': You can order your [[squads]] into the cavern with move orders. This way you can have dwarves manually explore the cavern by foot. The caverns are dangerous and unpredictable; well equipped dwarves will live longer. The {{k|s}}quad:{{k|a}}ttack:{{k|l}}ist command will help you find and kill enemy creatures which may be located on many different z-levels inside the cavern.&lt;br /&gt;
&lt;br /&gt;
Note that creatures may wander into the cavern from the edges, so, if you want to start collecting silk, gems, ore and the other valuable loot in a cavern, and you want to do so safely, you should first kill or capture the creatures in the cavern, then wall off the edges to keep new creatures from wandering in. Note that, if you want to keep flying creatures out, your walls will need to cover the edge of the cavern from the floor to the ceiling. If you'd still like to fight or capture wandering creatures, but don't want them killing your workers, you can leave some room for creatures to get in, and build doors or cages as necessary.&lt;br /&gt;
&lt;br /&gt;
'''Monster slayers''': Once you've discovered a cavern, a steady stream of wandering [[monster slayer]]s will come to your fort, [[petition]]ing you for the right to live there and kill the awful horrors that live beneath your feet. While it's best not to rely on them to actually keep your fort safe from deep trouble, they actually do a pretty solid job of mapping out your caverns for you. Just be sure to keep [[cage trap]]s and sane armed guards at whatever access route you choose to leave open so your slayers can reach their tasty slayables.&lt;br /&gt;
&lt;br /&gt;
'''Lone woodcutter''': Most cavern creatures are not faster than a normal dwarf, so it may be safer to send out a civilian woodcutter to cut 1 tree at where you want to explore. Unlike exploring with an early unarmed military team that will suicide against [[jabberer]]s, a woodcutter will actually run away when confronted by hostile creatures. Cavern creatures also tend to give up the chase after a while, provided you can dodge the few hits they rarely get in if they catch up (not a problem if your explorer has moderate dodging skill).&lt;br /&gt;
&lt;br /&gt;
'''Fortifications''': as dwarves can see through [[fortification]]s, you can carve out a fortification near the edge of the explored area to safely discover more of the cavern. This prevents wildlife and [[megabeast]]s from entering your fort, as an added benefit. This method does not work for exploring the magma layers - or rather, it ''does'' work, but for a very, very brief time during which there is much [[fun]].&lt;br /&gt;
&lt;br /&gt;
'''Digging and walling''': Instead of [[smoothing]] a wall and then carving a fortification, it can be quicker to just dig out the wall and then blocking off the opening with a [[construction|constructed]] wall. The disadvantage over the fortification method is that if any dangerous creatures are lurking unseen near edge of the explored area they might get to your dwarf before the wall can be put up.&lt;br /&gt;
&lt;br /&gt;
'''Digging from above''': The only method that works in the magma layers, this method requires you to dig a hole from above the caverns into the cavern. It is advisable to seal the hole afterwards if you wish to prevent flying or magma creatures from entering your fort.&lt;br /&gt;
&lt;br /&gt;
'''Autonomous Dwarven Cavern Rover''': [[Activity_zone#Pit.2FPond|Pit]] an animal into the cavern through an access tunnel above the cavern floor, walling it up afterward if you wish. The animal will wander the cavern, revealing more of it, and possibly stumble across things you would prefer your dwarves not encounter unaware. If the animal is tame, its movement can be somewhat controlled by creating a [[Activity zone#Meeting Area|meeting zone]] in the place you would like it to move to.&lt;br /&gt;
&lt;br /&gt;
'''Suicide mission''': Ideal for exploring the bottom of a deep pit or magma pool. Knock a dwarf or animal into the pit, and they will rapidly plummet. Despite being unconscious, they will report everything they see for as long as they are alive. [[Noble]]s, [[cat]]s and [[vampire]]s make excellent geonauts.&lt;br /&gt;
&lt;br /&gt;
'''Separate tunnels''': Digging exploration tunnels from within your fortress will result in a direct path from the caverns to your fortress- this can result in enormous volumes of fun. Players seeking to avoid fun may instead choose to start their exploration tunnels from elsewhere on the surface, outside the fortress. This guarantees that any threats released through exploration must pass through the same entrance utilized by surface threats, such as goblins or elephants, before they can access the fortress.&lt;br /&gt;
&lt;br /&gt;
This method works in conjunction with the &amp;quot;Digging from above&amp;quot; method. Placing the tunnels as close as possible to the edges of the map will reduce obstruction to the fortress. The Dwarf Fortress Wiki assumes no liability for any potential damage to lesser surface races resulting from the release of subterranean monsters directly into the surface world.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
You can enter a cavern with an [[Adventurer_mode|adventurer]] and explore it. Ways to enter them include [[cave]]s, dwarven [[fortress]]es that connect to [[tunnel]]s, starting in [[Mountain halls]], and goblin [[dark pits]] that have pits that can be [[climb]]ed down. You can also encounter downward [[passage]]s or [[Cavern#Features|deep pits]] that connect the different cavern levels.&lt;br /&gt;
&lt;br /&gt;
The dangers are obvious; Nasty creatures, pitfalls, etc. You also have to watch out because you can't fast-travel underground, unless you are in a generated [[tunnel]], and you can only start fast travel on those if you are not in a mountain tile or hostile site. That means no easy healing, so you have to be very careful. Make sure you stock up on food, water and (if you use it) ammunition before you head in, though, as caverns are quite massive and it can be difficult to find your way back. Worse, there are tribes of animal men underground, and unlike in the good old days they'll attack on sight. If you're lucky, you'll find a [[gremlin]] or other non-hostile intelligent wildlife, and those can potentially be recruited. Since you can't fast-travel, you have to rely on sleeping to heal, which can be dangerous due to the [[Giant cave spider|nature]] of caverns. You're on your own against [[Forgotten beast|whatever]] [[Troll|shows]] [[Blind cave ogre|up]], unless you brought or find allies. Escaping from the caverns by the same route used as an entrance can be very difficult, though if you manage to reach a cavern area immediately underneath a town you will be able to fast-travel to the surface.&lt;br /&gt;
&lt;br /&gt;
If you discover the underground caves in Adventure mode, then retire and start a fortress, the fortress will grow subterranean plants as if a passage to the underground had already been opened on that map.&lt;br /&gt;
&lt;br /&gt;
==Caravan and embark item availability==&lt;br /&gt;
[[Embark]]ation and dwarven [[caravan]]s will only provide resources available in the first cavern level. Since [[purring maggot]]s don't appear in the first cavern level, unlike in 40d, you can't buy dwarven [[cheese]] or dwarven [[milk]] {{Bug|1449}}. A workaround is to edit the global [[raw file]]s to make purring maggots appear on level one, [[world generation|generate a new world]], then edit the raws of the new world to change the maggots back to normal before embark.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = kor | elvish = nunòre | goblin = aspâd | human = rushan}}&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Orientation&amp;diff=257355</id>
		<title>Orientation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Orientation&amp;diff=257355"/>
		<updated>2021-03-08T12:35:54Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Orientation''' mediates how intelligent creatures are romantically attracted to one another. Dwarves do not have to be of opposite sexes to be romantically involved or to get married.  Same-sex marriages can in fact happen, both in world-gen and in gameplay, albeit more rarely than opposite-sex marriages.  Orientation is controlled by the {{token|ORIENTATION|c}} creature token, by default favouring heterosexuality as a majority. &lt;br /&gt;
&lt;br /&gt;
The token takes 4 arguments: {{token|ORIENTATION|c|&amp;lt;male/female&amp;gt;:&amp;lt;disinterested chance&amp;gt;:&amp;lt;lover-possible chance&amp;gt;:&amp;lt;commitment-possible chance&amp;gt;}}. A one-time check is made for each creature to determine orientation, by &amp;quot;rolling a die&amp;quot; once for each sex, against the total of the three chances for that sex. If a given dwarf rolls &amp;quot;disinterested&amp;quot; for the same sex, and &amp;quot;commitment-possible&amp;quot; for the opposite sex, then that dwarf is strictly heterosexual, and is willing to become married.  If the dwarf rolls &amp;quot;lover-possible&amp;quot; for each sex, then the dwarf is bisexual, but will never marry, and so on.&lt;br /&gt;
&lt;br /&gt;
The orientation token is omitted from many of the creature definitions and in its absence the game uses some default settings:&lt;br /&gt;
* {{token|ORIENTATION|c|MALE:5:20:75}} and {{token|ORIENTATION|c|FEMALE:75:20:5}} for a caste which has the {{token|FEMALE}} token under it.&lt;br /&gt;
* {{token|ORIENTATION|c|MALE:75:20:5}} and {{token|ORIENTATION|c|FEMALE:5:20:75}} for a caste which has the {{token|MALE}} token under it.&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=140479.msg5471818#msg5471818 It is believed] that this pair of default settings generates '''all''' populations (including animals) as 71.2% strictly heterosexual, 23.8% bisexual, 3.8% aromantic/asexual, and 1.2% strictly homosexual, though this includes preferences that do not lead to marriage.&lt;br /&gt;
&lt;br /&gt;
== Modifying orientation ==&lt;br /&gt;
&lt;br /&gt;
For more information about how modifying ''Dwarf Fortress'' files works, and specifically creature castes, view the [[Modding]] page and specifically the [[Modding#Creature_castes]] information.&lt;br /&gt;
&lt;br /&gt;
In order to correctly add a custom orientation to any creature, the {{token|ORIENTATION}} token with its 4 arguments must be placed beneath at least one of the {{token|CASTE}} tokens of that creature. Each {{token|CASTE}} only needs ''one'' {{token|ORIENTATION}} token to function correctly (and the game will indeed only use one per {{token|CASTE}} ). Any orientation change to that caste is then immediately effective upon reloading a saved game (if the save file raws were edited) or generating a new world (if the base game raws were edited). Any previously formed relationships in a currently running game world remain intact, however any new relationship interactions are informed by the new orientation settings for that creature caste.&lt;br /&gt;
&lt;br /&gt;
* Adding the tokens {{token|ORIENTATION|c|MALE:0:0:100}}{{token|ORIENTATION|c|FEMALE:100:0:0}} beneath the {{token|CASTE:FEMALE}} token and {{token|ORIENTATION|c|FEMALE:0:0:100}}{{token|ORIENTATION|c|MALE:100:0:0}} beneath the {{token|CASTE:MALE}} token would effectively make each caste (and if only those two castes exist, the whole creature) behave exclusively heterosexually with no interest whatsoever toward the same sex, like they did in previous old versions. This can be an important addition for a certain [[Challenge]] [[Playstyle_challenge#Hermit|Fortresses]] where having children from within the fortress is of vital importance, or simply to ensure that some farm animals (or cave monsters) are always able to reproduce.&lt;br /&gt;
* To make the entire creature or just one caste of the creature behave exclusively homosexually, simply apply the {{token|ORIENTATION}} token paired with the desired commitment-possible chances to the matching {{token|CASTE}}. In effect, apply the heterosexual-only change in reverse.&lt;br /&gt;
* Adding {{token|ORIENTATION|c|MALE:0:0:100}}{{token|ORIENTATION|c|FEMALE:0:0:100}} to ''just one'' caste would effectively make that caste behave bisexually, with every interest in partnering up with anyone. The other unmodified castes would still use their own orientation token setting, or the default if there was no {{token|ORIENTATION}} token. Changing the ''ratio'' within the tokens from 0:0:100 to ''0:100:0'' would result in only lovers without marriages.&lt;br /&gt;
* Adding {{token|ORIENTATION|c|MALE:100:0:0}}{{token|ORIENTATION|c|FEMALE:100:0:0}} to all castes would effectively make the creature behave asexually, with no interest in partnering up and having children (but this would have to be done ''after'' world generation by modifying the saved game raw file, or the creature would quickly die out). Gameplay-wise, if the player doesn't want their fortress involved with any children, it would be simpler just to edit the [[d_init.txt|baby/child cap]].&lt;br /&gt;
&lt;br /&gt;
A small reminder: As stated on the [[creature token]] page regarding {{token|ORIENTATION}} the values used are just a ratio, and not an actual percentage. The numbers do not need to add up to any specific number; a setting of 750:200:50 will provide the same effect as 75:20:5 and a setting of 99:99:99 is as valid as 1:1:1.&lt;br /&gt;
&lt;br /&gt;
== Nonsapient creatures ==&lt;br /&gt;
&lt;br /&gt;
Although nonsapient creatures can't marry or even be &amp;quot;interested in commitment&amp;quot;, they can still display an homosexual or asexual orientation, which prevents [[breeding]]. Since this cannot be easily checked in fortress mode, you just kind of have to hope any creature pair you catch for your breeding program is actually compatible. This behavior can be removed using DFHack's fix-ster script.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
&lt;br /&gt;
All adventurers are asexual by default and thus cannot ever have marry or have children in vanilla DF, even after retiring them to a [[site]]. This can be changed with DFHack's fix-ster script as well, though you will have little control on your retired adventurer's partner choices once they're off-map.&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Orientation&amp;diff=257354</id>
		<title>Orientation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Orientation&amp;diff=257354"/>
		<updated>2021-03-08T12:35:46Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cv}}&lt;br /&gt;
&lt;br /&gt;
'''Orientation''' mediates how intelligent creatures are romantically attracted to one another. Dwarves do not have to be of opposite sexes to be romantically involved or to get married.  Same-sex marriages can in fact happen, both in world-gen and in gameplay, albeit more rarely than opposite-sex marriages.  Orientation is controlled by the {{token|ORIENTATION|c}} creature token, by default favouring heterosexuality as a majority. &lt;br /&gt;
&lt;br /&gt;
The token takes 4 arguments: {{token|ORIENTATION|c|&amp;lt;male/female&amp;gt;:&amp;lt;disinterested chance&amp;gt;:&amp;lt;lover-possible chance&amp;gt;:&amp;lt;commitment-possible chance&amp;gt;}}. A one-time check is made for each creature to determine orientation, by &amp;quot;rolling a die&amp;quot; once for each sex, against the total of the three chances for that sex. If a given dwarf rolls &amp;quot;disinterested&amp;quot; for the same sex, and &amp;quot;commitment-possible&amp;quot; for the opposite sex, then that dwarf is strictly heterosexual, and is willing to become married.  If the dwarf rolls &amp;quot;lover-possible&amp;quot; for each sex, then the dwarf is bisexual, but will never marry, and so on.&lt;br /&gt;
&lt;br /&gt;
The orientation token is omitted from many of the creature definitions and in its absence the game uses some default settings:&lt;br /&gt;
* {{token|ORIENTATION|c|MALE:5:20:75}} and {{token|ORIENTATION|c|FEMALE:75:20:5}} for a caste which has the {{token|FEMALE}} token under it.&lt;br /&gt;
* {{token|ORIENTATION|c|MALE:75:20:5}} and {{token|ORIENTATION|c|FEMALE:5:20:75}} for a caste which has the {{token|MALE}} token under it.&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=140479.msg5471818#msg5471818 It is believed] that this pair of default settings generates '''all''' populations (including animals) as 71.2% strictly heterosexual, 23.8% bisexual, 3.8% aromantic/asexual, and 1.2% strictly homosexual, though this includes preferences that do not lead to marriage.&lt;br /&gt;
&lt;br /&gt;
== Modifying orientation ==&lt;br /&gt;
&lt;br /&gt;
For more information about how modifying ''Dwarf Fortress'' files works, and specifically creature castes, view the [[Modding]] page and specifically the [[Modding#Creature_castes]] information.&lt;br /&gt;
&lt;br /&gt;
In order to correctly add a custom orientation to any creature, the {{token|ORIENTATION}} token with its 4 arguments must be placed beneath at least one of the {{token|CASTE}} tokens of that creature. Each {{token|CASTE}} only needs ''one'' {{token|ORIENTATION}} token to function correctly (and the game will indeed only use one per {{token|CASTE}} ). Any orientation change to that caste is then immediately effective upon reloading a saved game (if the save file raws were edited) or generating a new world (if the base game raws were edited). Any previously formed relationships in a currently running game world remain intact, however any new relationship interactions are informed by the new orientation settings for that creature caste.&lt;br /&gt;
&lt;br /&gt;
* Adding the tokens {{token|ORIENTATION|c|MALE:0:0:100}}{{token|ORIENTATION|c|FEMALE:100:0:0}} beneath the {{token|CASTE:FEMALE}} token and {{token|ORIENTATION|c|FEMALE:0:0:100}}{{token|ORIENTATION|c|MALE:100:0:0}} beneath the {{token|CASTE:MALE}} token would effectively make each caste (and if only those two castes exist, the whole creature) behave exclusively heterosexually with no interest whatsoever toward the same sex, like they did in previous old versions. This can be an important addition for a certain [[Challenge]] [[Playstyle_challenge#Hermit|Fortresses]] where having children from within the fortress is of vital importance, or simply to ensure that some farm animals (or cave monsters) are always able to reproduce.&lt;br /&gt;
* To make the entire creature or just one caste of the creature behave exclusively homosexually, simply apply the {{token|ORIENTATION}} token paired with the desired commitment-possible chances to the matching {{token|CASTE}}. In effect, apply the heterosexual-only change in reverse.&lt;br /&gt;
* Adding {{token|ORIENTATION|c|MALE:0:0:100}}{{token|ORIENTATION|c|FEMALE:0:0:100}} to ''just one'' caste would effectively make that caste behave bisexually, with every interest in partnering up with anyone. The other unmodified castes would still use their own orientation token setting, or the default if there was no {{token|ORIENTATION}} token. Changing the ''ratio'' within the tokens from 0:0:100 to ''0:100:0'' would result in only lovers without marriages.&lt;br /&gt;
* Adding {{token|ORIENTATION|c|MALE:100:0:0}}{{token|ORIENTATION|c|FEMALE:100:0:0}} to all castes would effectively make the creature behave asexually, with no interest in partnering up and having children (but this would have to be done ''after'' world generation by modifying the saved game raw file, or the creature would quickly die out). Gameplay-wise, if the player doesn't want their fortress involved with any children, it would be simpler just to edit the [[d_init.txt|baby/child cap]].&lt;br /&gt;
&lt;br /&gt;
A small reminder: As stated on the [[creature token]] page regarding {{token|ORIENTATION}} the values used are just a ratio, and not an actual percentage. The numbers do not need to add up to any specific number; a setting of 750:200:50 will provide the same effect as 75:20:5 and a setting of 99:99:99 is as valid as 1:1:1.&lt;br /&gt;
&lt;br /&gt;
== Nonsapient creatures ==&lt;br /&gt;
&lt;br /&gt;
Although nonsapient creatures can't marry or even be &amp;quot;interested in commitment&amp;quot;, they can still display an homosexual or asexual orientation, which prevents [[breeding]]. Since this cannot be easily checked in fortress mode, you just kind of have to hope any creature pair you catch for your breeding program is actually compatible. This behavior can be removed using DFHack's fix-ster script.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
&lt;br /&gt;
All adventurers are asexual by default and thus cannot ever have marry or have children in vanilla DF, even after retiring them to a [[site]]. This can be changed with DFHack's fix-ster script as well, though you will have little control on your retired adventurer's partner choices once they're off-map.&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Marriage&amp;diff=257353</id>
		<title>Marriage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Marriage&amp;diff=257353"/>
		<updated>2021-03-08T12:35:22Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:44, 7 July 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Marriage announcement.png|543px]]&lt;br /&gt;
[[File:Dwarf cancels task-getting married.png|Now that's a dwarf with priorities.|thumb|right|400px]]&lt;br /&gt;
Two [[dwarf|dwarves]] can get '''married''' after having a romantic [[relationship]] together. Instantly after marriage, those dwarves usually throw a wedding party if there is an available room, such as a [[sculpture garden|statue garden]], or a [[dining room]] marked as a meeting hall. A dwarf whose spouse dies may eventually develop another romantic relationship and marry again {{version|0.47.01}}. Marrying will give both participating parties very strong positive [[thought]]s, while the death of a spouse will in turn give the widower an unhappy thought. Dwarves will cancel their current [[labor|task]] when getting married.&lt;br /&gt;
 &lt;br /&gt;
In order to be eligible for romantic relationships, dwarves must be [[friend]]s, adults, not have a too-large age difference (which is currently max(10,min(age_1,age_2)/2), be orientation-compatible, and not be too closely related to their friend. The age restriction only applies in [[fortress mode]], so incoming pregenerated dwarves (i.e. [[migrant]]s) may have a larger gap between their ages. No marriage between [[Relationship|siblings]] has been observed, but cousins or other distant relatives can marry each other.&lt;br /&gt;
&lt;br /&gt;
Dwarves with similar professions are more likely to get married, presumably because they spend more time together than with dwarves they meet otherwise. For example, two miners are likely to become romantically involved, especially in a fort with sporadic mining, since they will be &amp;quot;off work&amp;quot; at the same time and spend that time together frequently.&lt;br /&gt;
&lt;br /&gt;
To enter into a romantic relationship, dwarves must be allowed to idle together in the same room. They will then socialize and build relationships. If they are compatible in terms of age and marital status, they will eventually become lovers and then marry. If not, they will simply become [[friend]]s. Dwarves with too little free time will not have time for romance.  Occasionally, a couple may stay in the &amp;quot;Lover&amp;quot; stage perpetually without ever being married or breaking off the relationship.&lt;br /&gt;
&lt;br /&gt;
Married dwarves sleep together. Because of this, the couple only requires one [[bed]], and any [[bedroom]] claimed by or assigned to one spouse will automatically be assigned to both.  This also applies to [[table]]s, if they are assigned specifically to a dwarf. Married dwarves also will not let themselves be separated - if you [[expel]] one, their spouse (and entire family) will follow them. If you [[messenger|request]] a married dwarf from your [[holding]]s to come to your fortress, the spouse will automatically be requested as well.&lt;br /&gt;
&lt;br /&gt;
Dwarves may divorce and re-marry - for example, if their former spouse dies. However, although they may occasionally have multiple lovers, they will never marry more than one person at the same time. Marriages ''do'' end if one of the spouses die, even if they get raised as [[intelligent undead]], in which case their relationship status will be reset to 'Friend'. &lt;br /&gt;
&lt;br /&gt;
In an opposite-sex couple, the wife will become [[children|pregnant]] every year, until she or her husband [[death|dies]], or until the fortress's [[d_init.txt|child limit]] (or strict population cap) is reached. There are no visible signs of pregnancy, and the only effective means of contraception (other than the aforementioned limits) is physical isolation. However, that doesn't mean a pregnancy will always result in a [[baby]]. Pregnancies may end in [[miscarriage]] if the dwarf is starving, dehydrated, sustains an [[wound|injury]], etc., which can lead to [[tantrum]]s from your now-miserable dwarf and possibly a downward spiral of [[fun]].&lt;br /&gt;
&lt;br /&gt;
In the [[Relationship]]s screen ({{k|v}}-{{k|z}}-{{k|r}}), '''Husband''' or '''Wife''' tops the list, followed by [[children]], and then [[deities]].&lt;br /&gt;
&lt;br /&gt;
Many marriages seem to occur during springtime or early summer.&lt;br /&gt;
&lt;br /&gt;
Some [[noble]] positions, including the [[monarch]], give their &amp;quot;consorts&amp;quot; an honorary title without any tangible privileges.&lt;br /&gt;
&lt;br /&gt;
== Arranging marriages ==&lt;br /&gt;
[[Image:Honeymoon.png|thumb|right|200px|Pre-honeymoon suites]]&lt;br /&gt;
Dwarves are quite slow to form close relationships; several years of non-stop socialization may only form one or two romantic couples. For overseers who want children (possibly because their civilization is [[extinct]]), a more proactive approach is often necessary. A good first step is to determine which dwarves are compatible. They must be adults, not have a too-large age difference (which is currently max(10,min(age_1,age_2)/2), be orientation-compatible, and not be too closely related to each other (cousins can marry). Once you have selected couples, the next step is to cause them to idle next to each other as frequently as possible. This can be achieved by assigning them to special &amp;quot;pre-honeymoon&amp;quot; suites containing two [[bed]]s (each defining a [[bedroom]]), enough fancy furniture to make the rooms high-quality, and impassable furniture ([[statue]]s) to prevent the owners from avoiding each other. (Designate the rooms *before* adding the statues, since you can't designate a room through them.) Reduce your chosen dwarves' workloads and disable all [[meeting area]]s (including [[sculpture garden]]s, [[zoo]]s, etc.) to force them to idle in their shared bedroom as much as possible. Note that locking them into the room may be counterproductive since it limits the number of &amp;quot;encounters&amp;quot;. With a proper setup your dwarves should be married in a matter of months.&lt;br /&gt;
&lt;br /&gt;
== Orientation ==&lt;br /&gt;
&lt;br /&gt;
Dwarves do not necessarily marry people of the opposite sex - see the [[orientation]] article for more details.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
In prior versions, there was a hard limit of 10 years in maximum age difference as a prerequisite for becoming lovers and eventually marrying. Toady eventually extended it because it led to many immortal creatures (such as [[elves]]) never finding a suitable match due to having a too dispersed age distribution. &lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Children]]&lt;br /&gt;
* [[Relationship]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Relationships}}&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
[[ru:Marriage]]&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Orientation&amp;diff=257352</id>
		<title>Orientation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Orientation&amp;diff=257352"/>
		<updated>2021-03-08T12:34:57Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: Created page with &amp;quot;'''Orientation''' mediates how intelligent creatures are romantically attracted to one another. Dwarves do not have to be of opposite sexes to be romantically involved or to g...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Orientation''' mediates how intelligent creatures are romantically attracted to one another. Dwarves do not have to be of opposite sexes to be romantically involved or to get married.  Same-sex marriages can in fact happen, both in world-gen and in gameplay, albeit more rarely than opposite-sex marriages.  Orientation is controlled by the {{token|ORIENTATION|c}} creature token, by default favouring heterosexuality as a majority. &lt;br /&gt;
&lt;br /&gt;
The token takes 4 arguments: {{token|ORIENTATION|c|&amp;lt;male/female&amp;gt;:&amp;lt;disinterested chance&amp;gt;:&amp;lt;lover-possible chance&amp;gt;:&amp;lt;commitment-possible chance&amp;gt;}}. A one-time check is made for each creature to determine orientation, by &amp;quot;rolling a die&amp;quot; once for each sex, against the total of the three chances for that sex. If a given dwarf rolls &amp;quot;disinterested&amp;quot; for the same sex, and &amp;quot;commitment-possible&amp;quot; for the opposite sex, then that dwarf is strictly heterosexual, and is willing to become married.  If the dwarf rolls &amp;quot;lover-possible&amp;quot; for each sex, then the dwarf is bisexual, but will never marry, and so on.&lt;br /&gt;
&lt;br /&gt;
The orientation token is omitted from many of the creature definitions and in its absence the game uses some default settings:&lt;br /&gt;
* {{token|ORIENTATION|c|MALE:5:20:75}} and {{token|ORIENTATION|c|FEMALE:75:20:5}} for a caste which has the {{token|FEMALE}} token under it.&lt;br /&gt;
* {{token|ORIENTATION|c|MALE:75:20:5}} and {{token|ORIENTATION|c|FEMALE:5:20:75}} for a caste which has the {{token|MALE}} token under it.&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=140479.msg5471818#msg5471818 It is believed] that this pair of default settings generates '''all''' populations (including animals) as 71.2% strictly heterosexual, 23.8% bisexual, 3.8% aromantic/asexual, and 1.2% strictly homosexual, though this includes preferences that do not lead to marriage.&lt;br /&gt;
&lt;br /&gt;
== Modifying orientation ==&lt;br /&gt;
&lt;br /&gt;
For more information about how modifying ''Dwarf Fortress'' files works, and specifically creature castes, view the [[Modding]] page and specifically the [[Modding#Creature_castes]] information.&lt;br /&gt;
&lt;br /&gt;
In order to correctly add a custom orientation to any creature, the {{token|ORIENTATION}} token with its 4 arguments must be placed beneath at least one of the {{token|CASTE}} tokens of that creature. Each {{token|CASTE}} only needs ''one'' {{token|ORIENTATION}} token to function correctly (and the game will indeed only use one per {{token|CASTE}} ). Any orientation change to that caste is then immediately effective upon reloading a saved game (if the save file raws were edited) or generating a new world (if the base game raws were edited). Any previously formed relationships in a currently running game world remain intact, however any new relationship interactions are informed by the new orientation settings for that creature caste.&lt;br /&gt;
&lt;br /&gt;
* Adding the tokens {{token|ORIENTATION|c|MALE:0:0:100}}{{token|ORIENTATION|c|FEMALE:100:0:0}} beneath the {{token|CASTE:FEMALE}} token and {{token|ORIENTATION|c|FEMALE:0:0:100}}{{token|ORIENTATION|c|MALE:100:0:0}} beneath the {{token|CASTE:MALE}} token would effectively make each caste (and if only those two castes exist, the whole creature) behave exclusively heterosexually with no interest whatsoever toward the same sex, like they did in previous old versions. This can be an important addition for a certain [[Challenge]] [[Playstyle_challenge#Hermit|Fortresses]] where having children from within the fortress is of vital importance, or simply to ensure that some farm animals (or cave monsters) are always able to reproduce.&lt;br /&gt;
* To make the entire creature or just one caste of the creature behave exclusively homosexually, simply apply the {{token|ORIENTATION}} token paired with the desired commitment-possible chances to the matching {{token|CASTE}}. In effect, apply the heterosexual-only change in reverse.&lt;br /&gt;
* Adding {{token|ORIENTATION|c|MALE:0:0:100}}{{token|ORIENTATION|c|FEMALE:0:0:100}} to ''just one'' caste would effectively make that caste behave bisexually, with every interest in partnering up with anyone. The other unmodified castes would still use their own orientation token setting, or the default if there was no {{token|ORIENTATION}} token. Changing the ''ratio'' within the tokens from 0:0:100 to ''0:100:0'' would result in only lovers without marriages.&lt;br /&gt;
* Adding {{token|ORIENTATION|c|MALE:100:0:0}}{{token|ORIENTATION|c|FEMALE:100:0:0}} to all castes would effectively make the creature behave asexually, with no interest in partnering up and having children (but this would have to be done ''after'' world generation by modifying the saved game raw file, or the creature would quickly die out). Gameplay-wise, if the player doesn't want their fortress involved with any children, it would be simpler just to edit the [[d_init.txt|baby/child cap]].&lt;br /&gt;
&lt;br /&gt;
A small reminder: As stated on the [[creature token]] page regarding {{token|ORIENTATION}} the values used are just a ratio, and not an actual percentage. The numbers do not need to add up to any specific number; a setting of 750:200:50 will provide the same effect as 75:20:5 and a setting of 99:99:99 is as valid as 1:1:1.&lt;br /&gt;
&lt;br /&gt;
== Nonsapient creatures ==&lt;br /&gt;
&lt;br /&gt;
Although nonsapient creatures can't marry or even be &amp;quot;interested in commitment&amp;quot;, they can still display an homosexual or asexual orientation, which prevents [[breeding]]. Since this cannot be easily checked in fortress mode, you just kind of have to hope any creature pair you catch for your breeding program is actually compatible. This behavior can be removed using DFHack's fix-ster script.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
&lt;br /&gt;
All adventurers are asexual by default and thus cannot ever have marry or have children in vanilla DF, even after retiring them to a [[site]]. This can be changed with DFHack's fix-ster script as well, though you will have little control on your retired adventurer's partner choices once they're off-map.&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Rumor&amp;diff=257350</id>
		<title>Rumor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Rumor&amp;diff=257350"/>
		<updated>2021-03-08T12:18:31Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: /* Rumors in adventure mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|09:06, 02 April 2018 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''rumor''' is a certain piece of information regarding a specific historical event. Rumors originally come from witnesses of the original event, but can then be spread to others who can, after having heard the rumor, spread it themselves.&lt;br /&gt;
&lt;br /&gt;
In the current version, no false rumors will ever spread, barring those regarding events including individuals with [[Name#False identities|secret identities]], in which case the only misinformation will be regarding the true identity of those individuals.&lt;br /&gt;
&lt;br /&gt;
== Artifact rumors ==&lt;br /&gt;
&lt;br /&gt;
[[Site]]s have invisible messages about artifacts to mimic the game's conversation system for your adventurer. There are various sorts -- families seeking heirlooms, scholars seeking books from ruined libraries, and so on.&lt;br /&gt;
&lt;br /&gt;
There are six levels of knowing the current location of a held artifact from rumors: &lt;br /&gt;
:* having it yourself&lt;br /&gt;
:* seeing somebody else holding it at a location with your own eyes&lt;br /&gt;
:* hearing from somebody that 'so-and-so was holding it at a location recently'&lt;br /&gt;
:* hearing from somebody that somebody has it (but not where)&lt;br /&gt;
:* generally knowing in some legends-y fashion that it is said to be held by somebody&lt;br /&gt;
:*  not having any idea. &lt;br /&gt;
The knowledge fades over a course of weeks and years while maintaining longer-term reputation effects, and it also has to constantly work in any new information and so forth according to their time stamps (at the individual, site gov, site culture and civ levels).&lt;br /&gt;
&lt;br /&gt;
== Rumors in fortress mode ==&lt;br /&gt;
&lt;br /&gt;
Rumors can get known to your fort either by word of the [[outpost liaison]], who will arrive with the caravan once each year, by [[diplomat]]s, or by [[visitor]]s in the [[tavern]] ''when served a drink'' by an assigned [[tavern keeper]]. &lt;br /&gt;
&lt;br /&gt;
The outpost liaison will tell you about several rumors to none, depending on the time and eventfulness of it that has gone by since your last meeting. Visitors will usually only tell you one at a time, occasionally a few. All rumors told by visitors are marked with a light blue notice.&lt;br /&gt;
&lt;br /&gt;
The notices when a visitor tells you one or more rumors:&lt;br /&gt;
  ”[name] has shared a rumor from abroad”&lt;br /&gt;
  ”[name] has shared a few rumors”&lt;br /&gt;
&lt;br /&gt;
Rumors can be looked at in the {{k|c}}[[Civilization and World Info|ivilization and world info]]-screen, by selecting &amp;quot;News and Rumors&amp;quot;({{k|n}}) after entering the initial screen. Rumors are then marked on the map, with red A:s indicating rumors about [[army|armies]], yellow A:s indicating rumors about [[artifact]]s, and green P:s indicating rumors about [[noble|position]] changes. If there are multiple rumors regarding the same site, the icon will be one corresponding to the latest rumor.&lt;br /&gt;
[[ru:Rumor]]&lt;br /&gt;
&lt;br /&gt;
== Rumors in adventure mode ==&lt;br /&gt;
&lt;br /&gt;
Your adventurer can easily spread rumors by bringing up incidents in conversations, or by bragging about some feat in front of witnesses. Summarizing incidents seems to be more effective than simply bragging. The rumor will start spreading as you leave the site and it offloads.&lt;br /&gt;
&lt;br /&gt;
It should be noted that anyone you encounter that wasn't a historical figure already is going to be a complete blank slate with almost no knowledge of anything, e.g. they won't know about any of the enemies or beast you've slayed if you don't tell them about it already. In fact, they don't know about even the most basic animals such as cats and dogs. This leaves the impression that no one cares about your achievements you brag about - they would if they had any idea who you were talking about.&lt;br /&gt;
&lt;br /&gt;
This means NPCs don't actually remember the event when they tell you troubles, they only remember so when you retell them the event, which then they get a fresh copy of said event and react to that. So if you, say, rescue a child then bring up the fact that the kid got kidnapped (even though technically you rescued them) they will bring up the event that the person was kidnapped again. This goes for dead characters, as no one knows if they are really dead or not and react based on the info given to them, or if they have seen the body. This also goes for if they have seen the person before or know their name, as you kinda hope the person you're talking to had bad history with the person you murdered.&lt;br /&gt;
&lt;br /&gt;
This makes fame a game of talking up yourself ''and'' the folks you went and slaughtered, and specifically all the bad stuff so it seems like it was justified for their death, and furthermore, what type of creature they are, as the NPCs you are talking to have little to no bestiary knowledge and are just hearing 'unknown creature murdered another unknown creature'.&lt;br /&gt;
&lt;br /&gt;
{{category|Adventurer mode}}&lt;br /&gt;
{{category|Fortress mode}}&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Historical_figure&amp;diff=257349</id>
		<title>Historical figure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Historical_figure&amp;diff=257349"/>
		<updated>2021-03-08T12:17:54Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
In [[world generation]], due to memory constraints, most population numbers have to be treated abstractly. However, a small percentage of the population is treated explicitly, i.e. the game keeps track of all of their history. These people are called '''historical figures''', or ''histfig'' for short.&lt;br /&gt;
&lt;br /&gt;
Historical figures mainly relate to what is abstractly offloaded (i.e. forgotten) or explicitly tracked by the game. The game can't keep track of every single creature in the world, but it has to keep things interesting for your [[Fortress mode|fortress]], [[Adventure mode|adventurer]], or [[legends]]; as such, there are a number of rules that define who gets to become a historical figure and who doesn't. These rules are mostly there to guarantee a consistency of gameplay experience, so that people you encounter don't suddenly disappear from the game as they are offloaded.&lt;br /&gt;
&lt;br /&gt;
In other words, the game generates everything for you as you explore the world - ''except'' for historical figures, artifacts and what pertains to them; and the game vanishes everything as you leave a site - ''except'' for that which is related to historical figures and artifacts, including newly generated ones.&lt;br /&gt;
&lt;br /&gt;
== In world generation (and [[World activities|after]])==&lt;br /&gt;
&lt;br /&gt;
In each [[site]], a percentage of the actual population is tracked: this includes nobility and their entourage. Their family relationships, titles and heroic feats (e.g. kill lists) are stored for you to discover. All [[Semi-megabeast|(semi-)]][[megabeast]]s, unique [[demon]]s, [[forgotten beast]]s, [[titan]]s and other such {{token|POWER}} creatures are historical figures, as are other &amp;quot;villainous&amp;quot; creatures such as [[necromancer]]s, [[vampire]]s, [[werebeast]]s, [[night troll]]s, or [[Boss|bosses]] of criminal organisations (along with all their families and other such relationships). Likewise, animals that somehow become enemies of a civilization become historical figures.&lt;br /&gt;
&lt;br /&gt;
== In fortress mode ==&lt;br /&gt;
&lt;br /&gt;
Your seven starting dwarves are generated ''ex nihilo'' (out of nothing - &amp;quot;void dwarves&amp;quot;). However, all fortress citizens become historical figures as they appear, and the game will keep track of them if they [[Emigration|leave]] the site, or you retire or abandon your fortress. The game attempts to pull subsequent migrants from actual histfig populations, but it will continue to generate 'void dwarves' as necessary. [[Caravan]]s and [[invader|invasions]] can instantiate non-historical populations, though those generated creatures may become historical figures during their time on site. [[Noble]]s (including [[diplomat]]s and [[liaison]]s), workers requested from [[holding]]s, and [[visitor]]s will generally only be selected from existing historical figures.&lt;br /&gt;
&lt;br /&gt;
Wildlife is abstracted away, except if an animal gets a [[name]] for some reason (e.g. killing one of your dwarves), in which case they also become a historical figure.&lt;br /&gt;
&lt;br /&gt;
If a creature's hist_figure_id is not equal to -1, then by definition it is a historical figure. It's possible that the act of training a creature makes it into a histfig, perhaps in order to assign entity/site membership to it.&lt;br /&gt;
&lt;br /&gt;
== In adventure mode ==&lt;br /&gt;
&lt;br /&gt;
Similarly to fortress mode's starting seven, your adventurer is also generated ''ex nihilo'', but becomes a historical figure upon entering the game. Every time the local map is offloaded, all units including your adventurer are also offloaded, and re-initialized from historical figure data. This is why whenever sleeping/waiting, fast-traveling, composing or crafting or site-building, all non-permanent wounds are healed (though some are converted to scars,) and stomach fullness and intoxication is reset. &lt;br /&gt;
&lt;br /&gt;
Anyone with a name the adventurer encounters also becomes a historical figure, if they weren't already. This includes companions, people you take [[quest]]s from, people in your kill list, and people (and even animals) you talk to.&lt;br /&gt;
&lt;br /&gt;
It should be noted that anyone you encounter that wasn't a historical figure already is going to be a complete blank slate with almost no knowledge of anything, e.g. they won't know about any of the enemies or beast you've slayed if you don't tell them about it already. In fact, they don't know about even the most basic animals such as cats and dogs. This leaves the impression that no one cares about your achievements you brag about - they would if they had any idea who you were talking about.&lt;br /&gt;
&lt;br /&gt;
== In legends mode ==&lt;br /&gt;
&lt;br /&gt;
You may browse the history of every single histfig in the world, as well as their relationships with other histfigs. Special objects of note (namely [[artifact]]s and other such objects that have gotten a [[name]] from one of your dwarves or adventurers) also have their history tracked.&lt;br /&gt;
&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
[[ru:Historical figure]]&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Gender&amp;diff=257311</id>
		<title>Gender</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Gender&amp;diff=257311"/>
		<updated>2021-03-04T12:32:30Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: Hey, don't just delete a block of text when the information is accurate, that's not how wikis work. I don't see any problem with the wording but if you see one just reword it yourself. You're the only one seeing 'trolling' here.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|21:44, 30 November 2020 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Gender''', along with [[Marriage#Sexual_orientation|orientation]], determines if two creatures can [[breed]]. Gender may also influence the size, attacks, or other characteristics of very dimorphic creatures (e.g. [[elephant seal]], [[moose]]) - for instance, female [[giant mosquito]]s alone can suck blood from other creatures. On the other hand, intelligent species are generally not very dimorphic - for instance, the only difference between male and female dwarves - apart from breeding ability - is the presence of a [[beard]]. This means that apart from the occasional and infamous soldier giving birth mid-fight the player can pretty much treat male and female citizens interchangeably. (A notable exception is [[animal people]], whose dimorphism (and other attributes) reflect that of the animal they're inspired from.)&lt;br /&gt;
&lt;br /&gt;
==Determining gender==&lt;br /&gt;
When {{k|v}}iewing a unit, a symbol appears below its name:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gender&lt;br /&gt;
! Symbol&lt;br /&gt;
! Common names&lt;br /&gt;
! Other uses&lt;br /&gt;
|-&lt;br /&gt;
| '''Male'''&lt;br /&gt;
| {{DFtext|{{char|11}}}}&lt;br /&gt;
| Boar&lt;br /&gt;
| [[Bag]]s&lt;br /&gt;
|-&lt;br /&gt;
| '''Female'''&lt;br /&gt;
| {{DFtext|{{char|12}}}}&lt;br /&gt;
| Sow&lt;br /&gt;
| [[Finished goods#Crafts|Amulets]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, when {{k|v}}iewing a unit from the {{k|u}} menu or with {{k|v}}-{{k|z}}, the creature will be referred to as &amp;quot;he&amp;quot; or &amp;quot;she&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A [[Gelding|gelded]] male's gender will appear as {{DFtext|x{{char|11}}x}}.&lt;br /&gt;
&lt;br /&gt;
==Raws==&lt;br /&gt;
In the [[raws]], genders are defined using generalized [[caste]] tokens (not to be confused with [[cast]]s). Castes are often just defined as &amp;quot;male&amp;quot; or &amp;quot;female&amp;quot;, but there are a few [[antman|notable exceptions]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
Currently, gender and sex are conflated as the same thing.  [https://twitter.com/Bay12Games/status/1107118932077346817 According to Toady One,] transgender and intersex dwarves will be added in the future. It has been hinted that this will likely take the form of a (male or female) soul inhabiting in a (female or male) body, as body and [[soul]] (the set of mental attributes) are separate things in the game, even though they are not (yet) gender marked. In the meantime, soul swapping can already be done with [[DFHack]]. It is unknown whether future additions will include non-binary and genderfluid dwarves.&lt;br /&gt;
&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
[[ru:Gender]]&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Skill&amp;diff=257307</id>
		<title>Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Skill&amp;diff=257307"/>
		<updated>2021-03-04T10:57:44Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: /* Skill penalties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|11:43, 21 April 2018 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
''See also: [[Combat skill]]''&lt;br /&gt;
&lt;br /&gt;
'''Skills''' are used by [[dwarves]] to accomplish almost every task in the game. Higher levels of a skill allow a dwarf to accomplish the respective task more quickly and/or more effectively. Whenever a skill is used, [[experience]] is gained for that skill, allowing the dwarf to progress to higher skill levels. [[Creatures]] aside from dwarves may also possess skills that match what species they are (e.g. [[cat]]s and [[monkey]]s having legendary skill in climbing).&lt;br /&gt;
&lt;br /&gt;
If a dwarf does not use a skill for a prolonged period of time, the skill will be labeled &amp;quot;rusty.&amp;quot; If the rusty skill continues to remain unused, it will eventually be labeled &amp;quot;very rusty,&amp;quot; or &amp;quot;V rusty&amp;quot; in-game. Skills remaining at 'very rusty' for prolonged periods of time will gradually suffer permanent experience loss. It is not possible to know in-game whether a given skill has suffered level loss, but any utility capable of reading exact XP levels will show a skill with a lost level as being at 100% of the XP required to take it to the next skill level. See [[#Skill rust|Rust]] below for more details.&lt;br /&gt;
&lt;br /&gt;
To determine what skills a dwarf has, press {{K|v}} and highlight the dwarf, then press {{K|g}} to ensure you are on the general information page. The skills will be grouped into three toggleable types: {{K|c}}ombat, la{{K|b}}or and {{K|m}}iscellaneous skills. Included on the list are the levels of each skill, and, if applicable, &amp;quot;rusty&amp;quot; or &amp;quot;V rusty&amp;quot; notifications.&lt;br /&gt;
&lt;br /&gt;
== Skill level names ==&lt;br /&gt;
&lt;br /&gt;
The names of skill levels are as follows, in order of the experience required to achieve them:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Rank&lt;br /&gt;
! Skill Name&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Not&amp;lt;/small&amp;gt;|7:0:1}}&lt;br /&gt;
| (No skill)&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Dabbling&amp;lt;/small&amp;gt;|6:0:0}}&lt;br /&gt;
| This level isn't displayed on the &amp;quot;prepare for journey carefully&amp;quot; screen.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Novice&amp;lt;/small&amp;gt;|7:0:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Adequate&amp;lt;/small&amp;gt;|7:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Competent&amp;lt;/small&amp;gt;|3:0:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Skilled&amp;lt;/small&amp;gt;|3:0:0}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Proficient&amp;lt;/small&amp;gt;|3:0:0}}&lt;br /&gt;
| Maximum possible skill level for dwarves while &amp;quot;preparing for journey carefully&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Talented&amp;lt;/small&amp;gt;|3:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Adept&amp;lt;/small&amp;gt;|3:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Expert&amp;lt;/small&amp;gt;|3:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Professional&amp;lt;/small&amp;gt;|2:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Accomplished&amp;lt;/small&amp;gt;|2:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Great&amp;lt;/small&amp;gt;|2:0:1}}&lt;br /&gt;
| Characters with this level of a specified [[weapons|weapon]] mastery (including [[wrestling]]) or higher are [[elite]].  &lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Master&amp;lt;/small&amp;gt;|2:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;High Master&amp;lt;/small&amp;gt;|2:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Grand Master&amp;lt;/small&amp;gt;|2:0:1}}&lt;br /&gt;
| Maximum possible skill for any creature in the [[object testing arena]].&lt;br /&gt;
|-&lt;br /&gt;
| 15+&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Legendary&amp;lt;/small&amp;gt;|5:0:1}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skills in use ==&lt;br /&gt;
[[File:blink_preview.gif|thumb|208px|right|Blinking legendary dwarves.]] Skills are never referred to in-game by &amp;quot;level number&amp;quot;, but for all practical purposes, that is how they are treated by the game. &amp;quot;Dabbling&amp;quot; is not functionally a level, with &amp;quot;Novice&amp;quot; being level 1, and &amp;quot;Legendary&amp;quot; being any level 15 and up. &lt;br /&gt;
&lt;br /&gt;
All skills take (400 + 100 * the new level) experience points to gain a level, meaning Novice takes 500 experience points, and reaching Legendary from Grand Master takes 1900 experience points, or 18000 total experience.&lt;br /&gt;
&lt;br /&gt;
Many skills can gain practical levels beyond level 15, or &amp;quot;Legendary&amp;quot;. Crafting skills with quality have a functional maximum of level 20, or &amp;quot;Legendary +5&amp;quot; as it is often called.  This is used in determining [[item quality]], where skill level is tested with a series of &amp;quot;dice rolls&amp;quot; against successively higher targets.  A Legendary +5 dwarf has a skill level of 20, which means they are guaranteed exceptional quality (quality level 4) unless they &amp;quot;critically fail&amp;quot; one of the quality rolls, and they additionally have a fairly decent percentage roll to succeed at making a masterwork. As legendary levels increase, the odds of obtaining a less than exceptional craft decrease, and masterwork is a flat 1/3rd chance (and 10 higher on the roll). Raw rolls still increase linearly. [[Attributes]] and [[trait]]s now play a role in crafting, however, so there are subtle layers of complexity in that.&lt;br /&gt;
&lt;br /&gt;
Labors with or without quality often have a time period associated with them, and skill levels reduce this significantly.  Legendary +5 can eliminate all time required to do a job down to a single action, exponentially increasing productivity.&lt;br /&gt;
&lt;br /&gt;
Combat skills can scale upwards to a functionally impossible-to-reach degree, meaning that simply reaching Legendary in a combat skill only means they've just started climbing the ranks of the legendary warriors of ''Dwarf Fortress''. A Legendary +100 warrior will hit more regularly and deal more damage than a &amp;quot;mere&amp;quot; Legendary +10, although it takes nearly three-quarters of a million more experience points to get there.&lt;br /&gt;
&lt;br /&gt;
==Skill penalties==&lt;br /&gt;
Dwarves which are suffering from various status ailments will have all of their skill levels reduced, causing them to work slower and produce lower-[[quality]] goods where relevant. The latter is unimportant for non-quality tasks such as [[wood cutting]] or [[furnace operating]], but you may want to delay construction of, say, [[platinum]] [[statue]]s or [[steel]] [[armor|breastplates]], if the [[smith]] forging them is famished or hollow-eyed from lack of sleep. For instance, people that aren't in a martial trance that have pain above a certain level get all their rolls halved.&lt;br /&gt;
&lt;br /&gt;
Each of the following status ailments can impact a Dwarf's skills:&lt;br /&gt;
* Nausea - reduce by 50%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Winded - reduce by 50%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Stunned - reduce by 50%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Dizzy - reduce by 50%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Fever - reduce by 50%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Blind - reduce by 75%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Extreme Pain - reduce by 75%&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Tired - reduce by 25%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Over-Exert - reduce by 25% twice&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Exhausted - reduce by 25% three times&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Dehydrated - reduce by 50%&lt;br /&gt;
* Starving - reduce by 50%&lt;br /&gt;
* Very Drowsy - reduce by 50%&lt;br /&gt;
* Thirsty for Blood - reduce by 25% or 50%, depending on severity&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - Does not apply to dwarves who are Enraged, in a Martial Trance, or throwing a [[Tantrum]]&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - Does not apply to dwarves who are in a Strange Mood or are Insane&lt;br /&gt;
&lt;br /&gt;
Notably, having multiple status ailments will result in '''cumulative''' penalties - for example, being both Stunned and Dizzy will cause all skill levels to drop by 75%.&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
Skills are grouped under &amp;quot;professional&amp;quot; categories (shown below), each category represented by a specific color. The display color for a dwarf reflects its current profession, which is determined by their highest level (not [[experience]]) of their skills. Professions do not affect skills or tasks in any way, professions are merely a reflection of the highest skill, and a loose way to differentiate dwarves with different types of skills. It is not perfect, but it can help when trying to spot a specific dwarf in a list or a crowd.&lt;br /&gt;
&lt;br /&gt;
So (and assuming it's their highest skill) your Miners are always light gray, your Metal Workers are always dark gray, Masons (and Engravers) are always white, your Mechanics (and Siege Engineers and Pump Operators) are always red, and those waves of olive [[migrant]]s are all &amp;quot;Farmers&amp;quot; of some stripe. This is not to say that a dwarf doesn't also have some other skill(s) from a different category, ones that may be just lower than their highest skill (which is determining the color for their current profession), so be sure to examine each new arrival - but that's their current best, and so their current color/profession. &lt;br /&gt;
&lt;br /&gt;
A dwarf with no skill levels above [[Skill#Skill level names|dabbling]] is displayed as &amp;quot;peasant&amp;quot; as their listed &amp;quot;profession&amp;quot;, falling in the teal &amp;quot;miscellaneous&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The one exception to this are some of your appointed [[noble]] positions, which are the magenta/purple of the Administrator category. Appointing a new noble will apply that magenta color to the new &amp;quot;noble&amp;quot; dwarf, regardless of their previous profession.&lt;br /&gt;
&lt;br /&gt;
Professions can change as skills are increased. When a skill in a new category is raised to a higher level than any in other categories, creating a new &amp;quot;highest&amp;quot; status, the dwarf will change listed profession and display color accordingly. This change is accompanied by a minor [[announcement]] to that effect.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miner|7:0|7:0|&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Woodworker]]|6:1|6:1|&lt;br /&gt;
* [[Bowyer]]&lt;br /&gt;
* [[Carpenter]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Stoneworker]]|7:1|7:1|&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Mason]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Ranger]]|2:0|2:0|&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Doctor]]|5:0|5:0|&lt;br /&gt;
* [[Bone doctor]]&lt;br /&gt;
* [[Crutch-walker]]&lt;br /&gt;
* [[Diagnostician]]&lt;br /&gt;
* [[Surgeon]]&lt;br /&gt;
* [[Suturer]]&lt;br /&gt;
* [[Wound dresser]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Farmer]]|6:0|6:0|&lt;br /&gt;
* [[Beekeeper]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Gelder]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Presser]]&lt;br /&gt;
* [[Shearer]]&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
* [[Spinner]]&lt;br /&gt;
* [[Tanner]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Fishery worker]]|1:0|1:0|&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Metalsmithing|Metalsmith]]|0:1|0:1|&lt;br /&gt;
* [[Armorsmith]]&lt;br /&gt;
* [[Furnace operator]]&lt;br /&gt;
* [[Metal crafter]]&lt;br /&gt;
* [[Blacksmith|Metalsmith]]&lt;br /&gt;
* [[Weaponsmith]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Jeweler]]|2:1|2:1|&lt;br /&gt;
* [[Gem cutter]]&lt;br /&gt;
* [[Gem setter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Craftsdwarf]]|1:1|1:1|&lt;br /&gt;
* [[Bookbinder]]&lt;br /&gt;
* [[Bone carver]]&lt;br /&gt;
* [[Clothier]]&lt;br /&gt;
* [[Glassmaker]]&lt;br /&gt;
* [[Glazer]]&lt;br /&gt;
* [[Leatherworker]]&lt;br /&gt;
* [[Papermaker]]&lt;br /&gt;
* [[Potter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
* [[Strand extractor]]&lt;br /&gt;
* [[Wax worker]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Engineer]]|4:1|4:1|&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Siege engineer]]&lt;br /&gt;
* [[Siege operator]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Other Jobs|3:0|3:0|&lt;br /&gt;
* [[Alchemy|Alchemist]]&lt;br /&gt;
* [[Knapper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Administrator]]|5:0|5:0|&lt;br /&gt;
* [[Appraiser]]&lt;br /&gt;
* [[Building designer]]&lt;br /&gt;
* [[Organizer]]&lt;br /&gt;
* [[Record keeper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Military]]|0:1|0:0|type=m|&lt;br /&gt;
* [[Archer]]&lt;br /&gt;
* [[Armor user]]&lt;br /&gt;
* [[Axeman]]&lt;br /&gt;
* [[Biter]]&lt;br /&gt;
* [[Blowgunner]]&lt;br /&gt;
* [[Bowman]]&lt;br /&gt;
* [[Crossbowman]]&lt;br /&gt;
* [[Dodger]]&lt;br /&gt;
* [[Discipline]]&lt;br /&gt;
* [[Fighter]]&lt;br /&gt;
* [[Hammerman]]&lt;br /&gt;
* [[Kicker]]&lt;br /&gt;
* [[Knife user]]&lt;br /&gt;
* [[Lasher]]&lt;br /&gt;
* [[Maceman]]&lt;br /&gt;
* [[Military tactics]]&lt;br /&gt;
* [[Misc. object user]]&lt;br /&gt;
* [[Pikeman]]&lt;br /&gt;
* [[Shield user]]&lt;br /&gt;
* [[Spearman]]&lt;br /&gt;
* [[Striker]]&lt;br /&gt;
* [[Swordsman]]&lt;br /&gt;
* [[Thrower]]&lt;br /&gt;
* [[Wrestler]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Broker]]|3:0|3:0|&lt;br /&gt;
* [[Comedian]]&lt;br /&gt;
* [[Conversationalist]]&lt;br /&gt;
* [[Flatterer]]&lt;br /&gt;
* [[Intimidator]]&lt;br /&gt;
* [[Judge of intent]]&lt;br /&gt;
* [[Liar]]&lt;br /&gt;
* [[Negotiator]]&lt;br /&gt;
* [[Persuader]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miscellaneous|3:0|3:0|&lt;br /&gt;
* [[Climber]]&lt;br /&gt;
* [[Concentration]]&lt;br /&gt;
* [[Consoler]]&lt;br /&gt;
* [[Leader]]&lt;br /&gt;
* [[Observer]]&lt;br /&gt;
* [[Pacifier]]&lt;br /&gt;
* [[Reader]]&lt;br /&gt;
* [[Rider]]&lt;br /&gt;
* [[Schemer]]&lt;br /&gt;
* [[Student]]&lt;br /&gt;
* [[Swimmer]]&lt;br /&gt;
* [[Teacher]]&lt;br /&gt;
* [[Tracker]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Performance|3:0|3:0|&lt;br /&gt;
* [[Dancer]]&lt;br /&gt;
* [[Singer]]&lt;br /&gt;
* [[Musician]]&lt;br /&gt;
* [[Poet]]&lt;br /&gt;
* [[Speaker]]&lt;br /&gt;
* [[Keyboardist]]&lt;br /&gt;
* [[Stringed instrumentalist]]&lt;br /&gt;
* [[Wind instrumentalist]]&lt;br /&gt;
* [[Percussionist]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Scholar|3:0|3:0|&lt;br /&gt;
* [[Critical thinker]]&lt;br /&gt;
* [[Logician]]&lt;br /&gt;
* [[Mathematician]]&lt;br /&gt;
* [[Astronomer]]&lt;br /&gt;
* [[Chemist]]&lt;br /&gt;
* [[Geographer]]&lt;br /&gt;
* [[Optics engineer]]&lt;br /&gt;
* [[Fluid engineer]]&lt;br /&gt;
* [[Wordsmith]]&lt;br /&gt;
* [[Writer]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Unused|3:0|3:0|&lt;br /&gt;
* [[Balance]]&lt;br /&gt;
* [[Coordination]]&lt;br /&gt;
* [[Druid]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills, attributes and traits==&lt;br /&gt;
*'''Skills and [[attribute]]s''': &lt;br /&gt;
**.. are both trained by being used in activities they relate to.&lt;br /&gt;
**.. both influence future success of these activities, like craft quality, work speed, combat survivability, accuracy and damage.&lt;br /&gt;
**The dwarf's profession is determined by their highest-ranking skill group.&lt;br /&gt;
**crafting skills are increased by [[preferences]], but capped, so the dwarf will make items beyond their skill level, but won't affect the chances of making more high-value items at the highest skill level.{{verify}}&lt;br /&gt;
**The dwarf's highest moodable skill determines potential artifact types during a [[strange mood]]. &lt;br /&gt;
&lt;br /&gt;
*'''[[Personality trait|Traits]]''':&lt;br /&gt;
**can be changed (at least beliefs change through arguments).&lt;br /&gt;
**affect which [[social skill]]s gain experience ''(if the dwarf has X trait it will not gain experience in X skill)'' at all.&lt;br /&gt;
**give [[thought]]s when performing certain activities.&lt;br /&gt;
**influence choice of [[artifact]] materials.&lt;br /&gt;
&lt;br /&gt;
To summarize, it goes like this:&lt;br /&gt;
&lt;br /&gt;
 Thought &amp;lt;--triggers-- Activity ----trains----&amp;gt; Attribute&lt;br /&gt;
    ^          ,----------|                         |&lt;br /&gt;
 modifies   modifies    trains                   increases&lt;br /&gt;
    | ,--------'          |                         |&lt;br /&gt;
    | v                   v                         v&lt;br /&gt;
  Trait --influences--&amp;gt; Skill --increases--&amp;gt; Dwarf performance&lt;br /&gt;
    |           ,---------|&lt;br /&gt;
  item        item        |&lt;br /&gt;
 material     type    determines&lt;br /&gt;
    |  ,--------'         |&lt;br /&gt;
    v  v                  v&lt;br /&gt;
 Artifact &amp;lt;--chosen-- Profession&lt;br /&gt;
              dwarf&lt;br /&gt;
&lt;br /&gt;
Since the same skills can be used by various professions, and the same [[attribute]]s are trained by various skills, this allows for [[cross-training]].&lt;br /&gt;
&lt;br /&gt;
As [[Personality trait|traits]] can limit learning some skills, which can be required by some Noble positions, the need arises to:&lt;br /&gt;
*avoid appointing a dwarf that will never learn a certain skill to a Noble position that uses it:&lt;br /&gt;
**''appointing a [[Personality trait|straightforward]] dwarf as a [[broker]] will result in a [[consoler]], non-[[flatterer]], non-[[liar]] broker''.&lt;br /&gt;
*appoint a dwarf with a useful effect given by a [[Personality trait|trait]] to a profession that benefits from it:&lt;br /&gt;
**''appointing an [[Personality trait|undisciplined]] dwarf to an important job will result in [[fun|fun]]''.&lt;br /&gt;
**''appointing an [[Personality trait|angry]] dwarf to [[soldier]] will result in more [[Status_icon|enraged]] bonuses.&lt;br /&gt;
&lt;br /&gt;
==Skill rust==&lt;br /&gt;
Every skill has the following set of improvement and decay counters, which are caste specific:&lt;br /&gt;
&lt;br /&gt;
{{token|SKILL_RATE|c}} (Default is {{token|SKILL_RATE|cr|100:8:16:16}})&lt;br /&gt;
 * % of improvement points you get (Default 100)&lt;br /&gt;
 * unused counter rate (Default 8)&lt;br /&gt;
 * rust counter rate (Default 16)&lt;br /&gt;
 * demotion counter rate (Default 16)&lt;br /&gt;
&lt;br /&gt;
The unused counter starts incrementing while a dwarf isn't using a skill. Once it reaches the cap, it will reset to zero, and the rust counter rate will increment by 1. This continues until the rust counter's cap is reached, and then the demotion counter is incremented by 1, and the rust counter is reset to zero. When the demotion counter finally reaches its cap, a 'layer' of rust is added to the skill, and the demotion counter is reset to zero.&lt;br /&gt;
&lt;br /&gt;
The {{DFtext|Rusty}} and {{DFtext|V.Rusty}} descriptions which are appended to a skill within Dwarf Fortress are determined by the following conditions:&lt;br /&gt;
&lt;br /&gt;
*Rusty: A skill level greater than 0 and less than 4, and the skill level * 0.5 &amp;lt;= the number of rust layers.&lt;br /&gt;
*Very Rusty: A skill level greater than or equal to 4, and the skill level * 0.75 &amp;lt;= the number of rust layers.&lt;br /&gt;
&lt;br /&gt;
For example, a level 3 skill with 4 layers of rust: 3 * 0.5 = 1.5 which is less than the 4 layers of rust, so it's a Rusty skill. A level 8 with 6 layers of rust: 8 * 0.75 = 6 which is equal to the layers of rust, so it's a Very Rusty skill.&lt;br /&gt;
&lt;br /&gt;
In testing it appears that the layers of rust are limited to a maximum of 6. If the counters reach the maximum and it attempts to increase to a 7th layer of rust, all counters are stopped, and the 'Rusty' and 'V. Rusty' descriptions are erroneously removed from the skill descriptions within ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
==Performances==&lt;br /&gt;
&lt;br /&gt;
Randomly generated musical [[instrument]]s and musical compositions are also considered skills and gain experience from use, though it is not clear how greater skill levels affect anything or if these performance-related skills rust.&lt;br /&gt;
&lt;br /&gt;
{{Category|Skills| }}&lt;br /&gt;
[[ru:Skill]]&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Item_quality&amp;diff=257306</id>
		<title>Item quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Item_quality&amp;diff=257306"/>
		<updated>2021-03-04T10:55:45Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: /* Quality grades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|10:26, 16 July 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{for/see|information on [[room]] quality|[[Room#Quality|Room/Quality]]}}&lt;br /&gt;
{{for/see|article quality ratings|[[DF:Quality]]}}&lt;br /&gt;
{{for/see|the Masterwork Mod|the [[Masterwork:Main_Page|Masterwork Mod wiki]]}}&lt;br /&gt;
&lt;br /&gt;
== Quality grades ==&lt;br /&gt;
&lt;br /&gt;
All crafted items (e.g. [[furniture]], [[armor]], [[clothing|clothes]] and [[Kitchen#Types_of_meals|prepared meals]], but not [[drink]]s) have quality levels. If the quality of their craftsdwarfship is above-standard, the item name is bracketed by characters that show it (see table below). [[Coin]]s are an unusual case. The image on the coin may have a quality level, but this does not affect the value of the coin, and the coin's quality level is not shown by special characters. &lt;br /&gt;
&lt;br /&gt;
Item quality depends on the [[skill]] of the crafter, and past a certain level they will almost always make at least level 4 (exceptional) quality items. Level 5 (masterworks) are capped to a flat 1/3rd chance.&lt;br /&gt;
&lt;br /&gt;
Images on floors or walls that are engraved by an [[engraver]] have quality levels, which can be seen by examining the engraving.&lt;br /&gt;
Buildings constructed by an [[architect]], such as the [[trade depot]], [[wood furnace]]s, or [[smelter]]s, also have quality levels. These can be examined using the [[building list]].&lt;br /&gt;
&lt;br /&gt;
Raw materials used for crafting items (e.g. [[stone]]s, [[log]]s, [[bar]]s, [[thread]], [[dye]], [[food]]) have no quality levels, with the exception of [[cloth]]. [[Block]]s, an intermediary building material, also lack quality levels, as do smoothed floor tiles and walls, and carved [[fortification]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{/Table}}&lt;br /&gt;
&lt;br /&gt;
For named weapons that are not artifacts, see [[Weapon#Attachment|here]].&lt;br /&gt;
&lt;br /&gt;
Almost all [[decoration]]s have quality levels, too. An item of any quality (except [[artifact]]s) can have a decoration of any quality. (Artifacts can't be decorated manually, but have inherent decorations depending on the materials used to make them.) The quality level of a decoration is shown by the same signs (-, +, *, ≡, ☼) just outside the double angle-brackets («,»). Thus, a *«+steel battle axe+»* is a finely-crafted steel battle axe with superior decorations on it, and a «☼steel battle axe☼» is a masterfully crafted steel battle axe with decorations of standard quality.&lt;br /&gt;
&lt;br /&gt;
Dyeing is considered a (type of) decoration and has quality levels. For example, some [[rope reed]] thread may be finely dyed with emerald dye. Dye can be applied to either thread or cloth, but not other goods made of cloth. If thread is dyed, and it is woven into cloth, the new cloth will retain the dye and whatever quality level the dye had. The same is true for cloth made into clothes and other goods.&lt;br /&gt;
&lt;br /&gt;
[[Glaze]]s are also considered decorations and have quality levels. They also have the effect of making an [[earthenware]] [[jug]] or [[pot]] waterproof and capable of holding liquid.&lt;br /&gt;
&lt;br /&gt;
Note that destroying a ☼masterwork☼ item (e.g. by melting) may cause the dwarf who made it to get unhappy [[thought]]s. Covering an engraved image on the floor with [[water]] will remove the image, and cause an unhappy thought if the image was masterwork.  The same is true for mining through a wall with a masterwork image on it. An unhappy thought can also happen if a [[thief]] steals a masterwork item. It also happens in the unusual case where a creature was shot with a masterwork crossbow bolt and the bolt gets stuck in the creature when they leave the map. Eating a masterwork prepared meal will not cause an unhappy thought.&lt;br /&gt;
&lt;br /&gt;
Dismantling a masterwork building made by an architect will not cause an unhappy thought. Having a masterwork building destroyed by a [[cave-in]] or [[building destroyer]], however, will.&lt;br /&gt;
&lt;br /&gt;
== Quality levels of imported goods ==&lt;br /&gt;
&lt;br /&gt;
The vast majority of goods brought by caravans, immigrants, visitors, and invaders are superior-quality or less. Exceptional or masterwork-quality items are extremely rare. As a result, you can eventually make better-quality goods yourself, provided your dwarves are trained in the appropriate skill. This is important to keep in mind for your military, since the quality level of [[weapon]]s and [[armor]] can make a big difference in combat performance.&lt;br /&gt;
&lt;br /&gt;
There are goods that you can't produce that foreign civilizations can. Typically, these include uninteresting [[clothing]] items like skirts or useless [[tool]]s like pestles, but also include some exotic weapons like [[whip]]s and [[dagger]]s. If you want to use those weapons, you have to settle for whatever is available, so it can take some time to find one made with decent quality and made from a good metal like [[iron]].&lt;br /&gt;
&lt;br /&gt;
== Quality levels in stockpile settings ==&lt;br /&gt;
&lt;br /&gt;
[[Stockpile]]s can be set to accept only goods of certain quality levels. However, the ''Core quality'' and the ''Total quality'' which can be set in a stockpile's settings are in a difficult relation to the crafting and decoration quality.&lt;br /&gt;
&lt;br /&gt;
=== Core Quality ===&lt;br /&gt;
&lt;br /&gt;
''Core quality'' means the quality of the ''craftsdwarfship of the item''. A masterfully crafted armor (made from qualityless metal bars) has masterful core quality. A finely-crafted dress (made from an exceptional pig tail fiber cloth) has fine core quality (because the craftsdwarfship ''of the item'' is fine).&lt;br /&gt;
&lt;br /&gt;
=== Total Quality ===&lt;br /&gt;
&lt;br /&gt;
''Total quality'' means the highest quality level between the craftsdwarfship of the item and the craftsdwarfship of its components (or decorations). The finely-crafted dress from our previous example has a fine core quality, but its total quality is exceptional because its component — a pig tail fiber cloth — is of exceptional quality. Likewise, a superior quality steel gauntlet, masterfully studded with copper is of masterful total quality (and superior core quality).&lt;br /&gt;
&lt;br /&gt;
A more complex example: A rope reed fiber sock is superiorly decorated with pond turtle shell. Is masterfully crafted from a rope reed fiber cloth which was finely dyed with redroot dye. Core quality: masterful, Total quality: masterful. (Remember, for total quality, the best of either the item's quality, the quality of its components, or the quality of its decorations is chosen.)&lt;br /&gt;
&lt;br /&gt;
See also [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research].&lt;br /&gt;
&lt;br /&gt;
==Admiring furniture==&lt;br /&gt;
Quality has an impact on the amount of [[thought|happiness]] a dwarf gets from admiring furniture only to the extent that it contributes to the furniture's [[value]]. That is, if there's a no-quality statue and a masterwork statue which have exactly the same monetary value, they'll each give the same amount of happiness when admired (assuming Urist has no [[Preferences|preference]] for the material of either statue). Furniture quality has no influence on how often a piece of furniture is admired.&lt;br /&gt;
&lt;br /&gt;
==Changes to artifact weapons==&lt;br /&gt;
Toady gave us a [http://www.bay12forums.com/smf/index.php?topic=30026.msg1012311#msg1012311 quote] on weapon and armor quality, giving the game qualities of an &amp;quot;artifact&amp;quot; in v0.31:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;&amp;quot;&amp;gt;&lt;br /&gt;
#Additional value multiplier of 10 over masterwork, so a total multiplier of 120. &lt;br /&gt;
#Cannot be owned (can be equipped, you might have to do it explicitly though).&lt;br /&gt;
#Armor deflection roll has ×3 roll modifier instead of the masterwork's ×2.&lt;br /&gt;
#Same for melee attack and archery rolls.&lt;br /&gt;
#It looks like the artifact edges are the maximum edge for the material, which is also what a masterwork gets, so beyond a masterwork you'd just be getting the hit roll modifier.&lt;br /&gt;
#Things like artifact bone spears will likely be crap against steel, yeah. We don't have actual magical artifacts yet, and that's what would be required.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Category|Items|*}}&lt;br /&gt;
[[ru:Item quality]]&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Scholar&amp;diff=257305</id>
		<title>Scholar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Scholar&amp;diff=257305"/>
		<updated>2021-03-04T10:49:32Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|17:43, 19 December 2020 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_scholar.jpg|thumb|250px|right|Smart, but still depends on alcohol.]]'''Scholars''' are an assigned [[occupation]] at [[libraries]]. They can be assigned in the Locations and Occupations menu ({{key|l}}). Scholars from other civilizations may visit your fort to discuss topics with fellow scholars, or write books.&lt;br /&gt;
&lt;br /&gt;
Scholars research [[topic]]s through pondering and discussing them. Each scholar will spend their time on a single topic until it is researched or they obtain the [[knowledge]] through apprenticeship or reading a book. Each time a scholar ponders or discusses a topic, an invisible counter is increased. This counter will randomly (time wise, roughly twice a year) finish and then the scholar will obtain an invisible amount of research points. The latter seems to be semi-random, but the higher the scholar's related scholarly skills, the higher the amount of research points they obtain. Once they've received a certain amount of research points (Values of 100K have been reported), scholars will either make a discovery and get a happy [[Thoughts|thought]], or if the topic was already known, be dejected that they could not further the field of research.&lt;br /&gt;
&lt;br /&gt;
Research can take in-game decades, but scholars will continue their research if the fort is retired and will bring their research when migrating between forts. The topics and discoveries involved currently have [[Book#Literary_Forms|little in-game effect]], but will be expanded upon at a later date.&lt;br /&gt;
&lt;br /&gt;
Scholars will write manuals for topics that they know but are not yet represented in your library. The [[writer|writing]] and [[wordsmith]] skills are used when writing books, with each book giving 50 xp in writing and 12 in wordsmith. Migrant and visitor scholars have learned a number of topics in worldgen, but your starting dwarves, no matter how many skill ranks you give them, will not. For new libraries, it is therefore recommended to either use migrant and visitor scholars or to buy and raid pre-existing books.&lt;br /&gt;
&lt;br /&gt;
Pondering will give roughly 0-5 xp in a topic's related scholarly skill (leading to about 700 xp in a year of only pondering), while discussion will increase said skill by 10-30 xp. The [[speaker]] skill is also used while discussing a topic. Discussion does not lead to research progress for the scholar that is not researching the topic. However, its higher xp gain will increase the amount of research progress they can make over time if their research topic is in the same field.&lt;br /&gt;
&lt;br /&gt;
Scholars can also form master/apprentice relationships, and the master will teach their apprentices about a topic. A high teaching skill for the master and high student skill for the apprentice leads to faster skill growth.&lt;br /&gt;
&lt;br /&gt;
Being a scholar is pretty much a full-time job. Dwarves will eventually do other things as well, but it can take a season or so to get around to it. If you make your mechanic a scholar, then it is best to take him off the job when you need him to work; the same goes for doctors.&lt;br /&gt;
&lt;br /&gt;
It appears that pondering is one of the things that fulfills the &amp;quot;think abstractly&amp;quot; need&amp;lt;!--not rigorously tested, but dwarf with high need in that was assigned to be scholar in library and he appeared to  ponder a bit and the need was switched to fullfilled--&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Exact mechanics==&lt;br /&gt;
&lt;br /&gt;
Fort scholars do activity cycles, the length of which is 1-2 days (whether they are pondering or discussing etc.)  Once they get through 50 cycles, it rolls 0-50 vs. the number of completed cycles minus 50 to see if they get &amp;quot;breakthrough credit.&amp;quot;  So at 51, they have a 2% chance, and at 100, they have a 100% chance.  Then, it resets the cycle number to zero and gives them breakthrough credit, based on a skill roll plus 100 (for discuss, the other researchers contribute half of their summed skill rolls.)  Based on the difficulty (1-4) of the topic, total lifetime breakthrough credit is then assigned a number of 50-sided dice.  An easy topic is dice=credit/2500, then /5000, then /10000, then /20000 for level 4 topics.  The number of dice cannot exceed 10.  Then roll these dice -- if you get a 50 on any of them, discovery!  Also: if they fail to get the breakthrough after the 50-sided rolls, they have a 2% chance of switching topics, or if their credit exceeds 100000, they always switch topics (though they keep the credit, so returning to the topic later gives them a decent chance at breakthrough.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Involved skills==&lt;br /&gt;
Discussing and pondering topics trains skills. Some of them are useful in practice, but some of them are only useful in the library.&lt;br /&gt;
&lt;br /&gt;
* [[Critical thinker]]&lt;br /&gt;
* [[Logician]]&lt;br /&gt;
* [[Mathematician]]&lt;br /&gt;
* [[Astronomer]]&lt;br /&gt;
* [[Chemist]]&lt;br /&gt;
* [[Geographer]]&lt;br /&gt;
* [[Optics engineer]]&lt;br /&gt;
* [[Fluid engineer]]&lt;br /&gt;
* [[Tracker]]&lt;br /&gt;
&lt;br /&gt;
Skills trained that are also useful in practice:&lt;br /&gt;
* [[Diagnosis]]&lt;br /&gt;
* [[Bone doctor]]&lt;br /&gt;
* [[Surgeon]]&lt;br /&gt;
* [[Suturer]]&lt;br /&gt;
* [[Wound dresser]]&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
* [[Organizer]]&lt;br /&gt;
* [[Record keeper]]&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Observer]]&lt;br /&gt;
&lt;br /&gt;
==Traits involved==&lt;br /&gt;
A belief in knowledge is needed to be a scholar. A dwarf that thinks knowledge is a waste of time will not engage in scholarly activities.&lt;br /&gt;
&lt;br /&gt;
Being curious and/or inclined to abstract thought is ideal for a scholar. A dwarf that is incurious or uninclined to abstract thought is less likely to study in the library.&lt;br /&gt;
&lt;br /&gt;
==Professions==&lt;br /&gt;
While &amp;quot;Scholar&amp;quot; is the default profession, dwarves who gain sufficient scholarship skills can receive one of several titles (in order of preference):&lt;br /&gt;
&lt;br /&gt;
* '''Sage''' - High Levels of Critical Thinking + a 2nd skill (Logician, a Medical Skill, or possibly others)&lt;br /&gt;
* '''Mathematician''' - High Levels of Mathematics &lt;br /&gt;
* '''Philosopher''' - High Levels of Logician &lt;br /&gt;
* '''Historian''' - High Levels of Critical Thinking&lt;br /&gt;
* '''Astronomer''' - High Levels of Astronomy&lt;br /&gt;
* '''Naturalist''' - High Levels of Tracker&lt;br /&gt;
* '''Chemist''' - High Levels of Chemistry&lt;br /&gt;
* '''Geographer''' - High Levels of Geography&lt;br /&gt;
* '''Engineer''' - High Levels of Optics or Fluid Engineering, can be coupled with Mechanic or Pump Operator.&lt;br /&gt;
* '''Scholar''' - Low level academic skills&lt;br /&gt;
&lt;br /&gt;
Medical professions work as expected ([[Surgeon]] for Surgery, etc.) except when coupled with critical thinking since that will produce a sage, and with multiple medical skills will become a '''[[Doctor]]'''. It appears that [[Diagnostician]] is most important for medical scholars, but relevant topics will increase other medical skills as well - discussing the [[Topic#Medicine|Suturing]] topic increases [[Suturer]].&lt;br /&gt;
&lt;br /&gt;
An engineer without experience in [[Topic#Engineering|optic or fluid topics]] is simply called [[Mechanic]].&lt;br /&gt;
&lt;br /&gt;
During [[world generation]], historical figures who decide to become scholars will relocate to their nearest library (located either in a dwarven [[fortress]] or human [[town]]) where they will typically remain for the rest of their lives, unless they are promoted to nobility. It seems that any creature that can learn can become a scholar, which includes not only civilized races, but also animal people and even plump helmet men (which cannot speak). Only members of dwarf, elf, or human civilizations can become scholars, with research areas [[Entity token#SCHOLAR|determined by civilization]]: dwarf civilizations can have scholars in any field, elf civilizations are limited to nature-related areas (naturalist, astronomer, geographer, and philosopher), and human civilization research areas are determined by their randomly generated [[Personality_trait#Beliefs|cultural values]] during world generation. Goblin and kobold civilizations will never produce scholars because they lack the necessary [[entity token]]s, but goblin members of scholarly civilizations may become scholars.{{cite forum|140163/7489079}} Elf and goblin scholars will effectively live forever within the safety of their libraries, many having seen the entire history of their world come and go, after long since mastering their chosen field.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = mishthem | elvish = naquina | goblin = mol | human = rushán}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Occupation}}&lt;br /&gt;
[[Ru:Scholar]]&lt;br /&gt;
[[Fr:Savant (scholar)]]&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Hybrid_playstyle&amp;diff=257303</id>
		<title>Hybrid playstyle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Hybrid_playstyle&amp;diff=257303"/>
		<updated>2021-03-04T10:45:02Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: &lt;/p&gt;
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&lt;div&gt;{{av}}&lt;br /&gt;
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A '''hybrid playstyle''' is one that combines both Fortress and Adventure mode in order to achieve some durable, persistent goals in one's world. In hybrid play, one chains fortress and adventurers in order to have a specific effect on a world and unlock new features in either mode, and generally improve one's immersion in a given world.&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
In the earliest versions of ''Dwarf Fortress'', a hybrid playstyle was the norm: you were supposed to build a fortress, which would inevitably die because the game was much harsher and less unforgiving back then. Then an adventurer would explore the ruins of the fortress and slay monsters there. The wealth created by the fortress would set a maximum high score, and the wealth looted by the adventurer from that fortress would be the final score. &lt;br /&gt;
&lt;br /&gt;
However, as Fortress mode got increased attention, the game took an increasingly simulationist bent and much of the simulation occurred in Fortress mode, while in Adventure mode more or less nothing happened on its own. The fact that you couldn't leave a fortress without abandoning it to ruins severely limited any kind of transition between game modes.&lt;br /&gt;
&lt;br /&gt;
The [[world activation]] release and subsequent ones changed everything, as it became possible to [[retire]] a fortress without abandoning it, and [[NPC]]s now have an agenda of their own and don't wait for the adventurer to do anything. Moreover, both game modes became less and less decoupled, as any action in one mode could have lasting repercussions in the other. In this context, switching from one game mode to the other is more seamless than ever and makes it increasingly easy to tailor a desired effect on one's world, exploring ever-deeper aspects of the game.&lt;br /&gt;
&lt;br /&gt;
= Examples =&lt;br /&gt;
&lt;br /&gt;
== Weapon manufacture == &lt;br /&gt;
&lt;br /&gt;
Probably the earliest and most obvious application. Most weapons created in worldgen kinda suck. Only [[dwarves]] have access to [[steel]] and they only make short-sized clothing, which can be a problem if you are playing a human adventurer. Generally speaking it can be hard and tedious to find a complete set of high enough quality for your adventuring party.&lt;br /&gt;
&lt;br /&gt;
A solution is to simply create a fortress whose sole purpose is to make steel armor of all sizes, adamantine edged weapons and silver warhammers. This, combined with clever manipulation of [[mood]]able skills can also lead to the creation of artifact-quality gear. Once you have enough gear, simply retire the fortress, go there with your adventuring party and help yourself.&lt;br /&gt;
&lt;br /&gt;
== Custom stairway to the Underworld ==&lt;br /&gt;
&lt;br /&gt;
Navigating goblin pits can be laggy and dangerous, it can be much more convenient to start a fortress and dig straight to the underworld so your adventurer can later find an easy way there. &lt;br /&gt;
&lt;br /&gt;
== Siege them yourself ==&lt;br /&gt;
&lt;br /&gt;
Tired of goblins harassing you? Can't afford those precious military dwarves in [[raids]]? Just retire your fortress, start a monstrous adventuring party complete with [[pet]]s like [[elephant]]s and charge the goblin sites yourself. With tactical mode and careful micromanagement you can take down any force, and if your party has necromancers you're easily guaranteed to win. In the worst case there should be depopulated enough so as not to trouble you anymore.&lt;br /&gt;
&lt;br /&gt;
== Super-soldier army ==&lt;br /&gt;
&lt;br /&gt;
Training takes time, dwarves are fickle... why not have tailor-made soldiers? Start an adventuring party of demigods with maxed out military skills, train them as long as necessary and retire at the fortress you want to play. As a bonus, your adventuring party can be made of any available race, so you can fully enjoy the bonuses offered by some, such as goblins' no need for food or drink, [[giant elephant people]]'s tremendous size, spider people's lack of fear, and so on. &lt;br /&gt;
&lt;br /&gt;
== Necromancer fortress ==&lt;br /&gt;
&lt;br /&gt;
[[Raid]]ing [[necromancer]] [[tower]]s can sometimes bring [[book]]s containing the secrets of life and death. More often, they will bring useless biographies and monographs, or worse, a [[slab]] that your dwarves won't read. Shortcut the process by becoming a necromancer with an adventurer, picking up the books at a tower and bringing them to the fortress you want to 'transform'. Your dwarves will read these books at your [[library]] and will progressively all turn into necromancers.&lt;br /&gt;
&lt;br /&gt;
== Unlock playable races ==&lt;br /&gt;
&lt;br /&gt;
Any race from an [ALL_MAIN_POPS_CONTROLLABLE] civilization is playable in adventure mode. In most standard games, this includes dwarves, elves, and humans. However, other races become playable if a civilization controls a site with a population from that race. This means [[goblin]]s, [[kobold]]s, and even [[angel]]s - if you successfully conquer a vault (respectively a dark pit or a cave), you will be able to start Adventure mode as an angel. &lt;br /&gt;
&lt;br /&gt;
== Resurrect adventurers ==&lt;br /&gt;
&lt;br /&gt;
If the body of one of your dead adventurers gets raised as [[intelligent undead]], for instance by a new necromancer adventurer, the adventurer will become playable and unretirable again. You can also resurrect fallen citizens of a retired fortress this way.&lt;br /&gt;
&lt;br /&gt;
== Playable demon ==&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=51245.msg8077356#msg8077356&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=51245.msg8077330#msg8077330&lt;br /&gt;
&lt;br /&gt;
* Make a fort.&lt;br /&gt;
* Retire.&lt;br /&gt;
* Make a (flying) adventurer with the background be part of the fort&lt;br /&gt;
* Retire adventurer&lt;br /&gt;
* Un-retire fort.&lt;br /&gt;
* Make adventurer, who is now part of the fort, the expedition leader, and military commander&lt;br /&gt;
* Retire fort&lt;br /&gt;
* Take adventurer down to the underworld via e.g. a previously dug down tunnel&lt;br /&gt;
* Make demon an expedition leader&lt;br /&gt;
&lt;br /&gt;
That kind of demon should now be playable.&lt;br /&gt;
&lt;br /&gt;
== Recruit literally anyone to your fort or party ==&lt;br /&gt;
&lt;br /&gt;
Giving intelligent creatures nobility titles seems to bypass their base hostility and have them behave as a proper entity member, so the above trick can be used to recruit literally any intelligent creature that can talk to your fortress (or adventuring party) and make its race playable. That includes bogeymen. http://www.bay12forums.com/smf/index.php?topic=51245.msg8202218#msg8202218 And night trolls. http://www.bay12forums.com/smf/index.php?topic=165213.msg8249958#msg8249958&lt;br /&gt;
&lt;br /&gt;
== Missions and quests == &lt;br /&gt;
&lt;br /&gt;
Missions are just quests in disguise.&lt;br /&gt;
&lt;br /&gt;
* make fort, be sure to set a sheriff(might require a fortress guard, not sure) with a little sheriff's office(other wise it'll be a pain to find them back)&lt;br /&gt;
* make hearthsperson at fort.&lt;br /&gt;
* talk to sheriff and ask assignment.&lt;br /&gt;
* retire adventurer in fort&lt;br /&gt;
* unretire fort, look at mission screen. &lt;br /&gt;
&lt;br /&gt;
More science remains to be done to see if creating a mission but not sending out a squad will make it possible for adventurers to receive that mission.&lt;br /&gt;
&lt;br /&gt;
== Intercepting sieges ==&lt;br /&gt;
&lt;br /&gt;
[[Armies]] physically move on the map, including those sent in to [[siege]] you. If you retire a fort and unretire an adventuring party from there, you should be able to intercept armies sent to your fort and beat them up before they even arrive. Or you could watch the siege play out, but from a very different perspective than normal fortress mode. Note that [[megabeast]]s teleport, so this trick won't work with them.&lt;br /&gt;
&lt;br /&gt;
== Bridging oceans ==&lt;br /&gt;
&lt;br /&gt;
Embarking on a single ocean tile separating two landmasses will connect those landmasses for the purpose of trade, armies, and so on. (If the landmasses are separated by ''two'' tiles, simply embark on each one.) This can open new opportunities (and dangers) for future fortresses who will gain new neighbors. Building an actual [[bridge]] will let future adventurers go across it and explore a whole new continent. This trick also works for 'impassable' mountain ranges.&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Villain&amp;diff=257302</id>
		<title>Villain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Villain&amp;diff=257302"/>
		<updated>2021-03-04T10:33:07Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: &lt;/p&gt;
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&lt;div&gt;{{av}}&lt;br /&gt;
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A '''villain''' is a catch-all term for all intelligent [[historical figure]]s with nefarious intent, making use of [[intrigue]] to plot more-or-less undercover for a given goal, which may range from rather prosaic (artifact theft, or abstract embezzling) to extremely nefarious indeed (taking over the world with an undead empire). Likewise, the means and NPCs involved may vary accordingly. In the current version, it is not possible for one's adventurer (''or adventuring party, more likely'') to become a villain (''or villainous organization''), though they may attempt to expose them.&lt;br /&gt;
&lt;br /&gt;
Villains come in various flavors: some of them are a natural fit for villainy, like [[demon]] lords or [[necromancer]]s, while others can be various rulers or position holders, or even regular [[historical figure]]s with appropriate personality traits. &lt;br /&gt;
&lt;br /&gt;
Plotters can use their organization and leadership locations, whether that's a monastery or a mercenary compound or their own castle.&lt;br /&gt;
&lt;br /&gt;
== Type of plots ==&lt;br /&gt;
&lt;br /&gt;
=== Mundane ===&lt;br /&gt;
&lt;br /&gt;
For non-supernatural villains, these are corrupt imprisonment, framing, snatching, sabotage and directing wars to their enemies. They also include intentionally corrupting the government of an enemy (rather than targeting based on location or current assets.) Dwarves and others are variously tempted by e.g. the opportunity to embezzle or accept bribes using the power of their positions. If their personality and values aren't up to the challenge, they may eventually fall to temptation and undertake corrupt activities in an ongoing fashion, which will make them a target for both law enforcement and blackmail.&lt;br /&gt;
&lt;br /&gt;
For hostage-taking, they can obtain a ransom (depending on the position and family of the hostage), imprison the hostage for a period, or just murder them if they run out of ideas. If the villain holds a particularly strong [[grudge]] and is vengeful and cruel, they might torture and/or sell the hostage (depending on their values and which civilizations are around). One bright side is that personal prisoners have a chance to escape (it is harder to escape from towers, especially those with dungeons), including those taken by night trolls. Corrupt imprisonment and framing are similar to each other, but the first requires the villain to either personally hold or have influence over the leader or law enforcement of a civilization, while the latter involves excellent intrigue skill use against those same position holders as well as the target. If successful, the target (either a grudge or somebody else to be neutralized) will be charged with a crime and receive whatever punishment is due for it, from exile, to imprisonment, or execution. The villains make sure to check the laws first before they attempt to use either of these techniques. &lt;br /&gt;
&lt;br /&gt;
Starting wars, also bleak, involves corrupting leaders, advisors and generals associated to civilizations with which the target civilization is currently at peace. Skilled intrigue here can disturb diplomatic relations, though this is rather abstract. Similarly, sabotage is a bit thin, but if successful, the agent harms the abstract '[[account]]' of either a grudge or the [[company]]/[[guild]] they are a part of, which does have an effect on them (Buildings aren't actually destroyed on the site map.)&lt;br /&gt;
&lt;br /&gt;
===Supernatural===&lt;br /&gt;
&lt;br /&gt;
Necromancers may plot to take over the world. Up-and-coming necromancers may raid old battlefields or infiltrate cities for corpses and building up their army, but once the necromancer is feeling powerful enough, they attack the outlying villages of a market town and if the snowball gets big enough, the market town as well, all in the same invasion during a given year.&lt;br /&gt;
&lt;br /&gt;
[[Mummy|Mummies]] store artifacts in tombs, and if worldgen thieves go for them, this can cause disturbances, as in adventure mode. The resulting mummies form a grudge against the thieves, but also generally take up necromantic and villainous ways. &lt;br /&gt;
&lt;br /&gt;
Demons also plot more or less openly to start wars and steal things, although their [[agent]]s will still be undercover. Demons associated with the [[sphere]] of death will be able to raise corpses and take up necromantic ways.&lt;br /&gt;
&lt;br /&gt;
== Plotting ==&lt;br /&gt;
&lt;br /&gt;
The current set of corruption techniques are intimidation, asserting rank, blackmail, flattery, exploiting religious sympathies, promising to take revenge on an enemy, and direct bribery. These are used to corrupt position holders variously and to gain new agents. Promises of rewards for greedy and ambitious targets, especially if the villain or intermediate agent has such things to offer (artifacts, positions, or more abstractly, a portion of a site's available [[tribute]] for that year), fear (for their life, or a family member), ideological alignment (easy to check with the value system, though factors like loyalty will need to be accounted for), and revenge are all possibilities. &lt;br /&gt;
&lt;br /&gt;
The villain or their agent chooses a technique based on whichever one they think will provide the best outcome, but if an organization has not been penetrated, or the agent isn't good at their job (intrigue, judging intent, etc.), their assessment of which technique will work can be incorrect (by design.) For instance, they might think a bribe is a good idea, but if they are a terrible judge of character and have nobody inside the target's organization, they might not realize that the target is not greedy and not in debt. But if the target were greedy, or in debt, and the agent has an insider and a good judge-intent roll, they will correctly assess bribery as a useful possibility. Generally, the moments of intimidation, flattery and bribery, have unified modifiers based on skill, personality, and the relationship variables (e.g. intimidation is more successful if the target fears the villain already, and flattery works better if the target trusts them) and can be selected more intelligently, with the ability (upcoming in a bit) to expose most of the factors in the decision-making to legends mode.&lt;br /&gt;
&lt;br /&gt;
Villains make use of cutouts/handlers to work with assassins, and don't need to hire assassins and other agents themselves. In the case where a villain or a handler is duty-bound and important, where a journey that might take several days would seem inappropriate, they may send messages more abstractly, over the same period of time. They often make use of criminal organizations and bandit gangs. For villains without brighter ideas, doing some petty crime with a few like-minded individuals is a start, and then these groups can fuse and otherwise associate, with various skimming and [[tribute]] and so forth as some of them grow more powerful. This allows the standard anti-bandit/criminal quests to lead into evidence network crawling, as the most successful groups can draw back to a more villainous status (ie they need discovering rather than generating direct quests.) Plots can propagate out into dedicated criminal organizations from the non-criminal position holders (often through intermediaries), and criminal organizations can also expand out into other cities, forming branches much as the merchant companies do, where they then try to muscle out and subordinate local groups. &lt;br /&gt;
&lt;br /&gt;
Necromancers and vampires may use their secrets and their blood respectively to entice people to join their villainous schemes. Grateful and dutiful villains actually follow through and share their power when an asset proves themselves useful, but others never fulfil their promise.&lt;br /&gt;
&lt;br /&gt;
{{category|Non-player characters}}&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tears&amp;diff=257301</id>
		<title>Tears</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tears&amp;diff=257301"/>
		<updated>2021-03-04T10:29:35Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: &lt;/p&gt;
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&lt;div&gt;{{quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
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'''Tears''' are a kind of [[contaminant]], like [[blood]] or [[vomit]], that results from creatures feeling extreme sad or joyful [[emotion]]s. The latter kind usually happens when families are reunited, or when one of your dwarves successfully makes an [[artifact]]; more often, people will begin to cry in horror when they stumble upon fighting and death.&lt;br /&gt;
&lt;br /&gt;
Like any liquid, you can have your adventurer lick it to slake their thirst, but it will have little (if any) effect, and won't add to fullness.&lt;br /&gt;
&lt;br /&gt;
Note that in [[Adventure mode]], your ''own'' character may begin to cry if they are horrified by what they see, even if you are responsible for the havoc. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Speaking&amp;diff=257299</id>
		<title>Speaking</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Speaking&amp;diff=257299"/>
		<updated>2021-03-04T10:27:53Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: &lt;/p&gt;
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&lt;div&gt;{{av}}&lt;br /&gt;
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'''Speaking''' creatures (those with the {{token|CAN_SPEAK|c}} token) are able to hold conversations with other such creatures. Adventurers from species ''without'' that token (such as e.g. a [[plump helmet man]]) will be unable to talk. [[Civilization]]s without this token will wage endless [[war]]s because their inability to speak means they can't negotiate treaties. Strangely, this token is not necessary for creatures to gain [[social skill]]s.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, civilized creatures can also speak in the midst of combat - you can read what they say in the combat report screen. Their dialog lines are pretty similar to those of NPCs in adventure mode (&amp;quot;Stop! This isn't happening!&amp;quot;).&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ghost&amp;diff=257298</id>
		<title>Ghost</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ghost&amp;diff=257298"/>
		<updated>2021-03-04T10:20:01Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: /* Science on Ghosts */&lt;/p&gt;
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&lt;div&gt;{{Quality|Exceptional|11:53, 26 January 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
{{DFtext|Urist McGhost, Ghostly Cheesemaker has risen and is haunting the fortress!|4:1}}&lt;br /&gt;
&lt;br /&gt;
After the death of an intelligent [[creature]] (or a [[dwarf]]) who is a member of your [[civilization]], its soul may come back as a [[night creature]] called a '''ghost''' {{Tile|Ñ|7:1}}. In a dwarven fortress, dead dwarves have a chance of returning as ghosts if they are not properly [[coffin|buried]] or [[memorial|memorialized]] after their death. Ghosts often take to haunting their relatives and friends, following them around on the same tile, as well as lingering wistfully near areas they frequented in life or the spot they died. Some even continue to perform their jobs.{{bug|6354}} However, not all ghosts bear their anguish calmly.&lt;br /&gt;
&lt;br /&gt;
Ghosts are able to pass through walls, doors, floors, and other impassable tiles. They can open [[hatch]]es (even when [[mechanism|mechanically-linked]]{{bug|8458}}) and unlock any locked [[door]]s that they happen to pass through{{bug|4773}}. Ghosts may block [[building]] construction{{bug|6417}} and [[immigrant]] arrival.{{bug|5568}}&lt;br /&gt;
&lt;br /&gt;
Ghosts are generally immune to harm (except for a few [[#Science on Ghosts|bugs]]). They can be targeted in the Squad kill screen ({{K|s}},{{K|k}}) even though they won't actually be attacked. Ghosts can be dismissed by burying the remains or by constructing, engraving and building [[slab]]s in memory of the deceased. Ghosts of [[visitor]]s will eventually choose to &amp;quot;leave&amp;quot; the site once their &amp;quot;visit&amp;quot; timer expires.&lt;br /&gt;
&lt;br /&gt;
==Paranormal Activity==&lt;br /&gt;
[[File:dwarf_ghost.png|thumb|180px|right|Rest in rage.]]&lt;br /&gt;
Ghosts haunting the fortress will occasionally perform some of the following actions, based on their temperament:&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; sucks the wind out of &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; raises a high fever in &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; makes &amp;lt;dwarf&amp;gt; convulse and retch''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; inflicts excruciating pain upon &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; causes a spell of dizziness in &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; paralyzes &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; stuns &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; batters &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;dwarf&amp;gt; is throwing a tantrum, possessed by &amp;lt;ghost&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; is following &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;item&amp;gt; has been misplaced. No doubt &amp;lt;ghost&amp;gt; is to blame!''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; is throwing objects around the fortress!''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; can be heard howling throughout the fortress!''&lt;br /&gt;
&lt;br /&gt;
The ghost's activities may be determined by the nature of its death and its [[personality trait]]s using the following table, ''in order'':&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;17%&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;17%&amp;quot; | Cause&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;66%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
|Murderous Ghost&lt;br /&gt;
|Had a [[Strange_mood#Fell|fell mood]], had low [[Personality_trait#ALTRUISM|ALTRUISM]], or slab/grave was deconstructed&lt;br /&gt;
|Murders dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Sadistic Ghost&lt;br /&gt;
|Had a [[Strange_mood#Macabre|macabre mood]], or had low [[Personality_trait#ALTRUISM|ALTRUISM]]&lt;br /&gt;
|Batters, scares and paralyses dwarves. Capable of scaring a dwarf to death.&lt;br /&gt;
|-&lt;br /&gt;
|Violent Ghost&lt;br /&gt;
|Was [[insanity|berserk]], or had high [[Personality_trait#ANGER_PROPENSITY|ANGER_PROPENSITY]]&lt;br /&gt;
|Batters dwarves, often but not always removing limbs.&lt;br /&gt;
|-&lt;br /&gt;
|Moaning Spirit&lt;br /&gt;
|Was [[insanity|melancholic]], or had high [[Personality_trait#DEPRESSION_PROPENSITY|DEPRESSION_PROPENSITY]]&lt;br /&gt;
|Troubles one unfortunate dwarf at a time.&lt;br /&gt;
|-&lt;br /&gt;
|Howling Spirit&lt;br /&gt;
|Was [[insanity|stark raving mad]], or had high [[Personality_trait# STRESS_VULNERABILITY|STRESS_VULNERABILITY]]&lt;br /&gt;
|Makes sleeping difficult.&lt;br /&gt;
|-&lt;br /&gt;
|Angry Ghost&lt;br /&gt;
|Was [[Strange_mood#Possessed|possessed]]&lt;br /&gt;
|Will possess dwarves, causing them to throw tantrums. May still be capable of battering dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Energetic Poltergeist&lt;br /&gt;
|Was in a [[Strange_mood#Fey|fey mood]], or had high [[Personality_trait#ACTIVITY_LEVEL|ACTIVITY_LEVEL]]&lt;br /&gt;
|Topples furniture, such as chairs.&lt;br /&gt;
|-&lt;br /&gt;
|Secretive Poltergeist&lt;br /&gt;
|Was in a [[Strange_mood#Secretive|secretive mood]], or had high [[Personality_trait#BASHFUL|BASHFUL]]&lt;br /&gt;
|''Misplaces'' items.&lt;br /&gt;
|-&lt;br /&gt;
|Troublesome Poltergeist&lt;br /&gt;
|Had high [[Personality_trait#IMMODERATION|IMMODERATION]]&lt;br /&gt;
|''Misplaces'' items, may topple furniture and pull levers.&amp;lt;sup&amp;gt;confirm?&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Restless Haunt&lt;br /&gt;
|Had [[Personality_trait#GREGARIOUSNESS| &lt;br /&gt;
GREGARIOUSNESS]] at least as high as [[Personality_trait#DUTIFULNESS|DUTIFULNESS]], or never completed any jobs&lt;br /&gt;
|Drifts around place of death and frequented locations. Also haunts dwarves, causing unhappy thoughts.&lt;br /&gt;
|-&lt;br /&gt;
|Forlorn Haunt&lt;br /&gt;
|Did not satisfy any of the above checks&lt;br /&gt;
|Drifts around place of death and frequented locations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;high&amp;quot; trait check will succeed 20% of the time for value of 76-90, 50% of the time for 91-99, and is guaranteed for 100. Similarly, a &amp;quot;low&amp;quot; trait check will succeed 20% of the time for 10-24, 50% of the time for 1-9, and always for 0. Because the Murderous Ghost check has higher priority, having zero ALTRUISM will always result in a Murderous Ghost, never a Sadistic Ghost.&lt;br /&gt;
&lt;br /&gt;
If a ghost is put to rest and subsequently re-raised (by deconstructing its coffin or slab), it will eventually return as a Murderous Ghost.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode==&lt;br /&gt;
If you revisit your fortress during [[adventurer mode]], the ghosts found previously will still remain. Take care! The ghosts may attempt to 'scare you to death' almost instantly. Note that creatures with [[Creature token#NOFEAR|NOFEAR]] are immune to this attack.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Ghostly&amp;quot; Dwarves==&lt;br /&gt;
When a dwarf dies and becomes a ghost, its Legends mode entry lists it as a &amp;quot;ghostly&amp;quot; dwarf. All actions taken by the dwarf during both life and death will then be attributed to the ghostly dwarf. This will generate messages like &amp;quot;the ghostly dwarf Urist McHauntypants arrived in Cagesyrups&amp;quot; even when the dwarf was obviously not a ghost yet when it immigrated{{bug|5276}}.&lt;br /&gt;
&lt;br /&gt;
== Science on Ghosts ==&lt;br /&gt;
*[[Cave-in]]s do not kill ghosts, perhaps because they can walk through walls already.&lt;br /&gt;
*Ghosts can suffer bruises and even organ rupture if struck by a minecart.&lt;br /&gt;
*Ghosts are put to rest when any part of their body is put in a burial receptacle.{{verify}} For example, should a dwarf lose a toe in a fight before dying, the toe can be recovered to put its ghost to rest.&lt;br /&gt;
*Ghosts can open [[door]]s, even forbidden ones (leaving them unlocked).&lt;br /&gt;
*Ghosts can and will grow up (if they came back as a child) and die of old age.&lt;br /&gt;
*Ghosts can be frozen in [[water]].&lt;br /&gt;
*Ghosts can be murdered by dwarves taken by [[Strange mood|fell moods]] - the ghost's body is used to create the artifact. This is also amusing because when you look at a ghost's wounds with {{k|v}}, all body parts are listed grey, meaning that they are gone. The affected dwarf will then kill another dwarf, because they didn't get the materials they needed for the construction.{{bug|4681}}&lt;br /&gt;
*It is possible for a ghost to become the [[outpost liaison]] of a civilization.&lt;br /&gt;
*Ghostly [[Fisherdwarf|fisherdwarves]] will keep fishing in the afterlife, and ghostly [[animal trainer]]s [http://www.bay12forums.com/smf/index.php?topic=127659 will gladly train your captured animals for you.]&lt;br /&gt;
*When a ghost rises, their entry in the Dead/Missing list will change accordingly. So, should a dead [[cook]] return as a ghost, their profession in the Dead/Missing list will turn into &amp;quot;Ghostly Cook&amp;quot;.&lt;br /&gt;
*If a dwarf goes missing, is not memorialized, and returns as a ghost, the entry for the dwarf in the Dead/Missing list will become &amp;quot;Deceased&amp;quot;.&lt;br /&gt;
*Ghosts may disappear suddenly, and if they do, their entry in the Dead/Missing list will disappear as well. When they are put to rest in this state, their entry will reappear.&lt;br /&gt;
*Ghosts will occasionally claim built burial receptacles as tombs for themselves. These tombs must be unassigned before anything can be placed within them.&lt;br /&gt;
*Male ghosts are considered [[geld]]ed.&lt;br /&gt;
*Ghosts can go [[insane]].&lt;br /&gt;
*It is possible for a civilised [[intelligent undead]] to turn into a ghost. In order to be ghostified, the creature needs to leave the map. Assigning the undead to a squad and sending it on raids seems to do the trick, as eventually, the intelligent undead's ghost will rise. The risen ghost will not be interactable, but will still be part of the military. This behaviour can be exploited further to resurrect the undead back into its original creature form. Here's how to do it: keep the undead's ghost in a squad, and send this squad on another mission. While the squad is off-map, engrave a memorial slab to the ghost and place it down - when the squad comes back, your undead should now be alive, and its skills will have persisted.&lt;br /&gt;
&lt;br /&gt;
== Playing as a ghost ==&lt;br /&gt;
{{mod}}&lt;br /&gt;
Using external utilities like [[DFHack]]'s &amp;lt;code&amp;gt;ghostly&amp;lt;/code&amp;gt; command, it is possible to turn your [[adventure mode|adventurer]] into a ghost. When playing as a ghost, you will be able to pass through walls, but only if you have no items in inventory. Other creatures will ignore you, as they can't harm you and you will be unable to attack them, either. However, you will be capable of harming others if your character can perform a suitable [[interaction token|interaction]], like poison gas, fire breath, or a directly applied [[syndrome]]. Flying as a ghost seems to have some issues, because your ghostly adventurer will become stuck in mid-air forever, unless they are a creature that can normally fly. Other aspects of the game seem to work as usual.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ngotol&lt;br /&gt;
| elvish  = oreme&lt;br /&gt;
| goblin  = engror&lt;br /&gt;
| human   = tacnu&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{category|Creatures}}&lt;br /&gt;
[[ru:Ghost]]&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Intelligent_undead&amp;diff=257297</id>
		<title>Intelligent undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Intelligent_undead&amp;diff=257297"/>
		<updated>2021-03-04T10:11:53Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:38, 1 December 2020 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{New in|0.47.01}}&lt;br /&gt;
&lt;br /&gt;
[[File:Lily-abdullina-faded-hunter-web.jpg|thumb|400px|right|Rosmo Queenales was a faded hunter, slayer of [[werebeast|weregiraffes]] and savior of puppies. ([https://old.reddit.com/r/dwarffortress/comments/hle4lf/the_human_poet_faded_hunter_who_used_undead_magic/ story]) ''Art by Sarasti'']]'''Intelligent undead''' {{Tile|Ñ|3:1}} is a generalized name for all undead [[night creature]]s that are sentient (not [[zombie]]s), yet don’t fit into the molds for [[vampire]]s, [[necromancer]]s, [[ghost]]s or [[mummy|mummies]]. &lt;br /&gt;
&lt;br /&gt;
Intelligent undead are former [[historical figure]]s, raised by [[necromancer]]s to serve as lieutenants in their undead armies. Unlike zombies, intelligent undead retain their [[soul]], and much of their original personality once revived. &lt;br /&gt;
&lt;br /&gt;
Intelligent undead all belong to a type, dependent on the secret known by the one who raised them. Each type is assigned a unique name and a set of magic powers, making no two types truly alike.&lt;br /&gt;
&lt;br /&gt;
They are relatively common - if you set your [[tavern]] to be open to all visitors, you are very likely to host a few guests of the intelligent undead variety. Despite their scary-sounding names, these are not hostile and will behave as any guest would. &lt;br /&gt;
&lt;br /&gt;
==Naming==&lt;br /&gt;
&lt;br /&gt;
The phrase ”intelligent undead” does not actually appear within the game. Instead, each kind of intelligent undead receives a procedurally-generated name, composed of two parts. The first part alludes to it being undead (e.g. ”putrid”, ”risen”, ”grave”) or its nature as a night creature (e.g. ”night”, ”grim”). The second part is always a noun, and sometimes describes it as being undead (e.g. ”zombie”, ”ghoul”) but just as often, simply makes it sound threatening (e.g. ”one”, ”slayer”, ”butcher”, ”stalker”).&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
Each type of intelligent undead is given a set of 1-5 [[magic]] powers, with the possibility of acquiring more if they are raised multiple times by different necromancers. Undead may target themselves with their own powers, which has niche applications. The following powers have been reported:&lt;br /&gt;
&lt;br /&gt;
*'''Blisters''' - Causes the target to grow blisters all over their bodies. Does not hamper fighting ability, making it mostly useless in a fight.&lt;br /&gt;
*'''Dizziness''' - The target is affected by dizziness, possibly inconveniencing them in combat.&lt;br /&gt;
*'''Pain''' - The target is afflicted with pain, to the point of being stunned by it.&lt;br /&gt;
*'''Suffocate''' - Causes the target to become winded. Does not last long enough to kill by suffocation, but will make the target take longer to take actions.&lt;br /&gt;
*'''Bleeding''' - The target suffers [[blood]] damage across the body. Can stack, leading to death by blood loss if multiple undead use it on the same target.&lt;br /&gt;
*'''Sicken''' - The target becomes nauseated and starts [[vomit]]ing, leaving them vulnerable.&lt;br /&gt;
*'''Blind''' - The target loses their sight temporarily. Creatures with {{token|EXTRAVISION}} are immune to this power.&lt;br /&gt;
*'''Rot''' - A random body part of the target will suffer minor necrosis. Can lead to extreme [[fun]] if the body part ends up being your adventurer's eyes.&lt;br /&gt;
*'''Paralysis''' - The target is completely paralyzed. Generally leads to near-instant death in most creatures, as paralysis of the diaphragm leads to suffocation.&lt;br /&gt;
*'''Raise Fog''' - The undead changes the weather to create a temporary fog, limiting vision.&lt;br /&gt;
*'''Ice Bolt''' - The undead launches a sharpened bolt of [[ice]] at the target, causing varying physical harm.&lt;br /&gt;
*'''Vanish''' - The undead immediately enters stealth, becoming invisible. Players are unable to retaliate against the undead's attacks, due to not being able to target them, but may hit them with [[Thrower|thrown]] items. Creatures with {{token|EXTRAVISION}} can see the undead normally, invalidating the power. &lt;br /&gt;
*'''Propel Away''' - The undead blasts the target with force, launching them away from it. Effect varies on the foe's weight; smaller creatures can be seriously injured if they impact with a surface, while heavier targets can resist or flat-out shrug off the blow. Can be used to free the undead from a grapple.&lt;br /&gt;
&lt;br /&gt;
== Getting intelligent undead citizens ==&lt;br /&gt;
&lt;br /&gt;
If you happen to have a [[necromancer]] among your citizens, they may very well revive some of your recently fallen dwarves as intelligent undead if they are nearby and involved in combat. Unlike run-of-the-mill zombies, they will not be hostile and will eventually re-petition for citizenship in your fortress. Intelligent undead are impervious to stress and emotions - any event in their Thoughts and Preferences screen will cause them to &amp;quot;not feel anything&amp;quot;. However, they inevitably become [[DF2014:Need#Focus|Distracted]] due to unmet needs, despite performing most of the jobs (Worship, Socialize, Read etc.) that should fulfill those needs. Intelligent undead children are immune to this distraction. &lt;br /&gt;
&lt;br /&gt;
They can still make friends and be involved in relationships and will retain the ones they had when they died. (The only exception is that [[marriage]]s do end upon the death of one spouse, and if resurrected their [[relationship]] status will be reset to 'Friend'.) They do not need to eat, drink, or sleep and can function normally despite very severe damage, such as a brain and skull &amp;quot;mangled beyond recognition,&amp;quot; providing excellent practice for your medical dwarves. They do not age, do not reproduce, do not gain or rust physical attributes, and count as {{token|NOT_LIVING}} so other undead will be neutral to them. They also have many of the immunities undead have, such as {{token|NOEXERT}}, {{token|NOPAIN}}, {{token|NOBREATHE}}, {{token|NOSTUN}}, {{token|NONAUSEA}}, {{token|NO_DIZZINESS}}, {{token|NO_FEVERS}}, {{token|PARALYZEIMMUNE}}, {{token|NOFEAR}}, {{token|NO_THOUGHT_CENTER_FOR_MOVEMENT}}, {{token|NO_CONNECTIONS_FOR_MOVEMENT}} and {{token|EXTRAVISION}}. They also cannot bleed to death. This, in addition to the magic powers granted to them when they were raised, makes them very useful assets to your fortress. &lt;br /&gt;
&lt;br /&gt;
Like all undead, intelligent undead dwarves cannot enter trances anymore, and intelligent undead gremlins are no longer {{token|MISCHEVOUS}}.&lt;br /&gt;
&lt;br /&gt;
== Intelligent undead mechanics ==&lt;br /&gt;
&lt;br /&gt;
Intelligent undead only require a center of mass. Therefore you can raise headless creatures or butchered skin as intelligent undead. You can also raise your own severed head as a zombie, if you are playing as an intelligent undead necromancer. Bonus points if you pet it once in a while and wonder 'to be or not to be'. &lt;br /&gt;
&lt;br /&gt;
Necromancers may also raise invaders as intelligent undead. They may be hostile, even against the necromancer who created them, or marked as &amp;quot;Friendly&amp;quot; and sit around doing nothing.  This is because many of the [[faction|loyalty]] links the creature had are retained. For this reason, do not attempt to raise an enemy you have slain in adventure mode as an intelligent undead - they will remember they're your foe, and will attack you. To avoid this in adventure mode, you can destroy someone’s soul by first raising a corpse as a non-intelligent undead. This rewrites their faction and soul traits, and any subsequent resurrection will raise them as a soulless creature loyal to you. This is very useful when you are in mass combat.&lt;br /&gt;
&lt;br /&gt;
[[File:Necro King 3.jpg|thumb|right|A necromancer animates the corpses of some invading elves as intelligent undead, with the procedural name &amp;quot;pale slayer&amp;quot;. They immediately turn on him.]]&lt;br /&gt;
&lt;br /&gt;
== Notes and exploits ==&lt;br /&gt;
&lt;br /&gt;
[[File:Nogood-undead-smallhands.png|thumb|right|Goden Dedukoshur, ''the undying overseer'', was a forlorn ghoul raised in 153, legendary warrior and militia commander, it participated in many raids until it faded away, haunting the fort in 158. Eventually, dwarven ingenuity brought it back to a fleshy form, and it rules Smallhands' military since then ([http://www.bay12forums.com/smf/index.php?topic=175473/ full story]). &amp;lt;br&amp;gt;''Art by Nogoodgames'']]&lt;br /&gt;
&lt;br /&gt;
* It is possible for a civilised intelligent undead to turn into a [[ghost]]. In order to be ghostified, the creature needs to leave the map. Assigning the undead to a [[squad]] and sending it on [[Mission|raids]] seems to do the trick, as eventually, the intelligent undead's ghost will rise. The risen ghost will not be interactable, but will still be part of the military.&lt;br /&gt;
* This behaviour can be exploited further to resurrect the undead back into its original creature form. Here's how to do it: keep the undead's ghost in a squad, and send this squad on another mission. While the squad is off-map, engrave a [[Memorial|memorial slab]] to the ghost and place it down - when the squad comes back, your undead should now be alive, and its skills will have persisted.&lt;br /&gt;
* It is unknown if a creature brought back to life this way can be raised as undead again.&lt;br /&gt;
&lt;br /&gt;
*In adventure mode, it seems to be possible to animate mangled corpses as intelligent undead. Whether this is a bug, or an intentional side-effect of using more powerful magic is unclear.&lt;br /&gt;
&lt;br /&gt;
*You can interrogate criminals after killing them, at least intelligent undead.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Night creature]]&lt;br /&gt;
* [[Necromancer]]&lt;br /&gt;
* [[Zombie]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Example raws (as extracted from world.sav in version [[Release_information/0.47.04|0.47.04]])|[INTERACTION:SECRET_UNDEAD_RES_1]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CORPSE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_ITEM]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_REQUIRES:FIT_FOR_RESURRECTION]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_MANUAL_INPUT:corpses]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:RESURRECT]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
		[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
		[SYN_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]&lt;br /&gt;
		[CE_DISPLAY_NAME:NAME:cold one:cold ones:cold one:START:0:ABRUPT]&lt;br /&gt;
		[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]&lt;br /&gt;
		[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
		[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
		[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
			[CDI:ADV_NAME:Vanish]&lt;br /&gt;
			[CDI:INTERACTION:SECRET_RES_POWER_1_1]&lt;br /&gt;
			[CDI:TARGET:A:SELF_ONLY]&lt;br /&gt;
			[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
			[CDI:USAGE_HINT:DEFEND]&lt;br /&gt;
			[CDI:USAGE_HINT:FLEEING]&lt;br /&gt;
			[CDI:VERB:vanish:vanishes:NA]&lt;br /&gt;
			[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
			[CDI:WAIT_PERIOD:50]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_RES_POWER_1_1]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
	[I_EFFECT:HIDE]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_UNDEAD_RES_6]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CORPSE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_ITEM]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_REQUIRES:FIT_FOR_RESURRECTION]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_MANUAL_INPUT:corpses]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:RESURRECT]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[SYN_CLASS:RAISED_UNDEAD]&lt;br /&gt;
			[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]&lt;br /&gt;
			[CE_DISPLAY_NAME:NAME:night ghoul:night ghouls:night ghoul:START:0:ABRUPT]&lt;br /&gt;
			[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]&lt;br /&gt;
			[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
			[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Launch ice bolt]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_RES_POWER_6_1]&lt;br /&gt;
				[CDI:MATERIAL:WATER:SHARP_ROCK]&lt;br /&gt;
				[CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:C:25]&lt;br /&gt;
				[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
				[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
				[CDI:VERB:clench a fist:clenches a fist:NA]&lt;br /&gt;
				[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
				[CDI:WAIT_PERIOD:50]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Vanish]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_RES_POWER_6_2]&lt;br /&gt;
				[CDI:TARGET:A:SELF_ONLY]&lt;br /&gt;
				[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
				[CDI:USAGE_HINT:DEFEND]&lt;br /&gt;
				[CDI:USAGE_HINT:FLEEING]&lt;br /&gt;
				[CDI:VERB:vanish:vanishes:NA]&lt;br /&gt;
				[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
				[CDI:WAIT_PERIOD:50]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Cause pain]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_RES_POWER_6_3]&lt;br /&gt;
				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:A:25]&lt;br /&gt;
				[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
				[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
				[CDI:VERB:gesture:gestures:NA]&lt;br /&gt;
				[CDI:TARGET_VERB:feel intense pain:grimaces]&lt;br /&gt;
				[CDI:MAX_TARGET_NUMBER:A:1]&lt;br /&gt;
				[CDI:WAIT_PERIOD:50]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_RES_POWER_6_1]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:MATERIAL]&lt;br /&gt;
		[IT_MATERIAL:CONTEXT_MATERIAL]&lt;br /&gt;
	[I_TARGET:B:LOCATION]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_LOCATION]&lt;br /&gt;
	[I_TARGET:C:LOCATION]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE_OR_LOCATION]&lt;br /&gt;
		[IT_MANUAL_INPUT:target]&lt;br /&gt;
	[I_EFFECT:MATERIAL_EMISSION]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_TARGET:B]&lt;br /&gt;
		[IE_TARGET:C]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_RES_POWER_6_2]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
	[I_EFFECT:HIDE]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_RES_POWER_6_3]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_MANUAL_INPUT:victim]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[CE_PAIN:SEV:500:PROB:100:START:0:PEAK:0:END:3:RESISTABLE]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_UNDEAD_RES_7]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CORPSE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_ITEM]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_REQUIRES:FIT_FOR_RESURRECTION]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_MANUAL_INPUT:corpses]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:RESURRECT]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[SYN_CLASS:RAISED_UNDEAD]&lt;br /&gt;
			[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]&lt;br /&gt;
			[CE_DISPLAY_NAME:NAME:dark butcher:dark butchers:dark butcher:START:0:ABRUPT]&lt;br /&gt;
			[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]&lt;br /&gt;
			[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
			[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Rot]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_RES_POWER_7_1]&lt;br /&gt;
				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:A:25]&lt;br /&gt;
				[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
				[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
				[CDI:VERB:raise a hand:raises a hand:NA]&lt;br /&gt;
				[CDI:TARGET_VERB:feel death come over you:grimaces]&lt;br /&gt;
				[CDI:MAX_TARGET_NUMBER:A:1]&lt;br /&gt;
				[CDI:WAIT_PERIOD:50]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_RES_POWER_7_1]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_MANUAL_INPUT:victim]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[CE_NECROSIS:SEV:500:PROB:100:START:0:PEAK:0:END:3:VASCULAR_ONLY:BP:BY_CATEGORY:ALL:ALL:RESISTABLE]}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[ru:Intelligent undead]]&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Vault&amp;diff=257293</id>
		<title>Vault</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Vault&amp;diff=257293"/>
		<updated>2021-03-04T08:35:37Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: /* Find a vault */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Superior|13:25, 26 August 2014 (UTC)}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
[[File:Vault_slab_room.png|thumb|244px|The slab.]]&lt;br /&gt;
&lt;br /&gt;
A '''vault''' ({{Raw Tile|■|0:0:1}}) is a site that constitutes the ultimate challenge for any [[Adventurer mode|adventurer]]. Vaults are created by [[demon]]s during world generation as part of the process of escaping into the world. After constructing the vault and a [[slab]], demons enlist the help of a [[deity]] with a relevant [[sphere]], and the deity performs a ritual at the vault to bring the demon physically into the world (for example, a god associated with Fortresses may release a demon associated with Fortresses). The slab used in the ritual is then stored in the vault, and various guardian [[angel]]s make it their duty to defend the vault, and the slab, against adventurers.&lt;br /&gt;
&lt;br /&gt;
After the demon has been brought into the world, it returns to the [[underworld spire]] from which it originally emerged. When history begins, [[goblin]] [[civilization]]s build a [[dark fortress]] around the spire and make it their capital, with the demon their leader. It is not known for certain whether there are always the same number of goblin civilizations as escaped demons, but it seems to be the case.&lt;br /&gt;
&lt;br /&gt;
Vaults are large cylindrical structures constructed from [[slade]], descending many Z-levels into the ground and filled with a mostly linear chain of rooms (similar to those found in [[sewer]]s and [[tomb]]s) occupied by the angelic guardians and containing occasional parkour-esque climbing challenges. Along the way can be found several [[lever]]s linked to vertical [[bars]] which must be raised in order to progress further. At the bottom of the vault is a giant slab inscribed with the demon's true name, and this knowledge allows you to track it down and either banish it or compel it to serve you (join you as a companion).&lt;br /&gt;
&lt;br /&gt;
There are three types of [[angel]]s you will meet in vaults: assistants (bestial creatures with random features and low combat skills), soldiers (sentient humanoids with weapons and armor made of [[Divine metal|divine materials]] and Talented-level combat skills), and the archangels (gigantic beasts with size relative to [[forgotten beast]]s, and possessing Grand Master combat skills). Every vault has exactly 50 assistants, 25 soldiers, and one archangel. Vaults will actively replenish themselves with new angels after each visit, meaning the angels must be defeated in one go, without any rest. However, the Archangel will keep the wounds received between runs, so it's possible to defeat it eventually.&lt;br /&gt;
&lt;br /&gt;
=== Find a vault ===&lt;br /&gt;
In fort mode you can find vault just by '[c]ivilization/World info' and '[a]rtifacts' you can find a slab with {{DFtext|This is a [stone/metal name] slab. All craftmanship is the highest quality. The slab reads &amp;quot;I am [demon name],[translated name], once of the Underworld. By the fated, I bind myself to this place|7:1}}&lt;br /&gt;
&lt;br /&gt;
In adventure mode, you need to ask a member of a civilization by &amp;quot;ask about the surrounding area&amp;quot; they will tell you one nearest site including the vault, by spamming the same question they will say {{DFtext|The Farmer Urist: [vault name] is in [location]. In a time before time, the [demon name] created [vault name]|7:1}}. The radius size told for the site is limited but how big it is, is still unknown, the farthest known is 9 tiles away from the map, if the demon is killed during world generation, the vault is likely never mentioned.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, if all civilizations are extinct you will be only a human outsider in adventure mode, and since you have to start from ''some'' [[site]] somewhere, it can be a vault.&lt;br /&gt;
&lt;br /&gt;
Attempting to conquer a vault and retrieve its slab will be a difficult challenge for even the best-equipped and skilled adventurer. It is recommended to have at least high physical attributes, mastery of at least one weapon skill, and a breadth of capability in others. The rewards will be worth the effort and risk; knowledge of the slab and the divine armor and weapons from felling angel soldiers will tremendously improve your adventurer.&lt;br /&gt;
&lt;br /&gt;
Conquering a vault in fortress mode through [[raid]]s is marginally easier due to the more abstract way combat is treated, and if you demand surrender you may sometimes win without a fight. Once you have conquered a vault, its angels (and only its specific type of angels) become a playable race in adventure mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:vault2.jpg|thumb|360px|center|An ancient vault.&amp;lt;br /&amp;gt;''Art by 000Fesbra000'']]&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*The slab may not load, or certain rooms may not be connected, preventing players from accessing the final chamber. [[DFHack]] may be used to reveal the local map (which will unreveal once the player character moves) and then teleport the player character to the inaccessible area (the player character's id is given by cprobe).&lt;br /&gt;
*Alternatively, the &amp;quot;flashstep&amp;quot; command may be used to teleport the player directly to the cursor(from the [L]ook key, for example).&lt;br /&gt;
*Unlike discovering a river, the vault is only possible to be discovered by fast travel, if you know the location is on a mountain (assume you using Legends Viewer) you cannot use fast travel to discover it by yourself unless you ask the nearest civilization from the vault&lt;br /&gt;
*Some entities belonging in the vault might spawn in the wall&lt;br /&gt;
*The slab might spawn on the floor, not on a one tile higher floor surrounded by ramps&lt;br /&gt;
*The slab is not even included in the vault at all &lt;br /&gt;
{{Translation| dwarven = ubbul | elvish = thenaca | goblin = ötak | human = pamnot}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|HFS}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Attachment&amp;diff=257292</id>
		<title>Attachment</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Attachment&amp;diff=257292"/>
		<updated>2021-03-04T08:29:55Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
Sometimes dwarves will grow particularly '''attached''' to a [[weapon]] or piece of [[armor]], and if they become attached enough, they will name it. The armor/weapon will then be listed as an [[artifact]], although its value and effectiveness will remain the same. What causes dwarves to name their weapons is unknown - time alone will suffice (though it may take a ''very'' long time), but slaying an important [[historical figure]], such as a [[forgotten beast]] will often be enough. A weapon having a long kill list will also contribute to its naming. A weapon or piece of armor, even a shield, may be named if it only had a single kill.&lt;br /&gt;
&lt;br /&gt;
After the weapon has been named, it will become fixed{{verify}} to the dwarf that named it. It then becomes impossible to melt. If the dwarf dies, the weapon will be forbidden for use until all dwarves that slew something with that particular weapon (according to its kill list) at any given moment (before and after its naming) are properly buried in a coffin. If any of the slayers' bodies have been destroyed, the weapon cannot be used again.&lt;br /&gt;
&lt;br /&gt;
Bards can become attached to their instruments. Scholars can become attached to their scrolls.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Attachment&amp;diff=257291</id>
		<title>Attachment</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Attachment&amp;diff=257291"/>
		<updated>2021-03-04T08:29:45Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cv}}&lt;br /&gt;
&lt;br /&gt;
Sometimes dwarves will grow particularly '''attached''' to a [[weapon]] or piece of [[armor]], and if they become attached enough, they will name it. The armor/weapon will then be listed as an [[artifact]], although its value and effectiveness will remain the same. What causes dwarves to name their weapons is unknown - time alone will suffice (though it may take a ''very'' long time), but slaying an important [[historical figure]], such as a [[forgotten beast]] will often be enough. A weapon having a long kill list will also contribute to its naming. A weapon or piece of armor, even a shield, may be named if it only had a single kill.&lt;br /&gt;
&lt;br /&gt;
After the weapon has been named, it will become fixed{{verify}} to the dwarf that named it. It then becomes impossible to melt. If the dwarf dies, the weapon will be forbidden for use until all dwarves that slew something with that particular weapon (according to its kill list) at any given moment (before and after its naming) are properly buried in a coffin. If any of the slayers' bodies have been destroyed, the weapon cannot be used again.&lt;br /&gt;
&lt;br /&gt;
Bards can become attached to their instruments. Scholars can become attached to their scrolls.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wealth&amp;diff=257290</id>
		<title>Wealth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wealth&amp;diff=257290"/>
		<updated>2021-03-04T08:28:10Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|02:48, 29 November 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Your '''created wealth''' is the sum product of all the labors of your fortress. It is visible on the {{k|z}} [[status|status screen]] once you have a [[broker]] with the [[appraisal]] [[skill]] and a [[bookkeeper]] maintaining your records, and will update with the continual maintenance of your [[stocks]] by the bookkeeper.&lt;br /&gt;
&lt;br /&gt;
Wealth is the sum of everything of [[value]] in your fortress: basically, everything except corpses and remains, which have absolutely no worth whatsoever. This includes [[stone]]s, [[building]]s, engravings, and any and every kind of created good, all of which contribute to your total wealth to various degrees. [[Artifact]]s are usually one of the largest influences on fortress wealth. Artifacts made of precious resources and heavily [[decorate]]d can easily be worth thrice the value of the rest of your fortress in the early years.&lt;br /&gt;
&lt;br /&gt;
The display of your wealth on the main status screen is broken up into several categories: [[weapon]]s, [[armor]] and [[Clothing|garb]], [[furniture]], other objects (like [[finished goods]]), [[architecture]] ([[building]]s and such), displayed, and held/worn (items created internally that have been claimed by dwarves, like clothing).&lt;br /&gt;
&lt;br /&gt;
For the more abstract wealth count used in [[world generation]] to determine building ownership and help ground various acts of corruption and [[villain]]y, see [[account]].&lt;br /&gt;
&lt;br /&gt;
== Imports and exports ==&lt;br /&gt;
Items made off-site are not counted in your total fortress wealth, and are instead listed as imports. This only applies so long as the object is unchanged; a decorated imported object will be made your own, and its value will be moved from imports to wealth. This is important when trading with caravans, as they will not accept goods stolen or lost by a previous caravan of that civilization. It is listed under &amp;quot;Imported Wealth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Similarly, items made in the fortress that leave the map on a [[caravan]], be it dwarven, elven, human or goblin, are counted as exports, listed under &amp;quot;Exported Wealth.&amp;quot; 5k in ''offerings'' (not trades) to dwarven caravans is one of the prerequisites for the [[monarch]] to arrive.&lt;br /&gt;
&lt;br /&gt;
== Influences ==&lt;br /&gt;
Wealth influences various game features, some of them good, some of them bad.&lt;br /&gt;
&lt;br /&gt;
On the plus side, it increases the amount of [[migrant]]s you get per wave. Assuming that you are equipped to handle the new dwarves, this is usually a good thing, except when you are producing so much wealth that your migrant arrivals outstrip your ability to house and feed them or give them useful things to do. Drowning in migrants is a very real danger; make sure you are always equipped with surplus beds and food.&lt;br /&gt;
&lt;br /&gt;
A certain level of exports and overall wealth is required to acquire economically-linked [[holding]]s. However for smaller sites fortress wealth is the more important factor in determining economic linkage. Holdings are in turn necessary to go up the [[noble]] ladder: a [[baron]] requires one holding, a [[count]] requires four, and a [[duke]] requires nine. The [[monarch]] has some fairly complicated requirements based on a few different categories.&lt;br /&gt;
&lt;br /&gt;
On the negative side, more wealth attracts more attacks. At first, this will be an above-average amount of [[thief|thieves]], but as the game progresses and your wealth continues to grow, this will develop into [[ambush]]es, [[siege]]s, and visits from [[megabeast]]s, all of which are attracted to increasing amounts of wealth. This keeps the game from being boring, but too much [[fun]] is also a bad thing; if you have a hard time dealing with the numerous waves of immigrants, you're probably not equipped to deal with a full-on siege.&lt;br /&gt;
&lt;br /&gt;
== Building and limiting wealth==&lt;br /&gt;
Building wealth is simple - just commit more people to useful industries and continue growing. You will want to establish a major [[industry]] and commit a dwarf to it (producing [[finished goods]] is the easiest way), allowing you to spend grand sums on caravans and get everything you absolutely need quickly and painlessly. If you intend to go this route, be sure to create tons of extra [[bin]]s to ease the transfer of items to the trade depot and prevent stockpiles from becoming too full.&lt;br /&gt;
&lt;br /&gt;
When first starting out, it's typically best to not focus too much on building wealth until you have an effective military that can deal with the [[Megabeast|fun]] [[Werebeasts|things]] that a large amount of wealth can cause.&lt;br /&gt;
&lt;br /&gt;
[[Metal]]s are great materials for creating wealth.  Many locations have an [[ore]] of [[iron]] or [[silver]]. Both are of moderate value and can be made into [[weapon]]s, [[furniture]] or crafts.  [[Statue]]s make for high-value furniture.  Certain butchered [[animal]]s have high-value bones or skulls.  [[Ceramic]]s, especially [[stoneware]] made from [[fire clay]] can provide a continuous source of decent valued goods.  Rough [[gem]]s can be hard to find but a highly skilled [[gem setter]] can decorate objects to add considerable value to furniture or crafts.&lt;br /&gt;
&lt;br /&gt;
On the opposite side, there are the fortresses that would much rather establish a baseline of sorts before embarking on an expansionist binge - getting a full defensive grid up, for instance, or penetrating an [[aquifer]] without having to waste precious reserves on more dwarves and more enemies. These players concentrate on low-value activities like carpentry, masonry, and mining, and only produce enough trade goods to get what is necessary from the caravans. Although they are slower to grow, they also afford their players more time to plan and to lay the groundwork for the future of the fortress. &lt;br /&gt;
&lt;br /&gt;
Note that, no matter what, you ''will'' have to deal with ''some'' growth - besides the natural expansion of your fortress, there's also the issue of [[artifact]]s. Do what you will, but every once in a while a dwarf will [[Strange mood|claim a workshop]] and produce a valuable trinket, and all you can hope for is that it's not worth too much.  It's worth noting that artifact furniture is counted three separate times toward created wealth: as furniture, as architecture, and as displayed.  You may wish to hold off on installing that legendary [[coffer]] that's worth three times as much as your fortress when just sitting in a stockpile.&lt;br /&gt;
&lt;br /&gt;
Most players choose to walk the middle line, getting together the necessary industries, but concentrating on the [[metal industry]] early on, to get together their arms and armor. Although [[steel]] is worth its weight in [[gold]], it is much more useful deflecting goblin arrows from your fortress defenders than as a [[statue]] decorating your [[Meeting area|lobby]].&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
*Some buggy items can have a negative wealth. This can cause expected events to not happen, as they are tied to wealth. To troubleshoot this, you can move all your items to the trade depot and look through the value of the items.  You may want to do this on a backed-up save. Once you find the offending item, you can either atom-smash it or use DFHACK &amp;quot;autodump destroy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = limâr&lt;br /&gt;
| elvish  = rano&lt;br /&gt;
| goblin  = sloron&lt;br /&gt;
| human   = ostri&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Economy}}&lt;br /&gt;
[[ru:Wealth]]&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Gender&amp;diff=257271</id>
		<title>Gender</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Gender&amp;diff=257271"/>
		<updated>2021-03-03T14:33:28Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: Undo revision 257270 by Urist McUristUrist (talk) (?) how is it trolling? it's actually pretty accurate info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|21:44, 30 November 2020 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Gender''', along with [[Marriage#Sexual_orientation|orientation]], determines if two creatures can [[breed]]. Gender may also influence the size, attacks, or other characteristics of very dimorphic creatures (e.g. [[elephant seal]], [[moose]]). For instance, female [[giant mosquito]]s alone can suck blood from other creatures. On the other hand, intelligent species are generally not very dimorphic - for instance, the only difference between male and female dwarves - apart from breeding ability - is the presence of a [[beard]]. This means that apart from the occasional and infamous soldier giving birth mid-fight the player can pretty much treat male and female citizens interchangeably. (A notable exception is [[animal people]], whose dimorphism (and other attributes) reflect that of the animal they're inspired from.)&lt;br /&gt;
&lt;br /&gt;
==Determining gender==&lt;br /&gt;
When {{k|v}}iewing a unit, a symbol appears below its name:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gender&lt;br /&gt;
! Symbol&lt;br /&gt;
! Common names&lt;br /&gt;
! Other uses&lt;br /&gt;
|-&lt;br /&gt;
| '''Male'''&lt;br /&gt;
| {{DFtext|{{char|11}}}}&lt;br /&gt;
| Boar&lt;br /&gt;
| [[Bag]]s&lt;br /&gt;
|-&lt;br /&gt;
| '''Female'''&lt;br /&gt;
| {{DFtext|{{char|12}}}}&lt;br /&gt;
| Sow&lt;br /&gt;
| [[Finished goods#Crafts|Amulets]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, when {{k|v}}iewing a unit from the {{k|u}} menu or with {{k|v}}-{{k|z}}, the creature will be referred to as &amp;quot;he&amp;quot; or &amp;quot;she&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A [[Gelding|gelded]] male's gender will appear as {{DFtext|x{{char|11}}x}}.&lt;br /&gt;
&lt;br /&gt;
==Raws==&lt;br /&gt;
In the [[raws]], genders are defined using generalized [[caste]] tokens (not to be confused with [[cast]]s). Castes are often just defined as &amp;quot;male&amp;quot; or &amp;quot;female&amp;quot;, but there are a few [[antman|notable exceptions]].&lt;br /&gt;
&lt;br /&gt;
==Future development==&lt;br /&gt;
Currently, gender and sex are conflated as the same thing.  [https://twitter.com/Bay12Games/status/1107118932077346817 According to Toady One,] transgender and intersex dwarves will be added in the future. It has been hinted that this will likely take the form of a (male or female) soul inhabiting in a (female or male) body, as body and [[soul]] (the set of mental attributes) are separate things in the game, even though they are not (yet) gender marked. In the meantime, soul swapping can already be done with [[DFHack]]. It is unknown whether future additions will include non-binary and genderfluid dwarves.&lt;br /&gt;
&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
[[ru:Gender]]&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Speaking&amp;diff=257269</id>
		<title>Speaking</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Speaking&amp;diff=257269"/>
		<updated>2021-03-03T12:22:08Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: Created page with &amp;quot;'''Speaking''' creatures (those with the {{token|CAN_SPEAK}} token) are able to hold conversations with other such creatures. Adventurers from species ''without'' that token (...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Speaking''' creatures (those with the {{token|CAN_SPEAK}} token) are able to hold conversations with other such creatures. Adventurers from species ''without'' that token (such as e.g. [[plump helmet men]]) will be unable to talk to other NPCs. Civilizations without this token will wage endless [[war]]s because their inability to speak means they can't negotiate treaties. Strangely, this token is not necessary for creatures to gain [[social skill]]s.&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category:DF2014:Exotic_pet&amp;diff=257268</id>
		<title>Category:DF2014:Exotic pet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category:DF2014:Exotic_pet&amp;diff=257268"/>
		<updated>2021-03-03T12:11:42Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cv}}&lt;br /&gt;
&lt;br /&gt;
Exotic pets (creatures with the PET_EXOTIC token) require additional time and effort to tame. Dwarven civilizations generally start with little or no knowledge of how to tame exotic pets, resulting in poorly-trained creatures until your animal trainer develops the necessary knowledge through practice.&lt;br /&gt;
&lt;br /&gt;
A safe (but slow) way to gain knowledge taming exotic pets is to simply leave them in their cages. Their (poor-quality) training will quickly expire, and an animal trainer will perform the initial training task over and over again, gaining knowledge with each attempt. This is also a safe way to gain knowledge from creatures who cannot successfully be tamed (such as captured mounts and named enemies).&lt;br /&gt;
&lt;br /&gt;
Note that elves appear to have no trouble training exotic pets; the elvish caravan will regularly offer fully-tame exotic pets for trade. Elves also seem to be able to tame otherwise untameable creatures and sell them to you. &lt;br /&gt;
&lt;br /&gt;
{{vercat|Creatures by attribute}}&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category:DF2014:Genderless&amp;diff=257267</id>
		<title>Category:DF2014:Genderless</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category:DF2014:Genderless&amp;diff=257267"/>
		<updated>2021-03-03T12:10:29Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cv}}&lt;br /&gt;
&lt;br /&gt;
'''Genderless''' creatures do not have [[caste]]s for male and female members of their species. As such, they are incapable of [[breed]]ing. This means the population size of genderless creatures is capped at [[worldgen]] and won't go higher, and in fortress mode whatever groups wander in the maps are all you're going to get.&lt;br /&gt;
&lt;br /&gt;
Genderless creatures are generally unusually bizarre in appearance or constitution, even by DF standards, and presumably they don't have gender because it wouldn't have made sense to have them reproduce in game. They're also relatively rare and generally found in the [[cavern]]s, if found at all.&lt;br /&gt;
&lt;br /&gt;
{{vercat|Creatures by attribute}}&lt;br /&gt;
{{vercat|Non-Breeding}}&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category:DF2014:Learns&amp;diff=257266</id>
		<title>Category:DF2014:Learns</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category:DF2014:Learns&amp;diff=257266"/>
		<updated>2021-03-03T12:05:21Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cv}}&lt;br /&gt;
&lt;br /&gt;
Creatures with [[c|CAN_LEARN]] are able to learn [[skill]]s and gain [[experience]]. They are considered sapient, and this has a number of [[ethic]]s related considerations, e.g. your dwarves won't [[butcher]] them, and killing them will cement your [[reputation]] as a killer or a murderer in adventure mode. Learning creatures do not [[breed]] with just anyone and must be [[marriage]] compatible to have children, even if they cannot actually marry. In fortress mode, sapient members of your fort need to eat, drink and sleep. [[Training]] a creature that can learn will result in their applying for [[citizenship]].&lt;br /&gt;
&lt;br /&gt;
{{vercat|Creatures by attribute}}&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Platinum&amp;diff=257254</id>
		<title>Platinum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Platinum&amp;diff=257254"/>
		<updated>2021-03-03T11:45:45Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Superior|23:33, 27 April 2013 (UTC)}}&lt;br /&gt;
{{Metal|name=Platinum|color=7:7:1&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Native platinum|Platinum nuggets]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 40&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] {{ct|13182}}&lt;br /&gt;
* [[Boiling point]] {{ct|16885}}&lt;br /&gt;
* [[Solid density]] 21400&lt;br /&gt;
* Liquid [[density]] 19770&lt;br /&gt;
* [[Specific heat]] 130&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Platinum''' is a rare and extremely valuable [[metal]], second only to [[adamantine]] (and tied with [[aluminum]]). Platinum is [[magma-safe]] and is significant for being the heaviest metal, making it the best material for [[artifact]] impact [[weapon]]s.&lt;br /&gt;
&lt;br /&gt;
Platinum is extremely heavy, making it a good choice for your [[mood]]y dwarves looking to create [[artifact]] [[war hammer]]s or [[mace]]s. They're also a good choice for [[minecart]]s: platinum minecarts destroy creatures of virtually any size by crushing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:platinum-bar.png|thumb|300px|center|Like gold, but just better.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ghost&amp;diff=257237</id>
		<title>Ghost</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ghost&amp;diff=257237"/>
		<updated>2021-03-03T11:41:19Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: /* Science on Ghosts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|11:53, 26 January 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
{{DFtext|Urist McGhost, Ghostly Cheesemaker has risen and is haunting the fortress!|4:1}}&lt;br /&gt;
&lt;br /&gt;
After the death of an intelligent [[creature]] (or a [[dwarf]]) who is a member of your [[civilization]], its soul may come back as a [[night creature]] called a '''ghost''' {{Tile|Ñ|7:1}}. In a dwarven fortress, dead dwarves have a chance of returning as ghosts if they are not properly [[coffin|buried]] or [[memorial|memorialized]] after their death. Ghosts often take to haunting their relatives and friends, following them around on the same tile, as well as lingering wistfully near areas they frequented in life or the spot they died. Some even continue to perform their jobs.{{bug|6354}} However, not all ghosts bear their anguish calmly.&lt;br /&gt;
&lt;br /&gt;
Ghosts are able to pass through walls, doors, floors, and other impassable tiles. They can open [[hatch]]es (even when [[mechanism|mechanically-linked]]{{bug|8458}}) and unlock any locked [[door]]s that they happen to pass through{{bug|4773}}. Ghosts may block [[building]] construction{{bug|6417}} and [[immigrant]] arrival.{{bug|5568}}&lt;br /&gt;
&lt;br /&gt;
Ghosts are generally immune to harm (except for a few [[#Science on Ghosts|bugs]]). They can be targeted in the Squad kill screen ({{K|s}},{{K|k}}) even though they won't actually be attacked. Ghosts can be dismissed by burying the remains or by constructing, engraving and building [[slab]]s in memory of the deceased. Ghosts of [[visitor]]s will eventually choose to &amp;quot;leave&amp;quot; the site once their &amp;quot;visit&amp;quot; timer expires.&lt;br /&gt;
&lt;br /&gt;
==Paranormal Activity==&lt;br /&gt;
[[File:dwarf_ghost.png|thumb|180px|right|Rest in rage.]]&lt;br /&gt;
Ghosts haunting the fortress will occasionally perform some of the following actions, based on their temperament:&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; sucks the wind out of &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; raises a high fever in &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; makes &amp;lt;dwarf&amp;gt; convulse and retch''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; inflicts excruciating pain upon &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; causes a spell of dizziness in &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; paralyzes &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; stuns &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; batters &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;dwarf&amp;gt; is throwing a tantrum, possessed by &amp;lt;ghost&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; is following &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;item&amp;gt; has been misplaced. No doubt &amp;lt;ghost&amp;gt; is to blame!''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; is throwing objects around the fortress!''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; can be heard howling throughout the fortress!''&lt;br /&gt;
&lt;br /&gt;
The ghost's activities may be determined by the nature of its death and its [[personality trait]]s using the following table, ''in order'':&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;17%&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;17%&amp;quot; | Cause&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;66%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
|Murderous Ghost&lt;br /&gt;
|Had a [[Strange_mood#Fell|fell mood]], had low [[Personality_trait#ALTRUISM|ALTRUISM]], or slab/grave was deconstructed&lt;br /&gt;
|Murders dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Sadistic Ghost&lt;br /&gt;
|Had a [[Strange_mood#Macabre|macabre mood]], or had low [[Personality_trait#ALTRUISM|ALTRUISM]]&lt;br /&gt;
|Batters, scares and paralyses dwarves. Capable of scaring a dwarf to death.&lt;br /&gt;
|-&lt;br /&gt;
|Violent Ghost&lt;br /&gt;
|Was [[insanity|berserk]], or had high [[Personality_trait#ANGER_PROPENSITY|ANGER_PROPENSITY]]&lt;br /&gt;
|Batters dwarves, often but not always removing limbs.&lt;br /&gt;
|-&lt;br /&gt;
|Moaning Spirit&lt;br /&gt;
|Was [[insanity|melancholic]], or had high [[Personality_trait#DEPRESSION_PROPENSITY|DEPRESSION_PROPENSITY]]&lt;br /&gt;
|Troubles one unfortunate dwarf at a time.&lt;br /&gt;
|-&lt;br /&gt;
|Howling Spirit&lt;br /&gt;
|Was [[insanity|stark raving mad]], or had high [[Personality_trait# STRESS_VULNERABILITY|STRESS_VULNERABILITY]]&lt;br /&gt;
|Makes sleeping difficult.&lt;br /&gt;
|-&lt;br /&gt;
|Angry Ghost&lt;br /&gt;
|Was [[Strange_mood#Possessed|possessed]]&lt;br /&gt;
|Will possess dwarves, causing them to throw tantrums. May still be capable of battering dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Energetic Poltergeist&lt;br /&gt;
|Was in a [[Strange_mood#Fey|fey mood]], or had high [[Personality_trait#ACTIVITY_LEVEL|ACTIVITY_LEVEL]]&lt;br /&gt;
|Topples furniture, such as chairs.&lt;br /&gt;
|-&lt;br /&gt;
|Secretive Poltergeist&lt;br /&gt;
|Was in a [[Strange_mood#Secretive|secretive mood]], or had high [[Personality_trait#BASHFUL|BASHFUL]]&lt;br /&gt;
|''Misplaces'' items.&lt;br /&gt;
|-&lt;br /&gt;
|Troublesome Poltergeist&lt;br /&gt;
|Had high [[Personality_trait#IMMODERATION|IMMODERATION]]&lt;br /&gt;
|''Misplaces'' items, may topple furniture and pull levers.&amp;lt;sup&amp;gt;confirm?&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Restless Haunt&lt;br /&gt;
|Had [[Personality_trait#GREGARIOUSNESS| &lt;br /&gt;
GREGARIOUSNESS]] at least as high as [[Personality_trait#DUTIFULNESS|DUTIFULNESS]], or never completed any jobs&lt;br /&gt;
|Drifts around place of death and frequented locations. Also haunts dwarves, causing unhappy thoughts.&lt;br /&gt;
|-&lt;br /&gt;
|Forlorn Haunt&lt;br /&gt;
|Did not satisfy any of the above checks&lt;br /&gt;
|Drifts around place of death and frequented locations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;high&amp;quot; trait check will succeed 20% of the time for value of 76-90, 50% of the time for 91-99, and is guaranteed for 100. Similarly, a &amp;quot;low&amp;quot; trait check will succeed 20% of the time for 10-24, 50% of the time for 1-9, and always for 0. Because the Murderous Ghost check has higher priority, having zero ALTRUISM will always result in a Murderous Ghost, never a Sadistic Ghost.&lt;br /&gt;
&lt;br /&gt;
If a ghost is put to rest and subsequently re-raised (by deconstructing its coffin or slab), it will eventually return as a Murderous Ghost.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode==&lt;br /&gt;
If you revisit your fortress during [[adventurer mode]], the ghosts found previously will still remain. Take care! The ghosts may attempt to 'scare you to death' almost instantly. Note that creatures with [[Creature token#NOFEAR|NOFEAR]] are immune to this attack.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Ghostly&amp;quot; Dwarves==&lt;br /&gt;
When a dwarf dies and becomes a ghost, its Legends mode entry lists it as a &amp;quot;ghostly&amp;quot; dwarf. All actions taken by the dwarf during both life and death will then be attributed to the ghostly dwarf. This will generate messages like &amp;quot;the ghostly dwarf Urist McHauntypants arrived in Cagesyrups&amp;quot; even when the dwarf was obviously not a ghost yet when it immigrated{{bug|5276}}.&lt;br /&gt;
&lt;br /&gt;
== Science on Ghosts ==&lt;br /&gt;
*[[Cave-in]]s do not kill ghosts, perhaps because they can walk through walls already.&lt;br /&gt;
*Ghosts can suffer bruises and even organ rupture if struck by a minecart.&lt;br /&gt;
*Ghosts are put to rest when any part of their body is put in a burial receptacle.{{verify}} For example, should a dwarf lose a toe in a fight before dying, the toe can be recovered to put its ghost to rest.&lt;br /&gt;
*Ghosts can open [[door]]s, even forbidden ones (leaving them unlocked).&lt;br /&gt;
*Ghosts can and will grow up (if they came back as a child) and die of old age.&lt;br /&gt;
*Ghosts can be frozen in [[water]].&lt;br /&gt;
*Ghosts can be murdered by dwarves taken by [[Strange mood|fell moods]] - the ghost's body is used to create the artifact. This is also amusing because when you look at a ghost's wounds with {{k|v}}, all body parts are listed grey, meaning that they are gone. The affected dwarf will then kill another dwarf, because they didn't get the materials they needed for the construction.{{bug|4681}}&lt;br /&gt;
*It is possible for a ghost to become the [[outpost liaison]] of a civilization.&lt;br /&gt;
*Ghostly [[Fisherdwarf|fisherdwarves]] will keep fishing in the afterlife, and ghostly [[animal trainer]]s [http://www.bay12forums.com/smf/index.php?topic=127659 will gladly train your captured animals for you.]&lt;br /&gt;
*When a ghost rises, their entry in the Dead/Missing list will change accordingly. So, should a dead [[cook]] return as a ghost, their profession in the Dead/Missing list will turn into &amp;quot;Ghostly Cook&amp;quot;.&lt;br /&gt;
*If a dwarf goes missing, is not memorialized, and returns as a ghost, the entry for the dwarf in the Dead/Missing list will become &amp;quot;Deceased&amp;quot;.&lt;br /&gt;
*Ghosts may disappear suddenly, and if they do, their entry in the Dead/Missing list will disappear as well. When they are put to rest in this state, their entry will reappear.&lt;br /&gt;
*Ghosts will occasionally claim built burial receptacles as tombs for themselves. These tombs must be unassigned before anything can be placed within them.&lt;br /&gt;
*Male ghosts are considered [[geld]]ed.&lt;br /&gt;
*Ghosts can go [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Playing as a ghost ==&lt;br /&gt;
{{mod}}&lt;br /&gt;
Using external utilities like [[DFHack]]'s &amp;lt;code&amp;gt;ghostly&amp;lt;/code&amp;gt; command, it is possible to turn your [[adventure mode|adventurer]] into a ghost. When playing as a ghost, you will be able to pass through walls, but only if you have no items in inventory. Other creatures will ignore you, as they can't harm you and you will be unable to attack them, either. However, you will be capable of harming others if your character can perform a suitable [[interaction token|interaction]], like poison gas, fire breath, or a directly applied [[syndrome]]. Flying as a ghost seems to have some issues, because your ghostly adventurer will become stuck in mid-air forever, unless they are a creature that can normally fly. Other aspects of the game seem to work as usual.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ngotol&lt;br /&gt;
| elvish  = oreme&lt;br /&gt;
| goblin  = engror&lt;br /&gt;
| human   = tacnu&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{category|Creatures}}&lt;br /&gt;
[[ru:Ghost]]&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Claim&amp;diff=257236</id>
		<title>Claim</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Claim&amp;diff=257236"/>
		<updated>2021-03-03T11:35:27Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: /* Claiming sites yourself */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Over the course of the game, different [[faction]]s may lay '''claims''' on a [[site]] or an object, usually an [[artifact]]. Because there can be many different claims on the same object or territory, much conflict ensues, and the player has the opportunity to take a role in both game modes.&lt;br /&gt;
&lt;br /&gt;
== Site claims ==&lt;br /&gt;
&lt;br /&gt;
As a [[civilization]] expands, it progressively lays claims on any sites it founds. Whenever a [[war]] occurs between two neighboring civilizations, a number of sites belonging to a civ may become occupied by invaders from the other. Both civs have thus laid claim to the occupied sites: the first one by 'being there first', the second one by 'might makes right'. The conflict may be resolved by an [[insurrection]], if enough of the site's occupied population decides to overthrow their conquerors and flip back to their previous civilization. Additional third parties may join in and lay claims of their own, adding to the [[fun|confusion and chaos]].&lt;br /&gt;
&lt;br /&gt;
Claims don't seem to affect the belongings of the player's fort ''while they're playing''; even your [[holding]]s are immune against insurrections. However, if you retire your fortress, it will be subject to the various [[world activities]] and an invading force may occupy it while you're not looking.&lt;br /&gt;
&lt;br /&gt;
Many actors only ever claim their site of residence: [[necromancer]]s, [[bandit]]s or [[night troll]]s. Some, like [[megabeast]]s, abandon sites they have previously occupied to claim new ones (this is limited to world generation).&lt;br /&gt;
&lt;br /&gt;
== Claiming sites yourself ==&lt;br /&gt;
&lt;br /&gt;
As an [[Adventure mode|adventurer]], you may claim a site for yourself. This won't have many gameplay consequences if you don't remove all other competing claims; if you do, you will gain the title of lord as well as the ability to gain [[hearthperson]]s. The easiest way is to found a site yourself before claiming it.&lt;br /&gt;
&lt;br /&gt;
Outsiders can't claim sites, because they, apparently, don't know about laws. Attempts to do so will result in your character saying &amp;quot;I've forgotten my bold pronouncement&amp;quot;. A workaround is to have the Outsider become a member of a civilization, such as retiring at a civilized [[site]] and unretiring from it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you claim a fallen fortress of yours as an adventurer, retire them and then attempt to reclaim that fortress in fortress mode, you will receive a warning of an ambush when the adventurer gets spotted and they will be hostile to your dwarves.&lt;br /&gt;
&lt;br /&gt;
== Artifact claims ==&lt;br /&gt;
&lt;br /&gt;
Whenever an artifact is created, a creature or entity will lay claim to it; if it's a strange mood-generated object, the dwarf will claim it for themselves or their family (as a ''family heirloom''), or gift it to their entity which will take over the claim. [[Scholar]]s and [[Religion|high priests]] lay similar claims to the [[book]]s and holy relics coming from their respective [[library]] or [[temple]], and heroes will keep named items for themselves or their family, likewise. As the world progresses, though, these objects get stolen, plundered or otherwise transferred. Each new owner (creature or entity) may lay an additional claim on it, and seek to gain it back whenever it changes hands. Entities may send [[quester]]s or [[agent]]s to gather information, and [[war]]s may be declared over unresolved changes of ownership.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, if you somehow steal an artifact from a foreign site through a [[mission]], you may attract the attention (and possible subsequent [[siege|wrath]]) of all entities who had previously laid a claim on it... if they [[rumor|find out]] you have it, that is. In adventure mode, you will attract similar attention if you happen to be in possession of a much-coveted artifact and people see you with it. Alternatively, each different claim is a new [[quest]] opportunity for your adventurer, depending on the party you wish to satisfy.&lt;br /&gt;
&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
[[ru:Claim]]&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=257234</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=257234"/>
		<updated>2021-03-03T11:15:18Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|04:43, 3 December 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{New in|0.44.01}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{old}}&lt;br /&gt;
'''Missions''' are commands in [[fortress mode]] that send one or more of your dwarves, in military [[squad]]s, to visit [[site]]s off your fortress map. Missions are created in the [[Civilization/World Info]] screen (accessed by pressing {{k|c}} in the main fortress view). There are multiple types of missions, such as raids, explorations, and artifact/citizen recovery.&lt;br /&gt;
&lt;br /&gt;
Note: This is all done &amp;quot;off screen&amp;quot; - you have no control of the dwarves' actions once they leave your map, not until (with luck) they return.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A '''raid''' is both the general and default term for any type of mission to an ''occupied'' foreign site, usually in the name of pillaging artifacts and death-dealing (although artifact looting seems to be the primary focus of most raids).&lt;br /&gt;
&lt;br /&gt;
An '''exploration''' is essentially a raid on any ''unoccupied'' site. There are no social considerations, so no options to demand tribute or attack, you're simply traveling to a ruin to search for artifacts to grab.  This can include explorations of sites previously inhabited by your civilization.&lt;br /&gt;
&lt;br /&gt;
Both raids and explorations are created by opening the {{k|c}}ivilization/{{k|w}}orld Info map, then using the up/down/left/right keys to navigate around the map to select your target. If the site you're viewing holds or is rumored to hold artifacts or prisoners, these will be listed, along with the distance in time to the site (&amp;quot;a short trip&amp;quot;, &amp;quot;a day's travel&amp;quot;, etc.), the race, population, and your current political state (peace, neutral, allied, etc.). At the bottom of the screen, a prompt gives you information about the type of mission you're creating (i.e. 'r: Raid/Explore this site'). If a site is unable to be visited, the prompt will appear grayed out, and the text will explain why you cannot create the mission. &lt;br /&gt;
&lt;br /&gt;
Missions cannot be sent to occupied sites that are members of your civilization, or locations that are impossible for your squads to reach (i.e. across oceans/glaciers), but can be sent to unoccupied/abandoned sites, as stated above. If all is well, you can then press {{k|r}} to create the mission and move into [[squad]] selection.&lt;br /&gt;
&lt;br /&gt;
Squads on missions that are across a body of water (though not totally cut off by it such as with an isthmus) will sometimes route ''through the water''.&lt;br /&gt;
&lt;br /&gt;
In addition to a default &amp;quot;raid&amp;quot;, you can check {{k|d}}etails to choose a different sub-type of raid: &lt;br /&gt;
&lt;br /&gt;
:* '''raid''' (default: squads will try to avoid detection)&lt;br /&gt;
:* '''pillage''' (openly attack)&lt;br /&gt;
:* '''raze''' (openly attack and destroy site)&lt;br /&gt;
:* '''demand''' one-time tribute&lt;br /&gt;
:* '''demand''' ongoing tribute&lt;br /&gt;
:* '''conquer''' and occupy&lt;br /&gt;
:* '''demand''' surrender and occupy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Neighboring Civilizations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you launch your first squad to crush your enemies and see them driven before you, take a look at your target in the {{k|h}}oldings screen (under {{k|c}}ivilizations). This shows the ''political'' situation. All target locations with the same icon - even ones that are not attached - are [[holding]]s of the ''same civilization''. So, if you go to war with that tiny, isolated hamlet with a population &amp;lt;10 next to you, you're also going to war with the ''entire'' civilization represented by all other squares of the same icon, near and far. &lt;br /&gt;
&lt;br /&gt;
And, the map is not static - all those other, larger civilizations are looking to gobble up the smaller ones, just like you might be. Therefore, act fast, but act wisely, and consider your options!  &lt;br /&gt;
&lt;br /&gt;
=== Raid ===&lt;br /&gt;
&lt;br /&gt;
In a raid, your dwarves will sneak in and attempt to steal items from the site, especially if they're [[artifact]]s. It will usually train your [[ambusher]] [[skill]], so it may be useful if you want to raise that particular skill quickly. If you send someone to raid a site while they have a baby, the baby will go with them and also gain Ambusher skill. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' Raiding a site of a civilization you are at Peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
&lt;br /&gt;
=== Pillage ===&lt;br /&gt;
&lt;br /&gt;
On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing livestock and loot if you have those options selected in the [d]etails menu. Pillaging uses the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. &lt;br /&gt;
&lt;br /&gt;
=== Raze ===&lt;br /&gt;
&lt;br /&gt;
When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot and livestock if you have these options selected. Like pillaging, a razing mission uses the military tactics skill.&lt;br /&gt;
&lt;br /&gt;
=== Tribute ===&lt;br /&gt;
&lt;br /&gt;
Demanding [[Tribute|tribute]] (one-time or ongoing) may result in the site providing goods to your fortress (if successful). They will do so in the form of a caravan that will drop off the goods at your depot and leave. Tribute caravans tend to be relatively small, but they are guarded. You don't have any control on the content of the tribute. What they bring depends on the civilization's available materials, the site's size and tracked items and so forth, and may range from excessively mundane (like a bunch of average quality clothing) to extremely useful (like exotic animals). Notably, tributes are one of the few ways to obtain evil animals tamed by goblins, such as [[beak dog]]s, for instance. Yearly tributes usually happen at the beginning of a season and may be arranged in any season, including winter. Demanding tribute is one of the few ways to &amp;quot;contact&amp;quot; another civilization without triggering an outright war, and therefore ensure that it will send out regular caravans afterwards.&lt;br /&gt;
&lt;br /&gt;
=== Conquer ===&lt;br /&gt;
&lt;br /&gt;
Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If your demand of surrender isn't successful, your dwarves will then attempt to openly attack the site. There is no visible drawback to not always demand surrender beforehand, and taking over sites with minimal bloodshed can be surprisingly easy, especially for the low-population ones.&lt;br /&gt;
&lt;br /&gt;
If successful, occupying a site will make it one of your fortress's [[holding]]s. Note that your forces will remain on-site as occupiers. One of them will then claim the title of administrator of the place, &amp;quot;after a polite discussion with rivals&amp;quot;. (This will be announced in a lovely purple message.) The previous administrator of the place will also likely be killed by your dwarves, as is standard in the conquering mechanics of ''Dwarf Fortress'' (in worldgen and afterwards).&lt;br /&gt;
&lt;br /&gt;
You may request (through a [[messenger]]) that your occupying dwarves come back to your fortress, but the administrator will remain there regardless. Dwarves that you request this way will still have the labor preferences you've enabled for them prior to sending them out, but won't be part of a squad, so you will have to re-enlist them after they come back. There is also no guarantee that they will wear the same equipment as they had when you sent them out, so you may not be that keen on strapping them with very valuable gear after all. Note that [[insurrection]]s are explicitly disabled for your holdings, so at the moment there is no drawback to not requesting every single occupying dwarf to come back to your fortress (apart from FPS concerns).&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Captive citizens can join civilizations that captured them, so your next raid to the same site can be met with your own armor-clad legendary warriors as defenders, leading to unexpected '''fun'''.&lt;br /&gt;
&lt;br /&gt;
You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain &amp;quot;prisoners&amp;quot; that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu (accessible with {{k|p}}) or the artifact menu (accessible with {{k|a}}). Once you've selected something, press {{k|r}} to create a new mission, and move into squad selection. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
== Squad selection ==&lt;br /&gt;
&lt;br /&gt;
Squad selection, as the name implies, simply involves selecting a squad (or multiple squads) to be sent out on the mission. Even if you do not select any squads by exiting the selection, the created mission will remain extant and active, albeit with no squads assigned to it.&lt;br /&gt;
&lt;br /&gt;
Once an active mission has one or more squads assigned to it, the dwarves in those squads will automatically prepare themselves and leave the map's edge.&lt;br /&gt;
&lt;br /&gt;
==Loot variation ==&lt;br /&gt;
Depending on the civilization you are raiding/razing, the loot may change. For example, when you are raiding elves, you won't get metal items; you will mostly get grown wood items instead. This also applies to livestock: Raiding [[elves]] may result in the looting of many different types of animals (all tame). When raiding [[goblin]]s, you will, interestingly, be able to obtain [[tame]] [[beak dog]]s, which are only trainable by dwarves, never tameable.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* Pressing {{k|m}} on the Civilization/World Info screen will show a list of active missions. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the {{k|r}}eport menu. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned, hospitalized, or otherwise [[stress|unfit for duty]]. This can be fixed by removing the problem dwarves from the assigned squads. The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
&lt;br /&gt;
* Sending a token dwarf to demand the surrender of a site can initiate contact with a distant civilization, providing an additional yearly trade [[caravan]].   &lt;br /&gt;
&lt;br /&gt;
* Receiving [[tribute]] from a site can establish peace with that civilization, at least temporarily. &lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s on missions still expect their existing [[mandate]]s to be fulfilled, but are unable to issue any new requests.&lt;br /&gt;
&lt;br /&gt;
* Missions to a site will still be carried out if the site has changed ownership. This can lead to [[fun]] when you end up accidentally raiding your ally.&lt;br /&gt;
&lt;br /&gt;
* Missions against your parent civilization or your current holdings cannot be created, but any existing missions against those sites can be modified and dispatched. Raiding your parent civilization may start a civil war.&lt;br /&gt;
&lt;br /&gt;
* Sieges against your fortress take from a hostile site's population, which will leave that site woefully undefended should you decide to retaliate.&lt;br /&gt;
&lt;br /&gt;
* Some Recover Artifact missions, in which the artifact to be recovered is held by a creature instead of placed at a site, produce no mission report. The [https://www.bay12games.com/dwarves/mantisbt/view.php?id=10367 bug] has been noted on the DF issue tracker&lt;br /&gt;
&lt;br /&gt;
* There is an uncommon bug where squads sent on missions will never return and be forever listed as 'traveling'. To fix this, enter your (m)ilitary screen and replace each member in the missing squad with a random civilian in your fortress, then remove those civilians from the squad and leave it empty. Next, go to your (c)ivilizations/World Info screen and cancel the mission the squad was originally sent out to do. This is possible now that the squad is technically disbanded. The former members of the squad will eventually return to the fortress after a few days (thankfully still carrying their equipment) and it will announce 'XYZ squad has returned' when they do, even though they aren't in the squad anymore. You will need to delete the old empty squad and make another, as the game still thinks they are part of the old squad and won't let you re-add them to it.&lt;br /&gt;
&lt;br /&gt;
* Dwarves who lose their limbs offsite won't actually realize they don't have their limb anymore until they get home, at which point everything they were wearing or holding on it will fall to the ground.&lt;br /&gt;
&lt;br /&gt;
== Mission reports ==&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
== Mission events ==&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Looted treasure from (site)&lt;br /&gt;
* Seized livestock from (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of opponent)&lt;br /&gt;
* The (species and name of combatant) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off/crushed&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
* (Name) spotted (your forces) slipping out of (site) &lt;br /&gt;
* (Your forces) attacked (site government) at (site)&lt;br /&gt;
* (Squad), led by (leader), clashed with (forces)&lt;br /&gt;
* (Your forces) rampaged throughout (site)&lt;br /&gt;
* (Your forces) defeated (site government) and took over (site)&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Missions may cause military equipment list corruption, frequently leading to crashes. {{bug|11014}}&lt;br /&gt;
*Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|10545}} {{bug|10426}}&lt;br /&gt;
*Dead civilizations' missions never complete. {{bug|10891}}&lt;br /&gt;
 &lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Mission]]&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cavern&amp;diff=257233</id>
		<title>Cavern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cavern&amp;diff=257233"/>
		<updated>2021-03-03T11:12:05Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: /* Adventurer mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
[[File:Cavern 2014.png‎|thumb|350px|A cavern found underground.]]&lt;br /&gt;
[[File:cavern2.jpg|thumb|350px|Art of an actual cavern.]]&lt;br /&gt;
&lt;br /&gt;
''Not to be confused with [[Cave]].''&lt;br /&gt;
&lt;br /&gt;
'''Caverns''' are ''huge'' natural underground tunnel systems, inhabited by strange and dangerous creatures. They go up, down, left, right, and just about anywhere else. Vanilla worlds provide three cavern layers. Number, size and z-position can be altered in the [[world generation]] parameters.&lt;br /&gt;
&lt;br /&gt;
The caverns will usually have open map edges, allowing all sorts of [[creatures]] to migrate into and from them. By exploring the caverns in adventure mode it is possible to travel large distances below the surface - the caverns effectively connect all sites that access them.&lt;br /&gt;
&lt;br /&gt;
Upon reclaiming a fort, all mud in the caverns is removed.&lt;br /&gt;
&lt;br /&gt;
''In subterranean biomes, Chasm, water, and lava mean land, water (pool), and magma (pipes) respectively.''&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
The top of the first cavern usually resides about 10-11 z-levels below the surface.&lt;br /&gt;
Each cavern layer spans multiple z-levels, and is filled with [[water]] to a certain degree. This can range from a few pools at the bottom level to the whole layer being submerged, forming a gigantic underground sea, including [[fish]] and possibly camps of [[olm man|olm men]] and other [[fun]] aquatic creatures.&lt;br /&gt;
&lt;br /&gt;
The average amount of water cavern layers feature depends on your world generation settings, specifically&lt;br /&gt;
&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
&lt;br /&gt;
Beneath the third layer lies the [[magma sea]].&lt;br /&gt;
&lt;br /&gt;
If you hit caverns too often then you can create a custom world with a higher number for 'Z Levels Above Layer 1' - Levels of stone above the first cavern layer. Making this higher will guarantee at least this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is. Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more levels than this.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
Exploring the underground world, you may find a variety of special geographical features. When your dwarves discover a feature, an announcement window will let you know of it.&lt;br /&gt;
&lt;br /&gt;
'''[[Deep pit]]s:''' Deep pits are... deep pits, that connect one cavern level to the next. They have a fixed shape. The top z-level, where the pit meets the next cavern level, is un-muddied rough rock floor where the normal space of the deep pit and the random rock spires of the cavern collide.&lt;br /&gt;
&lt;br /&gt;
If your map has an unseen [[cave-in]] at the beginning of embark, the caverns may have a deep pit somewhere. This occurs because some stone in the cavern above the deep pit is unsupported and falls down. This may be a bug.&lt;br /&gt;
&lt;br /&gt;
'''[[Magma pool]]s:''' Despite the name, magma pools are not actual pools, but tubes extending up from the [[magma sea]]. Their shape is fixed and their presence random. A magma tube might extend all the way to the top cavern, or merely a few z-levels. Magma pools can be distinguished from the magma sea even if they are only a single Z-level high due to two important features: they will always be walled by obsidian as opposed to the standard stone of the layer and, more importantly, will (very slowly) refill to their top if any magma is drained.&lt;br /&gt;
&lt;br /&gt;
'''[[Passage]]s:'''&lt;br /&gt;
Passages are natural tunnels connecting two layers by ramps and short, twisted tunnel sections. The announcement window will let you know you've found a downward passage even if you happen to discover it from the bottom.&lt;br /&gt;
&lt;br /&gt;
==Wildlife==&lt;br /&gt;
A number of [[vermin]] and [[creature]]s can only be found in subterranean biomes, at certain cavern levels. Cavern creatures seem to follow different rules from above-ground creatures - their population numbers are usually far more than their [[Raw file|raws]] imply, and alignment plays no role in whether they can be found in the map or not. Good creatures like the [[gorlak]], evil creatures like the [[troll]] and savage creatures like the [[giant cave spider]] can be found in any cavern, regardless of the actual [[surroundings]].&lt;br /&gt;
&lt;br /&gt;
[[Forgotten beast]]s are a special type of procedurally-generated [[megabeast]] found only in caverns, and may invade your map from any of the three cavern levels.&lt;br /&gt;
&lt;br /&gt;
===Creatures===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|5:1}} [[Amethyst man]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|a|6:0}} [[Amphibian man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|a|0:1}} [[Antman]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|0:1}} [[Bat man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|7:1}} [[Blind cave bear]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|7:1}} [[Blind cave ogre]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|4:0}} [[Blood man]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|b|5:0}} [[Bugbat]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|6:1}} [[Cave blob]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|7:0}} [[Cave crocodile]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|D|7:1}} [[Cave dragon]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|f|7:1}} [[Cave fish man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|f|6:1}} [[Cave floater]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|0:1}} [[Cave swallow man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|e|7:1}} [[Creeping eye]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|c|4:0}} [[Crundle]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|D|6:1}} [[Draltha]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|d|7:0}} [[Drunian]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|E|6:0}} [[Elk bird]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|i|6:1}} [[Fire imp]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|4:1}} [[Fire man]]&lt;br /&gt;
|   ||   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|6:0}} [[Flesh ball]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|%|7:0}} [[Floating guts]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|0:1}} [[Gabbro man]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|B|0:1}} [[Giant bat]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|S|7:0}} [[Giant cave spider]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|0:1}} [[Giant cave swallow]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|7:0}} [[Giant cave toad]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|W|6:0}} [[Giant earthworm]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|6:0}} [[Giant mole]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|O|7:1}} [[Giant olm]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|R|6:0}} [[Giant rat]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|g|6:1}} [[Gorlak]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|G|2:1}} [[Green devourer]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|g|2:1}} [[Gremlin]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|7:1}} [[Helmet snake]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|h|0:1}} [[Hungry head]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|0:1}} [[Iron man]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|J|5:1}} [[Jabberer]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|r|6:0}} [[Large rat]]&lt;br /&gt;
| {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|0:1}} [[Magma crab]]&lt;br /&gt;
|   ||   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|4:1}} [[Magma man]]&lt;br /&gt;
|   ||   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|6:0}} [[Manera]]&lt;br /&gt;
|   || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|4:1}} [[Molemarian]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|M|6:0}} [[Mud man]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|n|4:1}} [[Naked mole dog]]&lt;br /&gt;
| {{check}} ||   ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|o|7:1}} [[Olm man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|m|5:0}} [[Plump helmet man]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|p|1:1}} [[Pond grabber]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|R|7:0}} [[Reacher]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|r|2:0}} [[Reptile man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|r|0:1}} [[Rodent man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|R|7:0}} [[Rutherer]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|s|7:1}} [[Serpent man]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|t|6:0}} [[Troglodyte]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|T|0:1}} [[Troll]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|C|1:0}} [[Voracious cave crawler]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; [[Animal people#Subterranean animal people|Subterranean animal people]] live in pre-existing &amp;quot;camps&amp;quot; and do not move in/out of caverns like other creatures. If they weren't there from the start, they will never be encountered, and if every animal man present is killed, they will ''not'' reappear from the edge of the map.&lt;br /&gt;
&lt;br /&gt;
===Vermin===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|0:1}} [[Bat]]&lt;br /&gt;
| {{check}} || {{check}} ||  || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|2:0}} [[Cap hopper]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|α|7:1}} [[Cave fish]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|¥|7:1}} [[Cave lobster]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|7:0}} [[Cave spider]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|0:1}} [[Cave swallow]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|*|6:0}} [[Creepy crawler]]&lt;br /&gt;
|   ||   || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|6:1}} [[Fire snake]]&lt;br /&gt;
|   || {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|∙|7:1}} [[Olm]]&lt;br /&gt;
| {{check}} || {{check}} ||   || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|{|7:1}} [[Purring maggot]]&lt;br /&gt;
|   || {{check}} || {{check}} || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Vegetation==&lt;br /&gt;
Any cavern layer without a pool of water will have only muddy dense floor fungus, and no plants or trees except [[blood thorn]]s.&lt;br /&gt;
&lt;br /&gt;
Removing a layer will cause the layer above to randomly pick from trees that the now-removed layer could have handled and that the layer above can handle.&lt;br /&gt;
&lt;br /&gt;
===Shrubs===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|:|7:1}} [[Cave wheat]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|:|1:1}} [[Dimple cup]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|:|7:0}} [[Pig tail]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|:|5:0}} [[Plump helmet]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|:|7:0}} [[Quarry bush]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|:|4:1}} [[Sweet pod]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Trees===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|7:1}} [[Tower-cap]]&lt;br /&gt;
| {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|6:1}} [[Fungiwood]]&lt;br /&gt;
| {{check}} || {{check}} || &lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|4:1}} [[Goblin-cap]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♣|3:0}} [[Spore tree]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|0:1}} [[Black-cap]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|│|5:1}} [[Tunnel tube]]&lt;br /&gt;
|   || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|♠|1:0}} [[Nether-cap]]&lt;br /&gt;
|   ||   || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|╡|4:0}} [[Blood thorn]]&lt;br /&gt;
|   ||   || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Grasses===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|3:1}} [[Cave moss]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Tile|.|7:1}} [[Floor fungus]]&lt;br /&gt;
| {{check}} || {{check}} || {{check}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dangers==&lt;br /&gt;
Though digging down can be tempting, coupled with the fact that caverns can provide some helpful resources, there are many, many &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]] [[animal]]s in a cavern. This includes [[giant cave spider]]s, [[giant olm]]s, [[troll]]s and [[cave crocodile]]s, but even the seemingly [[gremlin|harmless ones]] can provide great [[Stupid_dwarf_trick#Self_Destruct_Lever|fun]].&lt;br /&gt;
&lt;br /&gt;
Cavern level one is as good as things get, and the following levels will [[Cave dragon|only]] [[Voracious cave crawler|be]] [[Magma crab|worse]]. If you can't stand level one, you won't be able to stand level two or three. [[Hungry head|Flying creatures]] can &amp;lt;s&amp;gt;ruin your day&amp;lt;/s&amp;gt; [[Fun|provide some fun]] if your main stairwell leads directly into the cavern (the bottom of up-down/down stairs can be passed by flying creatures). Also, any cavern of sufficient size will be inhabited by [[giant cave spider]]s, which can be both a [[Silk|benefit]] and a hazard.&lt;br /&gt;
&lt;br /&gt;
Opening the caverns will make it possible for your fortress to be attacked by [[forgotten beast]]s, which range in lethality from &amp;quot;not much&amp;quot; to &amp;quot;nigh unkillable&amp;quot;. One thing you really have to watch out for is having your main stairwell lead into a cavern. It doesn't have to be so walking creatures can get in, but just so there's an open hole. Any hostile creature sitting under your open stairway will spook any dwarves trying to use it, causing a flood of job cancellation messages as they keep trying to reach their destination. When this happens, it can lead to all your dwarves starving themselves to death. Only build stairs on the side, preferably with a hatch.&lt;br /&gt;
&lt;br /&gt;
And of course, digging too deep will lead the player to encounter certain [[Demon|overwhelmingly fun things]].&lt;br /&gt;
&lt;br /&gt;
==Benefits==&lt;br /&gt;
Caverns provide ever-regenerating resources in the form of underground [[wood|forests]], animals to hunt, and fish. On breaching a cavern layer, a variety of [[ore]]s and [[gem]]s lining its walls will be revealed. The cavern floors are always [[Farming#Underground Farming|muddied]], providing soil to a variety of underground [[plant]]s. Also, underground caverns and the [[water]] they provide can be used in constructions and traps. In places like [[glacier]]s, caverns will provide the only source of [[water]] and [[farming|farmable]] land. Throwing your prisoners into a damp hellhole filled with ravaging beasts is a nice addition, too. Additionally, creating a world without caverns will result in no subterranean plants, plant products (plump helmets/spawn/wine etc.) or fish available on embark. However this is a moot point, as without mods, dwarven civilizations only use indoor farming, and so will never form. Worldgen will stall without a usable dwarven civilization.&lt;br /&gt;
&lt;br /&gt;
Once an underground cavern has been discovered, shrubs and trees will spontaneously grow on any subterranean [[soil]] or [[mud]]died [[rock]] on every embark site that accesses the cavern. This means that if you find a cavern in one embark site and embark in another site accessing the same cavern, plants will start growing there even before you discover the branch of the cavern that lies under the site. This allows you to construct underground tree farms and avoid sending dwarves to the surface to harvest wood, or just to get wood in environments without above-ground forests.&lt;br /&gt;
&lt;br /&gt;
As walls can be built right up to the map edge below ground, it is possible to prevent land creatures from spawning by turning all the spawn points into walls. A single level of wall is sufficient to halt most non-fliers, who will appear on the wall and be unable to get down into the cavern itself. Creatures with the ability to climb or jump, however, tend to eventually figure out a way down, so prepare for these accordingly. Fliers can be stopped only by building walls up to the ceiling, and swimmers can't be prevented from spawning without obsidianising the water tiles on the map edge. The next best thing is to block off access, which can be achieved by dropping a layer of natural stone wall into the water.&lt;br /&gt;
&lt;br /&gt;
NOTE: walls come with floors above them, which means that creatures may still spawn on top of the wall and interrupt jobs, or not spawn where you want them to (if you are trying to wall off most entrances and leave a few designated entrances with cage traps). So fortifications without floors on top of them should be built instead to seal an entrance from ground creatures. Also avoid completely walling off all ground creatures with only 1 floor of walls; the game will spawn flying creatures if ground creatures cannot be spawned.&lt;br /&gt;
&lt;br /&gt;
===Creatures===&lt;br /&gt;
[[Cage trap]]s placed in the caverns can capture wild animals to potentially [[animal trainer|tame]]. As with above-ground creatures, subterranean groups of creatures are limited to one group at a time. Many of the more interesting creatures appear in groups of one and have small populations, so you'll have to clear out a lot of bugbats and crundles before being able to grab every giant cave spider or jabberer your site can produce.&lt;br /&gt;
&lt;br /&gt;
These small populations may result in all spawned individuals being of the same sex, making breeding programs impossible even for creatures that have the necessary tags. Adding the [CHILD:1] to a creature is a relatively easy mod, but sex changes require the application of a transformational syndrome, and possibly changing the creature from an egg-layer to a live-birther.&lt;br /&gt;
&lt;br /&gt;
==When should I start exploring?==&lt;br /&gt;
One standard approach is to wait until you have a working military. The first cavern usually has few hazardous monsters, apart from the occasional [[giant olm]] or [[giant toad|toad]] and [[giant cave spider]]s, but just one giant bat can destroy an early fort, and [[Forgotten beast|uninvited guests]] will wander in sooner or later. The subsequent caverns will become increasingly [[fun]], so don't dig too deep without making adequate preparation. A decent military should be able to handle the cavern fauna, assuming they're not busy dealing with surface [[invader]]s.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you might want to breach the caverns as early as possible, then wall off the entrance. Doing so has several benefits: it will allow you to plan your fortress layout around the underground features, release the spores necessary for an underground [[tree farm]], prevent a calamitous discovery later when [[forgotten beast|powerful enemies]] lie in wait, and minimize the amount of time invested if the caverns prove unsuitable. You can of course continue to explore a cavern without a military, but you will likely get a bunch of dwarves killed.&lt;br /&gt;
&lt;br /&gt;
Another alternative approach is to breach the caverns on a separate tunnel from your main fortress, so that beasts found inside have to path through the surface to reach your citizens, much in the way regular wild animals and invaders have to. Watch out for automatically created 'collect silk' jobs though, since dwarves assigned to them will be all the more in danger.&lt;br /&gt;
&lt;br /&gt;
Not all parts of a cavern are immediately visible; a good portion of a cavern is revealed once you breach it, but other parts remain hidden until your dwarves explore them. Since you often don't know what you'll find in a cavern, they can be exciting places, but also &lt;br /&gt;
very &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; fun.&lt;br /&gt;
&lt;br /&gt;
==Methods of exploration==&lt;br /&gt;
:''This section covers methods to explore already-discovered caverns; if you're having trouble finding the caverns, check [[Exploratory mining]] for tips.''&lt;br /&gt;
&lt;br /&gt;
There are many different methods of exploring, some less [[fun]] than others.&lt;br /&gt;
&lt;br /&gt;
'''Military squads''': You can order your [[squads]] into the cavern with move orders. This way you can have dwarves manually explore the cavern by foot. The caverns are dangerous and unpredictable; well equipped dwarves will live longer. The {{k|s}}quad:{{k|a}}ttack:{{k|l}}ist command will help you find and kill enemy creatures which may be located on many different z-levels inside the cavern.&lt;br /&gt;
&lt;br /&gt;
Note that creatures may wander into the cavern from the edges, so, if you want to start collecting silk, gems, ore and the other valuable loot in a cavern, and you want to do so safely, you should first kill or capture the creatures in the cavern, then wall off the edges to keep new creatures from wandering in. Note that, if you want to keep flying creatures out, your walls will need to cover the edge of the cavern from the floor to the ceiling. If you'd still like to fight or capture wandering creatures, but don't want them killing your workers, you can leave some room for creatures to get in, and build doors or cages as necessary.&lt;br /&gt;
&lt;br /&gt;
'''Monster slayers''': Once you've discovered a cavern, a steady stream of wandering [[monster slayer]]s will come to your fort, [[petition]]ing you for the right to live there and kill the awful horrors that live beneath your feet. While it's best not to rely on them to actually keep your fort safe from deep trouble, they actually do a pretty solid job of mapping out your caverns for you. Just be sure to keep [[cage trap]]s and sane armed guards at whatever access route you choose to leave open so your slayers can reach their tasty slayables.&lt;br /&gt;
&lt;br /&gt;
'''Lone woodcutter''': Most cavern creatures are not faster than a normal dwarf, so it may be safer to send out a civilian woodcutter to cut 1 tree at where you want to explore. Unlike exploring with an early unarmed military team that will suicide against [[jabberer]]s, a woodcutter will actually run away when confronted by hostile creatures. Cavern creatures also tend to give up the chase after a while, provided you can dodge the few hits they rarely get in if they catch up (not a problem if your explorer has moderate dodging skill).&lt;br /&gt;
&lt;br /&gt;
'''Fortifications''': as dwarves can see through [[fortification]]s, you can carve out a fortification near the edge of the explored area to safely discover more of the cavern. This prevents wildlife and [[megabeast]]s from entering your fort, as an added benefit. This method does not work for exploring the magma layers - or rather, it ''does'' work, but for a very, very brief time during which there is much [[fun]].&lt;br /&gt;
&lt;br /&gt;
'''Digging and walling''': Instead of [[smoothing]] a wall and then carving a fortification, it can be quicker to just dig out the wall and then blocking off the opening with a [[construction|constructed]] wall. The disadvantage over the fortification method is that if any dangerous creatures are lurking unseen near edge of the explored area they might get to your dwarf before the wall can be put up.&lt;br /&gt;
&lt;br /&gt;
'''Digging from above''': The only method that works in the magma layers, this method requires you to dig a hole from above the caverns into the cavern. It is advisable to seal the hole afterwards if you wish to prevent flying or magma creatures from entering your fort.&lt;br /&gt;
&lt;br /&gt;
'''Autonomous Dwarven Cavern Rover''': [[Activity_zone#Pit.2FPond|Pit]] an animal into the cavern through an access tunnel above the cavern floor, walling it up afterward if you wish. The animal will wander the cavern, revealing more of it, and possibly stumble across things you would prefer your dwarves not encounter unaware. If the animal is tame, its movement can be somewhat controlled by creating a [[Activity zone#Meeting Area|meeting zone]] in the place you would like it to move to.&lt;br /&gt;
&lt;br /&gt;
'''Suicide mission''': Ideal for exploring the bottom of a deep pit or magma pool. Knock a dwarf or animal into the pit, and they will rapidly plummet. Despite being unconscious, they will report everything they see for as long as they are alive. [[Noble]]s, [[cat]]s and [[vampire]]s make excellent geonauts.&lt;br /&gt;
&lt;br /&gt;
'''Separate tunnels''': Digging exploration tunnels from within your fortress will result in a direct path from the caverns to your fortress- this can result in enormous volumes of fun. Players seeking to avoid fun may instead choose to start their exploration tunnels from elsewhere on the surface, outside the fortress. This guarantees that any threats released through exploration must pass through the same entrance utilized by surface threats, such as goblins or elephants, before they can access the fortress.&lt;br /&gt;
&lt;br /&gt;
This method works in conjunction with the &amp;quot;Digging from above&amp;quot; method. Placing the tunnels as close as possible to the edges of the map will reduce obstruction to the fortress. The Dwarf Fortress Wiki assumes no liability for any potential damage to lesser surface races resulting from the release of subterranean monsters directly into the surface world.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode==&lt;br /&gt;
You can enter a cavern with an [[Adventurer_mode|adventurer]] and explore it. Ways to enter them include [[cave]]s, dwarven [[fortress]]es that connect to [[tunnel]]s, starting in [[Mountain halls]], and goblin [[dark pits]] that have pits that can be [[climb]]ed down. You can also encounter downward [[passage]]s or [[Cavern#Features|deep pits]] that connect the different cavern levels.&lt;br /&gt;
&lt;br /&gt;
The dangers are obvious; Nasty creatures, pitfalls, etc. You also have to watch out because you can't fast-travel underground, unless you are on a generated [[tunnel]], and you can only start fast travel on those if you are not in a mountain tile or hostile site. That means no easy healing, so you have to be very careful. Make sure you stock up on food, water and (if you use it) ammunition before you head in, though, as caverns are quite massive and it can be difficult to find your way back. Worse, there are tribes of animal men underground, and unlike in the good old days they'll attack on sight. If you're lucky, you'll find a [[gremlin]] or other non-hostile intelligent wildlife, and those can potentially be recruited. Since you can't fast-travel, you have to rely on sleeping to heal, which can be dangerous due to the [[Giant cave spider|nature]] of caverns. You're on your own against [[Forgotten beast|whatever]] [[Troll|shows]] [[Blind cave ogre|up]], unless you brought or find allies. Escaping from the caverns by the same route used as an entrance can be very difficult, though if you manage to reach a cavern area immediately underneath a town you will be able to fast-travel to the surface.&lt;br /&gt;
&lt;br /&gt;
If you discover the underground caves in Adventurer mode, then retire and start a fortress, the fortress will grow subterranean plants as if a passage to the underground had already been opened on that map.&lt;br /&gt;
&lt;br /&gt;
==Caravan and embark item availability==&lt;br /&gt;
[[Embark]]ation and dwarven [[caravan]]s will only provide resources available in the first cavern level. Since [[purring maggot]]s don't appear in the first cavern level, unlike in 40d, you can't buy dwarven [[cheese]] or dwarven [[milk]] {{Bug|1449}}. A workaround is to edit the global [[raw file]]s to make purring maggots appear on level one, [[world generation|generate a new world]], then edit the raws of the new world to change the maggots back to normal before embark.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = kor | elvish = nunòre | goblin = aspâd | human = rushan}}&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cave&amp;diff=257232</id>
		<title>Cave</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cave&amp;diff=257232"/>
		<updated>2021-03-03T11:08:44Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: /* Kobold cave */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:16, 4 February 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''Not to be confused with [[Cavern]]s.''&lt;br /&gt;
&lt;br /&gt;
[[File:Cave_entrance.png|thumb|upright|A cave entrance.]]&lt;br /&gt;
[[File:Cave_inside.png|thumb|upright|Inside of a cave.]]&lt;br /&gt;
&lt;br /&gt;
A '''cave''' is a small, natural [[site]]. It features a large [[rock]] mound several [[z-level]]s high with a downward passage beginning anywhere along the side of the mound. The passage most often leads deep down into a [[cavern]]. Rarely, a cave may lack any passage or even an entrance into the mound.&lt;br /&gt;
&lt;br /&gt;
Most caves have a natural population of subterranean animals, such as [[cave swallow]]s and [[bat]]s. Certain [[megabeast]]s, [[semi-megabeast]]s and [[night creature]]s will settle in caves. If a cave is inhabited by creatures fond of [[Steals items|stealing items]] from nearby sites, their hoard will be littered all over the site. [[Dragon]]s are known to hoard jewelry; [[ettin]]s and [[giant]]s hoard [[jewelry]], [[food]], and [[alcohol]].&lt;br /&gt;
&lt;br /&gt;
Civilized races can also settle in an unoccupied cave. Caves are the starting site of [[kobold]]s. Kobold caves have an extended underground network of tunnels and chambers that are connected to the natural passageway. Like other sites, caves can be attacked by invaders or monsters. They are one of the few known sites that players can [[embark]] on without third-party tools.&lt;br /&gt;
&lt;br /&gt;
== Generation ==&lt;br /&gt;
&lt;br /&gt;
The site encompasses 3×3 embark [[tile]]s, although the cave mound itself only takes up one embark tile, or 48×48 tiles. The mound can be located in any of the embark tiles, so it is not always found at the center of the site.&lt;br /&gt;
&lt;br /&gt;
There are two ways caves can generate: mountain caves occur adjacent to a [[mountain]] region tile, while non-mountain caves occur in any land biome other than mountains. The number of caves per world is determined by the parameters {{DFtext|Number of Mountain Caves}} and {{DFtext|Number of Non-Mountain Caves}}. Both parameters can be configured in [[advanced world generation]].&lt;br /&gt;
&lt;br /&gt;
On the world map, caves are displayed as {{Raw Tile|•|0:0:1}}. By default, however, they are hidden until discovered by an [[Adventurer_mode|adventurer]]. In advanced world gen, setting the option {{DFtext|Make Caves Visible}} to {{DFtext|Yes}} will make caves visible from the start.&lt;br /&gt;
&lt;br /&gt;
Inside the cave, there are two ramps on each z-level, one going up and one going down. The ramps make a path that goes from the surface to the underground. The pathway is not always a straight line; on some z-levels, the passage can spread out into a small gallery.&lt;br /&gt;
&lt;br /&gt;
The distribution of items (including [[artifact]]s) are scattered within the site borders, from the surface to any subterranean levels reachable by foot, i.e., no loot will be found beyond a rampless drop or a submerged passage, even if the hoard's owner is a flying or amphibious creature.&lt;br /&gt;
&lt;br /&gt;
=== Kobold cave ===&lt;br /&gt;
&lt;br /&gt;
A cave inhabited by skulking thieves has an additional complex network of subterranean passages that link from a single entryway to the natural passage of the cave mound. The underground network is located close to the surface and above the caverns; sometimes it is located just one z-level below the ground. [[Kobold]]s, poisonous critters, and stolen treasure can be found here.&lt;br /&gt;
&lt;br /&gt;
It is easy to get lost in the network of tunnels which are one tile wide and wind in every direction. Certain sections use both ramps and stairs to go up and down several z-levels. Along the path are occasional 3×3 guard posts with armed kobolds. Hidden [[weapon trap]]s are very frequent and pose danger. Certain segments and corners are holed with tiny pits which have even more traps at the bottom. A unique feature of this site is that each weapon trap is coated with a [[syndrome]]-inducing venom that can range from bumblebee venom, to rattlesnake venom, to the dangerously lethal venom of the [[giant cave spider]]. If a trap hits successfully, the coated weapon will inject the venom into the intruder. Since fast travel or rest is generally not possible in a cave, you will most likely be forced to endure (or succumb) to the venom's effects.&lt;br /&gt;
&lt;br /&gt;
The network of passageways connects five main rooms: a trophy room, a large pit room for tamed animals, a room for [[egg]]s, a room filled with corpses, and the living chambers. Stolen artifacts are piled with other stolen items in the trophy room. The living chambers are irregular cavities that contain many hostile kobolds. The pit room for animals is the largest room, spanning several z-levels deep in gradual slopes, poked with 3×3 enclosures on the sides. This room can include any poisonous non-mammal creatures.&lt;br /&gt;
&lt;br /&gt;
According to [[legends mode]], kobolds may construct a [[market]] and a [[dungeon]] in their cave. As there is no evidence of any structure resembling a market in kobold caves, they are probably either an error or serve an unknown purpose during world generation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Kobold cave entrance.png|Kobold cave entrance. Several levels needed to be traversed down from the natural cave mouth to reach this point.&lt;br /&gt;
File:Kobold cave passage.png|First tunnel portion&lt;br /&gt;
File:Kobold cave passage 2 (z3).png|Second tunnel portion (z-level 0)&lt;br /&gt;
File:Kobold cave passage 2 (z2).png|Second tunnel portion (z-level -1)&lt;br /&gt;
File:Kobold cave passage 2 (z1).png|Second tunnel portion (z-level -2)&lt;br /&gt;
File:Kobold cave passage 2 (z0).png|Second tunnel portion (bottom)&lt;br /&gt;
File:Kobold cave pit (z4).png|Pit room (z-level 0)&lt;br /&gt;
File:Kobold cave pit (z3).png|Pit room (z-level -1)&lt;br /&gt;
File:Kobold cave pit (z2).png|Pit room (z-level -2)&lt;br /&gt;
File:Kobold cave pit (z1).png|Pit room (z-level -3)&lt;br /&gt;
File:Kobold cave pit (z0).png|Pit room (z-level -4)&lt;br /&gt;
File:Kobold cave living.png|Living chambers (the &amp;quot;l&amp;quot; and &amp;quot;g&amp;quot; are [[animal people]])&lt;br /&gt;
File:Kobold cave trophy.png|Trophy room&lt;br /&gt;
File:Kobold cave eggs.png|Room with eggs&lt;br /&gt;
File:Kobold cave corpses.png|Room with corpses&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fortress mode ==&lt;br /&gt;
&lt;br /&gt;
[[File:Cave embark screen.png|thumb|A cave on the embark selection map screen]]&lt;br /&gt;
&lt;br /&gt;
In [[fortress mode]], you can choose whether or not to make caves visible on the [[embark]] screen when you [[World generation|design]] the world you will play in. The default option for {{DFtext|Make Caves Visible}} is set to {{DFtext|No}}. If set to yes, caves will appear on the map so that they may be sought out or avoided as desired. Caves have the odd feature that the [[stone]] they are made of doesn't match the material left after it is dug out; for example, a rock wall will leave behind a [[clay]] floor.&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
&lt;br /&gt;
Caves are one way of entering the [[cavern]]s in [[adventurer mode]]. There are multiple ways of learning their location.&lt;br /&gt;
&lt;br /&gt;
For example, if a civilization takes control of a cave, then that cave's location becomes common knowledge within the civilization. Playing as an adventurer from that civilization, you can find information in your [[quest]] log about the cave and its location{{verify}}; you may even start your adventure there.&lt;br /&gt;
&lt;br /&gt;
Adventurers start knowing rumors that are common knowledge in their civilization, but they usually don't know the location. You can {{DFtext|Bring up specific incident or rumor}} in conversation and then {{DFtext|Ask for directions to}} the location. That will add the location to your quest log which you can then check to see if it is a cave. Similarly, caves can be a location involved in rumors you don't know about which can be brought up with {{DFtext|Inquire about any troubles}}.&lt;br /&gt;
&lt;br /&gt;
They can sometimes be found by repeatedly asking an NPC {{DFtext|about the surrounding area}}; if NPCs in one region don't tell you about any caves, move to another region and try again. Note that some of the place names mentioned by NPCs correspond to regions, not sites. When an NPC does mention a site, it will be added to the list of places you can ask for directions to.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = äs&lt;br /&gt;
| elvish  = garetho&lt;br /&gt;
| goblin  = omo&lt;br /&gt;
| human   = ngethac&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=257231</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=257231"/>
		<updated>2021-03-03T11:07:18Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: /* Raid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|04:43, 3 December 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{New in|0.44.01}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{old}}&lt;br /&gt;
'''Missions''' are commands in [[fortress mode]] that send one or more of your dwarves, in military [[squad]]s, to visit [[site]]s off your fortress map. Missions are created in the [[Civilization/World Info]] screen (accessed by pressing {{k|c}} in the main fortress view). There are multiple types of missions, such as raids, explorations, and artifact/citizen recovery.&lt;br /&gt;
&lt;br /&gt;
Note: This is all done &amp;quot;off screen&amp;quot; - you have no control of the dwarves' actions once they leave your map, not until (with luck) they return.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A '''raid''' is both the general and default term for any type of mission to an ''occupied'' foreign site, usually in the name of pillaging artifacts and death-dealing (although artifact looting seems to be the primary focus of most raids).&lt;br /&gt;
&lt;br /&gt;
An '''exploration''' is essentially a raid on any ''unoccupied'' site. There are no social considerations, so no options to demand tribute or attack, you're simply traveling to a ruin to search for artifacts to grab.  This can include explorations of sites previously inhabited by your civilization.&lt;br /&gt;
&lt;br /&gt;
Both raids and explorations are created by opening the {{k|c}}ivilization/{{k|w}}orld Info map, then using the up/down/left/right keys to navigate around the map to select your target. If the site you're viewing holds or is rumored to hold artifacts or prisoners, these will be listed, along with the distance in time to the site (&amp;quot;a short trip&amp;quot;, &amp;quot;a day's travel&amp;quot;, etc.), the race, population, and your current political state (peace, neutral, allied, etc.). At the bottom of the screen, a prompt gives you information about the type of mission you're creating (i.e. 'r: Raid/Explore this site'). If a site is unable to be visited, the prompt will appear grayed out, and the text will explain why you cannot create the mission. &lt;br /&gt;
&lt;br /&gt;
Missions cannot be sent to occupied sites that are members of your civilization, or locations that are impossible for your squads to reach (i.e. across oceans/glaciers), but can be sent to unoccupied/abandoned sites, as stated above. If all is well, you can then press {{k|r}} to create the mission and move into [[squad]] selection.&lt;br /&gt;
&lt;br /&gt;
In addition to a default &amp;quot;raid&amp;quot;, you can check {{k|d}}etails to choose a different sub-type of raid: &lt;br /&gt;
&lt;br /&gt;
:* '''raid''' (default: squads will try to avoid detection)&lt;br /&gt;
:* '''pillage''' (openly attack)&lt;br /&gt;
:* '''raze''' (openly attack and destroy site)&lt;br /&gt;
:* '''demand''' one-time tribute&lt;br /&gt;
:* '''demand''' ongoing tribute&lt;br /&gt;
:* '''conquer''' and occupy&lt;br /&gt;
:* '''demand''' surrender and occupy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Neighboring Civilizations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you launch your first squad to crush your enemies and see them driven before you, take a look at your target in the {{k|h}}oldings screen (under {{k|c}}ivilizations). This shows the ''political'' situation. All target locations with the same icon - even ones that are not attached - are [[holding]]s of the ''same civilization''. So, if you go to war with that tiny, isolated hamlet with a population &amp;lt;10 next to you, you're also going to war with the ''entire'' civilization represented by all other squares of the same icon, near and far. &lt;br /&gt;
&lt;br /&gt;
And, the map is not static - all those other, larger civilizations are looking to gobble up the smaller ones, just like you might be. Therefore, act fast, but act wisely, and consider your options!  &lt;br /&gt;
&lt;br /&gt;
=== Raid ===&lt;br /&gt;
&lt;br /&gt;
In a raid, your dwarves will sneak in and attempt to steal items from the site, especially if they're [[artifact]]s. It will usually train your [[ambusher]] [[skill]], so it may be useful if you want to raise that particular skill quickly. If you send someone to raid a site while they have a baby, the baby will go with them and also gain Ambusher skill. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' Raiding a site of a civilization you are at Peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
&lt;br /&gt;
=== Pillage ===&lt;br /&gt;
&lt;br /&gt;
On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing livestock and loot if you have those options selected in the [d]etails menu. Pillaging uses the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. &lt;br /&gt;
&lt;br /&gt;
=== Raze ===&lt;br /&gt;
&lt;br /&gt;
When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot and livestock if you have these options selected. Like pillaging, a razing mission uses the military tactics skill.&lt;br /&gt;
&lt;br /&gt;
=== Tribute ===&lt;br /&gt;
&lt;br /&gt;
Demanding [[Tribute|tribute]] (one-time or ongoing) may result in the site providing goods to your fortress (if successful). They will do so in the form of a caravan that will drop off the goods at your depot and leave. Tribute caravans tend to be relatively small, but they are guarded. You don't have any control on the content of the tribute. What they bring depends on the civilization's available materials, the site's size and tracked items and so forth, and may range from excessively mundane (like a bunch of average quality clothing) to extremely useful (like exotic animals). Notably, tributes are one of the few ways to obtain evil animals tamed by goblins, such as [[beak dog]]s, for instance. Yearly tributes usually happen at the beginning of a season and may be arranged in any season, including winter. Demanding tribute is one of the few ways to &amp;quot;contact&amp;quot; another civilization without triggering an outright war, and therefore ensure that it will send out regular caravans afterwards.&lt;br /&gt;
&lt;br /&gt;
=== Conquer ===&lt;br /&gt;
&lt;br /&gt;
Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If your demand of surrender isn't successful, your dwarves will then attempt to openly attack the site. There is no visible drawback to not always demand surrender beforehand, and taking over sites with minimal bloodshed can be surprisingly easy, especially for the low-population ones.&lt;br /&gt;
&lt;br /&gt;
If successful, occupying a site will make it one of your fortress's [[holding]]s. Note that your forces will remain on-site as occupiers. One of them will then claim the title of administrator of the place, &amp;quot;after a polite discussion with rivals&amp;quot;. (This will be announced in a lovely purple message.) The previous administrator of the place will also likely be killed by your dwarves, as is standard in the conquering mechanics of ''Dwarf Fortress'' (in worldgen and afterwards).&lt;br /&gt;
&lt;br /&gt;
You may request (through a [[messenger]]) that your occupying dwarves come back to your fortress, but the administrator will remain there regardless. Dwarves that you request this way will still have the labor preferences you've enabled for them prior to sending them out, but won't be part of a squad, so you will have to re-enlist them after they come back. There is also no guarantee that they will wear the same equipment as they had when you sent them out, so you may not be that keen on strapping them with very valuable gear after all. Note that [[insurrection]]s are explicitly disabled for your holdings, so at the moment there is no drawback to not requesting every single occupying dwarf to come back to your fortress (apart from FPS concerns).&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Captive citizens can join civilizations that captured them, so your next raid to the same site can be met with your own armor-clad legendary warriors as defenders, leading to unexpected '''fun'''.&lt;br /&gt;
&lt;br /&gt;
You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain &amp;quot;prisoners&amp;quot; that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu (accessible with {{k|p}}) or the artifact menu (accessible with {{k|a}}). Once you've selected something, press {{k|r}} to create a new mission, and move into squad selection. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
== Squad selection ==&lt;br /&gt;
&lt;br /&gt;
Squad selection, as the name implies, simply involves selecting a squad (or multiple squads) to be sent out on the mission. Even if you do not select any squads by exiting the selection, the created mission will remain extant and active, albeit with no squads assigned to it.&lt;br /&gt;
&lt;br /&gt;
Once an active mission has one or more squads assigned to it, the dwarves in those squads will automatically prepare themselves and leave the map's edge.&lt;br /&gt;
&lt;br /&gt;
==Loot variation ==&lt;br /&gt;
Depending on the civilization you are raiding/razing, the loot may change. For example, when you are raiding elves, you won't get metal items; you will mostly get grown wood items instead. This also applies to livestock: Raiding [[elves]] may result in the looting of many different types of animals (all tame). When raiding [[goblin]]s, you will, interestingly, be able to obtain [[tame]] [[beak dog]]s, which are only trainable by dwarves, never tameable.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* Pressing {{k|m}} on the Civilization/World Info screen will show a list of active missions. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the {{k|r}}eport menu. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned, hospitalized, or otherwise [[stress|unfit for duty]]. This can be fixed by removing the problem dwarves from the assigned squads. The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
&lt;br /&gt;
* Sending a token dwarf to demand the surrender of a site can initiate contact with a distant civilization, providing an additional yearly trade [[caravan]].   &lt;br /&gt;
&lt;br /&gt;
* Receiving [[tribute]] from a site can establish peace with that civilization, at least temporarily. &lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s on missions still expect their existing [[mandate]]s to be fulfilled, but are unable to issue any new requests.&lt;br /&gt;
&lt;br /&gt;
* Missions to a site will still be carried out if the site has changed ownership. This can lead to [[fun]] when you end up accidentally raiding your ally.&lt;br /&gt;
&lt;br /&gt;
* Missions against your parent civilization or your current holdings cannot be created, but any existing missions against those sites can be modified and dispatched. Raiding your parent civilization may start a civil war.&lt;br /&gt;
&lt;br /&gt;
* Sieges against your fortress take from a hostile site's population, which will leave that site woefully undefended should you decide to retaliate.&lt;br /&gt;
&lt;br /&gt;
* Some Recover Artifact missions, in which the artifact to be recovered is held by a creature instead of placed at a site, produce no mission report. The [https://www.bay12games.com/dwarves/mantisbt/view.php?id=10367 bug] has been noted on the DF issue tracker&lt;br /&gt;
&lt;br /&gt;
* There is an uncommon bug where squads sent on missions will never return and be forever listed as 'traveling'. To fix this, enter your (m)ilitary screen and replace each member in the missing squad with a random civilian in your fortress, then remove those civilians from the squad and leave it empty. Next, go to your (c)ivilizations/World Info screen and cancel the mission the squad was originally sent out to do. This is possible now that the squad is technically disbanded. The former members of the squad will eventually return to the fortress after a few days (thankfully still carrying their equipment) and it will announce 'XYZ squad has returned' when they do, even though they aren't in the squad anymore. You will need to delete the old empty squad and make another, as the game still thinks they are part of the old squad and won't let you re-add them to it.&lt;br /&gt;
&lt;br /&gt;
* Dwarves who lose their limbs offsite won't actually realize they don't have their limb anymore until they get home, at which point everything they were wearing or holding on it will fall to the ground.&lt;br /&gt;
&lt;br /&gt;
== Mission reports ==&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
== Mission events ==&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Looted treasure from (site)&lt;br /&gt;
* Seized livestock from (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of opponent)&lt;br /&gt;
* The (species and name of combatant) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off/crushed&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
* (Name) spotted (your forces) slipping out of (site) &lt;br /&gt;
* (Your forces) attacked (site government) at (site)&lt;br /&gt;
* (Squad), led by (leader), clashed with (forces)&lt;br /&gt;
* (Your forces) rampaged throughout (site)&lt;br /&gt;
* (Your forces) defeated (site government) and took over (site)&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Missions may cause military equipment list corruption, frequently leading to crashes. {{bug|11014}}&lt;br /&gt;
*Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|10545}} {{bug|10426}}&lt;br /&gt;
*Dead civilizations' missions never complete. {{bug|10891}}&lt;br /&gt;
 &lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Mission]]&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ambusher&amp;diff=257230</id>
		<title>Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ambusher&amp;diff=257230"/>
		<updated>2021-03-03T11:06:39Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: /* Hunting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|10:50, 12 July 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| specialty  = Hunter&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Hunting]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Focus&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Dwarves]] with the '''hunting''' [[labor]] enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey. The ambusher skill is listed among the 'misc' skills. Dwarves using the ambush skill move more slowly, but, if successful, cannot be seen by enemies. Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard [[combat]] with their prey, using their [[crossbow]].&lt;br /&gt;
&lt;br /&gt;
Of note, players need a crossbow, a [[quiver]], and [[bolt]]s to successfully hunt. The standard load for embarking includes 3 quivers, and any [[immigration|immigrating]] hunters arrive with a full set of proper equipment: a metal crossbow, a quiver, and some bolts. A hunter armed with a crossbow will increase his [[Crossbowman|marksdwarf]], ambusher and [[archery]] [[skill]]s.&lt;br /&gt;
&lt;br /&gt;
Since hunting is employed by players with varying success and your military will go after any game that looks at them funny anyway, you might be better off doing the good old 'hunt with your military'. After all, your military can be told to pick a specific target, and, more convenient, to ''stop'', too. One must remove the hunting labor from the hunter to get them to stop.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
A dwarf with the hunting labor enabled will sleep outside, causing unhappy thoughts. It may thus be necessary to watch the mood of a full-time hunter and take them off the job in time.&lt;br /&gt;
&lt;br /&gt;
[[Creature|Animals]] suitable to the biome will appear randomly on the edge of a map on each layer. By default, the layers are the surface and each cavern layer; dwarves can hunt wild animals on each of these layers. Only one group of animals will appear at any given time, and as soon as one group leaves another will take its place. This can result in your [[hoary marmot|marmot]] hunter suddenly having an unpleasant chitchat with an [[elephant]], [[giant eagle]], or [[cave dragon|worse]]. However, a seasoned and well-equipped hunter is more than a match for a giant eagle, and can be a good preemptive defense for your above-ground workers.&lt;br /&gt;
&lt;br /&gt;
An unskilled hunter will crawl in ambush mode, making the hunter unable to reach fast animals like badgers. Fortunately, an experienced one will be able to rapidly bring down even swift prey.&lt;br /&gt;
&lt;br /&gt;
Ten novice hunters working together can take down even very large, very fast animals. A highly skilled and agile hunter will be able to single-handedly take down nearly anything.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
A hunter picks a mark at random, which they then pursue. Hunters seem to switch marks under certain circumstances. As an ambusher gets closer to their prey, there is a greater and greater chance they will be spotted by the animal and stop ambushing. Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking. Generally, when the dwarf is within shooting range the dwarf will move to engage. From there, the ambusher skill has no effect, and only combat skills are used.&lt;br /&gt;
&lt;br /&gt;
You can assign animals [[Animal trainer|trained]] for hunting, like [[dog]]s, to your hunters, which can sneak alongside their masters and attack the hunter's prey. You can also assign war beasts, which are much stronger and can help take down bigger game, but cannot sneak and may rush into combat early.&lt;br /&gt;
&lt;br /&gt;
Upon killing the prey, a hunter will usually carry it home to the [[butcher's shop]]. A [[butcher]] will then take over and process the game animal to create many byproducts. A hunter may kill other creatures that are closer to them than the fleeing mark they are intent on catching. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside' ([[corpse]]s count as refuse). If you do this and have a good system of [[stockpile|stockpiles]], available dwarf [[hauling|haulers]] and a map free of menacing critters (like with calm [[surroundings]]), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.&lt;br /&gt;
&lt;br /&gt;
Hunters will shoot bolts at carps and other water creatures in a river. They won't recover the dead fish, though.&lt;br /&gt;
&lt;br /&gt;
After a period of time, most hunters will eventually cause the [[extinction]] of the wild animals in the biomes where your fort is located. There are two ways to prevent this. The first is to ensure that some animals always escape; many animals spawn on the map in groups or herds, and as long as at least one member of this group survives to leave the map later, the population of that creature will not decrease. Another method is to capture the wild animals, breed them, and then either release them back into the biome or hunt the offspring.&lt;br /&gt;
&lt;br /&gt;
Necromancer hunters will sometimes raise the corpses of their prey, only to get attacked by it.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Tactics ==&lt;br /&gt;
You should consider training hunters in wrestling in order for them to defend themselves. Wrestling will help them to break the jaw-grips that the enemy critter places on them, and will help the dwarf wrestle on his own and even place his own jaw grips if both of his hands are incapacitated, and is the only option if a weapon is dropped or stuck in the animal. You should also consider training them in the [[hammerdwarf]] skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf. Hunters will fight to the death if engaged, but get a job cancellation if they run out of bolts, which will cause them to run away from their target as fast as they can. Without bolts assigned, they may fight with the butt of the crossbow, which functions similarly to a [[war hammer]].&lt;br /&gt;
&lt;br /&gt;
Using your military to hunt can be safer and more efficient than using hunters, particularly if they are agile enough to simply outrun the creatures.&lt;br /&gt;
&lt;br /&gt;
Be warned that hunters will not stop their current hunt if you disable their hunting labor; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially suicidal results. This may be avoidable by disabling the labor while hunting or returning the kill.&lt;br /&gt;
&lt;br /&gt;
== Adventurer Mode ==&lt;br /&gt;
In [[adventurer mode]], ambusher skill is gained by moving around while Sneaking is toggled on in {{key|S}}peed options. Sneak mode will automatically toggle off during sleep/wait and on the first move from fast travel, so in order to ambush random encounters, you should remember to toggle it back on before continuing.&lt;br /&gt;
&lt;br /&gt;
A sneaking character can remain undetected by others so long as they remain out of the other creatures' scope of perception, which varies by sensory organs and [[observer]] skill. Until the character is detected, no [[level of conflict]] is generated between the character and an enemy or timid creature. Entering a friendly creature's scope of perception will generate some social discomfort toward your character. You will be unable to conceal yourself from any creature who detects you, but you will not automatically be revealed to others.&lt;br /&gt;
&lt;br /&gt;
Movement rates at normal or slower [[gait]] are unmodified by stealth, but reduced at gaits faster than walk. Ambushing success is also sharply reduced by quicker gaits. Ambushing skill offsets the sneak penalty for faster gaits, but not the movement rate penalty.&lt;br /&gt;
&lt;br /&gt;
==Raids==&lt;br /&gt;
When sending your dwarves on raid [[missions]] (not pillaging or razing), the ambusher skill will affect their chances of success in relation to being spotted.{{version|0.44.01}} Additionally, raiders may gain ambusher experience.{{version|0.44.06}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Weapons of hunters might not be assigned properly. Even if a hunter has a quiver and bow and assigned ammo, they may not have the ''right'' bow. Disable their hunting skill so they stockpile their equipment, then re-enable hunting when they're done.&lt;br /&gt;
*Having the Hunter labor toggled on will stop the dwarf from [[sleep]]ing in their [[bedroom]], making them accumulate negative [[thought]]s from having to sleep on the floor (if unsmoothed, apparently). Toggling the Hunter labor off allows them to use their bedrooms properly.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ghost&amp;diff=257226</id>
		<title>Ghost</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ghost&amp;diff=257226"/>
		<updated>2021-03-03T10:50:36Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|11:53, 26 January 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
{{DFtext|Urist McGhost, Ghostly Cheesemaker has risen and is haunting the fortress!|4:1}}&lt;br /&gt;
&lt;br /&gt;
After the death of an intelligent [[creature]] (or a [[dwarf]]) who is a member of your [[civilization]], its soul may come back as a [[night creature]] called a '''ghost''' {{Tile|Ñ|7:1}}. In a dwarven fortress, dead dwarves have a chance of returning as ghosts if they are not properly [[coffin|buried]] or [[memorial|memorialized]] after their death. Ghosts often take to haunting their relatives and friends, following them around on the same tile, as well as lingering wistfully near areas they frequented in life or the spot they died. Some even continue to perform their jobs.{{bug|6354}} However, not all ghosts bear their anguish calmly.&lt;br /&gt;
&lt;br /&gt;
Ghosts are able to pass through walls, doors, floors, and other impassable tiles. They can open [[hatch]]es (even when [[mechanism|mechanically-linked]]{{bug|8458}}) and unlock any locked [[door]]s that they happen to pass through{{bug|4773}}. Ghosts may block [[building]] construction{{bug|6417}} and [[immigrant]] arrival.{{bug|5568}}&lt;br /&gt;
&lt;br /&gt;
Ghosts are generally immune to harm (except for a few [[#Science on Ghosts|bugs]]). They can be targeted in the Squad kill screen ({{K|s}},{{K|k}}) even though they won't actually be attacked. Ghosts can be dismissed by burying the remains or by constructing, engraving and building [[slab]]s in memory of the deceased. Ghosts of [[visitor]]s will eventually choose to &amp;quot;leave&amp;quot; the site once their &amp;quot;visit&amp;quot; timer expires.&lt;br /&gt;
&lt;br /&gt;
==Paranormal Activity==&lt;br /&gt;
[[File:dwarf_ghost.png|thumb|180px|right|Rest in rage.]]&lt;br /&gt;
Ghosts haunting the fortress will occasionally perform some of the following actions, based on their temperament:&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; sucks the wind out of &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; raises a high fever in &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; makes &amp;lt;dwarf&amp;gt; convulse and retch''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; inflicts excruciating pain upon &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; causes a spell of dizziness in &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; paralyzes &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; stuns &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; batters &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;dwarf&amp;gt; is throwing a tantrum, possessed by &amp;lt;ghost&amp;gt;''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; is following &amp;lt;dwarf&amp;gt;''&lt;br /&gt;
* ''&amp;lt;item&amp;gt; has been misplaced. No doubt &amp;lt;ghost&amp;gt; is to blame!''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; is throwing objects around the fortress!''&lt;br /&gt;
* ''&amp;lt;ghost&amp;gt; can be heard howling throughout the fortress!''&lt;br /&gt;
&lt;br /&gt;
The ghost's activities may be determined by the nature of its death and its [[personality trait]]s using the following table, ''in order'':&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;17%&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;17%&amp;quot; | Cause&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;66%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
|Murderous Ghost&lt;br /&gt;
|Had a [[Strange_mood#Fell|fell mood]], had low [[Personality_trait#ALTRUISM|ALTRUISM]], or slab/grave was deconstructed&lt;br /&gt;
|Murders dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Sadistic Ghost&lt;br /&gt;
|Had a [[Strange_mood#Macabre|macabre mood]], or had low [[Personality_trait#ALTRUISM|ALTRUISM]]&lt;br /&gt;
|Batters, scares and paralyses dwarves. Capable of scaring a dwarf to death.&lt;br /&gt;
|-&lt;br /&gt;
|Violent Ghost&lt;br /&gt;
|Was [[insanity|berserk]], or had high [[Personality_trait#ANGER_PROPENSITY|ANGER_PROPENSITY]]&lt;br /&gt;
|Batters dwarves, often but not always removing limbs.&lt;br /&gt;
|-&lt;br /&gt;
|Moaning Spirit&lt;br /&gt;
|Was [[insanity|melancholic]], or had high [[Personality_trait#DEPRESSION_PROPENSITY|DEPRESSION_PROPENSITY]]&lt;br /&gt;
|Troubles one unfortunate dwarf at a time.&lt;br /&gt;
|-&lt;br /&gt;
|Howling Spirit&lt;br /&gt;
|Was [[insanity|stark raving mad]], or had high [[Personality_trait# STRESS_VULNERABILITY|STRESS_VULNERABILITY]]&lt;br /&gt;
|Makes sleeping difficult.&lt;br /&gt;
|-&lt;br /&gt;
|Angry Ghost&lt;br /&gt;
|Was [[Strange_mood#Possessed|possessed]]&lt;br /&gt;
|Will possess dwarves, causing them to throw tantrums. May still be capable of battering dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Energetic Poltergeist&lt;br /&gt;
|Was in a [[Strange_mood#Fey|fey mood]], or had high [[Personality_trait#ACTIVITY_LEVEL|ACTIVITY_LEVEL]]&lt;br /&gt;
|Topples furniture, such as chairs.&lt;br /&gt;
|-&lt;br /&gt;
|Secretive Poltergeist&lt;br /&gt;
|Was in a [[Strange_mood#Secretive|secretive mood]], or had high [[Personality_trait#BASHFUL|BASHFUL]]&lt;br /&gt;
|''Misplaces'' items.&lt;br /&gt;
|-&lt;br /&gt;
|Troublesome Poltergeist&lt;br /&gt;
|Had high [[Personality_trait#IMMODERATION|IMMODERATION]]&lt;br /&gt;
|''Misplaces'' items, may topple furniture and pull levers.&amp;lt;sup&amp;gt;confirm?&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Restless Haunt&lt;br /&gt;
|Had [[Personality_trait#GREGARIOUSNESS| &lt;br /&gt;
GREGARIOUSNESS]] at least as high as [[Personality_trait#DUTIFULNESS|DUTIFULNESS]], or never completed any jobs&lt;br /&gt;
|Drifts around place of death and frequented locations. Also haunts dwarves, causing unhappy thoughts.&lt;br /&gt;
|-&lt;br /&gt;
|Forlorn Haunt&lt;br /&gt;
|Did not satisfy any of the above checks&lt;br /&gt;
|Drifts around place of death and frequented locations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;high&amp;quot; trait check will succeed 20% of the time for value of 76-90, 50% of the time for 91-99, and is guaranteed for 100. Similarly, a &amp;quot;low&amp;quot; trait check will succeed 20% of the time for 10-24, 50% of the time for 1-9, and always for 0. Because the Murderous Ghost check has higher priority, having zero ALTRUISM will always result in a Murderous Ghost, never a Sadistic Ghost.&lt;br /&gt;
&lt;br /&gt;
If a ghost is put to rest and subsequently re-raised (by deconstructing its coffin or slab), it will eventually return as a Murderous Ghost.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode==&lt;br /&gt;
If you revisit your fortress during [[adventurer mode]], the ghosts found previously will still remain. Take care! The ghosts may attempt to 'scare you to death' almost instantly. Note that creatures with [[Creature token#NOFEAR|NOFEAR]] are immune to this attack.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Ghostly&amp;quot; Dwarves==&lt;br /&gt;
When a dwarf dies and becomes a ghost, its Legends mode entry lists it as a &amp;quot;ghostly&amp;quot; dwarf. All actions taken by the dwarf during both life and death will then be attributed to the ghostly dwarf. This will generate messages like &amp;quot;the ghostly dwarf Urist McHauntypants arrived in Cagesyrups&amp;quot; even when the dwarf was obviously not a ghost yet when it immigrated{{bug|5276}}.&lt;br /&gt;
&lt;br /&gt;
== Science on Ghosts ==&lt;br /&gt;
*[[Cave-in]]s do not kill ghosts, perhaps because they can walk through walls already.&lt;br /&gt;
*Ghosts can suffer bruises and even organ rupture if struck by a minecart.&lt;br /&gt;
*Ghosts are put to rest when any part of their body is put in a burial receptacle.{{verify}} For example, should a dwarf lose a toe in a fight before dying, the toe can be recovered to put its ghost to rest.&lt;br /&gt;
*Ghosts can open [[door]]s, even forbidden ones (leaving them unlocked).&lt;br /&gt;
*Ghosts can and will grow up (if they came back as a child) and die of old age.&lt;br /&gt;
*Ghosts can be frozen in [[water]].&lt;br /&gt;
*Ghosts can be murdered by dwarves taken by [[Strange mood|fell moods]] - the ghost's body is used to create the artifact. This is also amusing because when you look at a ghost's wounds with {{k|v}}, all body parts are listed grey, meaning that they are gone. The affected dwarf will then kill another dwarf, because they didn't get the materials they needed for the construction.{{bug|4681}}&lt;br /&gt;
*It is possible for a ghost to become the [[outpost liaison]] of a civilization.&lt;br /&gt;
*Ghostly [[Fisherdwarf|fisherdwarves]] will keep fishing in the afterlife, and ghostly [[animal trainer]]s [http://www.bay12forums.com/smf/index.php?topic=127659 will gladly train your captured animals for you.]&lt;br /&gt;
*When a ghost rises, their entry in the Dead/Missing list will change accordingly. So, should a dead [[cook]] return as a ghost, their profession in the Dead/Missing list will turn into &amp;quot;Ghostly Cook&amp;quot;.&lt;br /&gt;
*If a dwarf goes missing, is not memorialized, and returns as a ghost, the entry for the dwarf in the Dead/Missing list will become &amp;quot;Deceased&amp;quot;.&lt;br /&gt;
*Ghosts may disappear suddenly, and if they do, their entry in the Dead/Missing list will disappear as well. When they are put to rest in this state, their entry will reappear.&lt;br /&gt;
*Ghosts will occasionally claim built burial receptacles as tombs for themselves. These tombs must be unassigned before anything can be placed within them.&lt;br /&gt;
*Ghosts who have been [[geld]]ed in their previous life stay gelded in the afterlife.&lt;br /&gt;
&lt;br /&gt;
== Playing as a ghost ==&lt;br /&gt;
{{mod}}&lt;br /&gt;
Using external utilities like [[DFHack]]'s &amp;lt;code&amp;gt;ghostly&amp;lt;/code&amp;gt; command, it is possible to turn your [[adventure mode|adventurer]] into a ghost. When playing as a ghost, you will be able to pass through walls, but only if you have no items in inventory. Other creatures will ignore you, as they can't harm you and you will be unable to attack them, either. However, you will be capable of harming others if your character can perform a suitable [[interaction token|interaction]], like poison gas, fire breath, or a directly applied [[syndrome]]. Flying as a ghost seems to have some issues, because your ghostly adventurer will become stuck in mid-air forever, unless they are a creature that can normally fly. Other aspects of the game seem to work as usual.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ngotol&lt;br /&gt;
| elvish  = oreme&lt;br /&gt;
| goblin  = engror&lt;br /&gt;
| human   = tacnu&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{category|Creatures}}&lt;br /&gt;
[[ru:Ghost]]&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dungeon_(zone)&amp;diff=257224</id>
		<title>Dungeon (zone)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dungeon_(zone)&amp;diff=257224"/>
		<updated>2021-03-03T10:40:33Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|05:01, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
A '''jail''' is a [[room]] used by the [[justice]] system within your dwarven community, also known as a prison.  They are designated from a constructed [[restraint]] or metal [[cage]], by {{k|q}}uerying the restraint, designating it as a {{k|r}}oom, and then setting it to be used for {{k|j}}ustice.&lt;br /&gt;
&lt;br /&gt;
As your dwarves break the law, your [[Sheriff]]/[[Captain of the guard|Captain of the Guard]], or any [[Fortress guard|Fortress Guard]], will place them in one of the designated restraints. They will drag their prisoner to jail regardless of their strength or even if they transform into a [[werebeast]] halfway there. However, should they be unable to (no jail, jail is full, or if the crime is terrible enough, AND if you have one already...), the [[Hammerer]] will come to give them a severe hammer beating, which will cause quite a [[tantrum spiral|commotion]].&lt;br /&gt;
&lt;br /&gt;
== Jail 101 ==&lt;br /&gt;
Constructing a jail is simple. Build a few restraints, such as metal [[cage]]s, [[chain]]s, and [[rope]]s. Designate them as jail cells. Ta-dah, you have a jail.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, being imprisoned tends to make dwarves unhappy... and unhappy dwarves throw [[tantrum]]s, if they don't go outright [[berserk]] or otherwise [[Insanity|insane]]. &lt;br /&gt;
&lt;br /&gt;
An imprisoned dwarf that seeks an [[Children|infant]] may spam your announcements feed. The child may choose to enter the jail and sit exactly one tile away from the grieving mother, just to spite you.&lt;br /&gt;
&lt;br /&gt;
=== Keeping your prisoners secure ===&lt;br /&gt;
The first thing to consider is the type of restraint:&lt;br /&gt;
* Ropes, being made of [[plant]] fiber and therefore weaker than [[metal]] chains, can sometimes be broken by strong dwarves,{{verify}} thus letting them escape and wreak more havoc. &lt;br /&gt;
* Cages, strong as they are, don't permit the dwarf within to move around and make use of the surroundings. A caged dwarf, therefore, is forced to sleep on the bottom of the cage, has to be given [[food]] and [[water]], and can't do anything, besides wait for their prison term to end.&lt;br /&gt;
The best choice of restraint is, therefore, a good strong metal chain. A high-quality chain will also let the prisoner admire it, giving them a boost to their [[Thought|happiness]]. However, one should consider the fact that if a chain or rope is present, a hammering may be dealt out, while in any other case the punishment would be downgraded to a beating.&lt;br /&gt;
&lt;br /&gt;
=== Keeping them happy ===&lt;br /&gt;
With the choice of restraint made, now we worry about the surroundings. A chained dwarf, like a chained [[animal]], can move around in a 3x3 square centered on the chain. This allows them to use things in that space and look at items bordering it:&lt;br /&gt;
* A [[bed]] gives the dwarf a comfortable place to sleep.&lt;br /&gt;
* A small stockpile of good food, such as [[Kitchen|prepared meals]], lets the prisoner eat when they're hungry, instead of when your haulers are free to feed them, and lets you provide high-quality stuff instead of whatever random item the haulers grab.  You won't need barrels for this stockpile, so turn 'em off ({{k|q}} -&amp;gt; {{k|E}}).&lt;br /&gt;
* Likewise, a small stockpile of [[alcohol]] lets the prisoner drink that, instead of being forced to drink water.  Make it at least two squares, or your haulers will tease prisoners with just an empty barrel.&lt;br /&gt;
* And, of course, a [[Throne|chair]] and [[table]] give them a place to eat and drink. Bonus points if you designate a private [[dining room]] and assign it to the prisoner.&lt;br /&gt;
* Building all this out of high-[[Item quality|quality]] [[furniture]] will let the prisoner admire it, gaining happiness every time.&lt;br /&gt;
* [[Smoothing]] and [[engraving]] the jail's surroundings will also give the prisoner something to look at.&lt;br /&gt;
* If you enclose the restraint in [[wall]]s with a [[door]], setting the door(s) to internal will let the prisoner admire those too.&lt;br /&gt;
* A dwarf can admire its own restraint, so try a high-quality bone and jewel-encrusted [[steel]] or [[platinum]] chain.&lt;br /&gt;
* Adding a [[well]] to each jail cell guarantees that your prisoners will never die of thirst if the jailer is a bit slow restocking their booze. And making the well from high-quality materials allows them to admire it, too!&lt;br /&gt;
* Designating a [[temple]] on the jail cell will allow the prisoner to pray while incarcerated.&lt;br /&gt;
&lt;br /&gt;
=== Imprisoned Nobles ===&lt;br /&gt;
Eventually, save with the greatest of care and micromanagement, one or another of your [[noble]]s will run afoul of the justice system, and be imprisoned.  As with a regular dwarf, this means they will be unable to make use of their regular [[office]]s and other rooms. If it turns out to be your [[bookkeeper]], for example, then you can build a chair within their reach and designate it as their office, and that will let them continue to work. Similarly, an [[expedition leader]] or [[mayor]], if imprisoned by a chain, can hold meetings with your [[liaison]], and if you designate an office for them, might even be happy to do so.&lt;br /&gt;
&lt;br /&gt;
=== Alternatively... ===&lt;br /&gt;
You may decide that providing luxurious accommodations, jewel-encrusted chains, and fine dining to criminals, while haulers sleep on the dining room floor, does not meet your standards of dwarven justice. In such circumstances, chaining a dwarf atop a tower exposed to the elements will provide a useful lookout post. Dwarves chained in narrow hallways can also help detect ambushers, while those locked up in your dining hall make for excellent examples to the others. Should you desire to enforce capital punishment from time to time, place your prison chains inside small rooms with doors and a hole in the ceiling accessed by other dwarves. This will allow bucket-by-bucket water torture and drowning executions of any murderers or prisoners with elves in their preferences. Alternately, just lock them in a hideous dungeon to eat rats and drink from mud holes until a giant cave spider comes along and covers them in precious, precious silk.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = teskom&lt;br /&gt;
| elvish  = lezitha&lt;br /&gt;
| goblin  = ax&lt;br /&gt;
| human   = cudal&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rooms}}&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
{{Category|Rooms}}&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Legendary_artifact&amp;diff=257223</id>
		<title>Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Legendary_artifact&amp;diff=257223"/>
		<updated>2021-03-03T10:37:13Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: /* Other notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|18:18, 13 March 2012 (UTC)}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:Announce.png|thumb|right|500px|Example of an [[announcement]]...announcing...the creation of a legendary artifact: in this case, a glorified [[millstone]].]]&lt;br /&gt;
Dwarves in [[strange mood]]s will create '''legendary artifacts''': unique, &amp;quot;named&amp;quot; [[item]]s which are of unsurpassable [[Item quality|quality]] (and often, [[value]] as well). An artifact is the ultimate expression of a [[dwarf]]'s desires, fears, memories and hopes in art-form, and each dwarf will produce at most one in their lives (or [[insanity|die]] trying). Dwarves that create an artifact immediately gain enough [[experience]] to boost them to [[legendary]] level in the affected [[Strange mood#Skills and workshops|skill]], unless they were [[Strange mood#Possessed|possessed]].&lt;br /&gt;
 &lt;br /&gt;
Dwarves drop artifacts in the [[workshop]] as soon as they are made. They can be traded, just like any item of their type. Artifacts can also be stolen, sold or warred over, and may transfer between civilizations in those ways. A list of all artifacts in the fortress can be seen by pressing {{k|L}} ({{k|l}} in version 0.40). &lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
[[File:artifact_list.png|thumb|450px|right|Small list of artifacts.]][[File:holy_grail.png|thumb|300px|The holy grail, one of the most well-known, symbolic artifacts in the world. Unfortunately not made by dwarves. [https://en.wikipedia.org/wiki/Der_Ring_des_Nibelungen| On the other hand...] ]]Artifacts are normally of extremely high [[value]] and [[quality]], and can be used just like normal items of their type; they're therefore extremely useful in any situation where value or quality are important. Note that material and weight calculations still apply, so an artifact sword made of dingo bone, or an artifact breastplate made of gold, are not going to be overwhelmingly powerful.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Artifact [[door]]s and [[hatch]]es provide indestructible, instantly-lockable gates.&lt;br /&gt;
&lt;br /&gt;
Artifact [[furniture]] of high value can be placed in [[room]]s to greatly increase the room's value (and hence quality), which can be useful to meet the room quality requirements of [[noble]]s. They can also be placed in high-traffic areas of the fort, so that dwarves that pass by (or over) them will get happy [[thought]]s from admiring them. Artifact [[mechanism]]s can be turned into [[lever]]s and [[trap]]s, which count as furniture.&lt;br /&gt;
&lt;br /&gt;
Certain artifact types (barrels, buckets, mechanisms, etc.) can be used as components in some buildings; doing so will multiply the artifact's effect on fortress value. They can also potentially be displayed on a [[pedestal]] or in a [[display case]].&lt;br /&gt;
&lt;br /&gt;
=== Weapons/Armor ===&lt;br /&gt;
Artifact equipment get a large &amp;amp;times;3 quality bonus to their weapon accuracy and armor deflection values (compared to &amp;amp;times;2 to masterwork); this is not enough to make totally inappropriate materials competitive with [[steel]] masterwork equipment. Also note that while they will be half again more accurate, artifact blades do not have a sharper edge than masterwork items of their material; in other words, their material type modifiers remain unchanged, and they will do no more damage than a regular item of their type (though they will never dull.)&lt;br /&gt;
&lt;br /&gt;
Artifact [[weapon]]s (if not being used in the military) can be put into a [[trap#Weapon Trap|weapon trap]], which will make it count as valuable [[furniture]].&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
[[File:Artifact Storage.png|thumb|right|300px|Finished goods are not particularly useful, only adding to your [[wealth]] (and all of the things that entails). This bin is clutter for the fortress, valuable only for trading, but any and every thief's dream score, an object of worship for three different [[kobold]] [[civilization]]s.]]&lt;br /&gt;
An artifact [[gem]] is called a perfect gem and functions the same as a large gem, having all the same uses, i.e., none, other than boosting fortress value and trading. [[Display case]]s and [[pedestal]]s can also be used to show off otherwise-useless artifact crafts.&lt;br /&gt;
&lt;br /&gt;
=== Cages ===&lt;br /&gt;
&lt;br /&gt;
Artifact cages and animal traps are unique, in that they are capable of containing '''any''' type of vermin creature without them ever escaping - by comparison, certain types of vermin can gnaw, fly, or immolate their way out of ordinary cages depending on their materials.&lt;br /&gt;
&lt;br /&gt;
== Non-player artifacts ==&lt;br /&gt;
&lt;br /&gt;
{{New in|0.44.01}}&lt;br /&gt;
&lt;br /&gt;
Artifacts can be created in [[World generation|world generation]] and [[World activities|afterwards]]:&lt;br /&gt;
&lt;br /&gt;
*Non-player dwarves can also be taken by '''strange moods''' and create artifacts of their own, except for furniture.&lt;br /&gt;
*All original '''[[book]]s''', regardless of form or content, are considered artifacts - copies are not, however.&lt;br /&gt;
*Some heroic events in world generation will trigger the naming of an object. For instance, a warrior may [[name]] a piece of equipment that they were carrying when they slew a [[megabeast]]. This can be any kind of gear, from the weapon they used to kill it, to a low boot they were wearing (that, presumably, proved critical in combat). Once named, these '''heroic objects''' are also considered artifacts, though their quality and properties remain unchanged. Assuming the person who named it didn't die, they will still be in possession of it.&lt;br /&gt;
*Some artifacts qualify as '''holy relics'''. They are generated from a body part or clothing item that belonged to a [[religion]]'s dead high priest. These are usually stored in a [[temple]], separately from the remainder of the corpse, and displayed on a [[pedestal]] or in a [[display case]].&lt;br /&gt;
&lt;br /&gt;
Once created, artifacts are subject to various [[claim]]s that depend on the circumstances surrounding their creation: if it's a single person (as opposed to an entity), the creator can '''keep''' it for themselves, '''gift''' it to their parent entity, or claim it as a '''family heirloom'''. This can be shown in Fortress mode, where the artifact creation announcement will also include the nature of the claim: &amp;quot;He/She offers it to &amp;lt;entity&amp;gt;&amp;quot;, &amp;quot;He/she claims it as a family heirloom&amp;quot;/&amp;quot;He/she claims it as a family heirloom in the name of the family ancestor &amp;lt;figure&amp;gt;&amp;quot; or &amp;quot;He/she claims it as a personal treasure&amp;quot;. On the other hand, if an entity was responsible for its creation, the entity will keep its claim on it (e.g. a [[religion]] and its priests over a holy relic, or a [[library]] and its [[scholar]]s over a book).&lt;br /&gt;
&lt;br /&gt;
[[File:ArtifactHeirloomExample.png|thumb|right|300px|Example of a dwarf claiming an artifact as an heirloom.]]&lt;br /&gt;
&lt;br /&gt;
Regardless of their nature or classification, artifacts will then be subjected to the turmoil of the world:&lt;br /&gt;
&lt;br /&gt;
*Their bearer can be killed in combat, by enemies from another [[civilization]] or a [[megabeast]]. Often, the slayer will loot the artifact for themselves and keep it, [[claim]] it as a family heirloom themselves, or return it to their parent entity.&lt;br /&gt;
*More peaceful artifact transfers also happen for diplomacy purposes.&lt;br /&gt;
*Artifacts claimed as family heirlooms are passed down to descendants if the bearer dies of old age. The initial couples all get associated family structures, and then those links are passed along to the children and so forth. The descendant is chosen according to &amp;quot;importance&amp;quot;, or otherwise at random.&lt;br /&gt;
*If stored at a [[site]], the artifact can be stolen by creatures prone to thieving, like [[kobold]]s. If the site becomes invaded, the artifact can likewise be robbed by an invader.&lt;br /&gt;
*If a family or entity becomes deprived of an artifact they had laid a claim on, they may send representatives to claim it back: these come in the form of [[Quester|questers]] or [[Agent|agents]] roaming the world to gather information in more or less covert ways. Depending on the nature of the entities involved, they may approach the matter in different ways: a civilization may go to [[war]] if they find out the artifact resides in another civilization's site, or they may send mercenaries to kill a beast that stole it.&lt;br /&gt;
*Sometimes, artifacts can be &amp;quot;lost in the wilds&amp;quot;. The circumstances surrounding such events are unclear, but this means they're effectively lost, for all intents and purposes: foreign questers will wander the world fruitlessly in search of it (unless they happen to stumble upon the artifact's exact spot in the entire world, which is extraordinarily unlikely), and squads you [[mission|send to retrieve]] it will never return due to a bug. &lt;br /&gt;
&lt;br /&gt;
As a player, you may interact with these artifacts in (currently two) different ways:&lt;br /&gt;
&lt;br /&gt;
=== Fortress mode ===&lt;br /&gt;
&lt;br /&gt;
You may send [[Squad|squads]] of dwarves on a [[mission]] to &amp;quot;retrieve&amp;quot; an artifact from a site. (If the artifact wasn't created by your fortress, it's not so much &amp;quot;retrieval&amp;quot; as &amp;quot;theft&amp;quot;.) This includes sites residing outside civilizations, such as [[Necromancer|necromancer]] [[Tower|towers]] containing books of interest. If the artifact's location is not known, you may send your squads off to gather information on its whereabouts.&lt;br /&gt;
&lt;br /&gt;
Note that the site's entity will keep its claim on the artifact you've stolen:&lt;br /&gt;
*If you're caught, expect a retaliatory invasion. If you've raided a site from a civilization you were at peace with, what you made was a declaration of [[war]].&lt;br /&gt;
*If you're not caught, you may still receive visits from [[Agent|agents]] and [[Quester|questers]] inquiring about the artifact's location. Once they know it's in your fortress, they may demand you bring it back, or sneak back with the intent to come back with an army to make their demands more convincing.&lt;br /&gt;
&lt;br /&gt;
Under the rumour system, artifacts created in your fortress can also become known to foreign sites and civilisations. Some of their [[historical figure]]s may then lay claim to your artifacts, and plot to steal them.&lt;br /&gt;
&lt;br /&gt;
=== Adventure mode ===&lt;br /&gt;
&lt;br /&gt;
As an adventurer, you may receive quests to retrieve artifacts. The nature of the quest will be as diverse as the nature of artifacts and claimants thereof. Therefore, the difficulty can range from 'piece of cake' to 'nigh-impossible' (if the artifact was claimed, say, by a [[demon]] lord of a [[goblin]] civilization). Once you're in possession of an artifact, you may encounter other parties who have laid a [[claim]] on it. It is up to you (and the circumstances, e.g. if a third party happens to be well-armed and greater in numbers than yours) to decide which party to satisfy. Alternatively, if the artifact happens to be very useful, such as a strange mood-generated steel sword, you may simply decide to keep it for yourself and leave all troubles behind. Note that completing quests for artifacts will increase your [[reputation]], and flaunting your artifacts visibly in front of onlookers will trigger [[rumor]]s.&lt;br /&gt;
&lt;br /&gt;
=== Legends mode ===&lt;br /&gt;
&lt;br /&gt;
The artifacts' creation history and storage locations are recorded during world generation and can be discovered in [[Legends]] mode.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
Artifacts cannot be designated for Dumping or Melting.&lt;br /&gt;
&lt;br /&gt;
Artifacts cannot be damaged by temperature extremes, building destroyers, or fire, although they will ignite and burn as is normal for their material type.  They can be lost in pits, carried off the map by flows, stolen by thieves, atom-smashed by bridges, or melted by extreme heat.  The loss of an artifact does not appear to affect the happiness of its creator.&lt;br /&gt;
&lt;br /&gt;
In [[Main:Dwarf Fortress Talk|Dwarf Fortress Talk]] [http://www.bay12games.com/media/df_talk_7_transcript.html #7], Toady stated that even when atom smashed, or melted by extreme heat (or destroyed in any other manner) the artifact will not be deleted but instead receive a &amp;quot;Hidden&amp;quot; flag, which causes the item to respawn in a random location on the site in which it was destroyed, perfectly unharmed, after reclaiming a fort or visiting it in adventure mode.&lt;br /&gt;
&lt;br /&gt;
After creation, an artifact cannot be further decorated (by encrusting it with gems, studding it with metal, or sewing images into it). A pitiful gabbro scepter, for instance, cannot be made more valuable.&lt;br /&gt;
&lt;br /&gt;
Artifacts disappear from the artifact list upon abandoning a fortress.  Artifact creation has a wider selection of possible item types for several skills, occasionally resulting in artifact items that could not be made normally, like bone shields or metal beds.&lt;br /&gt;
&lt;br /&gt;
Artifacts and their mechanics were the topic of [[Main:Dwarf Fortress Talk|Dwarf Fortress Talk]] [http://www.bay12games.com/media/df_talk_7_transcript.html #7]. The future of artifacts was discussed in a [http://www.bay12games.com/media/df_talk_7_transcript_2.html separate portion] of that cast.&lt;br /&gt;
&lt;br /&gt;
Artifacts can be disabled in [[d_init.txt]]&lt;br /&gt;
&lt;br /&gt;
Artifacts created by happy dwarves (i.e. not fell or macabre moods) have a 1% chance to be named after the dwarf who created them.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* In adventure mode, named items and artifacts disappear from inventory after leaving site. {{bug|1179}}&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = gomath zan | elvish = liceva ethóca | goblin = olzul anust | human = en ricdil}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Lore}}&lt;br /&gt;
[[ru:Legendary artifact]]&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Attachment&amp;diff=257222</id>
		<title>Attachment</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Attachment&amp;diff=257222"/>
		<updated>2021-03-03T10:37:05Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: Created page with &amp;quot;Sometimes dwarves will grow particularly '''attached''' to a weapon or piece of armor, and if they become attached enough, they will name it. The armor/weapon will the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sometimes dwarves will grow particularly '''attached''' to a [[weapon]] or piece of [[armor]], and if they become attached enough, they will name it. The armor/weapon will then be listed as an [[artifact]], although its value and effectiveness will remain the same.&lt;br /&gt;
What causes dwarves to name their weapons is unknown - time alone will suffice (though it may take a ''very'' long time), but slaying an important [[historical figure]], such as a [[forgotten beast]] will often be enough. A weapon having a long kill list will also contribute to its naming. A weapon or piece of armor, even a shield, may be named if it only had a single kill.&lt;br /&gt;
&lt;br /&gt;
After the weapon has been named, it will become fixed{{verify}} to the dwarf that named it. It then becomes impossible to melt. If the dwarf dies, the weapon will be forbidden for use until all dwarves that slew something with that particular weapon (according to its kill list) at any given moment (before and after its naming) are properly buried in a coffin. If any of the slayers' bodies have been destroyed, the weapon cannot be used again.&lt;br /&gt;
&lt;br /&gt;
Bards can become attached to their instruments. Scholars can become attached to their scrolls.&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Insurrection&amp;diff=257188</id>
		<title>Insurrection</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Insurrection&amp;diff=257188"/>
		<updated>2021-03-01T23:57:36Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: /* Causes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{new in|v0.44.01}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
'''Insurrections''' are brutal and violent changes of loyalty within an entity site. They currently only happen in [[world generation]] and [[adventure mode]], and your adventurer may well start the game in the middle of one. Conversations with bystanders will helpfully provide the player with a modicum of information about what's going on, but the result is just a lot of inchoate fighting among a [[site]]'s residents, accompanied by a huge [[FPS]] drop.&lt;br /&gt;
&lt;br /&gt;
Insurrections are distinct from [[Faction#Loyalty_cascade|loyalty cascades]], which stem from a bug caused by unusual player actions (taming enemy mounts or ordering your squads to kill merchants from your own civilization). By contrast, insurrections are programmed into the game ''by design'' and don't need player input to happen. They are also distinct from single troublemakers that are part of a fortress' daily life: [[berserk]]ers, [[vampire]]s, [[werebeast]]s, [[Tavern|brawlers]], [[tantrum]]s, etc. in that they are ''concerted actions'' involving large parts of a population's site.&lt;br /&gt;
&lt;br /&gt;
== Causes ==&lt;br /&gt;
&lt;br /&gt;
Periodically, in world generation or [[World activities|post-worldgen]], a civilization will invade another. Assuming they don't raze the occupied [[site]]s, the conquerors will then incorporate their population into theirs. (This is partly the reason why so many civilizations and sites are multi-racial in DF versions since 0.40.) However, sites can be [[claim|claimed]] by multiple civilizations, and the old one still lays its claim to the occupied region. Additionally, populations from the former civilization may still feel allegiance to it, against the occupiers. The end result is that part of the occupied population will attack the occupation's administrators and soldiers in an attempt to rejoin their former civ. &lt;br /&gt;
&lt;br /&gt;
The game polls all of the cultures at a given site randomly about once a day, and checks if they are happy with their rulers.  Their baseline opinion right requires them to have been conquered, or to have harsh laws in place (e.g. vampire rulers), or for the ruler to be cruel personality-wise. Then it checks the size of the occupying force vs. the population and runs through all the rumors to see if there have been zoomed-in combats with the occupiers and how many have occupiers have died (this includes the adventurer, and unless something odd happens, it'll be the only source.  Each conflict and death reduces the perceived % by 1.  So in a large city with a small occupying force, one fight is enough.)  Once one local culture feels ready to go, then all the cultures that feel that way will join an active insurrection (they'll generally flip the same way if they don't belong to the occupying group.)  These are abstract events that run for just a few in-game hours, and they are resolved pretty abstractly based on the pop numbers. That determines the outcome and possibly the removal of the occupiers. &lt;br /&gt;
&lt;br /&gt;
Insurrections currently do ''not'' happen in fortress mode.&lt;br /&gt;
&lt;br /&gt;
== In adventure mode ==&lt;br /&gt;
&lt;br /&gt;
Insurrections aren't too hard to stumble into in adventure mode, because there are so many [[war]]s and invasions that set things up for them to happen, especially [[World activities|after world generation]]. As stated above, your adventurer may even start in the middle of one, usually to the player's great confusion. Presumably, joining either side will make you an enemy of the opposite [[faction]], and if you started the game as a [[hearthperson]], the side will already be picked for you. Because so many things are going on at the same time, and the numbers involved, insurrections are not very pleasant to navigate; each turn may take a considerable amount of real time to process. You also run the risk of being attacked by random people, without really knowing in advance if they're going to be hostile. Fortunately, the presence of an insurrection doesn't prevent you from fast traveling, so if you want nothing to do with the parties involved, just get out of there. &lt;br /&gt;
&lt;br /&gt;
Insurrections seem to be triggered by how citizens respect their occupiers' strength: beheading a local ruler and spreading the news may be the one push needed to trigger one.&lt;br /&gt;
&lt;br /&gt;
On the other hand, it is possible to incite insurrections by talking to citizens, asking them about the local ruler, and then asking them to join you in an insurrection. Their responses will vary, based off of their opinion on the current governance, as well as their values and personality. If they accept, they will join you as traveling companions. Gaining at least one such follower will count as starting an insurrection in legends mode and social interaction; the insurrection will end once you have none left.&lt;br /&gt;
&lt;br /&gt;
{{Category|Events}}{{Category|Military}}&lt;br /&gt;
[[ru:Insurrection]]&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Hybrid_playstyle&amp;diff=257187</id>
		<title>Hybrid playstyle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Hybrid_playstyle&amp;diff=257187"/>
		<updated>2021-03-01T23:50:00Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''hybrid playstyle''' is one that combines both Fortress and Adventure mode in order to achieve some durable, persistent goals in one's world. In hybrid play, one chains fortress and adventurers in order to have a specific effect on a world and unlock new features in either mode, and generally improve one's immersions in a given world.&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
In the earliest versions of ''Dwarf Fortress'', a hybrid playstyle was the norm: you were supposed to build a fortress, which would inevitably die because the game was much harsher and less unforgiving back then. Then an adventurer would explore the ruins of the fortress and slay monsters there. The wealth created by the fortress would set a maximum high score, and the wealth looted by the adventurer from that fortress would be the final score. &lt;br /&gt;
&lt;br /&gt;
However, as Fortress mode got increased attention, the game took an increasingly simulationist bent and much of the simulation occurred in Fortress mode, while in Adventure mode more or less nothing happened on its own. The fact that you couldn't leave a fortress without abandoning it to ruins severely limited any kind of transition between game modes.&lt;br /&gt;
&lt;br /&gt;
The [[world activation]] release and subsequent ones changed everything, as it became possible to [[retire]] a fortress without abandoning it, and [[NPC]]s now have an agenda of their own and don't wait for the adventurer to do anything. Moreover, both game modes became less and less decoupled as any action in one mode could have lasting repercussion sin the other. In this context, switching from one game mode to the other is more seamless than ever and make it increasingly easy to tailor a desired effect on one's world, exploring ever deeper aspects of the game.&lt;br /&gt;
&lt;br /&gt;
= Examples =&lt;br /&gt;
&lt;br /&gt;
== Weapon manufacture == &lt;br /&gt;
&lt;br /&gt;
Probably the earliest and most obvious application. Most weapons created in worldgen kinda suck. Only [[dwarves]] have access to [[steel]] and they only make short-sized clothing, which can be a problem if you are playing a human adventurer. Generally speaking it can be hard and tedious to find a complete set of high enough quality for your adventuring party.&lt;br /&gt;
&lt;br /&gt;
A solution is to simply create a fortress whose sole purpose is to make steel armor of all sizes, adamantine edged weapons and silver warhammers. This, combined with clever manipulation of [[mood]]able skills can also lead to the creation of artifact-quality gear. Once you have enough gear, simply retire the fortress, go there with your adventuring party and help yourself.&lt;br /&gt;
&lt;br /&gt;
== Custom stairway to the Underworld ==&lt;br /&gt;
&lt;br /&gt;
Navigating goblin pits can be laggy and dangerous, it can be much more convenient to start a fortress and dig straight to the underworld so your adventurer can later find an easy way there. &lt;br /&gt;
&lt;br /&gt;
== Siege them yourself ==&lt;br /&gt;
&lt;br /&gt;
Tired of goblins harassing you? Can't afford those precious military dwarves in [[raids]]? Just retire your fortress, start a monstrous adventuring party complete with [[pet]]s like [[elephant]]s and charge the goblin sites yourself. With tactical mode and careful micromanagement you can take down any force, and if your party has necromancers you're easily guaranteed to win. In the worst case there should be depopulated enough so as not to trouble you anymore.&lt;br /&gt;
&lt;br /&gt;
== Super-soldier army ==&lt;br /&gt;
&lt;br /&gt;
Training takes time, dwarves are fickle... why not have tailor-made soldiers? Start an adventuring party of demigods with maxed out military skills, train them as long as necessary and retire at the fortress you want to play. As a bonus, your adventuring party can be made of any available race, so you can fully enjoy the bonuses offered by some, such as goblins' no need for food or drink, [[giant elephant people]]'s tremendous size, spider people's lack of fear, and so on. &lt;br /&gt;
&lt;br /&gt;
== Necromancer fortress ==&lt;br /&gt;
&lt;br /&gt;
[[Raid]]ing [[necromancer]] [[tower]]s can sometimes bring [[book]]s containing the secrets of life and deaths. More often, it will bring useless biographies and monographs, or worse, a [[slab]] that your dwarves won't read. Shortcut the process by becoming a necromancer with an adventurer, picking up the books at a tower and bringing them to the fortress you want to 'transform'. Your dwarves will read these books at your [[library]] and will progressively all turn into necromancers.&lt;br /&gt;
&lt;br /&gt;
== Unlock playable races ==&lt;br /&gt;
&lt;br /&gt;
Any race from an [ALL_MAIN_POPS_CONTROLLABLE] civilization is playable in adventure mode. In most standard games, this includes dwarves, elves, and humans. However, other races become playable if a civilization controls a site with a population from that race. This means [[goblin]]s, [[kobold]]s, and even [[angel]]s - if you successfully conquer a vault (respectively a dark pit or a cave), you will be able to start Adventure mode as an angel. &lt;br /&gt;
&lt;br /&gt;
== Resurrect adventurers ==&lt;br /&gt;
&lt;br /&gt;
If the body of one of your dead adventurers gets raised as [[intelligent undead]], for instance by a new necromancer adventurer, the adventurer will become playable and unretirable again. You can also resurrect fallen citizens of a retired fortress this way.&lt;br /&gt;
&lt;br /&gt;
== Playable demon ==&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=51245.msg8077356#msg8077356&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=51245.msg8077330#msg8077330&lt;br /&gt;
&lt;br /&gt;
* Make a fort.&lt;br /&gt;
* Retire.&lt;br /&gt;
* Make a (flying) adventurer with the background be part of the fort&lt;br /&gt;
* Retire adventurer&lt;br /&gt;
* Un-retire fort.&lt;br /&gt;
* Make adventurer, who is now part of the fort, the expedition leader, and military commander&lt;br /&gt;
* Retire fort&lt;br /&gt;
* Take adventurer down to the underworld via e.g. a previously dug down tunnel&lt;br /&gt;
* Make demon an expedition leader&lt;br /&gt;
&lt;br /&gt;
That kind of demon should now be playable.&lt;br /&gt;
&lt;br /&gt;
== Recruit literally anyone to your fort or party ==&lt;br /&gt;
&lt;br /&gt;
Giving intelligent creatures nobility titles seem to have them bypass their base hostility and have them behave as a proper entity member, so the above trick can be use to recruit literally any intelligent creature that can talk to your fortress (or adventuring party) and make its race playable. That includes bogeymen. http://www.bay12forums.com/smf/index.php?topic=51245.msg8202218#msg8202218 And night trolls. http://www.bay12forums.com/smf/index.php?topic=165213.msg8249958#msg8249958&lt;br /&gt;
&lt;br /&gt;
== Missions and quests == &lt;br /&gt;
&lt;br /&gt;
Missions are just quests in disguise.&lt;br /&gt;
&lt;br /&gt;
* make fort, be sure to set a sheriff(might require a fortress guard, not sure) with a little sheriff's office(other wise it'll be a pain to find them back)&lt;br /&gt;
* make hearthsperson at fort.&lt;br /&gt;
* talk to sheriff and ask assignment.&lt;br /&gt;
* retire adventurer in fort&lt;br /&gt;
* unretire fort, look at mission screen. &lt;br /&gt;
&lt;br /&gt;
More science remains to be done to see if creating a mission but not sending out a squad will make it possible for adventurers to receive that mission.&lt;br /&gt;
&lt;br /&gt;
== Intercepting sieges ==&lt;br /&gt;
&lt;br /&gt;
[[Armies]] physically move on the map, including those sent in to [[siege]] you. If you retire a fort and unretire an adventuring party from there, you should be able to intercept armies sent to your fort and beat them up before they even arrive. Or you could watch the siege play out but from a very different perspective than normal fortress mode. Note that [[megabeast]]s teleport so this trick won't work with them.&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Hybrid_playstyle&amp;diff=257186</id>
		<title>Hybrid playstyle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Hybrid_playstyle&amp;diff=257186"/>
		<updated>2021-03-01T23:40:40Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: Created page with &amp;quot;A '''hybrid playstyle''' is one that combines both Fortress and Adventure mode in order to achieve some durable, persistent goals in one's world. In hybrid play, one chains fo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''hybrid playstyle''' is one that combines both Fortress and Adventure mode in order to achieve some durable, persistent goals in one's world. In hybrid play, one chains fortress and adventurers in order to have a specific effect on a world and unlock new features in either mode, and generally improve one's immersions in a given world.&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
In the earliest versions of ''Dwarf Fortress'', a hybrid playstyle was the norm: you were supposed to build a fortress, which would inevitably die because the game was much harsher and less unforgiving back then. Then an adventurer would explore the ruins of the fortress and slay monsters there. The wealth created by the fortress would set a maximum high score, and the wealth looted by the adventurer from that fortress would be the final score. &lt;br /&gt;
&lt;br /&gt;
However, as Fortress mode got increased attention, the game took an increasingly simulationist bent and much of the simulation occurred in Fortress mode, while in Adventure mode more or less nothing happened on its own. The fact that you couldn't leave a fortress without abandoning it to ruins severely limited any kind of transition between game modes.&lt;br /&gt;
&lt;br /&gt;
The [[world activation]] release and subsequent ones changed everything, as it became possible to [[retire]] a fortress without abandoning it, and [[NPC]]s now have an agenda of their own and don't wait for the adventurer to do anything. Moreover, both game modes became less and less decoupled as any action in one mode could have lasting repercussion sin the other. In this context, switching from one game mode to the other is more seamless than ever and make it increasingly easy to tailor a desired effect on one's world, exploring ever deeper aspects of the game.&lt;br /&gt;
&lt;br /&gt;
= Examples =&lt;br /&gt;
&lt;br /&gt;
== Weapon manufacture == &lt;br /&gt;
&lt;br /&gt;
Probably the earliest and most obvious application. Most weapons created in worldgen kinda suck. Only [[dwarves]] have access to [[steel]] and they only make short-sized clothing, which can be a problem if you are playing a human adventurer. Generally speaking it can be hard and tedious to find a complete set of high enough quality for your adventuring party.&lt;br /&gt;
&lt;br /&gt;
A solution is to simply create a fortress whose sole purpose is to make steel armor of all sizes, adamantine edged weapons and silver warhammers. This, combined with clever manipulation of [[mood]]able skills can also lead to the creation of artifact-quality gear. Once you have enough gear, simply retire the fortress, go there with your adventuring party and help yourself.&lt;br /&gt;
&lt;br /&gt;
== Super-soldier army ==&lt;br /&gt;
&lt;br /&gt;
Training takes time, dwarves are fickle... why not have tailor-made soldiers? Start an adventuring party of demigods with maxed out military skills, train them as long as necessary and retire at the fortress you want to play. As a bonus, your adventuring party can be made of any available race, so you can fully enjoy the bonuses offered by some, such as goblins' no need for food or drink, [[giant elephant people]]'s tremendous size, spider people's lack of fear, and so on. &lt;br /&gt;
&lt;br /&gt;
== Necromancer fortress ==&lt;br /&gt;
&lt;br /&gt;
[[Raid]]ing [[necromancer]] [[tower]]s can sometimes bring [[book]]s containing the secrets of life and deaths. More often, it will bring useless biographies and monographs, or worse, a [[slab]] that your dwarves won't read. Shortcut the process by becoming a necromancer with an adventurer, picking up the books at a tower and bringing them to the fortress you want to 'transform'. Your dwarves will read these books at your [[library]] and will progressively all turn into necromancers.&lt;br /&gt;
&lt;br /&gt;
== Unlock playable races ==&lt;br /&gt;
&lt;br /&gt;
Any race from an [ALL_MAIN_POPS_CONTROLLABLE] civilization is playable in adventure mode. In most standard games, this includes dwarves, elves, and humans. However, other races become playable if a civilization controls a site with a population from that race. This means [[goblin]]s, [[kobold]]s, and even [[angel]]s - if you successfully conquer a vault (respectively a dark pit or a cave), you will be able to start Adventure mode as an angel. &lt;br /&gt;
&lt;br /&gt;
== Resurrect adventurers ==&lt;br /&gt;
&lt;br /&gt;
If the body of one of your dead adventurers gets raised as [[intelligent undead]], for instance by a new necromancer adventurer, the adventurer will become playable and unretirable again. You can also resurrect fallen citizens of a retired fortress this way.&lt;br /&gt;
&lt;br /&gt;
== Playable demon ==&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=51245.msg8077356#msg8077356&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=51245.msg8077330#msg8077330&lt;br /&gt;
&lt;br /&gt;
* Make a fort.&lt;br /&gt;
* Retire.&lt;br /&gt;
* Make a (flying) adventurer with the background be part of the fort&lt;br /&gt;
* Retire adventurer&lt;br /&gt;
* Un-retire fort.&lt;br /&gt;
* Make adventurer, who is now part of the fort, the expedition leader, and military commander&lt;br /&gt;
* Retire fort&lt;br /&gt;
* Take adventurer down to the underworld via e.g. a previously dug down tunnel&lt;br /&gt;
* Make demon an expedition leader&lt;br /&gt;
&lt;br /&gt;
That kind of demon should now be playable.&lt;br /&gt;
&lt;br /&gt;
== Recruit literally anyone to your fort or party ==&lt;br /&gt;
&lt;br /&gt;
Giving intelligent creatures nobility titles seem to have them bypass their base hostility and have them behave as a proper entity member, so the above trick can be use to recruit literally any intelligent creature that can talk to your fortress (or adventuring party) and make its race playable. That includes bogeymen. http://www.bay12forums.com/smf/index.php?topic=51245.msg8202218#msg8202218 And night trolls. http://www.bay12forums.com/smf/index.php?topic=165213.msg8249958#msg8249958&lt;br /&gt;
&lt;br /&gt;
== Missions and quests == &lt;br /&gt;
&lt;br /&gt;
Missions are just quests in disguise.&lt;br /&gt;
&lt;br /&gt;
* make fort, be sure to set a sheriff(might require a fortress guard, not sure) with a little sheriff's office(other wise it'll be a pain to find them back)&lt;br /&gt;
* make hearthsperson at fort.&lt;br /&gt;
* talk to sheriff and ask assignment.&lt;br /&gt;
* retire adventurer in fort&lt;br /&gt;
* unretire fort, look at mission screen. &lt;br /&gt;
&lt;br /&gt;
More science remains to be done to see if creating a mission but not sending out a squad will make it possible for adventurers to receive that mission.&lt;br /&gt;
&lt;br /&gt;
== Intercepting sieges ==&lt;br /&gt;
&lt;br /&gt;
[[Armies]] physically move on the map, including those sent in to [[siege]] you. If you retire a fort and unretire an adventuring party from there, you should be able to intercept armies sent to your fort and beat them up before they even arrive. Or you could watch the siege play out but from a very different perspective than normal fortress mode. Note that [[megabeast]]s teleport so this trick won't work with them.&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Insurrection&amp;diff=257146</id>
		<title>Insurrection</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Insurrection&amp;diff=257146"/>
		<updated>2021-02-28T03:15:51Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: /* In adventure mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{new in|v0.44.01}}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
'''Insurrections''' are brutal and violent changes of loyalty within an entity site. They currently only happen in [[world generation]] and [[adventure mode]], and your adventurer may well start the game in the middle of one. Conversations with bystanders will helpfully provide the player with a modicum of information about what's going on, but the result is just a lot of inchoate fighting among a [[site]]'s residents, accompanied by a huge [[FPS]] drop.&lt;br /&gt;
&lt;br /&gt;
Insurrections are distinct from [[Faction#Loyalty_cascade|loyalty cascades]], which stem from a bug caused by unusual player actions (taming enemy mounts or ordering your squads to kill merchants from your own civilization). By contrast, insurrections are programmed into the game ''by design'' and don't need player input to happen. They are also distinct from single troublemakers that are part of a fortress' daily life: [[berserk]]ers, [[vampire]]s, [[werebeast]]s, [[Tavern|brawlers]], [[tantrum]]s, etc. in that they are ''concerted actions'' involving large parts of a population's site.&lt;br /&gt;
&lt;br /&gt;
== Causes ==&lt;br /&gt;
&lt;br /&gt;
Periodically, in world generation or [[World activities|post-worldgen]], a civilization will invade another. Assuming they don't raze the occupied [[site]]s, the conquerors will then incorporate their population into theirs. (This is partly the reason why so many civilizations and sites are multi-racial in DF versions since 0.40.) However, sites can be [[claim|claimed]] by multiple civilizations, and the old one still lays its claim to the occupied region. Additionally, populations from the former civilization may still feel allegiance to it, against the occupiers. The end result is that part of the occupied population will attack the occupation's administrators and soldiers in an attempt to rejoin their former civ. The exact mechanisms of how an insurrection is triggered and how many citizens decide to switch are still unclear. Insurrections currently do ''not'' happen in any of the [[holding]]s you have [[mission|conquered]] and occupied in fortress mode.&lt;br /&gt;
&lt;br /&gt;
== In adventure mode ==&lt;br /&gt;
&lt;br /&gt;
Insurrections aren't too hard to stumble into in adventure mode, because there are so many [[war]]s and invasions that set things up for them to happen, especially [[World activities|after world generation]]. As stated above, your adventurer may even start in the middle of one, usually to the player's great confusion. Presumably, joining either side will make you an enemy of the opposite [[faction]], and if you started the game as a [[hearthperson]], the side will already be picked for you. Because so many things are going on at the same time, and the numbers involved, insurrections are not very pleasant to navigate; each turn may take a considerable amount of real time to process. You also run the risk of being attacked by random people, without really knowing in advance if they're going to be hostile. Fortunately, the presence of an insurrection doesn't prevent you from fast traveling, so if you want nothing to do with the parties involved, just get out of there. &lt;br /&gt;
&lt;br /&gt;
Insurrections seem to be triggered by how citizens respect their occupiers' strength: beheading a local ruler and spreading the news may be the one push needed to trigger one.&lt;br /&gt;
&lt;br /&gt;
On the other hand, it is possible to incite insurrections by talking to citizens, asking them about the local ruler, and then asking them to join you in an insurrection. Their responses will vary, based off of their opinion on the current governance, as well as their values and personality. If they accept, they will join you as traveling companions. Gaining at least one such follower will count as starting an insurrection in legends mode and social interaction; the insurrection will end once you have none left.&lt;br /&gt;
&lt;br /&gt;
{{Category|Events}}{{Category|Military}}&lt;br /&gt;
[[ru:Insurrection]]&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Necromancer&amp;diff=257144</id>
		<title>Necromancer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Necromancer&amp;diff=257144"/>
		<updated>2021-02-28T02:14:12Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: /* In world generation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:33, 6 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:necromancer_preview.jpg|thumb|290px|right|''Art by ChrisCold''.]]'''Necromancers''' {{Tile|Ñ|5:1}} are [[immortal]] beings blessed with the [[Interaction_token#I_SOURCE|secret]]s of life and death. These [[night creature]]s are [[magic]] users who raise legions of [[undead]] and seclude themselves in [[Tower_(necromancy)|tower]]s.&lt;br /&gt;
&lt;br /&gt;
==The Origin of Necromancers==&lt;br /&gt;
Necromancers initially begin as normal [[historical figure]]s who are [[Creature_token#MAXAGE|mortal]], [[Creature_token#CAN_SPEAK|can speak]] and [[Creature_token#CAN_LEARN|can learn]] and are also part of an [[civilization|entity]]; in unmodded games these are [[dwarf|dwarves]], [[human]]s and civilized [[animal people]]. At some point in its life, one of these creatures may suddenly become &amp;quot;obsessed with his/her/its own mortality&amp;quot; and seek to become immortal. Shortly afterwards, it will begin (if it does not do so already) worshiping a [[deity]] (or a creature with the  {{token|SUPERNATURAL|c}} tag) who has a [[sphere|DEATH sphere]]. Once the deity/supernatural creature becomes an object of ardent worship to the figure, it will reward the worshipper with an artifact [[slab]] containing the secrets of life and death, which is then swiftly claimed by the recipient for diligent learning, thus becoming a necromancer. This original necromancer may then take as apprentice one or more fellow immortality-seekers, who will obtain the knowledge of their master.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Having mastered the secrets of life and death, necromancers have reached their goal of immortality, in that they do not [[age]], need to [[food|eat]], [[thirst|drink]], or require [[sleep]], as they [[No Exert|never get tired or exhausted]]. However, they ''do'' need to breathe, unlike [[vampire]]s. Necromancers are still fertile, and in fortress mode, female dwarf necromancers can give birth. Their {{token|ANXIETY_PROPENSITY}} is raised by 50, while their {{token|TRUST}} is lowered by 50.&lt;br /&gt;
&lt;br /&gt;
The defining characteristic of necromancers is that they know the secrets of life and death, which gives them extra powers. However, not all secrets are created equal - different secrets will yield different powers.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
Each secret gives a combination of magical abilities, which come in the form of [[interaction token]]s. These abilities may vary widely in type and power level, but will always include the ability to raise corpses and [[intelligent undead]]. Depending on their [[sphere]]s (which stem from the spheres of the original [[deity]] that granted those secrets) secrets may also grant the ability to summon [[nightmare]]s, [[bogeymen]], and also the ability to &amp;quot;ghoulify&amp;quot; a living creature (in effect, giving it a [[syndrome]] that turns it into a [[thrall]], much like [[evil]] clouds). In addition, the intelligent undead will also be granted powers of their own, which may range from raising blisters to rotting nerves, to even being able to raise the dead themselves.&lt;br /&gt;
&lt;br /&gt;
A single necromancer can learn multiple strains of necromancy by reading different sources. Ambitious necromancers tend to create more towers of the same strain via proxy, so you might find your world populated by a single strain. Usually it’s easier when you know which tower houses what kind of undead, or when you go after the source slabs via legends mode. Recovery is also easier when you have a sneaky squad of artifact raiders in fort mode.&lt;br /&gt;
&lt;br /&gt;
=== Raise corpse/intelligent undead ===&lt;br /&gt;
Necromancers always have the [[interaction token|power]] to animate [[corpse]]s of organic creatures, which can include heads or any body parts which have a {{token|GRASP}} token or are attached to body parts which do ([[skin]], and [[hair]]). Corpses must be within the necromancer's line of sight – about 15 tiles – to be animated. Necromancers do this by gesturing; raising of the dead is reported in the [[reports|combat log]]:&lt;br /&gt;
&lt;br /&gt;
{{gametext|[Necromancer] gestures!|3:1}}&lt;br /&gt;
{{gametext|[Corpse] shudders and begins to move!|3:1}}&lt;br /&gt;
&lt;br /&gt;
Once a dead being is animated, it will become [[Adventure mode#Companions|enslaved]] to the necromancer and {{token|OPPOSED_TO_LIFE}}, regardless of previous allegiances. Unless the necromancer attacks their new undead minions, they will remain companions in Adventure mode. If you are a necromancer and attack one of your undead companions, all of them will turn neutral. Animated corpses are also neutral toward creatures that are {{token|NON_LIVING}}.  Necromancers will also, occasionally, revive corpses as [[intelligent undead]] – in this case, the revived creature will retain most of its personality and existing loyalties. The name &amp;quot;undead&amp;quot; never quite appears as such in the game – instead, a procedurally-generated name like &amp;quot;lost butcher&amp;quot; or &amp;quot;risen zombie&amp;quot; is used. These undead have special powers but won't be enslaved or {{token|OPPOSED_TO_LIFE}}. In fortress mode, this means that intelligent undead raised by necromancer citizens of your fortress will stay citizens, if they were such when they died. It also means putting necromancers in military squads very risky, as they might accidentally revive your enemies with fun new powers. In adventure mode, if you attempt to raise someone you killed as an intelligent undead, they will remember you attacked and killed them, and will be hostile to you.&lt;br /&gt;
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=== Summon [[nightmare]]s/[[bogeymen]] ===&lt;br /&gt;
Secrets aligned with the nightmare sphere will grant the ability to summon nightmares or bogeymen at a random location near the target to haunt it. In-game, necromancers with this ability will &amp;quot;call upon the night&amp;quot; to do so. These summons are large and freakish, but last a short amount of time. Nightmares are neutral toward creatures with {{token|NO_FEAR}}.&lt;br /&gt;
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=== Ghoulification ===&lt;br /&gt;
Certain necromancers may also turn living creatures into ghouls. The victims will be said to have &amp;quot;been infected with a contagious ghoulish condition&amp;quot;. In adventure mode, you cannot make ghouls even if the announcement after reading a secret-containing book says you learned the power.  Ghouls are opposed to life and attack/infect all living creatures who aren’t ghouls through bites. They still retain their sentience and can still bleed to death, but they maintain their gear and abilities, are immune to drowning, do not tire, and have extravision.&lt;br /&gt;
&lt;br /&gt;
== In world generation ==&lt;br /&gt;
In world generation, necromancers may raise suspicions from their fellow citizens due to not aging, which can lead them to be expelled. This does not apply to necromancers living in goblin and elven civilizations since both goblins and elves are already immortal. Upon being expelled, the necromancer may form a grudge against the civilization and [[plot]] to destroy it, and they will generally take refuge in a site of their own.&lt;br /&gt;
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Necromancers who have a sufficient following may use their undead minions to build dark [[Tower (necromancy)|tower]]s, a task that requires at least 50 followers; younger necromancers may take over [[town]]s or camps instead. Necromancers will also raise a few [[intelligent undead]] as lieutenants. The building of a tower is carried out by the original necromancer of a group (the one who was given the slab) as apprentices join the group after the tower is built. Therefore, each necromancy group has one tower.&lt;br /&gt;
&lt;br /&gt;
Necromancers can make zombies build their tower up a bit to increase the site's zombie cap. If the necromancer is at their zombie cap, they can still raise more zombies, but they are added to a wilderness population instead. The wilderness population can still be used for invasions, but they are also able to roam on to player forts in the region and also encounter adventurers. &lt;br /&gt;
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Necromancers may conduct experiments on civilians and their [[domestic animal|livestock]], turning them into night creatures known as [[experiment]]s. Eventually, these experiments may leave the necromancer that made them and join other civilizations. In older worlds, many civilizations will likely have significant populations of escaped experiments. In adventure mode, it is not currently possible to create necromancer experiments.&lt;br /&gt;
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Necromancers can also turn intelligent creatures into [[infected ghoul]]s. The ghouls can then be found around necromancer towers, but it is not currently possible to turn a creature into a ghoul in adventure mode.   &lt;br /&gt;
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Since the secrets of life and death are generated with a {{token|MUNDANE_RECORDING_POSSIBLE}} tag, necromancers will often write numerous [[book]]s during world generation, some concern the secrets of life and death (''blessed, or mayhap, cursed'') so that anyone who reads them will become a necromancer. Like the slab, all (''first-edition, not copies'') books, even those that do not contain secrets, are considered [[artifact]]s, and as such can be viewed in the &amp;quot;Codices and scrolls&amp;quot; list in [[legends|legends mode]]. Books containing the secrets of life and death will include any of the following words in their title: Annihilation, Bereavement, Death, Demise, Departure, Doom, Dying, Eternal Rest, Expiration, Extinction, Mortality, Immortality, Loss, Oblivion, Parting, Ruin, Ruination, Sleep, the Afterlife, the End, the Grave. (Note: &amp;quot;the End&amp;quot; can also turn up in mundane titles as well, typically as part of the phrase &amp;quot;after the end&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
It is possible to ensure that a world is generated devoid of necromancers by setting the '''Number of Secret Types''' to '''0''' in [[advanced world generation]]. To the contrary, creating a world with a high number of secret types will increase the probability of there being multiple necromancers in the world. Since necromancers in unmodded games are usually humans or dwarves, having a large amount of neutral plains and/or mountains will further increase this probability, as it means that these civilizations will have more space to expand, and thus the amount of historical figures eligible for necromancy will increase.&lt;br /&gt;
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Necromancer towers spread death-[[sphere|aligned]] [[evil]] regions around them. Destroying the tower and killing the necromancers in it (e.g. through a [[raid]] to raze the site) will reverse the evil-spreading.&lt;br /&gt;
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Necromancer towers seem to be treated as a type of criminal government{{verify}} and as such function similarly to a regular civilization. Necromancers from opposing entities will attack each other, but amusingly, their undead armies will be neutral to everyone. Due to their ability to amass large armies quickly, necromancers are currently one of the most powerful geopolitical forces in the game, often declaring war on and destroying even powerful goblin civilizations in older worlds.&lt;br /&gt;
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==Fortress mode== &lt;br /&gt;
===Sieges===&lt;br /&gt;
{{DFtext|The dead walk. Hide while you still can!|5:1}}&lt;br /&gt;
{{main|Siege#Necromancer sieges}}&lt;br /&gt;
&lt;br /&gt;
Necromancers can lay [[siege]] to your fortress at any stage, including before the first [[immigration|migrant wave]], but only if their tower or town is within 20 tiles of your fortress. As such, picking a location within that distance of such a tower is regarded as a sure way to have an extra helping of [[fun]], and can be checked with {{k|tab}} during world gen. Note that if no tower is present during embark, no necromancer sieges will ever arrive (they may still show up as migrants and/or visitors), except if you [[mission|attack]] them. The sieges are structured much like normal sieges, except that the numbers tend to be much larger and much more disorganized, consisting not of individual squads but of masses of zombies coming from every side. The necromancer (or necromancers, if the former has an apprentice) may or may not arrive with the siege; if they do, and are captured or killed, you can expect to see no more activity from that particular tower. Undead are hostile to everything that breathes as well as to enemy necromancer hordes, meaning that other sieges or [[ambush]]es (or, indeed, caravans) that happen to arrive when a necromancer siege is milling about will always result in a battle. They may also send small squads or armies of experiments to attack you, sometimes stealthily acompanying their minions.&lt;br /&gt;
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The easiest way to deal with a zombie siege is through the application of [[dwarven atom smasher|particle physics]] to grind the zombies into nothingness. Anything that obliterates any trace of the zombie will prevent raising; a drop into [[magma]] or [[semi-molten rock]] or encasing in [[obsidian]] are more creative alternatives. The jury is still out on whether slashing weapons are better or worse against necromancer sieges; although they tend to separate zombies into many parts, these parts can all be raised, leaving the question of whether the whole zombie or an arm here and a leg there is more dangerous. The undead that the necromancer(s) will bring will be sapient creatures, but if you killed some [[elephant]]s in a combat exercise and a necromancer happens upon them, the danger is magnified.&lt;br /&gt;
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If you have a [[vampire]] and haven't walled them in yet, you can draft them and take a leisurely walk through town, as undead will ignore them (unless attacked), and the necromancer, has one arrived, is an easy, valid game for a clobbering. &lt;br /&gt;
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Necromancers that are idle during a siege used to occasionally start [[campfire]]s.&lt;br /&gt;
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===Ambushes===&lt;br /&gt;
Necromancers can arrive under cover, alone, in [[ambush]]es, and raise the dead without being seen. This is much more difficult, as you cannot see the necromancers in question, only their products. Potential necromancer ambushes can be dealt with by internalizing all corpse/remains stockpiles behind heavily trafficked areas, and posting sentries if possible.&lt;br /&gt;
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===Applications===&lt;br /&gt;
Necromancers can be made useful by applying them in [[training]] schemes. Necromancers trapped in a room with line of sight to, say, the contents of the corpse stockpile, can be used to generate an infinite amount of hostile creatures to fight; when you get tired of the sport (or your dwarves start getting beat up), simply block their line of sight with a bridge and put down the remaining enemies, and your military can walk out of training with more experience.&lt;br /&gt;
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Capturing necromancers is simple: build a tunnel near the necromancer, link floodgates or bridges within so that it can be sealed off, and then poke a hole into the surface. Assuming the necromancer was the nearest creature to where you opened the tunnel, they will be the first one in, and you can then seal off the tunnel and trap them inside. It's difficult to get the necromancer in there alone, without a few zombies following, but it shouldn't matter. [[Cage trap]]s will work too; however, caged necromancers do not appear to revive stuff.  You must put necromancers on a restraint afterwards if you want them to be able to.&lt;br /&gt;
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They can also be weaponized. Replace the militia training room with a room full of goblins, and fun will result. Upright spike [[trap]]s can &amp;quot;kill&amp;quot; the corpses after each use so that the resulting [[goblinite]] can be gathered and the trap reused. Given enough time and enough bodies, such a trap can even best the [[HFS|circus]]. &lt;br /&gt;
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Much like [[vampire]]s, necromancers may seize control of a [[civilization]] and become its [[monarch|king/queen]]. In that case, the dwarf in question must be isolated from any corpses, as they may be friendly, but the zombies they tend to create will be of the dwarven-arm-ripping variety. They should be either isolated from the dead with a [[burrow]], or applied to training/killing. Either way, necromancers are very [[fun]].&lt;br /&gt;
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Necromancers may occasionally arrive with their slab in hand. It is possible to add necromantic texts as part of your library, allowing you to turn your dwarves into necromancers once they read them. It is also possible to use the world map to send military squads to raid necromancer towers for the reading material contained in them. Dwarven necromancers no longer age, need to eat, or sleep, but they will also no longer need to drink, which can slow them down tremendously for it to be worth it.  They ''may'' also raise the occasional corpse, which will often attack non-necromancers, while this might not sound like a big deal if you already have a fort full of necromancer dwarves, the real [[fun]] comes when diplomats, trade caravans, and outpost liaisons show up and if you have the dead walking among your populace. Also, be wary of sending necromancers out in melee, as intelligent undead invaders may remain hostile to your necromancers, who are ceaseless in bashing their heads in before killing them again in an endless, FPS-killing cycle.&lt;br /&gt;
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Another way of getting necromantic reading material into your library is to &amp;quot;liberate&amp;quot; it in adventure mode, then drop the book off at a retired fortress. This will then be able to be picked up by your dwarves to read at their leisure.&lt;br /&gt;
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A necromancer may raise the dead when threatened, which is fun when your battlefield is full of previously hostile sentients. This is why you should almost always manually control the necromancer in fortress mode.&lt;br /&gt;
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===Visitors or immigrants===&lt;br /&gt;
&lt;br /&gt;
Necromancers may also casually arrive as [[visitor]]s or [[immigrant]]s in your fortress. When visiting, they won't attack you or attempt to raise any corpse they see – they came to relax, and just happen to know the secrets of life and death (the visitors are normally, though not necessarily always, schemeing something). They ''will'', however, use their powers in combat (for instance, if they enlist as mercenaries in your squads), but not necessarily mindless corpse-raising – they may revive one of your dwarves that just died as an [[intelligent undead]], who is loyal to your fortress and has extra powers. Necromancer immigrants can be put to work like any other immigrant dwarf - this may be bad for your meat supply when they practice their craft on the corpses produced by your hunters, however.&lt;br /&gt;
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==Adventurer Mode==&lt;br /&gt;
In [[adventurer mode]], necromancers are most commonly found in towers {{Tile|I|5:0}}, but can very rarely be found in towns and camps, due to reasons explained earlier in this article. Towers will contain all the necromancers that are part of the necromancer group to whom the tower belongs, as well as a horde of undead. Towers require abundant human populations (low savagery, large tracts of neutral land) and a high number of secrets to be generated in world generation. Elves or goblins cannot become necromancers through normal means (bestowed by a death god) as their immortality means they cannot become obsessed with their own mortality. They can still learn the secrets of life and death by reading them, however.&lt;br /&gt;
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It is possible to become a necromancer yourself in adventurer mode by [[reader|reading]] the slab or one of the books containing the secrets of life and death. Both will be found on the tables scattered around the tower, often amongst a pile of other, less useful books. &lt;br /&gt;
&lt;br /&gt;
So, becoming an immortal being who doesn't need to worry about petty things like eating, drinking and sleeping and can also raise and control an undead army merely requires you to read some slab or book. Sounds simple, doesn't it? Unfortunately, it isn't. The tower is stuffed with undead monstrosities who would probably like nothing better than to tear your poor adventurer to shreds. If that isn't bad enough, the necromancers to whom the slab and books belong will raise their &lt;br /&gt;
servants each time you strike them down, if they can see the corpses.&lt;br /&gt;
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So, what can we do to get at those secrets? Well, there are methods:&lt;br /&gt;
&lt;br /&gt;
* '''1. Storm the tower'''&lt;br /&gt;
This is probably the most obvious solution, and is also the most likely to get inexperienced adventurers killed. Once you have become powerful enough, attack the tower head-on, preferably bringing with you an army of &amp;lt;s&amp;gt;meatshields&amp;lt;/s&amp;gt; soldiers (who will likely get themselves killed, but will provide a distraction for you). It is advisable for you to lure the undead out of the tower first, away from the necromancers' gaze. This will make dealing with them far easier, and will give you a lot more space to dodge (or run if things get bad). If a necromancer is in the midst of the horde, try to move around so that the necromancer is exposed, then go in for the kill. Proceed until everyone (excluding yourself) is dead. Alternatively, just run into the tower and begin hitting everything like a madman. Eventually, either you or all of the tower's occupants will be dead. Then just take the slab/book and do what you will with it. &lt;br /&gt;
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* '''2. Sneaking'''&lt;br /&gt;
Since [[ambusher|sneaking]] in the current version basically makes you invisible{{verify}}, sneaking into the tower with a high enough skill and [[thrower|throwing]] stuff will allow you to kill everyone with minimal damage done to yourself. There is, however, the risk of being spotted, in which case you are advised to run away as quickly as you can. Alternatively, you could try to sneak around the tower and steal the slab/book without killing anything, but, because of the high density of enemies in a tower, it is extremely likely that you will be spotted, swarmed and killed.&lt;br /&gt;
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* '''3. Being a Night Creature'''&lt;br /&gt;
Visiting the tower as a [[night creature]] [[Faction#Faction relative hostility|to whom undead are friendly]], such as a [[vampire]], [[undead|husk/thrall]] or, of course, a fellow necromancer, is by far the easiest way to obtain the slab/a book. Seriously. The undead are {{token|OPPOSED_TO_LIFE}}, but these night creatures are {{token|NOT_LIVING}}, so they will ignore you completely. Since undead will not attack necromancers, making a mad dash for the slab/book is also a viable option, but you will risk being killed/severely wounded before you get the chance to become a necromancer. If you are already one of these night creatures, you can just skip gleefully past the undead, read the slab/book and get out. You may also want to have a chat with the necromancers, who are actually quite friendly once you get to know them. In fact, night creatures who are shunned by society will often still be accepted by necromancers, who you can even ask for [[Adventure mode#Quests|quests]]! That is, of course, unless you are an enemy of their group, in which case they will attempt to kill you. &lt;br /&gt;
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* '''4. Fire. A lot of fire.'''&lt;br /&gt;
The undead hordes will not cross small fires. The aspiring adventurer can outrun undead, leading them away from the tower, then run for the entrance. If there are more undead inside, run away. Repeat this until the undead have emptied from the tower, outrunning them and herding them. Run to the tower entrance and light fires around it, sealing them out. Take your time, enjoy the books, maybe mess with a necromancer. When you're ready to leave, scale the wall or jump over the fire. Bonus points: completely enclose the undead in a fire circle they cannot escape from. Side note: while running from undead, igniting the grass in clever places will slow them down even further.&lt;br /&gt;
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* '''5. Vampire recruit'''&lt;br /&gt;
Another strategy, which may not always be available but can work well, is recruiting a vampire. Undead creatures and vampires won't bother each other, but the vampire will attack any hostile necromancers present. Once the necromancers are all dead, you will be left with the far simpler task of killing the undead without having to worry about any of the corpses reanimating.&lt;br /&gt;
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* '''6. Leapfrog'''&lt;br /&gt;
{{k|j}}umping is an often overlooked but fairly powerful combat tool, especially against large hordes of very stupid zombies. Huge numbers have no impact of how effective jumping is, and zombies don't really try all that hard to get out of your way. It's fairly easy to just leap through entire hordes of zombies until you get to the tower proper, at which point you can just dash up some stairs and wait a bit for the zombies to forget you. The actual sentient inhabitants of the tower are strangely hospitable (even to the living) and don't seem to mind you that much, although some experiments seem to turn aggressive if you try talking to them. Once you've found the secret the zombies have probably forgotten about you and will ignore you now that you're also a night creature, and any that still remember you can be dispatched easily without causing any more trouble.&lt;br /&gt;
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===Playing as a necromancer===&lt;br /&gt;
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As a necromancer, you:&lt;br /&gt;
&lt;br /&gt;
*don't need to eat or drink, so you don't need to worry about running out of food/water and can get rid of the extra weight such objects produce.&lt;br /&gt;
*don't need to sleep, and can't get tired or exhausted, so you'll never again feel the negative effects of these statuses.&lt;br /&gt;
*are immortal, as necromancers do not age. This will ensure that your adventurer will not die of old age if your world goes on until its natural {{token|MAXAGE}} is reached (such as if you retire an adventurer and play fortress mode for a while).&lt;br /&gt;
*can reanimate corpses to create undead companions. This can be done as many times as you want, with a small [[time]] limit between each reanimation, and only requires a corpse/body part.&lt;br /&gt;
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Becoming a necromancer also freezes your physical [[attribute]]s so that they cannot rust or be increased. Therefore, it might be wise to raise them to a high level before becoming a necromancer. (However, this does not seem to be happening in the current version, probably due to a bug, or it's a design choice. Because let's be honest, just because you're a necromancer doesn't mean you can't learn new things, right?)&lt;br /&gt;
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==== Reanimating dead creatures ====&lt;br /&gt;
1.Open the actions menu by pressing {{k|x}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
2.Press {{k|p}} or scroll to &amp;quot;acquired power&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
3.Select ({{k|→}} {{k|Enter}}) &amp;quot;Animate corpse&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
4.Now move the cursor onto the corpse(s) you wish to animate, press the letter that they are represented by on the items screen (such as {{k|a}}) and press {{k|Enter}}. Note that you can animate more than one corpse at a time, and that you can also animate corpses that are in your inventory.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Animatecorpsemenu.jpeg]]&lt;br /&gt;
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It is worth noting that you can only raise corpses with intact heads or grasping body parts (hands). That is, if the creature's head and hands explodes into gore, collapses into gore, or otherwise is pulped via damage to the head or torso, then that corpse cannot be raised. It is still possible, however, to raise a corpse that has had its head completely severed. The arms and head of a single individual can also be raised as different zombies, granted they are separated properly to begin with.&lt;br /&gt;
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Besides acting as reusable and easily-replenishable soldiers, undead hold potential usage as training dummies for weapons and wrestling skills and can be used to build for you, including animated body parts. A crafty adventurer may cut the limbs off their undead slaves and reanimate them, counting as an additional companion, and reducing build time.  However, while a necromancer can still be friendly to mortals, its minions will attack everything living in sight.&lt;br /&gt;
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For combat, because raised dead lose all their skills as well as the ability to learn, only the attributes and size of the creature at the time of their death are important.&lt;br /&gt;
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As in fortress mode, necromancer companions and NPCs will automatically raise the dead when in the heat of battle. To counter this in adventure combat, mangle a sentient being using a blunt weapon so they can never be raised, or butcher them once and mangle the raised skin. Butchering doesn’t take time, so it doesn’t hurt to immediately butcher someone you killed.&lt;br /&gt;
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Alternatively, you can destroy someone’s soul by raising a corpse as a non-intelligent undead. This rewrites their faction and soul traits, and any subsequent resurrection will raise them as a soulless creature loyal to you. This is very useful when you are in mass combat.&lt;br /&gt;
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==[[Object testing arena]]==&lt;br /&gt;
Necromancy can be assigned to any creature by simply changing the &amp;quot;effect&amp;quot; of the spawned creature to &amp;quot;necromancer&amp;quot; by pressing {{k|u}}. As expected, necromancers will reanimate dead creatures and severed body parts, though, depending on which team the player has set for the spawned necromancer and that of any creature that died that said necromancer chose to resurrect, strange behaviors can occur.&lt;br /&gt;
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For example, a necromancer revives the body parts of a dead, dismembered dwarf in an effort to aid itself in fighting, but because the dwarf was on the &amp;quot;independent&amp;quot; team (or just a different one from the necromancer), the body parts just end up attacking the necromancer that raised them. So said necromancer may end up killing what it resurrected, only to keep resurrecting what it just killed just to fight it again, which can happen over and over in an endless loop - all due to the clashing of how the arena handles teams/sides and the necromancer's natural AI in raising the dead to help itself.&lt;br /&gt;
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==Modding==&lt;br /&gt;
{{mod}}&lt;br /&gt;
It is entirely possible to create your own unique secret class, with powers ranging from material emission (fireballs, firebreath, syndrome-inducing materials) to turning corpses into enthralled creatures, such as giant lions.&lt;br /&gt;
This can be accomplished by creating an &amp;quot;interaction_secretnamehere&amp;quot; raw file with the appropriate tokens.&lt;br /&gt;
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It is also possible to improve the number of necromancers, and therefore towers, by permitting more races to have necromancers. This can be done by adding mortality to races that are not mortal ([[Elf|Elves]] and [[Goblin]]s) with the {{token|MAXAGE}} token, or by adding intelligence to other creature tokens. Even having the ability to pray seems to add yet more original necromancers (that have discovered the secret by worshiping). This could be done by giving religion to races that don't have it, like goblins (see some digging on these subjects here: http://www.bay12forums.com/smf/index.php?topic=161352.0, http://www.bay12forums.com/smf/index.php?topic=154533.0, http://www.bay12forums.com/smf/index.php?topic=161352.0). It also seems that having a DEATH [[Entity_token#RELIGION_SPHERE|sphere]] in the religion of the race vastly improves the ability to discover the secret of life and death.&lt;br /&gt;
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Example: &lt;br /&gt;
Modded goblin race with:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
	[RELIGION:PANTHEON]&lt;br /&gt;
	[RELIGION_SPHERE:DEATH]&lt;br /&gt;
 &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
in entity_default and:[MAXAGE:200:250] in creature_standard, will generate a lot of tower-building necromancers.&lt;br /&gt;
&lt;br /&gt;
Doing this for all races with massive population amounts in your world will ensure that towers, and, therefore, undead, are present in large numbers for more [[fun]]. &lt;br /&gt;
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{{gamedata|title=Example raws (as extracted from world.dat in version 0.47.04)|&lt;br /&gt;
[INTERACTION:SECRET_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_SOURCE:SECRET]&lt;br /&gt;
		[IS_NAME:the secrets of life and death]&lt;br /&gt;
		[IS_SPHERE:DEATH]&lt;br /&gt;
		[IS_SPHERE:NIGHTMARES]&lt;br /&gt;
		[IS_SECRET_GOAL:IMMORTALITY]&lt;br /&gt;
		[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]&lt;br /&gt;
		[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]&lt;br /&gt;
		[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]&lt;br /&gt;
		[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_REQUIRES:MORTAL]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_REQUIRES:CAN_SPEAK]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[CE_DISPLAY_TILE:TILE:165:5:0:1:START:0:ABRUPT]&lt;br /&gt;
			[CE_DISPLAY_NAME:NAME:necromancer:necromancers:necromantic:START:0:ABRUPT]&lt;br /&gt;
			[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0:ABRUPT]&lt;br /&gt;
			[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Animate corpse]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_ANIMATE_11]&lt;br /&gt;
				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
				[CDI:VERB:gesture:gestures:NA]&lt;br /&gt;
				[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]&lt;br /&gt;
				[CDI:WAIT_PERIOD:10]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Raise damned butcher]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_UNDEAD_RES_11]&lt;br /&gt;
				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
				[CDI:VERB:gesture:gestures:NA]&lt;br /&gt;
				[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]&lt;br /&gt;
				[CDI:WAIT_PERIOD:10]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Summon bogeymen]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_SUMMON_B_11]&lt;br /&gt;
				[CDI:VERB:call upon the night:calls upon the night:NA]&lt;br /&gt;
				[CDI:WAIT_PERIOD:100]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Summon nightmare]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_SUMMON_N_11]&lt;br /&gt;
				[CDI:VERB:call upon the night:calls upon the night:NA]&lt;br /&gt;
				[CDI:WAIT_PERIOD:12000]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Create ghoul]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_GHOUL_11]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_ANIMATE_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CORPSE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_ITEM]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_REQUIRES:FIT_FOR_ANIMATION]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_MANUAL_INPUT:corpses]&lt;br /&gt;
	[I_EFFECT:ANIMATE]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0:ABRUPT]&lt;br /&gt;
			[CE_PHYS_ATT_CHANGE:STRENGTH:130:0:TOUGHNESS:300:1000:START:0:ABRUPT]&lt;br /&gt;
			[CE_SPEED_CHANGE:SPEED_PERC:60:START:0:ABRUPT]&lt;br /&gt;
			[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
			[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_UNDEAD_RAISE_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CORPSE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_ITEM]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_REQUIRES:FIT_FOR_RESURRECTION]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_MANUAL_INPUT:corpses]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:RESURRECT]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[SYN_CLASS:RAISED_UNDEAD]&lt;br /&gt;
			[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]&lt;br /&gt;
			[CE_DISPLAY_NAME:NAME:damned butcher:damned butchers:damned butcher:START:0:ABRUPT]&lt;br /&gt;
			[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]&lt;br /&gt;
			[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
			[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Propel away]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_RES_POWER_11_1]&lt;br /&gt;
				[CDI:TARGET:B:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:B:25]&lt;br /&gt;
				[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
				[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
				[CDI:VERB:make a flicking motion:makes a flicking motion:NA]&lt;br /&gt;
				[CDI:MAX_TARGET_NUMBER:B:1]&lt;br /&gt;
				[CDI:WAIT_PERIOD:50]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_RES_POWER_11_1]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:LOCATION]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_LOCATION]&lt;br /&gt;
		[I_TARGET:B:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_MANUAL_INPUT:target]&lt;br /&gt;
	[I_EFFECT:PROPEL_UNIT]&lt;br /&gt;
		[IE_PROPEL_FORCE:100000]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_TARGET:B]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_SUMMON_B_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:LOCATION]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_LOCATION]&lt;br /&gt;
	[I_TARGET:B:LOCATION]&lt;br /&gt;
		[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]&lt;br /&gt;
	[I_EFFECT:SUMMON_UNIT]&lt;br /&gt;
		[IE_TARGET:B]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[IE_CREATURE_CASTE_FLAG:NIGHT_CREATURE_BOGEYMAN]&lt;br /&gt;
		[IE_TIME_RANGE:200:300]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_SUMMON_N_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:LOCATION]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_LOCATION]&lt;br /&gt;
	[I_TARGET:B:LOCATION]&lt;br /&gt;
		[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]&lt;br /&gt;
	[I_EFFECT:SUMMON_UNIT]&lt;br /&gt;
		[IE_TARGET:B]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[IE_CREATURE_CASTE_FLAG:NIGHT_CREATURE_NIGHTMARE]&lt;br /&gt;
		[IE_TIME_RANGE:200:300]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_GHOUL_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[EXPERIMENT_ONLY]&lt;br /&gt;
	[I_SOURCE:EXPERIMENT]&lt;br /&gt;
		[IS_HIST_STRING_1: infected ]&lt;br /&gt;
		[IS_HIST_STRING_2: with a contagious ghoulish condition]&lt;br /&gt;
		[IS_TRIGGER_STRING_SECOND:have]&lt;br /&gt;
		[IS_TRIGGER_STRING_THIRD:has]&lt;br /&gt;
		[IS_TRIGGER_STRING:been infected with a contagious ghoulish condition]&lt;br /&gt;
	[I_SOURCE:ATTACK]&lt;br /&gt;
		[IS_HIST_STRING_1: bit ]&lt;br /&gt;
		[IS_HIST_STRING_2:, passing on the ghoulish condition]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
		[IT_MANUAL_INPUT:victim]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
		[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
		[SYN_CLASS:GHOUL]&lt;br /&gt;
		[CE_FLASH_TILE:TILE:165:4:0:1:FREQUENCY:2000:1000:START:0:ABRUPT]&lt;br /&gt;
		[CE_DISPLAY_NAME:NAME:diseased ghoul:diseased ghouls:diseased ghoul:START:0:ABRUPT]&lt;br /&gt;
		[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
		[CE_REMOVE_TAG:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
		[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:SECRET_GHOUL_11:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{category|humanoids}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Necromancer]]&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Necromancer&amp;diff=257142</id>
		<title>Necromancer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Necromancer&amp;diff=257142"/>
		<updated>2021-02-28T02:08:40Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: /* In world generation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:33, 6 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:necromancer_preview.jpg|thumb|290px|right|''Art by ChrisCold''.]]'''Necromancers''' {{Tile|Ñ|5:1}} are [[immortal]] beings blessed with the [[Interaction_token#I_SOURCE|secret]]s of life and death. These [[night creature]]s are [[magic]] users who raise legions of [[undead]] and seclude themselves in [[Tower_(necromancy)|tower]]s.&lt;br /&gt;
&lt;br /&gt;
==The Origin of Necromancers==&lt;br /&gt;
Necromancers initially begin as normal [[historical figure]]s who are [[Creature_token#MAXAGE|mortal]], [[Creature_token#CAN_SPEAK|can speak]] and [[Creature_token#CAN_LEARN|can learn]] and are also part of an [[civilization|entity]]; in unmodded games these are [[dwarf|dwarves]], [[human]]s and civilized [[animal people]]. At some point in its life, one of these creatures may suddenly become &amp;quot;obsessed with his/her/its own mortality&amp;quot; and seek to become immortal. Shortly afterwards, it will begin (if it does not do so already) worshiping a [[deity]] (or a creature with the  {{token|SUPERNATURAL|c}} tag) who has a [[sphere|DEATH sphere]]. Once the deity/supernatural creature becomes an object of ardent worship to the figure, it will reward the worshipper with an artifact [[slab]] containing the secrets of life and death, which is then swiftly claimed by the recipient for diligent learning, thus becoming a necromancer. This original necromancer may then take as apprentice one or more fellow immortality-seekers, who will obtain the knowledge of their master.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Having mastered the secrets of life and death, necromancers have reached their goal of immortality, in that they do not [[age]], need to [[food|eat]], [[thirst|drink]], or require [[sleep]], as they [[No Exert|never get tired or exhausted]]. However, they ''do'' need to breathe, unlike [[vampire]]s. Necromancers are still fertile, and in fortress mode, female dwarf necromancers can give birth. Their {{token|ANXIETY_PROPENSITY}} is raised by 50, while their {{token|TRUST}} is lowered by 50.&lt;br /&gt;
&lt;br /&gt;
The defining characteristic of necromancers is that they know the secrets of life and death, which gives them extra powers. However, not all secrets are created equal - different secrets will yield different powers.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
Each secret gives a combination of magical abilities, which come in the form of [[interaction token]]s. These abilities may vary widely in type and power level, but will always include the ability to raise corpses and [[intelligent undead]]. Depending on their [[sphere]]s (which stem from the spheres of the original [[deity]] that granted those secrets) secrets may also grant the ability to summon [[nightmare]]s, [[bogeymen]], and also the ability to &amp;quot;ghoulify&amp;quot; a living creature (in effect, giving it a [[syndrome]] that turns it into a [[thrall]], much like [[evil]] clouds). In addition, the intelligent undead will also be granted powers of their own, which may range from raising blisters to rotting nerves, to even being able to raise the dead themselves.&lt;br /&gt;
&lt;br /&gt;
A single necromancer can learn multiple strains of necromancy by reading different sources. Ambitious necromancers tend to create more towers of the same strain via proxy, so you might find your world populated by a single strain. Usually it’s easier when you know which tower houses what kind of undead, or when you go after the source slabs via legends mode. Recovery is also easier when you have a sneaky squad of artifact raiders in fort mode.&lt;br /&gt;
&lt;br /&gt;
=== Raise corpse/intelligent undead ===&lt;br /&gt;
Necromancers always have the [[interaction token|power]] to animate [[corpse]]s of organic creatures, which can include heads or any body parts which have a {{token|GRASP}} token or are attached to body parts which do ([[skin]], and [[hair]]). Corpses must be within the necromancer's line of sight – about 15 tiles – to be animated. Necromancers do this by gesturing; raising of the dead is reported in the [[reports|combat log]]:&lt;br /&gt;
&lt;br /&gt;
{{gametext|[Necromancer] gestures!|3:1}}&lt;br /&gt;
{{gametext|[Corpse] shudders and begins to move!|3:1}}&lt;br /&gt;
&lt;br /&gt;
Once a dead being is animated, it will become [[Adventure mode#Companions|enslaved]] to the necromancer and {{token|OPPOSED_TO_LIFE}}, regardless of previous allegiances. Unless the necromancer attacks their new undead minions, they will remain companions in Adventure mode. If you are a necromancer and attack one of your undead companions, all of them will turn neutral. Animated corpses are also neutral toward creatures that are {{token|NON_LIVING}}.  Necromancers will also, occasionally, revive corpses as [[intelligent undead]] – in this case, the revived creature will retain most of its personality and existing loyalties. The name &amp;quot;undead&amp;quot; never quite appears as such in the game – instead, a procedurally-generated name like &amp;quot;lost butcher&amp;quot; or &amp;quot;risen zombie&amp;quot; is used. These undead have special powers but won't be enslaved or {{token|OPPOSED_TO_LIFE}}. In fortress mode, this means that intelligent undead raised by necromancer citizens of your fortress will stay citizens, if they were such when they died. It also means putting necromancers in military squads very risky, as they might accidentally revive your enemies with fun new powers. In adventure mode, if you attempt to raise someone you killed as an intelligent undead, they will remember you attacked and killed them, and will be hostile to you.&lt;br /&gt;
&lt;br /&gt;
=== Summon [[nightmare]]s/[[bogeymen]] ===&lt;br /&gt;
Secrets aligned with the nightmare sphere will grant the ability to summon nightmares or bogeymen at a random location near the target to haunt it. In-game, necromancers with this ability will &amp;quot;call upon the night&amp;quot; to do so. These summons are large and freakish, but last a short amount of time. Nightmares are neutral toward creatures with {{token|NO_FEAR}}.&lt;br /&gt;
&lt;br /&gt;
=== Ghoulification ===&lt;br /&gt;
Certain necromancers may also turn living creatures into ghouls. The victims will be said to have &amp;quot;been infected with a contagious ghoulish condition&amp;quot;. In adventure mode, you cannot make ghouls even if the announcement after reading a secret-containing book says you learned the power.  Ghouls are opposed to life and attack/infect all living creatures who aren’t ghouls through bites. They still retain their sentience and can still bleed to death, but they maintain their gear and abilities, are immune to drowning, do not tire, and have extravision.&lt;br /&gt;
&lt;br /&gt;
== In world generation ==&lt;br /&gt;
In world generation, necromancers may raise suspicions from their fellow citizens due to not aging, which can lead them to be expelled. This does not apply to necromancers living in goblin and elven civilizations since both goblins and elves are already immortal. Upon being expelled, the necromancer may form a grudge against the civilization and [[plot]] to destroy it, and they will generally take refuge in a site of their own.&lt;br /&gt;
&lt;br /&gt;
Necromancers who have a sufficient following may use their undead minions to build dark [[Tower (necromancy)|tower]]s, a task that requires at least 50 followers; younger necromancers may take over [[town]]s or camps instead. Necromancers will also raise a few [[intelligent undead]] as lieutenants. The building of a tower is carried out by the original necromancer of a group (the one who was given the slab) as apprentices join the group after the tower is built. Therefore, each necromancy group has one tower.&lt;br /&gt;
&lt;br /&gt;
Necromancers can make zombies build their tower up a bit to increase the site's zombie cap. If the necromancer is at their zombie cap, they can still raise more zombies, but they are added to a wilderness population instead. The wilderness population can still be used for invasions, but they are also able to roam on to player forts in the region and also encounter adventurers. &lt;br /&gt;
&lt;br /&gt;
Necromancers may conduct experiments on civilians and their [[domestic animal|livestock]], turning them into night creatures known as [[experiment]]s. Eventually, these experiments may leave the necromancer that made them and join other civilizations. In older worlds, many civilizations will likely have significant populations of escaped experiments. In adventure mode, it is not currently possible to create necromancer experiments.&lt;br /&gt;
&lt;br /&gt;
Necromancers can also turn intelligent creatures into [[infected ghoul]]s. The ghouls can then be found around necromancer towers, but it is not currently possible to turn a creature into a ghoul in adventure mode.   &lt;br /&gt;
&lt;br /&gt;
Since the secrets of life and death are generated with a {{token|MUNDANE_RECORDING_POSSIBLE}} tag, necromancers will often write numerous [[book]]s during world generation, some concern the secrets of life and death (''blessed, or mayhap, cursed'') so that anyone who reads them will become a necromancer. Like the slab, all (''first-edition, not copies'') books, even those that do not contain secrets, are considered [[artifact]]s, and as such can be viewed in the &amp;quot;Codices and scrolls&amp;quot; list in [[legends|legends mode]]. Books containing the secrets of life and death will include any of the following words in their title: Annihilation, Bereavement, Death, Demise, Departure, Doom, Dying, Eternal Rest, Expiration, Extinction, Mortality, Immortality, Loss, Oblivion, Parting, Ruin, Ruination, Sleep, the Afterlife, the End, the Grave. (Note: &amp;quot;the End&amp;quot; can also turn up in mundane titles as well, typically as part of the phrase &amp;quot;after the end&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
It is possible to ensure that a world is generated devoid of necromancers by setting the '''Number of Secret Types''' to '''0''' in [[advanced world generation]]. To the contrary, creating a world with a high number of secret types will increase the probability of there being multiple necromancers in the world. Since necromancers in unmodded games are usually humans or dwarves, having a large amount of neutral plains and/or mountains will further increase this probability, as it means that these civilizations will have more space to expand, and thus the amount of historical figures eligible for necromancy will increase.&lt;br /&gt;
&lt;br /&gt;
Necromancer towers spread death-[[sphere|aligned]] [[evil]] regions around them. Destroying the tower and killing the necromancers in it (e.g. through a [[raid]] to raze the site) will reverse the evil-spreading.&lt;br /&gt;
&lt;br /&gt;
Necromancer towers seem to be treated as a type of criminal government{{verify}} and as such function similarly to a regular civilization. Due to their ability to amass large armies quickly, necromancers are currently one of the most powerful geopolitical forces in the game, often declaring war on and destroying even powerful goblin civilizations in older worlds.&lt;br /&gt;
&lt;br /&gt;
==Fortress mode== &lt;br /&gt;
===Sieges===&lt;br /&gt;
{{DFtext|The dead walk. Hide while you still can!|5:1}}&lt;br /&gt;
{{main|Siege#Necromancer sieges}}&lt;br /&gt;
&lt;br /&gt;
Necromancers can lay [[siege]] to your fortress at any stage, including before the first [[immigration|migrant wave]], but only if their tower or town is within 20 tiles of your fortress. As such, picking a location within that distance of such a tower is regarded as a sure way to have an extra helping of [[fun]], and can be checked with {{k|tab}} during world gen. Note that if no tower is present during embark, no necromancer sieges will ever arrive (they may still show up as migrants and/or visitors), except if you [[mission|attack]] them. The sieges are structured much like normal sieges, except that the numbers tend to be much larger and much more disorganized, consisting not of individual squads but of masses of zombies coming from every side. The necromancer (or necromancers, if the former has an apprentice) may or may not arrive with the siege; if they do, and are captured or killed, you can expect to see no more activity from that particular tower. Undead are hostile to everything that breathes as well as to enemy necromancer hordes, meaning that other sieges or [[ambush]]es (or, indeed, caravans) that happen to arrive when a necromancer siege is milling about will always result in a battle. They may also send small squads or armies of experiments to attack you, sometimes stealthily acompanying their minions.&lt;br /&gt;
&lt;br /&gt;
The easiest way to deal with a zombie siege is through the application of [[dwarven atom smasher|particle physics]] to grind the zombies into nothingness. Anything that obliterates any trace of the zombie will prevent raising; a drop into [[magma]] or [[semi-molten rock]] or encasing in [[obsidian]] are more creative alternatives. The jury is still out on whether slashing weapons are better or worse against necromancer sieges; although they tend to separate zombies into many parts, these parts can all be raised, leaving the question of whether the whole zombie or an arm here and a leg there is more dangerous. The undead that the necromancer(s) will bring will be sapient creatures, but if you killed some [[elephant]]s in a combat exercise and a necromancer happens upon them, the danger is magnified.&lt;br /&gt;
&lt;br /&gt;
If you have a [[vampire]] and haven't walled them in yet, you can draft them and take a leisurely walk through town, as undead will ignore them (unless attacked), and the necromancer, has one arrived, is an easy, valid game for a clobbering. &lt;br /&gt;
&lt;br /&gt;
Necromancers that are idle during a siege used to occasionally start [[campfire]]s.&lt;br /&gt;
&lt;br /&gt;
===Ambushes===&lt;br /&gt;
Necromancers can arrive under cover, alone, in [[ambush]]es, and raise the dead without being seen. This is much more difficult, as you cannot see the necromancers in question, only their products. Potential necromancer ambushes can be dealt with by internalizing all corpse/remains stockpiles behind heavily trafficked areas, and posting sentries if possible.&lt;br /&gt;
&lt;br /&gt;
===Applications===&lt;br /&gt;
Necromancers can be made useful by applying them in [[training]] schemes. Necromancers trapped in a room with line of sight to, say, the contents of the corpse stockpile, can be used to generate an infinite amount of hostile creatures to fight; when you get tired of the sport (or your dwarves start getting beat up), simply block their line of sight with a bridge and put down the remaining enemies, and your military can walk out of training with more experience.&lt;br /&gt;
&lt;br /&gt;
Capturing necromancers is simple: build a tunnel near the necromancer, link floodgates or bridges within so that it can be sealed off, and then poke a hole into the surface. Assuming the necromancer was the nearest creature to where you opened the tunnel, they will be the first one in, and you can then seal off the tunnel and trap them inside. It's difficult to get the necromancer in there alone, without a few zombies following, but it shouldn't matter. [[Cage trap]]s will work too; however, caged necromancers do not appear to revive stuff.  You must put necromancers on a restraint afterwards if you want them to be able to.&lt;br /&gt;
&lt;br /&gt;
They can also be weaponized. Replace the militia training room with a room full of goblins, and fun will result. Upright spike [[trap]]s can &amp;quot;kill&amp;quot; the corpses after each use so that the resulting [[goblinite]] can be gathered and the trap reused. Given enough time and enough bodies, such a trap can even best the [[HFS|circus]]. &lt;br /&gt;
&lt;br /&gt;
Much like [[vampire]]s, necromancers may seize control of a [[civilization]] and become its [[monarch|king/queen]]. In that case, the dwarf in question must be isolated from any corpses, as they may be friendly, but the zombies they tend to create will be of the dwarven-arm-ripping variety. They should be either isolated from the dead with a [[burrow]], or applied to training/killing. Either way, necromancers are very [[fun]].&lt;br /&gt;
&lt;br /&gt;
Necromancers may occasionally arrive with their slab in hand. It is possible to add necromantic texts as part of your library, allowing you to turn your dwarves into necromancers once they read them. It is also possible to use the world map to send military squads to raid necromancer towers for the reading material contained in them. Dwarven necromancers no longer age, need to eat, or sleep, but they will also no longer need to drink, which can slow them down tremendously for it to be worth it.  They ''may'' also raise the occasional corpse, which will often attack non-necromancers, while this might not sound like a big deal if you already have a fort full of necromancer dwarves, the real [[fun]] comes when diplomats, trade caravans, and outpost liaisons show up and if you have the dead walking among your populace. Also, be wary of sending necromancers out in melee, as intelligent undead invaders may remain hostile to your necromancers, who are ceaseless in bashing their heads in before killing them again in an endless, FPS-killing cycle.&lt;br /&gt;
&lt;br /&gt;
Another way of getting necromantic reading material into your library is to &amp;quot;liberate&amp;quot; it in adventure mode, then drop the book off at a retired fortress. This will then be able to be picked up by your dwarves to read at their leisure.&lt;br /&gt;
&lt;br /&gt;
A necromancer may raise the dead when threatened, which is fun when your battlefield is full of previously hostile sentients. This is why you should almost always manually control the necromancer in fortress mode.&lt;br /&gt;
&lt;br /&gt;
===Visitors or immigrants===&lt;br /&gt;
&lt;br /&gt;
Necromancers may also casually arrive as [[visitor]]s or [[immigrant]]s in your fortress. When visiting, they won't attack you or attempt to raise any corpse they see – they came to relax, and just happen to know the secrets of life and death (the visitors are normally, though not necessarily always, schemeing something). They ''will'', however, use their powers in combat (for instance, if they enlist as mercenaries in your squads), but not necessarily mindless corpse-raising – they may revive one of your dwarves that just died as an [[intelligent undead]], who is loyal to your fortress and has extra powers. Necromancer immigrants can be put to work like any other immigrant dwarf - this may be bad for your meat supply when they practice their craft on the corpses produced by your hunters, however.&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
In [[adventurer mode]], necromancers are most commonly found in towers {{Tile|I|5:0}}, but can very rarely be found in towns and camps, due to reasons explained earlier in this article. Towers will contain all the necromancers that are part of the necromancer group to whom the tower belongs, as well as a horde of undead. Towers require abundant human populations (low savagery, large tracts of neutral land) and a high number of secrets to be generated in world generation. Elves or goblins cannot become necromancers through normal means (bestowed by a death god) as their immortality means they cannot become obsessed with their own mortality. They can still learn the secrets of life and death by reading them, however.&lt;br /&gt;
&lt;br /&gt;
It is possible to become a necromancer yourself in adventurer mode by [[reader|reading]] the slab or one of the books containing the secrets of life and death. Both will be found on the tables scattered around the tower, often amongst a pile of other, less useful books. &lt;br /&gt;
&lt;br /&gt;
So, becoming an immortal being who doesn't need to worry about petty things like eating, drinking and sleeping and can also raise and control an undead army merely requires you to read some slab or book. Sounds simple, doesn't it? Unfortunately, it isn't. The tower is stuffed with undead monstrosities who would probably like nothing better than to tear your poor adventurer to shreds. If that isn't bad enough, the necromancers to whom the slab and books belong will raise their &lt;br /&gt;
servants each time you strike them down, if they can see the corpses.&lt;br /&gt;
&lt;br /&gt;
So, what can we do to get at those secrets? Well, there are methods:&lt;br /&gt;
&lt;br /&gt;
* '''1. Storm the tower'''&lt;br /&gt;
This is probably the most obvious solution, and is also the most likely to get inexperienced adventurers killed. Once you have become powerful enough, attack the tower head-on, preferably bringing with you an army of &amp;lt;s&amp;gt;meatshields&amp;lt;/s&amp;gt; soldiers (who will likely get themselves killed, but will provide a distraction for you). It is advisable for you to lure the undead out of the tower first, away from the necromancers' gaze. This will make dealing with them far easier, and will give you a lot more space to dodge (or run if things get bad). If a necromancer is in the midst of the horde, try to move around so that the necromancer is exposed, then go in for the kill. Proceed until everyone (excluding yourself) is dead. Alternatively, just run into the tower and begin hitting everything like a madman. Eventually, either you or all of the tower's occupants will be dead. Then just take the slab/book and do what you will with it. &lt;br /&gt;
&lt;br /&gt;
* '''2. Sneaking'''&lt;br /&gt;
Since [[ambusher|sneaking]] in the current version basically makes you invisible{{verify}}, sneaking into the tower with a high enough skill and [[thrower|throwing]] stuff will allow you to kill everyone with minimal damage done to yourself. There is, however, the risk of being spotted, in which case you are advised to run away as quickly as you can. Alternatively, you could try to sneak around the tower and steal the slab/book without killing anything, but, because of the high density of enemies in a tower, it is extremely likely that you will be spotted, swarmed and killed.&lt;br /&gt;
&lt;br /&gt;
* '''3. Being a Night Creature'''&lt;br /&gt;
Visiting the tower as a [[night creature]] [[Faction#Faction relative hostility|to whom undead are friendly]], such as a [[vampire]], [[undead|husk/thrall]] or, of course, a fellow necromancer, is by far the easiest way to obtain the slab/a book. Seriously. The undead are {{token|OPPOSED_TO_LIFE}}, but these night creatures are {{token|NOT_LIVING}}, so they will ignore you completely. Since undead will not attack necromancers, making a mad dash for the slab/book is also a viable option, but you will risk being killed/severely wounded before you get the chance to become a necromancer. If you are already one of these night creatures, you can just skip gleefully past the undead, read the slab/book and get out. You may also want to have a chat with the necromancers, who are actually quite friendly once you get to know them. In fact, night creatures who are shunned by society will often still be accepted by necromancers, who you can even ask for [[Adventure mode#Quests|quests]]! That is, of course, unless you are an enemy of their group, in which case they will attempt to kill you. &lt;br /&gt;
&lt;br /&gt;
* '''4. Fire. A lot of fire.'''&lt;br /&gt;
The undead hordes will not cross small fires. The aspiring adventurer can outrun undead, leading them away from the tower, then run for the entrance. If there are more undead inside, run away. Repeat this until the undead have emptied from the tower, outrunning them and herding them. Run to the tower entrance and light fires around it, sealing them out. Take your time, enjoy the books, maybe mess with a necromancer. When you're ready to leave, scale the wall or jump over the fire. Bonus points: completely enclose the undead in a fire circle they cannot escape from. Side note: while running from undead, igniting the grass in clever places will slow them down even further.&lt;br /&gt;
&lt;br /&gt;
* '''5. Vampire recruit'''&lt;br /&gt;
Another strategy, which may not always be available but can work well, is recruiting a vampire. Undead creatures and vampires won't bother each other, but the vampire will attack any hostile necromancers present. Once the necromancers are all dead, you will be left with the far simpler task of killing the undead without having to worry about any of the corpses reanimating.&lt;br /&gt;
&lt;br /&gt;
* '''6. Leapfrog'''&lt;br /&gt;
{{k|j}}umping is an often overlooked but fairly powerful combat tool, especially against large hordes of very stupid zombies. Huge numbers have no impact of how effective jumping is, and zombies don't really try all that hard to get out of your way. It's fairly easy to just leap through entire hordes of zombies until you get to the tower proper, at which point you can just dash up some stairs and wait a bit for the zombies to forget you. The actual sentient inhabitants of the tower are strangely hospitable (even to the living) and don't seem to mind you that much, although some experiments seem to turn aggressive if you try talking to them. Once you've found the secret the zombies have probably forgotten about you and will ignore you now that you're also a night creature, and any that still remember you can be dispatched easily without causing any more trouble.&lt;br /&gt;
&lt;br /&gt;
===Playing as a necromancer===&lt;br /&gt;
&lt;br /&gt;
As a necromancer, you:&lt;br /&gt;
&lt;br /&gt;
*don't need to eat or drink, so you don't need to worry about running out of food/water and can get rid of the extra weight such objects produce.&lt;br /&gt;
*don't need to sleep, and can't get tired or exhausted, so you'll never again feel the negative effects of these statuses.&lt;br /&gt;
*are immortal, as necromancers do not age. This will ensure that your adventurer will not die of old age if your world goes on until its natural {{token|MAXAGE}} is reached (such as if you retire an adventurer and play fortress mode for a while).&lt;br /&gt;
*can reanimate corpses to create undead companions. This can be done as many times as you want, with a small [[time]] limit between each reanimation, and only requires a corpse/body part.&lt;br /&gt;
&lt;br /&gt;
Becoming a necromancer also freezes your physical [[attribute]]s so that they cannot rust or be increased. Therefore, it might be wise to raise them to a high level before becoming a necromancer. (However, this does not seem to be happening in the current version, probably due to a bug, or it's a design choice. Because let's be honest, just because you're a necromancer doesn't mean you can't learn new things, right?)&lt;br /&gt;
&lt;br /&gt;
==== Reanimating dead creatures ====&lt;br /&gt;
1.Open the actions menu by pressing {{k|x}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
2.Press {{k|p}} or scroll to &amp;quot;acquired power&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
3.Select ({{k|→}} {{k|Enter}}) &amp;quot;Animate corpse&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
4.Now move the cursor onto the corpse(s) you wish to animate, press the letter that they are represented by on the items screen (such as {{k|a}}) and press {{k|Enter}}. Note that you can animate more than one corpse at a time, and that you can also animate corpses that are in your inventory.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Animatecorpsemenu.jpeg]]&lt;br /&gt;
&lt;br /&gt;
It is worth noting that you can only raise corpses with intact heads or grasping body parts (hands). That is, if the creature's head and hands explodes into gore, collapses into gore, or otherwise is pulped via damage to the head or torso, then that corpse cannot be raised. It is still possible, however, to raise a corpse that has had its head completely severed. The arms and head of a single individual can also be raised as different zombies, granted they are separated properly to begin with.&lt;br /&gt;
&lt;br /&gt;
Besides acting as reusable and easily-replenishable soldiers, undead hold potential usage as training dummies for weapons and wrestling skills and can be used to build for you, including animated body parts. A crafty adventurer may cut the limbs off their undead slaves and reanimate them, counting as an additional companion, and reducing build time.  However, while a necromancer can still be friendly to mortals, its minions will attack everything living in sight.&lt;br /&gt;
&lt;br /&gt;
For combat, because raised dead lose all their skills as well as the ability to learn, only the attributes and size of the creature at the time of their death are important.&lt;br /&gt;
&lt;br /&gt;
As in fortress mode, necromancer companions and NPCs will automatically raise the dead when in the heat of battle. To counter this in adventure combat, mangle a sentient being using a blunt weapon so they can never be raised, or butcher them once and mangle the raised skin. Butchering doesn’t take time, so it doesn’t hurt to immediately butcher someone you killed.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can destroy someone’s soul by raising a corpse as a non-intelligent undead. This rewrites their faction and soul traits, and any subsequent resurrection will raise them as a soulless creature loyal to you. This is very useful when you are in mass combat.&lt;br /&gt;
&lt;br /&gt;
==[[Object testing arena]]==&lt;br /&gt;
Necromancy can be assigned to any creature by simply changing the &amp;quot;effect&amp;quot; of the spawned creature to &amp;quot;necromancer&amp;quot; by pressing {{k|u}}. As expected, necromancers will reanimate dead creatures and severed body parts, though, depending on which team the player has set for the spawned necromancer and that of any creature that died that said necromancer chose to resurrect, strange behaviors can occur.&lt;br /&gt;
&lt;br /&gt;
For example, a necromancer revives the body parts of a dead, dismembered dwarf in an effort to aid itself in fighting, but because the dwarf was on the &amp;quot;independent&amp;quot; team (or just a different one from the necromancer), the body parts just end up attacking the necromancer that raised them. So said necromancer may end up killing what it resurrected, only to keep resurrecting what it just killed just to fight it again, which can happen over and over in an endless loop - all due to the clashing of how the arena handles teams/sides and the necromancer's natural AI in raising the dead to help itself.&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
{{mod}}&lt;br /&gt;
It is entirely possible to create your own unique secret class, with powers ranging from material emission (fireballs, firebreath, syndrome-inducing materials) to turning corpses into enthralled creatures, such as giant lions.&lt;br /&gt;
This can be accomplished by creating an &amp;quot;interaction_secretnamehere&amp;quot; raw file with the appropriate tokens.&lt;br /&gt;
&lt;br /&gt;
It is also possible to improve the number of necromancers, and therefore towers, by permitting more races to have necromancers. This can be done by adding mortality to races that are not mortal ([[Elf|Elves]] and [[Goblin]]s) with the {{token|MAXAGE}} token, or by adding intelligence to other creature tokens. Even having the ability to pray seems to add yet more original necromancers (that have discovered the secret by worshiping). This could be done by giving religion to races that don't have it, like goblins (see some digging on these subjects here: http://www.bay12forums.com/smf/index.php?topic=161352.0, http://www.bay12forums.com/smf/index.php?topic=154533.0, http://www.bay12forums.com/smf/index.php?topic=161352.0). It also seems that having a DEATH [[Entity_token#RELIGION_SPHERE|sphere]] in the religion of the race vastly improves the ability to discover the secret of life and death.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
Modded goblin race with:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
	[RELIGION:PANTHEON]&lt;br /&gt;
	[RELIGION_SPHERE:DEATH]&lt;br /&gt;
 &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
in entity_default and:[MAXAGE:200:250] in creature_standard, will generate a lot of tower-building necromancers.&lt;br /&gt;
&lt;br /&gt;
Doing this for all races with massive population amounts in your world will ensure that towers, and, therefore, undead, are present in large numbers for more [[fun]]. &lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Example raws (as extracted from world.dat in version 0.47.04)|&lt;br /&gt;
[INTERACTION:SECRET_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_SOURCE:SECRET]&lt;br /&gt;
		[IS_NAME:the secrets of life and death]&lt;br /&gt;
		[IS_SPHERE:DEATH]&lt;br /&gt;
		[IS_SPHERE:NIGHTMARES]&lt;br /&gt;
		[IS_SECRET_GOAL:IMMORTALITY]&lt;br /&gt;
		[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]&lt;br /&gt;
		[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]&lt;br /&gt;
		[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]&lt;br /&gt;
		[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_REQUIRES:MORTAL]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_REQUIRES:CAN_SPEAK]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[CE_DISPLAY_TILE:TILE:165:5:0:1:START:0:ABRUPT]&lt;br /&gt;
			[CE_DISPLAY_NAME:NAME:necromancer:necromancers:necromantic:START:0:ABRUPT]&lt;br /&gt;
			[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0:ABRUPT]&lt;br /&gt;
			[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Animate corpse]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_ANIMATE_11]&lt;br /&gt;
				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
				[CDI:VERB:gesture:gestures:NA]&lt;br /&gt;
				[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]&lt;br /&gt;
				[CDI:WAIT_PERIOD:10]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Raise damned butcher]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_UNDEAD_RES_11]&lt;br /&gt;
				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
				[CDI:VERB:gesture:gestures:NA]&lt;br /&gt;
				[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]&lt;br /&gt;
				[CDI:WAIT_PERIOD:10]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Summon bogeymen]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_SUMMON_B_11]&lt;br /&gt;
				[CDI:VERB:call upon the night:calls upon the night:NA]&lt;br /&gt;
				[CDI:WAIT_PERIOD:100]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Summon nightmare]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_SUMMON_N_11]&lt;br /&gt;
				[CDI:VERB:call upon the night:calls upon the night:NA]&lt;br /&gt;
				[CDI:WAIT_PERIOD:12000]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Create ghoul]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_GHOUL_11]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_ANIMATE_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CORPSE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_ITEM]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_REQUIRES:FIT_FOR_ANIMATION]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_MANUAL_INPUT:corpses]&lt;br /&gt;
	[I_EFFECT:ANIMATE]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0:ABRUPT]&lt;br /&gt;
			[CE_PHYS_ATT_CHANGE:STRENGTH:130:0:TOUGHNESS:300:1000:START:0:ABRUPT]&lt;br /&gt;
			[CE_SPEED_CHANGE:SPEED_PERC:60:START:0:ABRUPT]&lt;br /&gt;
			[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
			[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_UNDEAD_RAISE_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CORPSE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_ITEM]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_REQUIRES:FIT_FOR_RESURRECTION]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_MANUAL_INPUT:corpses]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:RESURRECT]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[SYN_CLASS:RAISED_UNDEAD]&lt;br /&gt;
			[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]&lt;br /&gt;
			[CE_DISPLAY_NAME:NAME:damned butcher:damned butchers:damned butcher:START:0:ABRUPT]&lt;br /&gt;
			[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]&lt;br /&gt;
			[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
			[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Propel away]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_RES_POWER_11_1]&lt;br /&gt;
				[CDI:TARGET:B:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:B:25]&lt;br /&gt;
				[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
				[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
				[CDI:VERB:make a flicking motion:makes a flicking motion:NA]&lt;br /&gt;
				[CDI:MAX_TARGET_NUMBER:B:1]&lt;br /&gt;
				[CDI:WAIT_PERIOD:50]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_RES_POWER_11_1]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:LOCATION]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_LOCATION]&lt;br /&gt;
		[I_TARGET:B:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_MANUAL_INPUT:target]&lt;br /&gt;
	[I_EFFECT:PROPEL_UNIT]&lt;br /&gt;
		[IE_PROPEL_FORCE:100000]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_TARGET:B]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_SUMMON_B_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:LOCATION]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_LOCATION]&lt;br /&gt;
	[I_TARGET:B:LOCATION]&lt;br /&gt;
		[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]&lt;br /&gt;
	[I_EFFECT:SUMMON_UNIT]&lt;br /&gt;
		[IE_TARGET:B]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[IE_CREATURE_CASTE_FLAG:NIGHT_CREATURE_BOGEYMAN]&lt;br /&gt;
		[IE_TIME_RANGE:200:300]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_SUMMON_N_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:LOCATION]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_LOCATION]&lt;br /&gt;
	[I_TARGET:B:LOCATION]&lt;br /&gt;
		[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]&lt;br /&gt;
	[I_EFFECT:SUMMON_UNIT]&lt;br /&gt;
		[IE_TARGET:B]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[IE_CREATURE_CASTE_FLAG:NIGHT_CREATURE_NIGHTMARE]&lt;br /&gt;
		[IE_TIME_RANGE:200:300]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_GHOUL_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[EXPERIMENT_ONLY]&lt;br /&gt;
	[I_SOURCE:EXPERIMENT]&lt;br /&gt;
		[IS_HIST_STRING_1: infected ]&lt;br /&gt;
		[IS_HIST_STRING_2: with a contagious ghoulish condition]&lt;br /&gt;
		[IS_TRIGGER_STRING_SECOND:have]&lt;br /&gt;
		[IS_TRIGGER_STRING_THIRD:has]&lt;br /&gt;
		[IS_TRIGGER_STRING:been infected with a contagious ghoulish condition]&lt;br /&gt;
	[I_SOURCE:ATTACK]&lt;br /&gt;
		[IS_HIST_STRING_1: bit ]&lt;br /&gt;
		[IS_HIST_STRING_2:, passing on the ghoulish condition]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
		[IT_MANUAL_INPUT:victim]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
		[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
		[SYN_CLASS:GHOUL]&lt;br /&gt;
		[CE_FLASH_TILE:TILE:165:4:0:1:FREQUENCY:2000:1000:START:0:ABRUPT]&lt;br /&gt;
		[CE_DISPLAY_NAME:NAME:diseased ghoul:diseased ghouls:diseased ghoul:START:0:ABRUPT]&lt;br /&gt;
		[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
		[CE_REMOVE_TAG:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
		[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:SECRET_GHOUL_11:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{category|humanoids}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Necromancer]]&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Relationship&amp;diff=257139</id>
		<title>Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Relationship&amp;diff=257139"/>
		<updated>2021-02-28T00:47:05Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:55, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[Dwarves]] have '''relationships''' amongst each other. These can be seen in detail by going to the dwarf's [[profile]] and then pressing {{k|r}} to take you to their relationships screen. Relationships are usually formed by spending time with another dwarf.  Often, the strongest relationship are between dwarves from the same [[migrant]] wave, despite time spent with dwarves from other waves. Relationships are important because their presence or absence has an important effect on the dwarf in question. Note that when it comes to familial relationships, the dwarves in question do not have to be in your fortress.    &lt;br /&gt;
&lt;br /&gt;
Making and talking to friends gives happy [[thought]]s, while the death of a [[pet]], friend, parent, [[children|child]] or [[marriage|spouse]] gives unhappy ones. A network of friends and families are happier than individual dwarves, but are more likely to make [[children]], and will be much harder-hit when a familiar dwarf dies in an [[ambush]] or whatnot. Getting [[ghost|haunted]] by a familiar dwarf produces a strong negative thought as well.&lt;br /&gt;
&lt;br /&gt;
(Note that the relationships screen is mouse-enabled.)&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The following is a list of known relationships, listed in the order they appear on the screen (and thus, their importance):&lt;br /&gt;
* Kin relationships&lt;br /&gt;
**'''Spouse''' - [[Marriage|Married]] dwarves are spouses of one another, and will share a [[bed]]. Heterosexual couples will produce children (the happier the couple, the more [[Marriage|often?]]).&lt;br /&gt;
**'''Lover''' - Lovers are basically dwarven pairs; unmarried, but getting there. Dwarves may have multiple lovers. Dwarves who are lovers and marriage-compatible (as per their {{token|ORIENTATION|c}} token) and that spend enough time chatting. may marry, at which point they will begin using the same bed and start producing children if belonging to opposite genders.&lt;br /&gt;
**'''Child''' - Any [[child]]ren that the dwarven parents have are the objects of their attention - this includes grown adults, minors, and babies.  Children are described by their sex and birth order.  The relationship is described as eldest son, second eldest son, eldest daughter, and so on.  The child might not necessarily be in the fortress.&lt;br /&gt;
**'''Parent''' - If the dwarf has known parents, they will appear here.&lt;br /&gt;
**'''Grandparent''' - Like known parents. They're separated into &amp;quot;paternal&amp;quot; and &amp;quot;maternal&amp;quot;. (In listing order, may be mixed with siblings)&lt;br /&gt;
**'''Sibling''' - If the dwarf in question has siblings, they will appear here. Like children, they do not necessarily have to be in the fortress.  The relationships are described as older brother, younger brother, older sister, and younger sister.&lt;br /&gt;
**'''Aunt/Uncle''' - If the dwarf has known aunts or uncles, they will appear here. Often these don't live in the same fortress.&lt;br /&gt;
**'''Niece/Nephew''' - If the dwarf has known nieces or nephews, they will appear here. Again, nieces and nephews often don't live in the same fortress.&lt;br /&gt;
**'''Cousin''' - If the dwarf has known cousins, they will appear here. Cousins, much like some of the above categories, often don't live in the fortress. &lt;br /&gt;
* Spiritual relationships&lt;br /&gt;
**'''Deity''' - Ye old dwarven [[deity|god]]s are the most important non-familial relationships for a dwarf.  A dwarf can worship multiple gods, and on rare occasions will not worship any. Dwarves can have different levels of worship (&amp;quot;ardent&amp;quot;, &amp;quot;faithful&amp;quot;, &amp;quot;casual&amp;quot;, and &amp;quot;dubious&amp;quot;). Note that cursed creatures are ''always'' dubious worshipers of their deities, making this relationship an important sign of a [[vampire]]. A [[temple]] may be designated as a [[location]] from a [[meeting area]]. Worshiping at a temple reduces [[stress]] by a large amount, but not being able to worship causes further stress to develop.{{version|0.42.01}}&lt;br /&gt;
**'''Object of Worship''' - Dwarves tend to worship [[megabeast]]s that have attacked a settlement, most likely out of fear. This relationship is, for now, only aesthetic, and does not change the behavior of the dwarf or the megabeast if the worshipper meets the worshipped.&lt;br /&gt;
**'''Force''' - An [[elf]] may worship a [[force|force of nature]], which works the same as worship of a deity.&lt;br /&gt;
* Professional relationships&lt;br /&gt;
**'''Apprentice''' - [[Scholar]]s, [[performer]]s, and [[necromancer]]s can take apprentices, who they will teach what they know. Apprentices sometimes don't live in the fortress. One master can have many apprentices.&lt;br /&gt;
**'''Master''' - Master to an apprentice. Sometimes migrants and visitors have a master that doesn't live in the fortress.&lt;br /&gt;
**'''Former Master''' - A creature can have more than one former master.&lt;br /&gt;
**'''Former Apprentice''' - A creature that once learned from this one.&lt;br /&gt;
* Animal relationships&lt;br /&gt;
**'''[[Pet]]''' - The dwarf's [[animal]] companion, who they have adopted (or in the case of [[cat]]s, the dwarf was adopted by them). If the pet is a [[grazer]], the owner will periodically feed them, allowing them to roam free without the need of a [[pasture]]. Dwarves can have multiple pets.&lt;br /&gt;
**'''Bonded animal''' - [[Animal trainer]]s typically form bond with the animals they work with over time. The death of a bonded animal causes a bad thought to the trainer.&lt;br /&gt;
* Non-kin personal relationships&lt;br /&gt;
**'''Kindred spirit''' - A step above friend, a step below lover.&lt;br /&gt;
**'''Friend''' - Dwarves that idle near other dwarves and/or have high [[social skill]]s tend to develop [[friend]]s. Making a friend takes some effort on the part of the dwarf, and happens most often within individual waves. [[Personality|Personalities]] play a part as well. Making friends causes a happy thought, as can be expected, and the death of friends causes unhappy ones. Lovers develop from a dwarf's pool of friends.&lt;br /&gt;
**'''Grudge''' - [[Grudge]]s are the opposite of friendships, and tend to develop between dwarves of conflicting personality traits. Sometimes, it is possible to have your starting dwarves form grudges even before they arrive at the new fortress location. Making a grudge causes an unhappy thought, but ironically, the death of a grudgee actually causes a bad thought as well.&lt;br /&gt;
**'''Friendly Terms''' - More than an acquaintance, less than a friend.{{verify}}&lt;br /&gt;
**'''Long-term Acquaintance''' - Long-term acquaintances are dwarves that have had at least 30 conversations with each other, but aren't friends. At [[embark]], the seven starting dwarves will each be either long-term acquaintances or friends with each other.{{verify}}&lt;br /&gt;
**'''Passing Acquaintance''' - Passing acquaintances are dwarves that are familiar with one another, but just barely. As long term acquaintances do not produce a bad thought, passing ones do not either. If an acquaintance does not make contact with the dwarf over a time, they will be forgotten, absent from the relationships screen.&lt;br /&gt;
&lt;br /&gt;
==Other familial relationships==&lt;br /&gt;
Dwarves can have '''Uncles''', '''Aunts''', '''Nieces''', '''Nephews''' and '''Cousins''' listed as relationships. They do not appear to take special interest in the wellbeing of such relations. Migrants with long lists of such &amp;quot;extended family&amp;quot; are typically well-connected historical personalities, but expansive relative lists of this type also commonly appear when children in a fort manage to grow up to adulthood, marry and have children of their own. &lt;br /&gt;
As historical personages of special importance, [[monarch]]s frequently immigrate with a large number of distant relatives listed.&lt;br /&gt;
&lt;br /&gt;
==Types of friendship==&lt;br /&gt;
&lt;br /&gt;
In world generation, characters make friendships due to worldgen events, and those friendships may carry over to fortress mode when some of them [[migrate]]. Those are:&lt;br /&gt;
&lt;br /&gt;
* Childhood friendships&lt;br /&gt;
* Bonding over [[scholar]]ly interests &lt;br /&gt;
* Bonding over art at performances&lt;br /&gt;
* Friends from athletic competitions&lt;br /&gt;
* War buddies&lt;br /&gt;
&lt;br /&gt;
==Types of grudges==&lt;br /&gt;
&lt;br /&gt;
Like friendships, grudges can also happen during worldgen, and these usually pave the way to more general corruption from [[villain]]s. These can spawn from:&lt;br /&gt;
&lt;br /&gt;
* Business rivalries&lt;br /&gt;
* Sport competitions&lt;br /&gt;
* Abusive rulers&lt;br /&gt;
* Religious grievances&lt;br /&gt;
&lt;br /&gt;
Sometimes very specific grudges can happen, such as a [[mummy]] forming one against a [[tomb]] thief.&lt;br /&gt;
&lt;br /&gt;
==Variable relationships==&lt;br /&gt;
&lt;br /&gt;
On top of the existing relationships, there are variables that govern the attitude between two characters. This usually comes up during corruption attempts by [[villain]]s in worldgen (e.g. intimidation is more successful if the target fears the villain already, and flattery works better if the target trusts them) and is especially relevant during interrogations in both fortress and adventure mode. Those variables are:&lt;br /&gt;
&lt;br /&gt;
* Loyalty&lt;br /&gt;
* Trust/distrust&lt;br /&gt;
* Fear&lt;br /&gt;
* Love/hate&lt;br /&gt;
* Respect&lt;br /&gt;
&lt;br /&gt;
==Making friends==&lt;br /&gt;
Over time, dwarves who spend time idling near each other will begin to form friendships and grudges. This happens through 'chats' and the 'socialize' activity.&lt;br /&gt;
&lt;br /&gt;
Two dwarves who are standing on the same tile, or adjacent tiles, may decide to chat if they are idle. Dwarves who are busy eating, drinking, or doing any job, will not chat with one another. This has the amusingly realistic effect that two dwarves who work side by side for years may barely know each other, or even not at all.&lt;br /&gt;
&lt;br /&gt;
As two dwarves accumulate these chats, they will form opinions of each other, based on a 'compatibility' score. Dwarves who like similar things (such as [[elephant]]s), have the same skills (such as two miners), or who have similar personalities will form friendships. These begin as passing acquaintances, who will then become long-term acquaintances (if the two aren't too compatible, but not too incompatible) or friends (if the two dwarves are compatible enough). Dwarves who are too incompatible may instead form grudges. Currently, only vastly different [[personality|personalities]] (such as a confident, selfless dwarf vs. a nervous but arrogant one) cause this, as differences in likes or skills don't hurt a dwarf's opinion of another. Changes in a dwarf's skill set can thus cause their opinions of another dwarf to change, potentially removing old grudges. Dwarves who don't chat enough may lose acquaintances over time.&lt;br /&gt;
&lt;br /&gt;
Dwarves who are compatible enough, and chat enough, can become lovers. In order to be eligible for this, a dwarf has to be an adult, not have a too-large age difference (which is currently max(10,min(age_1,age_2)/2), be orientation-compatible, and not be too closely related to their new friend. Lovers who continue to have enough opportunities to chat and are willing to commit as per their [[orientation]] preferences will eventually get married.&lt;br /&gt;
&lt;br /&gt;
It is unknown how much of a role [[social skill]]s such as [[broker skills|conversationalist]], [[intimidator]], [[pacifier]], [[comedian]], [[negotiator]], [[flatterer]], [[consoler]], [[persuader]], or [[judge of intent]] play in relationships. In tests, idling dwarves with high social skills made friends (and grudges) a good deal quicker than unskilled dwarves.&lt;br /&gt;
&lt;br /&gt;
It is possible for two dwarves to have different opinions about each other. For example, Urist can treat Bomrek as a long-term acquainted buddy, while Bomrek counts Urist as a barely recognised person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
# Relations are formed the first time a unit is idle or socializing next to another unit*&lt;br /&gt;
# When a relationship rank hits 15, a friendship or grudge is formed, depending on compatibility.&lt;br /&gt;
# When the rank is around 40, if the units are friends and are romantically inclined, they become lovers. A range of 31-42 has been observed, probably influenced by one or more personality facets.&lt;br /&gt;
# When the rank hits 50, and the units are lovers, they can get married.&lt;br /&gt;
# Talking to grudges can really spike a unit's stress level (700+ per day), depending on personality.&lt;br /&gt;
# Socializing units can increase rank with busy adjacent units if they don't move (tested with pumpstacks, libraries, and temples).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;* - It doesn't look like units begin socializing with same tile or diagonally adjacent units. Only N,S,E,W adjacent units can start socialization, but, once started, socializing dwarves will include same-tile and diagonal neighbors.&lt;br /&gt;
{{Category|Relationships}}&lt;br /&gt;
[[ru:Relationship]]&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Surrender&amp;diff=257138</id>
		<title>Surrender</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Surrender&amp;diff=257138"/>
		<updated>2021-02-28T00:35:22Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|16:26, 15 February 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]], it is possible to '''surrender''' by using the {{k|y}}ield key, thus assuming a submissive posture. Surrender may end a [[level of conflict|lethal]] conflict, but not a no quarter conflict. It is also possible to use the {{k|k}}onversation menu to demand that someone else yield. An enemy's surrender is generally indicated by them yelling &amp;quot;I yield! I yield!&amp;quot;, though enemies may sometimes say &amp;quot;Stop! This isn't happening!&amp;quot;. Faking surrender may elevate conflict from lethal to no quarter.&lt;br /&gt;
&lt;br /&gt;
Attacking an enemy who has yielded will result in a confirmation message requiring you to press ALT + y to confirm. Sometimes this message will be displayed, though, and the enemy hasn't visibly yielded. This indicates that the enemy is yielding, but hasn't finished saying the associated message. If the player waits (using {{.}} or {{,}}) the message will appear.&lt;br /&gt;
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Upon the killing of an opponent who has surrendered, depending on the [[ethics]] of the [[civilization]], this will cause you to be known as a murderer, causing most persons of that civilization to denounce you as a murderer and spit at you every time you attempt to speak to them. Despite this, you can still engage in conversation with the subject, albeit while dodging their volatile spit. &lt;br /&gt;
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{{Category|adventurer mode}}&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
[[ru:Surrender]]&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Alliance&amp;diff=257137</id>
		<title>Alliance</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Alliance&amp;diff=257137"/>
		<updated>2021-02-28T00:32:50Z</updated>

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In world generation, civilizations may form '''alliances''' to stave off [[necromancer]] and [[evil]] invasions. When civilizations are feeling set upon by the more evil threats (any group that requires the killing of neutrals, like [[goblin]]s and the undead), they can join up, for as long as feels necessary, and beyond, if they get along. This has the effect of keeping the necromancers in line. A typical scenario is that the necromancer will bide their time, raise many zombies, and attack a small market in an attempt to get a 'snowball' going. This causes an alliance to be formed, and the necromancer is subsequently defeated.&lt;br /&gt;
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{{category|World}}&lt;br /&gt;
{{Category|Game mechanics}}&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tribute&amp;diff=257136</id>
		<title>Tribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tribute&amp;diff=257136"/>
		<updated>2021-02-28T00:32:15Z</updated>

		<summary type="html">&lt;p&gt;Tsovtsov: &lt;/p&gt;
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'''Tribute''' caravans are delegations sent to your fortress to deliver you spoils in the form of random goods. The current way to obtain tribute is to send [[squad]]s on [[mission]]s to nearby [[site]]s. &lt;br /&gt;
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If your fortress performs a successful Mission to &amp;quot;demand tribute&amp;quot;, whether it be one-time or annual, that site will send a caravan, once a year. No actual &amp;quot;trading&amp;quot; or broker is involved, they simply drop off the goods at your depot and then leave, without speaking to any of your dwarves. Tribute caravans tend to be relatively small, but they are guarded. You don't have any control over the content of the tribute. What they bring depends on the civilization's available materials, the site's size and tracked items and so forth, and may range from excessively mundane (like a bunch of average quality clothing) to extremely useful (like exotic animals). Notably, tributes are one of the few ways to obtain evil animals tamed by goblins such as beak dogs for instance. Yearly tributes usually happen at the beginning of a season and may be arranged at any season, including winter.&lt;br /&gt;
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If you successfully sent a squad on a mission to conquer a neighbouring site, it will also be incorporated into your holdings. Your conquering forces will remain onsite as administrators and occupiers, though you may call (most of) them back by requesting workers with your messenger. The site will also send tribute to you, in the form of various items and livestock. &lt;br /&gt;
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Tributes are also one of the few ways to &amp;quot;contact&amp;quot; another civilization without triggering an outright war and therefore ensure that it will send out regular caravans afterwards, *on top* of the tribute caravans it'll be sending and even if your tribute demand failed. &lt;br /&gt;
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You can receive tribute from any populated site, including necromancer [[tower]]s. You can acquire tame sentients (including things that should just flat out not be tamable at all like goblins) from raids and demanding one time tribute.&lt;br /&gt;
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{{Category|Game mechanics}}&lt;/div&gt;</summary>
		<author><name>Tsovtsov</name></author>
	</entry>
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