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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mega_construction&amp;diff=41588</id>
		<title>40d:Mega construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mega_construction&amp;diff=41588"/>
		<updated>2009-06-08T23:14:51Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: /* Hippie Exterminator */ Added link to example fortress&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There comes a time in every dwarfs life when he says to himself - why not? ''(&amp;quot;Because it's insane&amp;quot; is not considered an automatic fail condition)''.  Be it magma waterfalls, huge castles, skyscrapers, great cathedrals, inverted pyramids, the Statue of Dwarferty - you can build anything!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Construction Techniques==&lt;br /&gt;
&lt;br /&gt;
Building a large number of anything can be a real pain, to speed up the process it is recommended that you create a stockpile filled with only the correct stone/block type either inside or as close to as possible to your construction. This way the material will always be at the top of the list when you're constructing.&lt;br /&gt;
&lt;br /&gt;
The important thing to remember is that all walls, floors and anything built with the {{k|b}}-{{k|C}} keys are LIFO - &amp;quot;'''L'''ast '''I'''n, '''F'''irst '''O'''ut&amp;quot;.  That means that the very last designation you make will be the very ''first'' thing your masons will work on next!  Once you master this concept, it can be used to your advantage, but only if you can plan ahead.&lt;br /&gt;
&lt;br /&gt;
It is also important to remember that you cannot build on top of a constructed floor.&lt;br /&gt;
&lt;br /&gt;
===Towers===&lt;br /&gt;
Building a huge tower is a Dwarf Fortress rite of passage. There are many pitfalls to [[construction]] though, mainly due to your [[mason]]s' habit of building [[wall]]s in their LIFO order, so adding anything puts that before everything you've already done.  This step-by-step guide avoids these problems.  The diagrams are for a 5x5 tower, but the instructions are adaptable to any size of tower. &lt;br /&gt;
&lt;br /&gt;
====Build corners first!====&lt;br /&gt;
&lt;br /&gt;
The first rule of building upwards is to build the corners first. This keeps your mason from trapping himself in the corner, or making the corner inaccessible.&lt;br /&gt;
&lt;br /&gt;
'''Key:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! symbol&lt;br /&gt;
! tile&lt;br /&gt;
|-&lt;br /&gt;
| .&lt;br /&gt;
| Empty space&lt;br /&gt;
|-&lt;br /&gt;
| +&lt;br /&gt;
| Floor&lt;br /&gt;
|-&lt;br /&gt;
| O&lt;br /&gt;
| Constructed wall&lt;br /&gt;
|-&lt;br /&gt;
| X&lt;br /&gt;
| Up/down [[stairs]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Base====&lt;br /&gt;
&lt;br /&gt;
Access to the tower is presumably from below. If not, leave a [[door]] so your dwarves can get in and out. Make the staircase in the corner for quickest building. You can build a [[stone]] or [[block]] stockpile here, for easy access to building materials. &lt;br /&gt;
&lt;br /&gt;
 OOOOO&lt;br /&gt;
 OX++O&lt;br /&gt;
 O+++O&lt;br /&gt;
 O+++O&lt;br /&gt;
 OOOOO&lt;br /&gt;
&lt;br /&gt;
====Next level up====&lt;br /&gt;
&lt;br /&gt;
 +++++&lt;br /&gt;
 +...+&lt;br /&gt;
 +...+&lt;br /&gt;
 +...+&lt;br /&gt;
 +++++&lt;br /&gt;
&lt;br /&gt;
====Staircase====&lt;br /&gt;
&lt;br /&gt;
Use up/down stairs for maximum efficiency. &lt;br /&gt;
&lt;br /&gt;
 +++++&lt;br /&gt;
 +X..+&lt;br /&gt;
 +...+&lt;br /&gt;
 +...+&lt;br /&gt;
 +++++&lt;br /&gt;
&lt;br /&gt;
====Floor tiles====&lt;br /&gt;
&lt;br /&gt;
Cover the empty space with constructed floors. Be careful not to build floors on top of your existing walls, since this keeps you from building walls over them. For a 3x3 tower, you don't need any floors at all. &lt;br /&gt;
&lt;br /&gt;
 +++++&lt;br /&gt;
 +X+++&lt;br /&gt;
 +++++&lt;br /&gt;
 +++++&lt;br /&gt;
 +++++&lt;br /&gt;
&lt;br /&gt;
====Corners====&lt;br /&gt;
&lt;br /&gt;
Start the corner walls once the first ring of floor tiles are finished. You can start them sooner, but there's a chance the far corner could become inaccessible, which suspends construction. &lt;br /&gt;
&lt;br /&gt;
 O+++O&lt;br /&gt;
 +X+++&lt;br /&gt;
 +++++&lt;br /&gt;
 +++++&lt;br /&gt;
 O+++O&lt;br /&gt;
&lt;br /&gt;
====Center Walls====&lt;br /&gt;
&lt;br /&gt;
You can start the center walls before the corners are finished, but always leave the walls adjacent to the corners for last. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 O+O+O&lt;br /&gt;
 +X+++&lt;br /&gt;
 O+++O&lt;br /&gt;
 +++++&lt;br /&gt;
 O+O+O&lt;br /&gt;
&lt;br /&gt;
====Finish walls====&lt;br /&gt;
&lt;br /&gt;
That's all. This level is complete. From here you can go up and repeat the pattern again.&lt;br /&gt;
&lt;br /&gt;
 OOOOO&lt;br /&gt;
 OX++O&lt;br /&gt;
 O+++O&lt;br /&gt;
 O+++O&lt;br /&gt;
 OOOOO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Corners Last?====&lt;br /&gt;
&lt;br /&gt;
If you don't mind your tower not being square, you can seal the corners from the inside. This takes up some space inside the tower. The corners have to be built from the inside. Even on ground level, your masons will always end up on the inside. &lt;br /&gt;
&lt;br /&gt;
 .OOO.&lt;br /&gt;
 O+X+O&lt;br /&gt;
 O+++O&lt;br /&gt;
 O+++O&lt;br /&gt;
 .OOO.&lt;br /&gt;
&lt;br /&gt;
 .OOO.&lt;br /&gt;
 OOXOO&lt;br /&gt;
 O+++O&lt;br /&gt;
 OO+OO&lt;br /&gt;
 .OOO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Scaffolding===&lt;br /&gt;
&lt;br /&gt;
Building rows and rows of up/down stairs will allow you to build large walls without having to worry about getting the workers and materials up there.&lt;br /&gt;
&lt;br /&gt;
Be careful when you're dismantling them that each row is removed one at a time, starting from the top!&lt;br /&gt;
&lt;br /&gt;
You may also consider building the scaffolding ''inside'' the building you are constructing, ensuring that the entire ground floor wall is constructed. Then you wont create any surprise back doors into your fortress.&lt;br /&gt;
&lt;br /&gt;
===Sloped Roofs===&lt;br /&gt;
&lt;br /&gt;
Sloped roofs can be created by building a row of walls adjacent to the top of a wall, a row of ramps can then be built directly on top of the wall giving access to the top of the adjacent wall. Now just build a second wall adjacent to this one and repeat.&lt;br /&gt;
&lt;br /&gt;
==Viewing==&lt;br /&gt;
&lt;br /&gt;
Most mega structures look best when using a 3D tool, there are however some restrictions involved.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12games.com/forum/index.php?topic=608.0 3Dwarf]===&lt;br /&gt;
&lt;br /&gt;
All walls regardless of material will show up the same, the only difference is fortifications which will show up a lighter shade of blue.&lt;br /&gt;
&lt;br /&gt;
All ramps and stairs regardless of materials will show up as wood.&lt;br /&gt;
&lt;br /&gt;
Single ramps will show up as square pyramids but ''only'' if there are no adjacent walls that are one z-level higher than them.&lt;br /&gt;
&lt;br /&gt;
A row of single ramps will not join together as a 'toblerone' shape, instead they will show up as a row of square pyramids.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
===Cathedral to the Blood God===&lt;br /&gt;
&lt;br /&gt;
[[Image:Cathedral-Cutaway.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Cathedral-Tower.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Cathedral.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Hippie Exterminator===&lt;br /&gt;
You gotta water those trees man, and let the treehuggers that care so much for them take share in this watery gift!&lt;br /&gt;
Basically, construct a megalong wall all the way around an elf-village, then use flooring to put a lid on the entire village. Hook up some pumps from the local river to fill this box with water. This will kill all of the elves enclosed inside, and your fps in the process. Totally pointless and timeconsuming, thus making it a worthy megaconstruction.&lt;br /&gt;
Example fortress: [http://www.mkv25.net/dfma/map-5899-fleshgatesofdrowning Fleshgates of Drowning]&lt;br /&gt;
&lt;br /&gt;
===Dwarven Arcology===&lt;br /&gt;
This is ideal for your patently insane [[Stupid dwarf trick]] needs. Essentially it's building your entire fortress above ground in ONE structure. A subterranean level (the basement) on the bottom floor provides plump helmets, pig tails, and so on. On the ground floor, grow above-ground plants and carve fortifications into all the walls. From here, it's all about absolutely huge levels packed with food stores, refuge dumps, wood stockpiles, workshops, archery ranges, and bedrooms. The only subterranean activity permitted is digging, although you may be able to get away with building your depot below ground. This consumes ridiculous amounts of time and stone, placing walls is extremely fiddly, and as soon as goblins control the ground floor your fortress will starve unless you can exterminate them. So, pointless, frustrating, and borderline suicidal...in short, a perfect megaconstruction.&lt;br /&gt;
&lt;br /&gt;
[[Category:Constructions]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21715</id>
		<title>40d:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21715"/>
		<updated>2009-04-02T17:47:08Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: Added &amp;quot;The Cube&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Part of this article was originally taken from the DF forums thread [http://www.bay12games.com/forum/index.php?topic=466.0 &amp;quot;Goal-Based Dwarf Fortress&amp;quot;].''&lt;br /&gt;
&lt;br /&gt;
The general goal of [[Fortress Mode]] is to survive, acquire wealth, defend your wealth, and become the capital of your civilization. However, many players find that fighting off repeated [[siege|sieges]] and keeping their people alive just isn't enough anymore. They begin to experiment with different sets of objectives, themes, and restrictions in search of more [[fun]]. These are some goals to attempt or use as inspiration.&lt;br /&gt;
&lt;br /&gt;
== ASPCA ==&lt;br /&gt;
* No [[animals]]&lt;br /&gt;
&lt;br /&gt;
Don't bring any [[animals|pets]]. Furthermore, due to the possibility of animals being caught in them, don't build any [[traps]], either. If [[immigrants]] bring pets, get rid of the pets somehow. (If you're a particularly rabid ASPCA member, you could get rid of the pet-bearing immigrants, too, but that's probably excessive.)&lt;br /&gt;
&lt;br /&gt;
== City-States ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* 7 or multiple of 7 of everything you bring&lt;br /&gt;
&lt;br /&gt;
At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get [[door]]s and can lock everyone in, but after that it is every dwarf for him/herself!&lt;br /&gt;
&lt;br /&gt;
== Dieting Dwarves ==&lt;br /&gt;
'''Fishing village'''&lt;br /&gt;
&lt;br /&gt;
Give your dwarves only the fishing skill and other fishing related skills (like bonecrafting.) Try to survive off a [[fish]] only diet. Flood the river and build houses above it so the dwarves can fish through their floors. There will be an extra challenge if the river freezes in the winter.&lt;br /&gt;
&lt;br /&gt;
'''Carnivore'''&lt;br /&gt;
&lt;br /&gt;
* No plants or seeds&lt;br /&gt;
&lt;br /&gt;
Only eat strays, pets, and animals you trap and hunt. No farming or plant gathering. Keep all your pets in cages and care for them as little as possible. Eat your dwarves' pets first for an extra challenge. If this upsets your dwarves, ridicule or ignore them. (If you are particularly heartless, you could cage those dwarves as well because anyone that empathizes with animals doesn't deserve any rights either.)&lt;br /&gt;
&lt;br /&gt;
'''Vegan'''&lt;br /&gt;
&lt;br /&gt;
In essence, construct an [http://archive.dwarffortresswiki.net/index.php/Main_Glade Elven Forest]: The [[Challenges#Hippy challenge|Hippy Challenge]].&lt;br /&gt;
&lt;br /&gt;
'''IOGT/AA'''&lt;br /&gt;
&lt;br /&gt;
* No alcohol&lt;br /&gt;
&lt;br /&gt;
Quite possibly, this is the cruelest challenge that your dwarves can be given. Don't ever brew any alcohol. Build [[well]]s instead and watch your now teetotaller dwarves work slower and slower by the season.&lt;br /&gt;
&lt;br /&gt;
== Hippy challenge ==&lt;br /&gt;
&lt;br /&gt;
Peace, man. Don't harm any plants except those you plant yourself. Don't cut down any trees, and don't trade for logs with the filthy humans or dwarves who do. You can trade for plants with the elves, they understand your environmental code. Don't burn any coal, do you know what that does to the environment, man? Never cause any creature's death, so no military, and no lethal traps. You can use cage traps, and either tame the creatures you catch, or release them back into the wild, far from your fort.&lt;br /&gt;
&lt;br /&gt;
For an extra challenge try this in an area with a goblin fort or cave.&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
* Six dwarves with only social [[skill]]s&lt;br /&gt;
* One skilled dwarf&lt;br /&gt;
&lt;br /&gt;
Six courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneath them.&lt;br /&gt;
&lt;br /&gt;
== Fort Geneva ==&lt;br /&gt;
* Build only nonlethal (cage) traps&lt;br /&gt;
* Sentient creatures ([[Goblins]], etc.) are to be considered prisoners of war and treated humanely&lt;br /&gt;
* Suggested provisions for prisoners: a bed, a personal cell, a commons area, aboveground exercise yard, and the clothes the creature was wearing when captured&lt;br /&gt;
* Inspiration: [http://en.wikipedia.org/wiki/Geneva_Conventions Geneva Conventions]&lt;br /&gt;
&lt;br /&gt;
== Hermit ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
A well known and popular challenge. Kill off the 6 starting dwarves and any [[immigrants]] as they arrive, and try to make a living for the last dwarf.&lt;br /&gt;
&lt;br /&gt;
== Humanlike Fortress ==&lt;br /&gt;
Pretend you're a filthy above-ground dwelling [[Human|humie]].&lt;br /&gt;
* Build a town wall.&lt;br /&gt;
**Only hovels and farms outside the town walls.&lt;br /&gt;
*House your dwarves in small town homes &lt;br /&gt;
**5-10 dwarves per house (they had pretty big families back in the day)&lt;br /&gt;
**upstairs bedrooms, small dining room, maybe a single level basement.&lt;br /&gt;
*House your workshops according to profession, not convenience.&lt;br /&gt;
*Build warehouses for stockpiles, and set guards outside them.&lt;br /&gt;
*Create a keep, with its own wall, barracks, treasury, etc.&lt;br /&gt;
**House your nobles within the keep.&lt;br /&gt;
*Create a market square.&lt;br /&gt;
*Create a main street from the town wall to the market square and/or keep. Well-paved blocks, statues and decorative shubbery are a must.&lt;br /&gt;
*No underground interconnections between different areas.&lt;br /&gt;
*For obtaining stone, metal, etc. a mine must be built, but must have separate entrance from other buildings, can be outside the fortress, but must not have a connection within it, or vice versa.&lt;br /&gt;
* BONUS: Make a fountain at least 3 Z squares high in the center of the keep, with a +statue+(or better) on top of it.&lt;br /&gt;
* BONUS: The fortress is built around a human town.&lt;br /&gt;
* BONUS: Town has an awesome inn operating in same building as the brewery. REGULAR parties there, or it isn't good enough!&lt;br /&gt;
* BONUS: All booze is kept within a town inn.&lt;br /&gt;
* BONUS: An above ground farm complete with crops and cows,mules,horses,etc.&lt;br /&gt;
* BONUS+: Modify the raws and actually use humans to make the fort. &lt;br /&gt;
* ÜBERBONUS : Make all of the fortress out of wood. And have a dragon attack it. Send us pictures!&lt;br /&gt;
&lt;br /&gt;
== Sitting on trees ==&lt;br /&gt;
Build up your fortress on the top of giant trees (that you have to construct from wood at first). Don´t build anything underground. Show that snobbish elves that dwarves are better in EVERYTHING - even in sitting on trees.&lt;br /&gt;
* BONUS: Build your tree-city at a place with low (or even no) vegetation.&lt;br /&gt;
* BONUS: get attacked by a dragon.&lt;br /&gt;
* +BONUS: Dig down to a glowing pit with Spirits of Fire and get attacked by them.&lt;br /&gt;
&lt;br /&gt;
== Hunting Party ==&lt;br /&gt;
* One marksman/ambusher&lt;br /&gt;
* Two camp servants (e.g. one cook/brewer/herbalist, one butcher/tanner/leatherworker/woodcutter)&lt;br /&gt;
* Four clients, all dabbling in marksman/ambusher but with primarily civilian skills.&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of hunting dogs ... and a haunted wood. (In a terrifying wood, you may find all the trees &amp;amp; plants are dead, severely reducing long-term prospects.)&lt;br /&gt;
&lt;br /&gt;
== Immigration and customs enforcement ==&lt;br /&gt;
* One miner/mason/architect&lt;br /&gt;
* One woodcutter/carpenter/architect&lt;br /&gt;
* Five military dwarves&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of food, in a canyon - spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original dwarves remain dedicated to their mission.&lt;br /&gt;
&lt;br /&gt;
== Nay, no ponderous stone doors or shining silver arcades, not while I live! ==&lt;br /&gt;
&lt;br /&gt;
The new king has decided rocks and metals can no longer be used in construction. He'll be overthrown shortly, but in the meantime construct your fortress using only &amp;lt;material&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Anything that can be made out of &amp;lt;material&amp;gt; will be made only from &amp;lt;material&amp;gt;. Doors, chairs, floodgates, bridges, stairs, workshops, towers, you name it.&lt;br /&gt;
&lt;br /&gt;
'''Wooden'''&lt;br /&gt;
&lt;br /&gt;
Make everything that you can out of wood. That means nothing underground, though you may excavate to make areas above-ground. Bonus points for bringing no wood at the start and/or going to a treeless area.&lt;br /&gt;
&lt;br /&gt;
'''Glass'''&lt;br /&gt;
&lt;br /&gt;
Construct an above-ground fortress made entirely out of glass. Bonus points for not using magma or using clear and crystal glass exclusively.&lt;br /&gt;
&lt;br /&gt;
'''Soap'''&lt;br /&gt;
&lt;br /&gt;
Cleanliness is next to godliness! Soap is in the form of bars, and so can be used as a building material just like any other type of bar. Show those elven traders just how much you despise their philosophies by building your trading outpost out of stuff derived from dead trees ''and'' dead animals. Too many cats? Build with cat tallow soap.&lt;br /&gt;
&lt;br /&gt;
'''Variation:''' Choose one type of rock, one type of metal, one type of gem, and one type of wood. Your whole fortress must be made from these items. You may further narrow it down to bones, skin, and other from one animal, one type of glass, etc. If any artifacts are made using a forbidden item, chuck into lava, a river, or a chasm (you may need to throw the dwarf who made it in as well, since he will throw a tantrum).&lt;br /&gt;
&lt;br /&gt;
== Luddite ==&lt;br /&gt;
* No mechanics or [[mechanism]]s&lt;br /&gt;
* No [[machine]]s&lt;br /&gt;
&lt;br /&gt;
[[Traps]] and moving [[bridge]]s are forbidden, water moved for [[farming]] must be accomplished by hand.&lt;br /&gt;
&lt;br /&gt;
== Master Of One ==&lt;br /&gt;
* All starting dwarves can have one skill and one skill only&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with&lt;br /&gt;
* All peasants must be activated into the military&lt;br /&gt;
Alternatively,&lt;br /&gt;
* All starting dwarves can have one skill and one skill only&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen, except that hauling may be disabled. You may not enable hauling.&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with, and only military that immigrates recruited may be military.&lt;br /&gt;
&lt;br /&gt;
== Outcast ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
Same as the hermit challenge, only with multiple hermits. Turn off immigrants or kill them. Turn away merchants. If they don't leave, kill them.&lt;br /&gt;
&lt;br /&gt;
== The Mad Butcher ==&lt;br /&gt;
&amp;lt;sub&amp;gt;(this requires a tiny amount of editing to the raws)&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
#Edit Dwarf Fortress\Raw\object\Creature_Domestic.txt. Remove the tag [BUTCHERABLE_NONSTANDARD] from cats and dogs. &amp;lt;br&amp;gt;&lt;br /&gt;
#Start with a normal build except:&lt;br /&gt;
#*One dwarf should be a dedicated butcher/leather worker&lt;br /&gt;
#*buy minimal food&lt;br /&gt;
#*bring as many puppies or kittens as possible&lt;br /&gt;
#Drop all your puppies or kittens into cages or into animal pits as soon as possible. &amp;lt;br&amp;gt;&lt;br /&gt;
#Dig a shaft 10 or more Z-levels deep, mark the top an animal pit.&amp;lt;br&amp;gt;&lt;br /&gt;
#At the bottom of the shaft set up a butcher shop, a tanner shop, a bedroom, and some food and leather stockpiles.&amp;lt;br&amp;gt;&lt;br /&gt;
#Set it all up so that the mad butcher cannot escape.&amp;lt;br&amp;gt;&lt;br /&gt;
#As you need food, begin selecting animals to be dropped into your deep pit, next to the butcher. &amp;lt;br&amp;gt;&lt;br /&gt;
#See how long a single butcher, butchering splattered kittens, can keep your fortress fed! Cooking and farming are cheating... raw meat for everyone!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== This. Is. SPARTAAAA! ==&lt;br /&gt;
&lt;br /&gt;
At least 50% of your dwarves should be military 100% of the time, and train in spears, shield use and [[wrestling]]. All other dwarves are &amp;quot;helots&amp;quot; and shouldn't be given any skills &amp;amp;ndash; they can be pressed into the military during times of war, but given no equipment or at most a bare minimum of inferior weapons. Do not use crossbows or traps. Kill maimed dwarves.&lt;br /&gt;
&lt;br /&gt;
You should refuse trade with caravans, instead attacking them if possible. Whenever a messenger appears promptly enter aggressive negotiations and then throw them down the well screaming &amp;quot;THIS IS SPAARRTAAAAA...&amp;quot; at your monitor. You should forbid the use of gold and silver, etc., the making of crafts, and the smoothing of walls or any other task that makes your fortress &amp;quot;beautiful&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You shouldn't create chainmail or plate armour. You should only brew wine.&lt;br /&gt;
&lt;br /&gt;
Note that the above suggestions are modelled on the popular movie [http://en.wikipedia.org/wiki/300_(film) 300], which was historically inaccurate. For a more &amp;quot;realistic dwarven Sparta&amp;quot;, try reading the wiki article on [http://en.wikipedia.org/wiki/Sparta#Society the real Sparta]&lt;br /&gt;
&lt;br /&gt;
== Human &amp;quot;alliance&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Start a game centered on a human town. Build a wall around the town in stone, using a mine under the town. Do not take anything from the town, though the human guards will probably help with any sieges. For an extra challenge after finishing the wall, dig down to the [[aquifer]] and flood the town.&lt;br /&gt;
&lt;br /&gt;
== Stealth ==&lt;br /&gt;
&lt;br /&gt;
Create a hidden outpost close to a goblin lair. Impact the outside as minimally as possible - dig down right away, and deconstruct the wagon ASAP. No building outside or even going outside. Once your army is ready, launch a surprise attack.&lt;br /&gt;
&lt;br /&gt;
== Temple ==&lt;br /&gt;
&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with [[blood]].&lt;br /&gt;
&lt;br /&gt;
== The great brewery ==&lt;br /&gt;
&lt;br /&gt;
Disaster has struck the kingdom. A strangely glowing [[Fire|‼]]&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;peasant[[Fire|‼]] visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping &amp;amp;mdash; create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven [[caravan]] each year.&lt;br /&gt;
&lt;br /&gt;
== Castle ==&lt;br /&gt;
&lt;br /&gt;
Build a castle, greater than anything built by human, elf or dwarf. This is highly time&lt;br /&gt;
consuming if you want it to be a good castle. There must be floor indoors, and no underground&lt;br /&gt;
constructions except for mining operations and cellars. For an even greater challenge, build&lt;br /&gt;
a gigantic tower in the middle, where the nobles stay.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
== Assassination ==&lt;br /&gt;
&lt;br /&gt;
Your group of seven has been chosen to assault a goblin fortress &amp;amp;ndash; and you're not getting any backup. Turn off immigration, and try to slay the goblin leader and escape without casualties. For extra challenge, bring no picks.&lt;br /&gt;
&lt;br /&gt;
== Biodome ==&lt;br /&gt;
&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
No chasms/underground rivers/magma vents allowed.&lt;br /&gt;
&lt;br /&gt;
== Retirement resort ==&lt;br /&gt;
&lt;br /&gt;
Build a dwarven paradise, free from labor. All peasant immigrants should be removed from every job, including hauling, and given a great place to live. Make sure to include fun activities and plenty of parties.&lt;br /&gt;
&lt;br /&gt;
== Commune ==&lt;br /&gt;
&lt;br /&gt;
All your dwarves have all labors enabled. Dwarves sleep only in barracks, and no dwarf, including administrators, can be assigned any personal rooms. If the nobles find this upsetting, don't hesitate to make the corridors run red with the [[blood]] of the bourgeoisie. Obviously, don't mint any coins either. (Dwarves can take turns with wood cutting and mining, since they can't have both at once.)&lt;br /&gt;
&lt;br /&gt;
== Underwater fortress ==&lt;br /&gt;
&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed: surrounded by water against all [[wall]]s and the top of the fortress.&lt;br /&gt;
* Bonus: Build all water-touching walls/roof in clear glass!&lt;br /&gt;
* Bonus: Use [[magma]] instead of water!&lt;br /&gt;
* Bonus: Build it in the [[ocean]] or a non-freezing lake&lt;br /&gt;
* Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 20 z-levels tall. Which may be hard to cover in water.&lt;br /&gt;
* Mod: Make your dwarves amphibious and include airlocks between the wet fortress and the dry.&lt;br /&gt;
&lt;br /&gt;
== Mountain audit/core sample ==&lt;br /&gt;
&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
== Segregation ==&lt;br /&gt;
&lt;br /&gt;
Make two separate, working, independent fortresses. All the men go in one, all the women in the other. Married dwarves are excluded from both.&lt;br /&gt;
&lt;br /&gt;
== No singles ==&lt;br /&gt;
&lt;br /&gt;
As soon as you get a married couple with an immigration wave, kill all single dwarves. Continue to do so with all immigration waves. Try to lose no children.&lt;br /&gt;
&lt;br /&gt;
== Santa Claus ==&lt;br /&gt;
&lt;br /&gt;
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.&lt;br /&gt;
&lt;br /&gt;
== How high can you go? ==&lt;br /&gt;
&lt;br /&gt;
Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, clear glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike - for they know nothing of construction and engineering like dwarves do!&lt;br /&gt;
&lt;br /&gt;
== Computing ==&lt;br /&gt;
&lt;br /&gt;
Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at [[computing]].&lt;br /&gt;
&lt;br /&gt;
== Doomsday Clock ==&lt;br /&gt;
&lt;br /&gt;
Build a water or mechanical clock whose final state triggers the support which holds your fortress up or a megabeast out.&lt;br /&gt;
See how much wealth you can achieve before the clock runs out.&lt;br /&gt;
*Bonus: Create something that resets itself, as well as purging the map, so that you can reuse the same fortress over and over.&lt;br /&gt;
*Super-Bonus: Create something that involves pressure plates and a small kitten, when the pressure plates are hit in the right order, your map ends. Toss the kitten in and hope for the best.&lt;br /&gt;
&lt;br /&gt;
== Live up to your name ==&lt;br /&gt;
&lt;br /&gt;
Go with the random name chosen by the game for your fortress and group. Make a handicap/play style based on your group's name, and a personal goal based on your fortress name. For example, if your group is The Iron Fist, your military must consist only of wrestlers in iron armor. If your fortress is Prisonportals, you must capture and jail as many goblins/creatures as possible, and all doors in the prison must be made of glass.&lt;br /&gt;
&lt;br /&gt;
== Equaland ==&lt;br /&gt;
&lt;br /&gt;
Equaland: where we are all Equal, besides the Almighty Leader. Each dwarf must have their own bedroom, dining room, etc. Make a large tower in the center of your perfect land and put &amp;quot;The Leader&amp;quot; in it. Then make some kind of mechanism to kill the dwarves inside their dwelling, complete with levers so that The Leader can choose who dies next. If dwarves have one too many friends kill them, if they eat too much food kill them, etc.&lt;br /&gt;
&lt;br /&gt;
== World Domination ==&lt;br /&gt;
Pretend you are an evil mastermind. Now come up with some device or machine to render the world (or at least your portion of the map) totally unliveable, aside from, of course, your hidden lair. &lt;br /&gt;
&lt;br /&gt;
Suggestions:&lt;br /&gt;
* Flood the map with water/magma (may require building walls around the edge of the map)&lt;br /&gt;
* Build an &amp;quot;Earthquake Machine&amp;quot; (the entire map is supported by a single support, which is connected to a lever)&lt;br /&gt;
* Build an extensive holding cell network for &amp;quot;scientific purposes&amp;quot;. Fill it with megabeasts and elephants in secret. Have a lever that  lets everything free to feed on the general population.&lt;br /&gt;
&amp;lt;!-- feel free to add your own ideas for doomsday devices to this list --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Government in Exile ==&lt;br /&gt;
All dwarves are either nobles or in the military.  The only useful dwarves you'll have will be your broker, manager, mayor, bookkeeper, and dungeon master.  If you can survive until the sheriff arrives, transfer your entire military into the fortress guard.  With a little luck, and a lot of exported roasts, you too can rule without proletarian interference.&lt;br /&gt;
&lt;br /&gt;
== Stay Awhile, and Listen ==&lt;br /&gt;
Create a world with a lot of large caves and make it possible to see them on the embark map. Build a Fortress near a large cave with a lot of big angry monsters in it (hopefully not too close) and loot lying around that becomes a frontier town for adventurers seeking to clear out the nearby 'dungeon'.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Train up dwarves to become parties of heroes who will descend into the dungeon for fame and fortune (or more likely severed limbs and death). Parties should only be about four or less. You can defend your fortress but luring monsters out into your siege engines is cheating. Give yourself points for large monsters killed and treasure claimed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BONUS: Only solo adventurers are allowed to enter the dungeon.&amp;lt;br&amp;gt;&lt;br /&gt;
BONUS: Only use 'Thieves' to steal loot and create traps inside the dungeon.&lt;br /&gt;
&lt;br /&gt;
== Casting ==&lt;br /&gt;
Who needs to construct giant statues?! We need ours made from natural walls, however, we want it above ground level as well. For casting your goal is to create some giant structure out of natural obsidian walls through the use of an extremely elaborate scaffold of lava and water pools and screw pumps. When you are finished, just deconstruct the scaffolding and smooth/engrave the statue as you go. Just imagine the bridge over that chasm, now complete with two giant dwarf statues on either side to strike fear into all who enter and to show them the power of your fortress.&lt;br /&gt;
&lt;br /&gt;
== The Monolith ==&lt;br /&gt;
As the inevitability of a fortress-wide mental breakdown looms over every single fortress why not have something that alludes to that precipice of [[insanity]]. Like the book and feature film, 2001: A Space Odyssey you must have a Monolith. This has to be made from [[obsidian]] and have a completely smooth surface (You cannot build it from blocks) You can have it be any size as long as it is outside, at least 2 tiles thick to ensure there are no pillar tiles, and has about the same ratio of width to height as it does in the movie (1:4:9) to make it as close to the real thing as possible. It would be preferable to make it large so that it seems to be dominating the landscape and your dwarves' psyche. The bigger the better.&lt;br /&gt;
&lt;br /&gt;
*If the rock obsidian strata isn't deep enough in parts to make a monolith feasible consider casting a monolith with a large rectangular block in the exact same dimensional criteria as above.&lt;br /&gt;
&lt;br /&gt;
== Ceremonial Sacrifices ==	 &lt;br /&gt;
	 &lt;br /&gt;
Build an amazingly complex or spectacular killing device. A shaft that extends across the entire Z-plane is a good start. A constantly shifting maze of atomsmasher drawbridges is another. For the minimalist, a very confined space where you will drop a dwarf wrestler along with the gobbos once in a while. Perhaps a waterslide that carries your prisoner all the way down into a chasm? Whatever your idea, build it and dedicate your fort to the construction, maintenance and improvement of your device.	 &lt;br /&gt;
	 &lt;br /&gt;
Do not kill any of your invaders. Capture them using cage traps, and them set them off in your device. Keep a record of the number of victims you drop into it.&lt;br /&gt;
&lt;br /&gt;
== Noblesse requiro ==&lt;br /&gt;
&lt;br /&gt;
Build your fortress to please the sick, twisted, evil nobles needs. Build a execution chamber for your rowdy dwarves and build a torture chamber for your dungeon master, using your imagination! Use this to punish pathetic dwarves who dare rebel. Build palaces for your nobles and pamper them in every way. Pour most of your resources into a beautiful place for nobles to live whilst letting your dwarves sleep in tiny, pathetic rooms. The only exception is your mayor, who rises from the rank of the disgusting peons. He must live in squalor as well, preferably next to noble rooms to so the nobles can taunt him. score yourself according to how happy your nobles are, and your worth.&lt;br /&gt;
&lt;br /&gt;
== Stranded Scout Squad ==&lt;br /&gt;
&lt;br /&gt;
The only items you can bring weapons, ammo, and armor (no picks).  The only skills you can hand out are military.  The only animals you can bring are war dogs.  See how it goes.&lt;br /&gt;
&lt;br /&gt;
== Bandit Camp ==&lt;br /&gt;
&lt;br /&gt;
* At least 3 marksdwarves.&lt;br /&gt;
* Ideally, settle on a hillside, along a canyon or a valley.&lt;br /&gt;
&lt;br /&gt;
Attack and loot every intelligent creatures who enter your territory : Goblins &amp;amp; kobolds, but also merchants, diplomats, and even migrants. You can't tell your guys to directly attack allies, but you can build traps linked to a lever (eg. a big pit under the road, with a linked pillar under the pit &amp;quot;roof&amp;quot;.) and pull them to kill groups.&lt;br /&gt;
&lt;br /&gt;
== Space Ship ==&lt;br /&gt;
&lt;br /&gt;
Create a giant space ship fit for space travel. It should be able to hold about 100 dwarves for at least 2 years.&lt;br /&gt;
&lt;br /&gt;
BONUS: Use exploding [[booze]] as ignitable fuel.&lt;br /&gt;
&lt;br /&gt;
BONUS: Make a removable [[ramp]] for boarding.&lt;br /&gt;
&lt;br /&gt;
BONUS: Make the [[water]] for the 2 years be on the ship using removable pumps.&lt;br /&gt;
&lt;br /&gt;
BONUS+: Make it totally self sufficient. (Make an internal system which pumps the [[water]] supply through a room every few years to muddy the floor. Plant [[seed|seeds]] in the [[mud]] that's now on the floor. Manage your consumption to maintain self sufficiency.)&lt;br /&gt;
&lt;br /&gt;
BONUS+: Make it all out of [[steel]].&lt;br /&gt;
&lt;br /&gt;
[[fun|FUN]]: Let it be held by a single [[support]], ignite the [[booze]], remove the support an let it &amp;quot;fly&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Aqueducts ==&lt;br /&gt;
&lt;br /&gt;
For some reason, a noble was harmlessly pulling a lever when suddenly, magma flooded the river and exploded the booze! The king requires your band of seven to build a great aqueduct to bring water to the capital. Start with supports, and build up your aqueduct until it is 10 z-levels high!&lt;br /&gt;
&lt;br /&gt;
BONUS: Start over a human town, build a wall around it, pump water through the aqueduct and into it!&lt;br /&gt;
&lt;br /&gt;
== Dwarf like an Egyptian ==&lt;br /&gt;
&lt;br /&gt;
*Build a pyramid of epic proportion.&lt;br /&gt;
&lt;br /&gt;
Build a legendary dwarven pyramid, with a corridor running to a central tomb for your favourite noble. Perhaps build it entirely out of glass? Or try to make the top twist in a bit of a swirl. Alternatively, make your entire fortress inside a pyramid, which stretches below the ground.&lt;br /&gt;
&lt;br /&gt;
== Real Time ==&lt;br /&gt;
&lt;br /&gt;
:''Half this game is spent paused!'' - Dogfather&lt;br /&gt;
&lt;br /&gt;
Don't use pause. Ever.&lt;br /&gt;
&lt;br /&gt;
(Every single tool in the game pauses the game, so, instead, you'll have to unpause while tools are not in constant use.)&lt;br /&gt;
&lt;br /&gt;
*BONUS: Don't save. Ever. If you need to sleep, arrange your jobs, close the gates, and let the dwarves take care of themselves.&lt;br /&gt;
** You've struck Alunite!&lt;br /&gt;
&lt;br /&gt;
== Graveyard Master ==&lt;br /&gt;
Ever dwarf deserves a decent resting place:&lt;br /&gt;
*Build a tomb for ever dwarf that dies, the more dwarves you manage to bury the better.&lt;br /&gt;
*Tombs must be rooms with exactly 5x5 of size and 1 of height, with only one entrance tile that must be closed by a door.&lt;br /&gt;
*Tombs must have all its surfaces engraved.&lt;br /&gt;
*Tomb must contain at least 4 statues.&lt;br /&gt;
*Once complete, the door must be locked and the tomb must not be ever entered again.&lt;br /&gt;
&lt;br /&gt;
== Skull collector ==&lt;br /&gt;
What proves the might of a civilization better than a hall full of skulls?&lt;br /&gt;
*Try to collect as many skulls as you can during your fortress life, and put then in a special skulls-only storage. The more skulls the better.&lt;br /&gt;
&lt;br /&gt;
== Moria ==&lt;br /&gt;
Build a huge hall - at least 3 z-levels high. Leave few pillars symmetrically placed in the hall (don't build them, carve them out). Smooth and possibly engrave everything (not only the lowest z-level!). Then build thin bridge (not the bridge building, just a thin piece of rock to walk on) above magma - support it with bauxite supports connected to a lever (bauxite mechanisms needed in support). Destroy stone holding it at the both ends and replace it with floor hatches (so when you pull the lever it all goes down). After that build a bridge above the chasm.&lt;br /&gt;
When it's all done seal your dwarves deep inside in safe place and get invaded by goblins. At the same time dig out HFS. Lead the HFS across the both bridges and then collapse the second one when one of the champions clashes with it (it doesn't matter that the champion has killed the HFS with one hit).&lt;br /&gt;
&lt;br /&gt;
== Crematory Fortress ==&lt;br /&gt;
* Requires a [[magma pipe]] and [[bauxite]].&lt;br /&gt;
&lt;br /&gt;
Build a temple structure above a [[magma pipe]] and [[engrave]] every available surface.  The temple should be as opulent as possible.  In the temple, build a retracting [[bridge]] over a hole in the floor, and designate a [[coffin]] [[stockpile]] on it.  Whenever a dwarf dies, build a [[bauxite]] or other [[magma-proof]] [[coffin]] for him, place it on the [[bridge]], and retract it, committing his body to the [[magma|fiery blood of the mountain]].&lt;br /&gt;
&lt;br /&gt;
::Note: At the time of writing, the editor isn't sure if coffins falling off the bottom of the map count as being 'lost.'  If they do, channel out a magma pool and put the temple above that to avoid tantrums.&lt;br /&gt;
&lt;br /&gt;
== Swiss Precision ==&lt;br /&gt;
Build a working clock.  The clock should accurately track DF days, months, and years.&lt;br /&gt;
&lt;br /&gt;
Bonus Points:&lt;br /&gt;
:If the clock has a mechanical effect in the fortress proper to announce new days&lt;br /&gt;
:If the clock creates seasonally appropriate effects at the change of months and/or seasons.&lt;br /&gt;
:If the clock is used to aid in the operation of the fortress in addition to its role as a clock (automatically controls farmland irrigation at particular times, automatically opens the &amp;lt;s&amp;gt;blast doors&amp;lt;/s&amp;gt; floodgates in time for merchants, etc...).&lt;br /&gt;
:If the clock governs the schedule of a working rail station (which is always on time).  (Definitions of 'working' and 'rail station' are subject to player imagination).&lt;br /&gt;
&lt;br /&gt;
But don't worry about the bonus points, a precision time device should be hard enough.&lt;br /&gt;
&lt;br /&gt;
== Luxury Hotel ==&lt;br /&gt;
Build a hotel with large luxurious rooms &lt;br /&gt;
* Starting 7 dwarfs will be the only dwarfs that can work.&lt;br /&gt;
* All immigrants will be treated like nobles and will have all labors turned off.&lt;br /&gt;
*BONUS: Make a large fountain or waterfall centerpiece.&lt;br /&gt;
*BONUS: Keep the hotel up to code with health and safety.&lt;br /&gt;
** If any of the ''customers'' die or get kidnapped you must abandon the hotel.&lt;br /&gt;
*MEGA BONUS: Make the entire hotel out of ice.&lt;br /&gt;
&lt;br /&gt;
== The cube ==&lt;br /&gt;
Play a fort as usual, but emphasize catching goblins in cages to support and fill this construction:&lt;br /&gt;
Construct a series of rooms in a symmetrical fashion, all connected to eachother with appropriate doors. Of course, enough rooms to make a maze-like structure, and if you feel like it, an exit that is hard to reach. Fill a bunch of the rooms with traps and pressureplates. Then fill one room with 4-6 goblins (preferably in cages, opened by an outside lever), release them and watch them randomly walk around the rooms dying to traps and whatnots.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Do multiple story maze (3d-maze)&lt;br /&gt;
*Bonus: Use pressureplates to open/close the exit randomly, else all goblins will just run the shortest route to the exit.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mega_construction&amp;diff=41581</id>
		<title>40d:Mega construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mega_construction&amp;diff=41581"/>
		<updated>2009-03-30T23:09:43Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: Added another example of a megaconstruction. We need more of those.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There comes a time in every dwarfs life when he says to himself- why not? Be it magma waterfalls, huge castles, skyscrapers, great cathedrals, you can build anything!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Construction Techniques==&lt;br /&gt;
&lt;br /&gt;
Building a large number of anything can be a real pain, to speed up the process it is recommended that you create a stockpile filled with only the correct stone/block type either inside or as close to as possible to your construction. This way the material will always be at the top of the list when you're constructing.&lt;br /&gt;
&lt;br /&gt;
It is also important to remember that you cannot build on top of a constructed floor.&lt;br /&gt;
&lt;br /&gt;
===Towers===&lt;br /&gt;
Building a huge tower is a Dwarf Fortress rite of passage. There are many pitfalls to [[construction]] though, mainly due to your [[mason]]s habit of building [[wall]]s in the wrong order. This step-by-step guide avoids these problems. The diagrams are for a 5x5 tower, but the instructions are adaptable to any size of tower. &lt;br /&gt;
&lt;br /&gt;
====Build corners first!====&lt;br /&gt;
&lt;br /&gt;
The first rule of building upwards is to build the corners first. This keeps your mason from trapping himself in the corner, or making the corner inaccessible.&lt;br /&gt;
&lt;br /&gt;
====Key====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! symbol&lt;br /&gt;
! tile&lt;br /&gt;
|-&lt;br /&gt;
| .&lt;br /&gt;
| Empty space&lt;br /&gt;
|-&lt;br /&gt;
| +&lt;br /&gt;
| Floor&lt;br /&gt;
|-&lt;br /&gt;
| O&lt;br /&gt;
| Constructed wall&lt;br /&gt;
|-&lt;br /&gt;
| X&lt;br /&gt;
| Up/down [[stairs]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Base====&lt;br /&gt;
&lt;br /&gt;
Access to the tower is presumably from below. If not, leave a [[door]] so your dwarves can get in and out. Make the staircase in the corner for quickest building. You can build a [[stone]] or [[block]] stockpile here, for easy access to building materials. &lt;br /&gt;
&lt;br /&gt;
 OOOOO&lt;br /&gt;
 OX++O&lt;br /&gt;
 O+++O&lt;br /&gt;
 O+++O&lt;br /&gt;
 OOOOO&lt;br /&gt;
&lt;br /&gt;
====Next level up====&lt;br /&gt;
&lt;br /&gt;
 +++++&lt;br /&gt;
 +...+&lt;br /&gt;
 +...+&lt;br /&gt;
 +...+&lt;br /&gt;
 +++++&lt;br /&gt;
&lt;br /&gt;
====Staircase====&lt;br /&gt;
&lt;br /&gt;
Use up/down stairs for maximum efficiency. &lt;br /&gt;
&lt;br /&gt;
 +++++&lt;br /&gt;
 +X..+&lt;br /&gt;
 +...+&lt;br /&gt;
 +...+&lt;br /&gt;
 +++++&lt;br /&gt;
&lt;br /&gt;
====Floor tiles====&lt;br /&gt;
&lt;br /&gt;
Cover the empty space with constructed floors. Be careful not to build floors on top of your existing walls, since this keeps you from building walls over them. For a 3x3 tower, you don't need any floors at all. &lt;br /&gt;
&lt;br /&gt;
 +++++&lt;br /&gt;
 +X+++&lt;br /&gt;
 +++++&lt;br /&gt;
 +++++&lt;br /&gt;
 +++++&lt;br /&gt;
&lt;br /&gt;
====Corners====&lt;br /&gt;
&lt;br /&gt;
Start the corner walls once the first ring of floor tiles are finished. You can start them sooner, but there's a chance the far corner could become inaccessible, which suspends construction. &lt;br /&gt;
&lt;br /&gt;
 O+++O&lt;br /&gt;
 +X+++&lt;br /&gt;
 +++++&lt;br /&gt;
 +++++&lt;br /&gt;
 O+++O&lt;br /&gt;
&lt;br /&gt;
====Center Walls====&lt;br /&gt;
&lt;br /&gt;
You can start the center walls before the corners are finished, but always leave the walls adjacent to the corners for last. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 O+O+O&lt;br /&gt;
 +X+++&lt;br /&gt;
 O+++O&lt;br /&gt;
 +++++&lt;br /&gt;
 O+O+O&lt;br /&gt;
&lt;br /&gt;
====Finish walls====&lt;br /&gt;
&lt;br /&gt;
That's all. This level is complete. From here you can go up and repeat the pattern again.&lt;br /&gt;
&lt;br /&gt;
 OOOOO&lt;br /&gt;
 OX++O&lt;br /&gt;
 O+++O&lt;br /&gt;
 O+++O&lt;br /&gt;
 OOOOO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Corners Last?====&lt;br /&gt;
&lt;br /&gt;
If you don't mind your tower not being square, you can seal the corners from the inside. This takes up some space inside the tower. The corners have to be built from the inside. Even on ground level, your masons will always end up on the inside. &lt;br /&gt;
&lt;br /&gt;
 .OOO.&lt;br /&gt;
 O+X+O&lt;br /&gt;
 O+++O&lt;br /&gt;
 O+++O&lt;br /&gt;
 .OOO.&lt;br /&gt;
&lt;br /&gt;
 .OOO.&lt;br /&gt;
 OOXOO&lt;br /&gt;
 O+++O&lt;br /&gt;
 OO+OO&lt;br /&gt;
 .OOO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Scaffolding===&lt;br /&gt;
&lt;br /&gt;
Building rows and rows of up/down stairs will allow you to build large walls without having to worry about getting the workers and materials up there.&lt;br /&gt;
&lt;br /&gt;
Be careful when you're dismantling them that each row is removed one at a time, starting from the top!&lt;br /&gt;
&lt;br /&gt;
You may also consider building the scaffolding ''inside'' the building you are constructing, ensuring that the entire ground floor wall is constructed. Then you wont create any surprise back doors into your fortress.&lt;br /&gt;
&lt;br /&gt;
===Sloped Roofs===&lt;br /&gt;
&lt;br /&gt;
Sloped roofs can be created by building a row of walls adjacent to the top of a wall, a row of ramps can then be built directly on top of the wall giving access to the top of the adjacent wall. Now just build a second wall adjacent to this one and repeat.&lt;br /&gt;
&lt;br /&gt;
==Viewing==&lt;br /&gt;
&lt;br /&gt;
Most mega structures look best when using a 3D tool, there are however some restrictions involved.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12games.com/forum/index.php?topic=608.0 3Dwarf]===&lt;br /&gt;
&lt;br /&gt;
All walls regardless of material will show up the same, the only difference is fortifications which will show up a lighter shade of blue.&lt;br /&gt;
&lt;br /&gt;
All ramps and stairs regardless of materials will show up as wood.&lt;br /&gt;
&lt;br /&gt;
Single ramps will show up as square pyramids but ''only'' if there are no adjacent walls that are one z-level higher than them.&lt;br /&gt;
&lt;br /&gt;
A row of single ramps will not join together as a 'toblerone' shape, instead they will show up as a row of square pyramids.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
===Cathedral to the Blood God===&lt;br /&gt;
&lt;br /&gt;
[[Image:Cathedral-Cutaway.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Cathedral-Tower.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Cathedral.jpg]]&lt;br /&gt;
&lt;br /&gt;
===Hippie Exterminator===&lt;br /&gt;
You gotta water those trees man, and let the treehuggers that care so much for them take share in this watery gift!&lt;br /&gt;
Basically, construct a megalong wall all the way around an elf-village, then use flooring to put a lid on the entire village. Hook up some pumps from the local river to fill this box with water. This will kill all of the elves enclosed inside, and your fps in the process. Totally pointless and timeconsuming, thus making it a worthy megaconstruction.&lt;br /&gt;
&lt;br /&gt;
[[Category:Constructions]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Things_to_Do&amp;diff=30676</id>
		<title>40d Talk:Things to Do</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Things_to_Do&amp;diff=30676"/>
		<updated>2007-12-03T16:06:40Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: forgot to sign...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Oh my... Why does weird wiki-stuff keep happening to me? Now I saved a new page, and this blank page comes up, telling me this page &amp;quot;needs to be edited&amp;quot; or &amp;quot;created&amp;quot; or whatever. So I edit it, and save it again (What I thought was the same page..) Now there are two new pages, only difference is a question mark... --''Uberubert''&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Things_to_Do&amp;diff=30675</id>
		<title>40d Talk:Things to Do</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Things_to_Do&amp;diff=30675"/>
		<updated>2007-12-03T16:06:12Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: New page: Oh my... Why does weird wiki-stuff keep happening to me? Now I saved a new page, and this blank page comes up, telling me this page &amp;quot;needs to be edited&amp;quot; or &amp;quot;created&amp;quot; or whatever. So I edit...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Oh my... Why does weird wiki-stuff keep happening to me? Now I saved a new page, and this blank page comes up, telling me this page &amp;quot;needs to be edited&amp;quot; or &amp;quot;created&amp;quot; or whatever. So I edit it, and save it again (What I thought was the same page..) Now there are two new pages, only difference is a question mark...&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Things_to_Do&amp;diff=30653</id>
		<title>40d:Things to Do</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Things_to_Do&amp;diff=30653"/>
		<updated>2007-12-03T16:03:26Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: Added summary about what this game is about&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The main point of Fortress mode is mainly these steps:'''&lt;br /&gt;
*Build/dig a place for your dwarves to work and live&lt;br /&gt;
*Ensure survivability by providing food, drink and a bed for every dwarf (as a minimum)&lt;br /&gt;
*'''-?-'''&lt;br /&gt;
*Profit&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can fill in the question-mark with whatever you please. Most people prefer to fill it in with some/most of these steps:&lt;br /&gt;
*Expand the cave to have own specific areas for specific purposes ([[Bedroom]]s, [[workshops]], [[farm]]s etc)&lt;br /&gt;
*Create various items for exporting ([[Trade]])&lt;br /&gt;
*Create a working [[military]]&lt;br /&gt;
*Dig out the wealth of the mountain/ground (Mainly [[platinum]], [[gold]], [[gem]]s, [[adamantine]] etc)&lt;br /&gt;
*Create luxury for your dwarves and a generally grand and nicely smoothed fortress&lt;br /&gt;
*'''Generally''' make your fort more or less self-sustaining and self-supplied&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beyond this, it's really up to your own imagination what you wish to do. After all, this game is a [[http://en.wikipedia.org/wiki/Sandbox_game sandbox game]]. The possibilities are endless.&lt;br /&gt;
If you feel the need to play a more goal-based game, then check out the list of [[game goals]] for suggestions.&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Architecture_design&amp;diff=29428</id>
		<title>40d:Architecture design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Architecture_design&amp;diff=29428"/>
		<updated>2007-12-01T20:57:22Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: Added to category 'Guides'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is one thing to design a fort to be useful and functional, but many dwarves are also very artistic in their design as well.&lt;br /&gt;
&lt;br /&gt;
=== Modern ===&lt;br /&gt;
One means of fort design is the no-nonsense modern design.  Modern style architecture revolves around a no-nonsense approach to space usage, usually with long straight corridors and multi function rooms that contain multiple workshops or other points of interest.  A typical modern hallway may appear as below:&lt;br /&gt;
&lt;br /&gt;
       =..=&lt;br /&gt;
 ==+====++====+==&lt;br /&gt;
 ......+..+......&lt;br /&gt;
 ......+..+......&lt;br /&gt;
 ==+====++====+==&lt;br /&gt;
       =..=&lt;br /&gt;
&lt;br /&gt;
The doors in the hallway lead to these large, multifunction rooms.  The doors at the intersections present an excellent method of containment, stopping both water and allowing to be locked against intruders or to contain misbehaving dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Grave Importance ===&lt;br /&gt;
Dwarves have a long tradition of honoring their dead and while some forts may be too bitter to spare resources on proper burial, others can honor and pay respect to their dead.  In this design method, hallways do not always intersect, sometimes leading to dead ends where coffins can be placed as well as statues made in the likeness of the former living.  Likewise, workshops can also be placed in the center of a 5x5 grid, with the back and side walls used for statues in coffins.  Once the current area is exhausted and the past dwarves are satisfied that their work has been completed, the workshop can be disassembled and the dead left to rest in piece.&lt;br /&gt;
&lt;br /&gt;
=== Waterfalls ===&lt;br /&gt;
Waterfalls have a strong effect on people, man and dwarf alike and some like to incorporate this into their fort.  Waterfalls require a system to dispose of the water, either pumping it back upwards to be recycled or dumping it into a large reservoir where it can be allowed to evaporate.&lt;br /&gt;
&lt;br /&gt;
=== Smelting Operations ===&lt;br /&gt;
In very resource-heavy maps, 10-12 smelters may be necessary to keep up with mining operations. I've had very efficient results with this setup - and it looks good, to boot. The stairways lead down into a high Z-level mining operation (keeps the noise away from the bedrooms, too), with additional bar storage 1-2 levels below.&lt;br /&gt;
*S = Smelter&lt;br /&gt;
*M = Magma&lt;br /&gt;
*B = Bar Stockpile&lt;br /&gt;
*O = Ore Stockpile&lt;br /&gt;
      ==============&lt;br /&gt;
      =MMMMMMMMMMMM=&lt;br /&gt;
      =SSSSSSSSSSSS=&lt;br /&gt;
      =SSSSSSSSSSSS=&lt;br /&gt;
      =OOOOOOOOOOOO=&lt;br /&gt;
      =OOOOOOOOOOOO=&lt;br /&gt;
      =OOOOOOOOOOOO=&lt;br /&gt;
      =++===++===++=&lt;br /&gt;
      =............=&lt;br /&gt;
      =............========&lt;br /&gt;
      =..==....==..+OOOSSM=&lt;br /&gt;
      =..=&amp;gt;&amp;gt;BBBB=..+OOOSSM=&lt;br /&gt;
 ======...&amp;gt;&amp;gt;BBBB...=OOOSSM=&lt;br /&gt;
 .........BBBBBB...=OOOSSM=&lt;br /&gt;
 .........BBBBBB...=OOOSSM=&lt;br /&gt;
 .........BBBBBB...=OOOSSM=&lt;br /&gt;
 ======...BBBB&amp;gt;&amp;gt;...=OOOSSM=&lt;br /&gt;
      =..=BBBB&amp;gt;&amp;gt;=..+OOOSSM&lt;br /&gt;
      =..==....==..+OOOSSM=&lt;br /&gt;
      =............========&lt;br /&gt;
      =++===++===++=&lt;br /&gt;
      =OOOOOOOOOOOO=&lt;br /&gt;
      =OOOOOOOOOOOO=&lt;br /&gt;
      =OOOOOOOOOOOO=&lt;br /&gt;
      =SSSSSSSSSSSS=&lt;br /&gt;
      =SSSSSSSSSSSS=&lt;br /&gt;
      =MMMMMMMMMMMM=&lt;br /&gt;
      ==============&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wood_furnace&amp;diff=17871</id>
		<title>40d:Wood furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wood_furnace&amp;diff=17871"/>
		<updated>2007-11-30T21:54:09Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: Woodburner is required, not furnace operator. Also rephrased sentence.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Furnace|name=Wood furnace|key=w|job=[[Wood burner]]&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Ash]]&lt;br /&gt;
* [[Charcoal]]&lt;br /&gt;
}}&lt;br /&gt;
A wood furnace is used to convert wood into [[ash]] or [[charcoal]].&lt;br /&gt;
It must be built out of [[Fire-safe materials]].&lt;br /&gt;
&lt;br /&gt;
Operating a wood furnace requires the [[Wood burner|wood burning]] skill.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21903</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21903"/>
		<updated>2007-11-30T21:49:59Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: /* Metal */ Tagfix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Economy redirects here. Perhaps you are looking for the [[Dwarven economy]].''&lt;br /&gt;
&lt;br /&gt;
= Overall Economic Flowchart =&lt;br /&gt;
&lt;br /&gt;
Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* Means/Job - either a [[building]] where the process is assigned, or (if in italics) a tool which the worker must have to carry out the process. Following the slash is a job title - this job must be enabled on a dwarf or that dwarf will not participate in that level of the economic path. &lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
 Note: an article is desperately needed to cover the concept of happy thoughts.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]], some of which is also [[Ore]] or [[Flux]] or [[Gems]] or [[Coal]] or [[Lignite]]&lt;br /&gt;
:(designate -&amp;gt; Mine)&lt;br /&gt;
&lt;br /&gt;
[[Chop down trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Battle axe]]&amp;lt;/I&amp;gt;/[[Wood Cutter]] -&amp;gt; [[Wood]]&lt;br /&gt;
:(designate -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; none/[[Engraving|Stone Detailing]] -&amp;gt; [[Rooms#Room_grades|Room Quality]]&lt;br /&gt;
:(designate -&amp;gt; Smooth Stone) and (designate -&amp;gt; Engrave Stone)&lt;br /&gt;
: The reason you do this is to give your dwarves happy thoughts, which has a (poorly understood?) beneficial effect.&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; none/[[Fishing]] -&amp;gt; Raw [[Fish]]&lt;br /&gt;
:(designate -&amp;gt; Fish, do this at the level above the water)&lt;br /&gt;
&lt;br /&gt;
[[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Weapon]]&amp;lt;/I&amp;gt;/[[Ambusher|Hunting]] -&amp;gt; [[Corpse|Corpses]]&lt;br /&gt;
:(assign any dwarf the hunt job)&lt;br /&gt;
&lt;br /&gt;
[[Bush|Bushes]] -&amp;gt; none/[[Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
:(designate -&amp;gt; Gather Plants)&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Seed]] x 2&lt;br /&gt;
&lt;br /&gt;
[[Seed]] -&amp;gt; [[Farm plot]]/[[Farming|Farming(fields)]] -&amp;gt; [[Crops]]&lt;br /&gt;
:(note that the Farm Plot while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
(only raw materials needed as input)&lt;br /&gt;
&lt;br /&gt;
Raw [[Fish]] -&amp;gt; [[Fishery]]/[[Fish Cleaning]] -&amp;gt; [[Fish]]&lt;br /&gt;
&lt;br /&gt;
[[Corpse]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Meat]] (which is [[Food]]), [[Fat]], [[Skin]], [[Bones]], [[Skulls]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], [[Blocks]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Stonecrafting]] -&amp;gt; [[Craft]], [[Weapon|Short Sword]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Container|Barrels]], [[Container|Bins]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Woodcrafting]] -&amp;gt; [[Craft]], [[Bolts]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[Skills|Trapping]] -&amp;gt; [[Animal Trap]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burning]] -&amp;gt; [[Charcoal]], which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burning]] -&amp;gt; [[Ash]]&lt;br /&gt;
:(note - the Wood Furnace is a Furnace, not a workshop)&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
=== Animal Based ===&lt;br /&gt;
some [[Fish]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Shell]] and/or [[Bone]]&lt;br /&gt;
&lt;br /&gt;
Wild [[Animals]], &amp;lt;I&amp;gt;[[Animal Trap]]&amp;lt;/I&amp;gt; -&amp;gt; none/[[Trapping]] -&amp;gt; Captured [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Captured [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Tame [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
:(note that the Kennels while it is a building is not a workshop)&lt;br /&gt;
:(also animal training only works for Dogs right now)&lt;br /&gt;
&lt;br /&gt;
Tame [[Animal]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Corpse]]&lt;br /&gt;
: ({{K|Z}}-Animals-Ready for Slaughter)&lt;br /&gt;
: U-&amp;gt;Select the Animal Unit-&amp;gt;Set &amp;quot;Ready for Slaughter&amp;quot; to (Y) if there's a specific animal you want to set for slaughter.&lt;br /&gt;
&lt;br /&gt;
[[Fat]] -&amp;gt; [[Cooking]]?/[[Kitchen]] -&amp;gt; [[Tallow]]&lt;br /&gt;
&lt;br /&gt;
[[Tallow]], [[Lye]] -&amp;gt; [[Soaper]]/[[Alchemist's laboratory]] -&amp;gt; [[Soap]]&lt;br /&gt;
: The documentation on other wiki pages is inconsistent on this one but Soap doesn't do anything yet, so it's not critical.&lt;br /&gt;
&lt;br /&gt;
[[Skin]] -&amp;gt; [[Tannery|Tanning]]/[[Tannery]] -&amp;gt; [[Leather]]&lt;br /&gt;
&lt;br /&gt;
[[Leather]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Leatherworking]] -&amp;gt; [[Armor]], [[Bags]]&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Bolts]], [[Armor]], [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
[[Shell]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
[[Skull]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Totem]]&lt;br /&gt;
&lt;br /&gt;
: What are totems for? Can't find any info on the wiki.&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
: note - the various &amp;quot;Magma&amp;quot; variants all require [[Magma]], and use less [[Fuel]] - no Fuel at all if you don't make steel.&lt;br /&gt;
: The reaction table for which Ores make which metals and/or alloys is complex and beyond the scope of this article. see [[Ore]] for details.&lt;br /&gt;
: Metals can be used to make different sorts of things, see the article for a given product to see which metals are suitable.&lt;br /&gt;
&lt;br /&gt;
[[Ore]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal Bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x 2 + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
: Does this take extra units of fuel? It looks to me like it doesn't.&lt;br /&gt;
&lt;br /&gt;
[[Ore]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x 2  -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Coal]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x 3, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Coal]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x 3, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Steel Bars]] x 2&lt;br /&gt;
&lt;br /&gt;
: note - this means, to stay in steady operation, smelt iron ore twice, then pig iron once, then steel bars once. The four operations togethether produce 2 steel. Magma halves the fuel cost but does not eliminate it.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
: it's generally a better idea to make the alloy directly from ore, I believe.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Metal crafter|Metal crafting]] or [[Blacksmith|Blacksmithing]] -&amp;gt; [[Metal Item]]&lt;br /&gt;
: This obviously needs to be fleshed out.&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Weaponsmith]] -&amp;gt; [[Weapon]]&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
Empty [[Bags]] -&amp;gt; [[Glass Furnace]] / [[Item Hauling]]?!?! -&amp;gt; [[Sand]] &lt;br /&gt;
: You need to assign the collect sand job to a glass furance, AND&lt;br /&gt;
: use Zones -&amp;gt; Collect Sand&lt;br /&gt;
: FWIW I can&lt;br /&gt;
&lt;br /&gt;
[[Sand]] -&amp;gt; [[Glass Furnace]] / [[Glassworking]] -&amp;gt; [[Furniture]] ...?&lt;br /&gt;
: It is presently impossible to make glass weapons because those require glass bars, which you cannot make.&lt;br /&gt;
&lt;br /&gt;
[[Vermin]], [[Traps]] -&amp;gt; [[Kennels]] or [[Butcher's shop]]/[[Trapper]] -&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[Barrel]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Alcohol]], [[Seed|Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] and/or [[Meat]] and/or [[Alcohol]] and/or [[Fish]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Food#Prepared_food|Prepared Meals]]&lt;br /&gt;
: IMPORTANT NOTE - Cooked Crops do *not* produce seeds, so it is generally a bad idea to cook crops unless you have plenty (Z-&amp;gt;Kitchen to disable cooking of crops).  Instead, brew or otherwise process your crops and cook the product.&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Farmer's workshop]]/[[Threshing]] -&amp;gt; [[Thread]] + [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Thread]] -&amp;gt; [[Loom]]/[[Weaving]] -&amp;gt; [[Cloth]]&lt;br /&gt;
&lt;br /&gt;
[[Cloth]] -&amp;gt; [[Clothier's shop]]/[[Clothesmaking]] -&amp;gt; [[Clothing]]&lt;br /&gt;
&lt;br /&gt;
= Economic Management =&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
: Due to the way the interface works, the key to maintaining flowthrough in your workshops is to have properly positioned and well-maintained stockpiles.&lt;br /&gt;
&lt;br /&gt;
: [[Clutter]] has a *huge* impact on your productivity, so minimizing the dwarf-labor required to clear finished goods out of your workshops is key to maintaining their productivity. &lt;br /&gt;
&lt;br /&gt;
: It is also important, especially in a mature fortress with a division of labor, to have goods close at hand so that your legendary dwarves don't have to walk all over the fortress to get what they need.&lt;br /&gt;
&lt;br /&gt;
: The best way to achieve this is to locate small stockpiles (about 3x3 works best) near the workshop to hold the raw materials needed. By keeping the stockpiles small, you don't have to worry about every hauler in the fortress dropping what they're doing and spending an entire month filling a large stockpile with marble; but if you make them too small, you risk not having enough when the legendary furnace operator gets to work!&lt;br /&gt;
&lt;br /&gt;
: Specific guidelines follow.&lt;br /&gt;
&lt;br /&gt;
=== Stone ===&lt;br /&gt;
: Stone is so abundant that you almost never need large stone stockpiles. If you want your stonecrafters or masons to use a choice variety of stone (such as obsidian), and have plenty of excess hauling labor, place a 3x3 or 4x4 stockpile near to the workshop, and restrict it to only a few high-value varieties of stone.&lt;br /&gt;
: Flux, Fuel and Ore are covered below.&lt;br /&gt;
&lt;br /&gt;
=== Flux and Ore ===&lt;br /&gt;
: A handy flux stockpile is absolutely key to maintaining efficient throughput in making steel. Steel is very labor intensive to begin with and if your furnace operators have to go a long way to get materials, you're over and done.&lt;br /&gt;
: On the other hand, if you have any flux at all, it's probably marble and you probably have &amp;lt;B&amp;gt;lots&amp;lt;/B&amp;gt; of it.&lt;br /&gt;
: So a large flux stockpile will divert all hauling labor into filling it up.&lt;br /&gt;
: Generally speaking, a 3x3 stockpile should be plenty, but keep it absolutely as close to your furnaces as possible.&lt;br /&gt;
&lt;br /&gt;
: The same considerations apply with ore and furnace fuel, but larger stockpiles are generally less of a problem, because there aren't 800 units of ore to haul. A skilled furnace operator can smelt direct-use ores *very* quickly, so consider a large stockpile for ore once a high skill level is achieved.&lt;br /&gt;
: In general, a full time wood burner will produce more Charcoal and more ash than a set of magma furnaces (even making steel) will actually use, so you may want to allow the wood furnace to get cluttered and then shut it off; but you should still build a fuel stockpile.&lt;br /&gt;
: If you don't have magma you're going to burning fuel like crazy.&lt;br /&gt;
&lt;br /&gt;
=== Lumber ===&lt;br /&gt;
: Lumber takes a long time to haul down from the surface, so lumber stockpiles should be quite a bit larger, as this can introduce a significant lag in refilling them, you'll want some cushion.&lt;br /&gt;
: There's also a big labor input issue - either it takes even longer to haul from the surface, or it takes your intermediary dwarf a long time to get the lumber.&lt;br /&gt;
: In general, I recommend placing your lumber stockpile near the surface, and placing the lumber using workshops or furnaces as nearby as possible.&lt;br /&gt;
: This means it may take a long time to haul your ashes or charcoal to your forges for use, but that hauling job can be handled by an Peasant, while the Wood Burner has to haul the logs into the furnace himself.&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
: Firstly, life without bins is unlivable. If you have to make them out of metal, I suggest copper or lead. But few start locations are so wood deprived that one log is harder to come by than 3 metal bars.&lt;br /&gt;
: You'll want to make more bins than you can possibly make, so make as many as you can.&lt;br /&gt;
: Once you have bins, it becomes much easier to haul finished goods to your trade depot, since the dwarves haul the bin with them.&lt;br /&gt;
: However, goods have to be hauled one at a time from the workshop and then placed in bins. I'm hoping that this is a high priority for change, since it's a major pain in the arse, but there you are.&lt;br /&gt;
: So, your finished goods stockpile should be as close to your workshops as possible, and you should only haul items to the trade depot once they've been placed in bins.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Material Classifications ===&lt;br /&gt;
: This is to help you find stuff in the stock pages&lt;br /&gt;
&lt;br /&gt;
: [[Fuel]] of every kind, as well as [[Ash]] and [[Potash]], are classified as Metal Bars for some mysterious reason.&lt;br /&gt;
&lt;br /&gt;
[[category: Economy]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Statue&amp;diff=4119</id>
		<title>40d:Statue</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Statue&amp;diff=4119"/>
		<updated>2007-11-30T21:46:56Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: Tagfix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Statues are buildings which can be built from the {{k|b}}uild menu under {{k|s}}tatue. They can be made from [[stone]], [[glass]], or [[metal]] bars. &amp;lt;br /&amp;gt;&lt;br /&gt;
A statue raises the value of the room it is placed in. The amount that the room value is raised depends on the craftsmanship of the statue.  Statues also are more valuable than other furniture made with the same material and quality level.  &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Statues may be built using one stone at the [[mason's workshop]] using the [[masonry]] [[labor]].  Statues may also be built using three metal bars of the same type at a [[metalsmith's forge]] using the [[Blacksmith|blacksmithing]] labor.&lt;br /&gt;
&lt;br /&gt;
You can create a [[sculpture garden]] from a statue's {{k|q}} menu. Dwarves will spend time at a statue garden appreciating the statues and may even organize parties there.&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Metalsmith&amp;diff=22392</id>
		<title>40d:Metalsmith</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Metalsmith&amp;diff=22392"/>
		<updated>2007-11-30T21:45:05Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: /* Other Objects */ Tagfixing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Metalsmith's Forge|key=f|job=Metalsmithing&lt;br /&gt;
|construction=&lt;br /&gt;
* 1 [[Anvil]]&lt;br /&gt;
* 1 [[Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Metalsmithing]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Aluminum]] bar&lt;br /&gt;
* [[Billon]] bar&lt;br /&gt;
* [[Bismuth Bronze]] bar&lt;br /&gt;
* [[Black Bronze]] bar&lt;br /&gt;
* [[Brass]] bar&lt;br /&gt;
* [[Bronze]] bar&lt;br /&gt;
* [[Charcoal]]&lt;br /&gt;
* [[Coke]]&lt;br /&gt;
* [[Copper]] bar&lt;br /&gt;
* [[Electrum]] bar&lt;br /&gt;
* [[Iron]] bar&lt;br /&gt;
* [[Gold]] bar&lt;br /&gt;
* [[Lead]] bar&lt;br /&gt;
* [[Nickel]] bar&lt;br /&gt;
* [[Nickel silver]] bar&lt;br /&gt;
* [[Platinum]] bar&lt;br /&gt;
* [[Fine pewter]] bar&lt;br /&gt;
* [[Trifle pewter]] bar&lt;br /&gt;
* [[Lay pewter]] bar&lt;br /&gt;
* [[Rose Gold]] bar&lt;br /&gt;
* [[Silver]] bar&lt;br /&gt;
* [[Sterling silver]] bar&lt;br /&gt;
* [[Steel]] bar&lt;br /&gt;
* [[Tin]] bar&lt;br /&gt;
* [[Zinc]] bar&lt;br /&gt;
|production=&lt;br /&gt;
* [[Animal trap]]&lt;br /&gt;
* [[Anvil]]&lt;br /&gt;
* [[Armor stand]]&lt;br /&gt;
* [[Ballista arrowhead]]&lt;br /&gt;
* [[Barrel]]&lt;br /&gt;
* [[Battle axe]]&lt;br /&gt;
* [[Bolts]]&lt;br /&gt;
* [[Boots]]&lt;br /&gt;
* [[Bucket]]&lt;br /&gt;
* [[Buckler]]&lt;br /&gt;
* [[Cabinet]]&lt;br /&gt;
* [[Cage]]&lt;br /&gt;
* [[Cap]]&lt;br /&gt;
* [[Chain]]&lt;br /&gt;
* [[Chain mail]]&lt;br /&gt;
* [[Chest]]&lt;br /&gt;
* [[Coins]]&lt;br /&gt;
* [[Crafts]]&lt;br /&gt;
* [[Crossbow]]&lt;br /&gt;
* [[Door]]&lt;br /&gt;
* [[Enormous corkscrew]]&lt;br /&gt;
* [[Flask]]&lt;br /&gt;
* [[Floodgate]]&lt;br /&gt;
* [[Gauntlets]]&lt;br /&gt;
* [[Giant axe blade]]&lt;br /&gt;
* [[Goblet]]&lt;br /&gt;
* [[Grate]]&lt;br /&gt;
* [[Greaves]]&lt;br /&gt;
* [[Hatch Cover]]&lt;br /&gt;
* [[Helm]]&lt;br /&gt;
* [[Instrument]]&lt;br /&gt;
* [[Large serrated disc]]&lt;br /&gt;
* [[Leggings]]&lt;br /&gt;
* [[Mace]]&lt;br /&gt;
* [[Menacing spike]]&lt;br /&gt;
* [[Metal blocks]]&lt;br /&gt;
* [[Pick]]&lt;br /&gt;
* [[Pipe Section]]&lt;br /&gt;
* [[Plate mail]]&lt;br /&gt;
* [[Sarcophagus]]&lt;br /&gt;
* [[Shield]]&lt;br /&gt;
* [[Short sword]]&lt;br /&gt;
* [[Spear]]&lt;br /&gt;
* [[Spiked ball]]&lt;br /&gt;
* [[Statue]]&lt;br /&gt;
* [[Table]]&lt;br /&gt;
* [[Throne]]&lt;br /&gt;
* [[Toy]]&lt;br /&gt;
* [[War hammer]]&lt;br /&gt;
* [[Weapon rack]]&lt;br /&gt;
* [[decorations|Studded goods]]&lt;br /&gt;
* [[Adamantine wafers]] (Magma Forge only)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''metalsmith's forge''' turns [[metal bar]]s into various [[weapons]], [[armor]]s, [[furniture]], [[siege ammunition]], [[trap]] components, and other objects.  To build a forge, you must have one [[block]] and an [[anvil]].  If you embark without preparing carefully, you will start with one [[iron]] anvil.  If you lose it or start without an anvil, you can often trade for one.&lt;br /&gt;
&lt;br /&gt;
It takes one unit of [[charcoal]] or [[coke]] to produce items on a forge, unless you use a [[magma forge]].&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
[[Weapons]] can be forged from [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]], [[silver]] and [[adamantine]], for one [[metal]] [[bar]] each. The weapons that can be forged are:&lt;br /&gt;
&lt;br /&gt;
* [[Battle axe]]&lt;br /&gt;
* [[War hammer]]&lt;br /&gt;
* [[Short sword]]&lt;br /&gt;
* [[Spear]]&lt;br /&gt;
* [[Mace]]&lt;br /&gt;
* [[Crossbow]]&lt;br /&gt;
* [[Pick]]&lt;br /&gt;
* [[Bolts]] (a stack of 25 will be produced)&lt;br /&gt;
&lt;br /&gt;
However, note that crossbows and picks cannot be forged out of silver.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
[[Armor]] can be forged from [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]] and [[adamantine]]. Available armor types include:&lt;br /&gt;
&lt;br /&gt;
* [[Plate mail]] (3 [[metal]] bars)&lt;br /&gt;
* [[Chain mail]] (2 metal [[bars]])&lt;br /&gt;
* [[Greaves]] (2 metal bars)&lt;br /&gt;
* [[Leggings]]&lt;br /&gt;
* [[Helm]]&lt;br /&gt;
* [[Cap]]&lt;br /&gt;
* [[Gauntlet]]&lt;br /&gt;
* [[High Boot]]&lt;br /&gt;
* [[Low Boot]]&lt;br /&gt;
* [[Shield]]&lt;br /&gt;
* [[Buckler]]&lt;br /&gt;
&lt;br /&gt;
Each piece of armor requires one metal bar to forge, except where noted.&lt;br /&gt;
&lt;br /&gt;
== Furniture ==&lt;br /&gt;
&lt;br /&gt;
[[Furniture]] can forged from any non brittle metal -- in short, all [[metal]]s except for [[pig iron]] and [[Bismuth]]. You can forge:&lt;br /&gt;
&lt;br /&gt;
* [[Cage]]&lt;br /&gt;
* [[Chain]] (1 metal bar)&lt;br /&gt;
* [[Animal trap]] (1 metal bar) (requires the [[trapping]] labor and not any of the metalsmith labors)&lt;br /&gt;
* [[Bucket]] (1 metal bar)&lt;br /&gt;
* [[Barrel]]&lt;br /&gt;
* [[Armor stand]]&lt;br /&gt;
* Metal [[block]]s (1 metal bar)&lt;br /&gt;
* [[Door]]&lt;br /&gt;
* [[Floodgate]]&lt;br /&gt;
* [[Hatch Cover]]&lt;br /&gt;
* [[Grate]]&lt;br /&gt;
* [[Statue]]&lt;br /&gt;
* [[Cabinet]]&lt;br /&gt;
* [[Chest]]&lt;br /&gt;
* [[Throne]]&lt;br /&gt;
* [[Sarcophagus]]&lt;br /&gt;
* [[Table]]&lt;br /&gt;
* [[Weapon rack]]&lt;br /&gt;
* [[Bin]]&lt;br /&gt;
* [[Pipe Section]]&lt;br /&gt;
&lt;br /&gt;
All metal furniture requires 3 [[bars]] to forge except for [[chain]]s, animal traps, buckets and blocks.&lt;br /&gt;
&lt;br /&gt;
== Siege Equipment ==&lt;br /&gt;
&lt;br /&gt;
[[Siege Equipment]] can be forged from [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]], [[silver]] and [[adamantine]].  Only one piece of siege equipment can be forged: the [[ballista]] arrowhead, which requires 3 [[metal]] [[bars]].  These arrowheads must then be mated with a wooden [[log]] at a [[siege workshop]] to form a complete ballista [[bolt]].  It is also possible to make pure wooden ballista bolts at the siege workshop, which are assumed to do less damage. The [[siege engine]]s themselves are also built at the siege workshop, out of three siege engine parts made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
== Trap Components ==&lt;br /&gt;
&lt;br /&gt;
[[Trap]] components]] can be forged from [[copper]], [[iron]], [[bronze]], and [[steel]]. These include:&lt;br /&gt;
&lt;br /&gt;
* [[Giant axe blade]]&lt;br /&gt;
* [[Enormous corkscrew]]&lt;br /&gt;
* [[Spiked ball]]&lt;br /&gt;
* [[Large, serrated disc]]&lt;br /&gt;
* [[Menacing spike]]&lt;br /&gt;
&lt;br /&gt;
Note that each requires 2 [[bars]] of [[metal]] to forge.&lt;br /&gt;
&lt;br /&gt;
Corkscrews, menacing spikes and spiked balls can also be made from wood at a [[carpenter's workshop]], requiring 1 log each.&lt;br /&gt;
&lt;br /&gt;
== Other Objects ==&lt;br /&gt;
&lt;br /&gt;
Other objects can be forged from all [[metal]]s except [[pig iron]]. They are:&lt;br /&gt;
&lt;br /&gt;
* [[Anvil]] ([[iron]], [[steel]] or [[adamantine]])&lt;br /&gt;
* [[Craft]]s&lt;br /&gt;
* [[Goblet]]&lt;br /&gt;
* [[Toy]]&lt;br /&gt;
* [[Instrument]]&lt;br /&gt;
* [[Flask]]s&lt;br /&gt;
* Minted [[Coins]]&lt;br /&gt;
* [[Stud]] an item with metal&lt;br /&gt;
&lt;br /&gt;
Each of the above objects requires one bar of metal to make, including studding.  Like other [[decoration]]s (such as [[Jeweler's workshop|encrusting with gems]], [[Craftsdwarf's workshop|decorating with bone]] or [[Craftsdwarf's workshop|decorating with shell]]), you cannot specify which object to stud: the smithy will generally take the nearest available object and stud it. Note that unlike all other metalsmithing operations, studding items does not require fuel.&lt;br /&gt;
&lt;br /&gt;
In addition, 3 [[bars]] of either [[iron]] or [[steel]] can be used to forge [[anvil]]s, which are used in the construction of additional forges.&lt;br /&gt;
&lt;br /&gt;
== Metal Clothing ==&lt;br /&gt;
&lt;br /&gt;
[[Adamantine]] can be used to make anything, even lightweight clothing.&lt;br /&gt;
All the clothing items that can be made at the [[clothier's shop]] can be forged from adamantine if you have it.&lt;br /&gt;
&lt;br /&gt;
== Skills Used ==&lt;br /&gt;
&lt;br /&gt;
* [[Metalsmith]]: All [[furniture]] except [[chain]]s and [[animal trap]]s; [[anvil]]s&lt;br /&gt;
* [[Skills#Metal_Crafter|Metal Crafter]]: Chains; everything in the &amp;quot;all other objects&amp;quot; category except anvils.&lt;br /&gt;
* [[Skills#Weaponsmith|Weaponsmith]]: All weapons and ammunition except for [[Crossbow|crossbows]]; [[Trap|trap components]]; [[siege equipment]]?&lt;br /&gt;
* [[Skills#Bowyer|Bowyer]]: [[Crossbow|Crossbow]]&lt;br /&gt;
* [[Skills#Armorsmith|Armorsmith]]:  All [[armor]]&lt;br /&gt;
* [[Skills#Trapper|Trapper]]: [[Animal trap]]s&lt;br /&gt;
Note: This section is a work in progress; it needs further data and correction.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://mkv25.net/dfma/guides/DF%20Metalcrafts%20Crib%20Sheet.htm Metalcrafts Cribsheet], (based on information on this page)&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category: Workshops]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quality&amp;diff=19503</id>
		<title>40d:Quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quality&amp;diff=19503"/>
		<updated>2007-11-30T21:43:23Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: Tagfix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All items in the game have a [[item value|base value]], which is multiplied by what [[material value|material]] the item is made of and by the item's '''quality'''.  [[Decoration]]s (such as bone, gems, and studding) further increase the value.&lt;br /&gt;
&lt;br /&gt;
Item quality can have an effect on an item's properties, especially [[armor]] and [[weapons]].  &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Quality grades ==&lt;br /&gt;
&lt;br /&gt;
All crafted items ([[furniture]], [[armor]], [[bolts]], etc.) &amp;amp;ndash; but not intermediate materials ([[bars]], [[blocks]], etc. except [[cloth]], which does have quality levels) &amp;amp;ndash; are bracketed by characters that show the quality of their craftsdwarfship.  Dyeing also has a quality level, as does Decorating/Encrusting (with gems, leathers, cloth, etc).  Prepared foods have quality levels. Alcohol has a hidden quality that controls the amount of happiness a dwarf gets from drinking it. It is not known whether or not masterful alcohol can cause tantrums.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' || style=&amp;quot;padding-right: 20px; padding-left: 15px; text-align: center;&amp;quot; | '''Value &amp;lt;br&amp;gt;Modifier''' || style=&amp;quot;text-align: center;&amp;quot; | '''&amp;amp;nbsp;Damage / To-Hit /&amp;lt;br&amp;gt;Armor Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Item Name || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;mdash;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.0&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| -Item Name- || Well-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.2&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+ || Finely-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;3&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.4&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name* || Superior quality || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;4&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.6&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡ || Exceptional || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;5&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.8&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼ || Masterful || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;12&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2.0&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a masterful quality item is created, the game will announce, &amp;quot;&amp;lt;dwarf&amp;gt; has created a masterpiece!&amp;quot;  Such a masterpiece will cause the dwarf that created it to [[tantrum]] for a year if it is ever lost or destroyed. Masterpiece meals can be eaten safely, although allowing the food to rot will cause a tantrum. Using up masterpiece bolts will not cause a tantrum either; nor does trading them away to merchants.  Since legendary dwarves are most likely to be the ones creating masterpieces, keeping these creations safe should be high priority; tantruming legendary dwarves can be very difficult to subdue.&lt;br /&gt;
&lt;br /&gt;
[[Artifact]] items have a unique name instead of bracketing symbols and are worth 120x base value. They have a higher combat modifier than Masterful items, although the specific modifier is unknown.&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=10981</id>
		<title>40d:Your first fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=10981"/>
		<updated>2007-11-27T02:11:05Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: /* What next? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to help new players get started on their first [[fortress]] and teach them the basics of keeping their [[dwarves]] alive. Above all else, always remember the [[Dwarf Fortress]] motto: &amp;quot;Losing is fun!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We discuss generating a world, choosing a fortress location, buying [[skill]]s and items, and playing the first month or so. Setting game initialization options is covered in [[technical tricks]]. The advice here is biased for safety; with a little experience you'll do better with strategies customized for your play style and preferred start locations. It is also deliberately terse. For more extended treatment of particular subjects, consult the linked pages or the rest of the Dwarf Fortress Wiki.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
The first thing you'll want to do when starting Dwarf Fortress is [[World generation |create a world]]. You have two options: Create a fractally-generated random world or re-create one of the [[pregenerated worlds]] using a specific seed. &lt;br /&gt;
&lt;br /&gt;
However, for new players it is recommended that you create a random world using the '''STANDARD''' template, so just hit {{k|Enter}} to continue. (Once you've gotten down the basics, you can return to the world generation screen and experiment with all of the options and create a world using one of the other techniques mentioned above.)&lt;br /&gt;
&lt;br /&gt;
See the article on [[world generation]] for a complete guide to the world generation screen.&lt;br /&gt;
&lt;br /&gt;
== Choosing a location ==&lt;br /&gt;
&lt;br /&gt;
=== The interface ===&lt;br /&gt;
&lt;br /&gt;
If you have at least one world without an active fortress, you will be able to choose &amp;quot;Start Playing&amp;quot; from the main menu. Chose &amp;quot;Dwarf Fortress&amp;quot; and you'll see a four-section window looking something like:&lt;br /&gt;
&lt;br /&gt;
[[Image:FortressLocation_fd2f10.png | caption | This picture is shown with the default tileset. Other [[tilesets]] are available]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your next goal will be choosing the starting location for your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Your surroundings ===&lt;br /&gt;
&lt;br /&gt;
You can discern a lot of information by scrolling through the various modes. The interface has six modes which you cycle through by pressing {{k|TAB}}. In turn, they display:&lt;br /&gt;
* [[Temperature]], amount of [[tree]]s, amount of [[plant]]s, and a hint at the sort of [[wildlife]] at the center of the selection rectangle. Look at the example picture again. Notice that you are told that you'll see no trees or plants here ([[mountain]]s being too high for either to grow), but that's true only for the exact center of the local area: You'll notice that the local area includes some of both on the edges, which is often all you need. You can view the different types of [[biomes]] in the selected area by hitting the {{k|F1}} {{k|F2}} {{k|F3}} or {{k|F4}} keys&lt;br /&gt;
* [[Civilization]]s capable of interacting with you. You need to be in contact with dwarves to get immigrants. You'll want to trade with the dwarves and preferably also [[human]]s and [[elves]]. [[Goblin]]s mean trouble, but it's hard to avoid them without hiding on an island.&lt;br /&gt;
* Your dwarven civilization. Your choice of civilization may have an effect on [[trade]] and [[immigration]].{{verify}} For instance, one civilization might have access to [[groundhog]] [[meat]], whereas another might not.&lt;br /&gt;
* Relative [[elevation]] and [[slope]] steepness. This lets you guess at the shape of the land. Try to avoid [[cliff]]s of 4 or more. A good elevation map contains lots low elevation changes ranging from 1 to 4.&lt;br /&gt;
&lt;br /&gt;
==== Location, Location, Location ====&lt;br /&gt;
&lt;br /&gt;
For your first fortress, it's not entirely important. However, there are some general guidelines that can help you decide:&lt;br /&gt;
&lt;br /&gt;
* Lots of trees and vegetation are good for producing food and lumber for your fortress.&lt;br /&gt;
* A temperate climate is one that experiences all four seasons. '''Hot''' and '''Freezing''' climates take those temperatures to the extreme. Just like in the real world, it is more difficult to sustain life (and therefore, your fortress) in these conditions.&lt;br /&gt;
* Running water = permanent source of water. Lakes and ponds have a finite amount of water.&lt;br /&gt;
* Try to stay away from locations that are labeled &amp;quot;terrifying.&amp;quot; Also, starting out in the middle of a goblin fortress is probably not a good idea.&lt;br /&gt;
* Magma is nice, but not necessary. And with magma comes Magma men and other such frightful creatures.&lt;br /&gt;
* Who cares? If you like what you see, go for it. You can always start over. And remember the DF motto: Losing is fun!&lt;br /&gt;
&lt;br /&gt;
Move your selection around the local map by using the {{k|h}} {{k|k}} {{k|u}} or {{k|m}} keys.&lt;br /&gt;
&lt;br /&gt;
==== Fortress size ====&lt;br /&gt;
&lt;br /&gt;
Once you've decided on location, you need to decide the size of your fortress area. Advantages of requesting a large local area include more raw materials, greater diversity of [[rock]]s and special underground features, and the ability to include desired terrain (such as a river, a forest, or a magma vent). Disadvantages include slower game performance, higher likelihood of merchants failing to reach your [[trade depot]] before they run out of time, and more risk of losing immigrants as they struggle to your front [[gate]]. (Note that you can [[mine]] many levels, and even a 3x3 area generally contains more raw materials than you're ever likely to need.)&lt;br /&gt;
&lt;br /&gt;
You can adjust the size of your fort's area by using {{k|SHIFT}} + the {{k|h}} {{k|k}} {{k|u}} or {{k|m}}keys.&lt;br /&gt;
&lt;br /&gt;
=== Embark ===&lt;br /&gt;
&lt;br /&gt;
When done, hit {{k|e}} to embark. A warning may appear if you've chosen a challenging site.&lt;br /&gt;
&lt;br /&gt;
== Buying skills and items ==&lt;br /&gt;
&amp;lt;!-- I've written this build carefully. While it does need improvement, please give a reason if you change it. --Savok --&amp;gt;&lt;br /&gt;
You'll now have the choice of playing with the default setup or of preparing for the journey carefully. We're going to do the latter, because we'd like to stay alive.&lt;br /&gt;
&lt;br /&gt;
Here, presumably, you are the dwarf determining who will go and what they will take. You have a total of 2060☼ to spend in two categories: Skilled dwarves and items. Some items have already been selected for you, but you probably won't want most of these.&lt;br /&gt;
&lt;br /&gt;
There are as many possible ways to approach setting up as there are fortress locations. The [[starting builds]] page offers several possibilities, if you don't like the one here.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
The [[iron]] [[anvil]] costs 1000☼ to take. While you need an anvil for metalsmithing, you shouldn't take it here, since the dwarven [[caravan]] will bring one in [[autumn]] of the first year, and you'll easily be able to make 1000☼ in trade goods before then. If you don't buy it then, you can get it later.&lt;br /&gt;
&lt;br /&gt;
First, remove all the items in the items screen, so you'll have enough money to spend on skilled dwarves.&lt;br /&gt;
&lt;br /&gt;
We suggest taking dwarves with these skills, but you can change these around however you like. Many players would prefer a [[weaponsmith]]/[[armorsmith]] to the fisherdwarf, for example.&lt;br /&gt;
* Proficient [[Miner]]/Novice [[Appraiser]]/Novice [[Judge of intent]]/Novice [[Organizer]]/Novice [[Record keeper]]. This dwarf will be the leader, trader, manager, bookkeeper, as well as a miner sometimes.&lt;br /&gt;
* Proficient [[Miner]]/Proficient [[Mason]]&lt;br /&gt;
* Proficient [[Woodcutter]]/Proficient [[Carpenter]]&lt;br /&gt;
* Proficient [[Grower]]/Proficient [[Herbalist]]&lt;br /&gt;
* Proficient [[Mechanic]]/Proficient [[Building designer]]&lt;br /&gt;
* Proficient [[Fisherdwarf]]/Proficient [[Fish cleaner]]&lt;br /&gt;
* Proficient [[Brewer]]/Proficient [[Cook]]&lt;br /&gt;
The total cost of the skills is 475☼, but it is worth the cost: Once you start the game, skills will be much more difficult to get than [[money]]. Rather, valuble goods; there is no ''currency'', just goods worth specific amounts.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Now, you have 1585☼ to spend on items to take along.&lt;br /&gt;
&lt;br /&gt;
* You'll need two [[copper]] [[pick]]s, which cost 20☼ each (40☼ total), for your miners. The material doesn't affect mining speed.&lt;br /&gt;
* Also, a [[battle axe]] will be needed for woodcutting. Since the only possibly metal for it is [[steel]], it costs 300☼.&lt;br /&gt;
* You'll need food. We recommend the following:&lt;br /&gt;
** 100 pieces of any variety of [[meat]] worth 2☼ apiece. Take at least one meat from each type of 2☼ meat, as you will get more [[barrel]]s that way. (200☼ total)&lt;br /&gt;
** 100 drinks of [[alcohol]], which will be stored in 20 [[barrel]]s free of charge.  Alcohol stacks 5 drinks per barrel, so stack sizes ending in 1 or 6 earn you a cheap barrel. (200☼ total)&lt;br /&gt;
* You'll probably want [[seed]]s, which are 1☼ each:&lt;br /&gt;
** 25 [[plump helmet spawn]]&lt;br /&gt;
** 10 [[pig tail]] seeds&lt;br /&gt;
** 10 [[rock nut]]s, which are the most difficult crop to use but the one that gives the most food, bar [[cheating]]&lt;br /&gt;
* You may wish to bring [[animal]]s:&lt;br /&gt;
** Two [[dog]]s, at 16☼ each (32☼ total). Gender alternates, so you will get one male and one female if you bring two. Dogs are excellent early defense systems and can be easily trained into war dogs, which do not run from danger and do twice as much damage.{{ver|0.23}}&lt;br /&gt;
** [[Cat]]s kill [[vermin]], preventing unhappy [[thought]]s, and will take owners which will make the owners happy, but also leave dead rats and other vermin corpses around your fortress which can produce clouds of [[miasma]]; bringing cats is a matter of preference, but not recommended for novices. They also will choose their owners, so you may end up with a swarm of cats that cannot be killed without sending the whole fortress into [[tantrum]]s. They cost 11☼ each.&lt;br /&gt;
* If you have followed the above exactly, you'll have 768☼ left. Spend this on whatever you like. If the area where you are has little wood, like a [[desert]] or mountains, you may wish to bring a few hundred [[logs]], which cost 3☼ each. You could also bring more [[food]]. You may wish to not take the expensive axe and take an anvil instead, which would leave you with 132☼. You can request an axe from the caravan or [[forge]] it yourself.&lt;br /&gt;
&lt;br /&gt;
=== [[Fortress name|Naming]] ===&lt;br /&gt;
&lt;br /&gt;
You can also name your fortress and starting group. This doesn't affect the game any, except in that if you don't, you could end up with a really ugly name, like Anusbride.&lt;br /&gt;
&lt;br /&gt;
== Beginning the fortress ==&lt;br /&gt;
&lt;br /&gt;
When you reach the site of your new fortress, the first things you want to do are:&lt;br /&gt;
&lt;br /&gt;
* Dig secure lodgings.&lt;br /&gt;
* Create [[stockpile]]s.&lt;br /&gt;
* Build basic [[workshop]]s.&lt;br /&gt;
* Set up a [[dining room]] and a [[bedroom]].&lt;br /&gt;
* Construct a [[Farming|farm]].&lt;br /&gt;
&lt;br /&gt;
Sounds simple, right? It doesn't? Learning the basics of the game can take some time, but soon enough you'll be customizing stockpiles like a pro!&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
&lt;br /&gt;
* First off, pause the game by pressing {{k|space}}. You can do this at any time to figure out what's going on at your leisure.&lt;br /&gt;
&lt;br /&gt;
* To move the view around, use the arrow keys. To move the view around at a faster pace, hold down the {{k|shift}} key, but if using the numpad keys make sure {{k|numlock}} is off. To view different elevations, or &amp;quot;[[Z]]-levels,&amp;quot; use the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys ({{k|shift}} + {{k|,}} or {{k|.}}).&lt;br /&gt;
&lt;br /&gt;
* To examine the contents of a square, press {{k|k}} and move the cursor over the square you want to examine. If you get lost and can't find your way back to your dwarves, press {{k|F1}} to center the camera back on the starting position. Check out more information on [[hotkeys]] to find out how to change that location.&lt;br /&gt;
&lt;br /&gt;
* You need to know how to change what jobs your dwarves will do. Press {{k|v}} and then move the cursor over a dwarf. It will display information about him/her. Go to the dwarf's {{k|p}}references, then the {{k|l}}abor submenu, and scroll the list with {{k|+}} and {{k|-}} ({{k|*}} and {{k|/}} will scroll through the list at a faster pace). The highlighted jobs are the ones this dwarf is allowed to do. Your starting dwarves should have the jobs that you gave them skills in enabled, but any dwarf can do any job, even if they have no skill in it yet. This is important to know so you can make the dwarves do the jobs you need done instead of just whatever their default jobs are. You should probably turn off all types of [[hauling]] for one of the miners.&lt;br /&gt;
&lt;br /&gt;
=== Digging ===&lt;br /&gt;
&lt;br /&gt;
* To start [[digging]] out your fortress, press {{k|d}} to open the designation menu. Here you can select the tiles for your miners to dig, or tell them to create [[stair]]s and [[ramp]]s and various other things. Press {{k|d}} again to make sure you're creating digging designations, then press enter to start marking where to dig.&lt;br /&gt;
&lt;br /&gt;
* Start digging out a room as the start of your fortress. If you don't like the area the [[wagon]] starts in, choose a different place on the map. Try to keep a 1 tile wide chokepoint or hallway leading into it which you can block with a door. If you are in an area covered with sand, [[loam]], or [[clay]], you won't have rocks cluttering the room, so it may be easier to make your rooms there. Oddly, sand walls are just as hard as granite ones.&lt;br /&gt;
&lt;br /&gt;
* You will need rock for construction, through, so if you don't mine your rooms out of stone, you'll need to create a mining area elsewhere to get stone.&lt;br /&gt;
&lt;br /&gt;
* To dig down with stairs, designate a &amp;quot;downwards stairway&amp;quot; on the surface, then move the view down one level ({{k|&amp;gt;}}) and designate an &amp;quot;upwards stairway&amp;quot; on the tile directly beneath the downwards stairs. An &amp;quot;up/down stairway&amp;quot; works like both types of stairways in one tile. [[Stair]]s can go as deep as you want in a stack if you keep making up/down stairs on top of each other. You can continue stairs from both the top and the bottom of up/down stairs, but only from the bottom of downwards stairs, and only from the top of upwards stairs.&lt;br /&gt;
&lt;br /&gt;
=== Creating [[stockpile]]s ===&lt;br /&gt;
&lt;br /&gt;
* Outdoors by the fortress entrance, create a [[refuse stockpile]], a [[wood stockpile]], a [[furniture stockpile]], and a [[food stockpile]] to get your supplies out of the wagon and keep the food from rotting. You may wish to create a [[stone stockpile]], but this may cause your dwarves to get bogged down with hauling if you make it too large. To make a stockpile, press {{k|p}}, press the letter corresponding to the type of stockpile you want, then press enter and drag the selection box over the area you want, and press enter again to create it.&lt;br /&gt;
&lt;br /&gt;
* You'll need to make many different stockpiles throughout the game.&lt;br /&gt;
&lt;br /&gt;
=== Building workshops ===&lt;br /&gt;
&lt;br /&gt;
* Disassemble the wagon for [[wood]] by pressing {{k|q}}, moving the cursor over the wagon and pressing {{k|x}}. Your carpenter should then disassemble it into three logs.&lt;br /&gt;
&lt;br /&gt;
* Create a [[mason's workshop]], a [[carpenter's workshop]], and a [[mechanic's workshop]] with the stones your miners should be producing as they dig tunnels through the rock. To build things, press {{k|b}}, then for workshops, press {{k|w}}. Scroll to the type you want with {{k|+}} and {{k|-}} and press enter. You should next see a screen with the list of all the available materials you can use to build the workshop. Select any type of stone and the dwarves will get started. '''However''', if the stone available to you has some [[economic stone|economic value]], such as [[limestone]] or [[marble]], you must press {{k|z}} to open the general status screen, go to the Stones submenu, then find the stone type in the list and press {{k|enter}} to allow your dwarves to use it for mundane tasks like constructing buildings and furniture.&lt;br /&gt;
&lt;br /&gt;
* Your [[fisherdwarf]] has likely run off to a body of water to start fishing. Raw fish is inedible, and rots if left alone too long, so you need to build a [[fishery]] to process it. You build the fishery in the same way you built the other workshops. After it's built, select it with {{k|q}}, press {{k|a}}, select &amp;quot;Process Raw Fish&amp;quot; and press enter. Then press {{k|r}} to make that order repeat until it runs out of fish to process. &amp;lt;!-- is fishing very high priority? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* At the [[mason's workshop]], order a [[door]] by selecting the workshop with {{k|q}}, pressing {{k|a}}, then scrolling to &amp;quot;door&amp;quot; on the list with {{k|+}} and {{k|-}} and pressing enter. Stone is more common than wood, so you want to make everything you possibly can out of stone rather than wood. The only important items you can't make out of stone that you can make out of wood are [[bed]]s, [[bucket]]s, [[bin]]s, [[barrel]]s, and [[charcoal]] for fueling your [[forge]]s.&lt;br /&gt;
&amp;lt;!-- This is where I stopped working on the article. --Savok --&amp;gt;&lt;br /&gt;
* Once the door is finished, place the door in the entrance of your fort by pressing {{k|b}}uild, then {{k|d}}oor, then selecting the space you want it to go in and pressing {{k|enter}}. If trouble shows up, you can lock the door by pressing {{k|q}}, highlighting it and pressing {{k|l}} once. Pressing it again unlocks it.&lt;br /&gt;
* At the [[carpenter's workshop]], first order a [[bed]] and a [[bucket]] to be made out of some of your wagon wood. &lt;br /&gt;
* Once the bed is complete, {{k|b}}uild it in the same manner you built the door, and place it in your entrance hall. Once it's placed, you should make it into a communal sleeping hall by selecting the bed with {{k|q}}, pressing {{k|r}} and using the {{k|+}} and {{k|-}} keys to cover the area of the hall, pressing enter, then pressing {{k|b}} to make it a [[barracks]]. Making it a barracks means that it is a public sleeping area, and dwarves without their own rooms will sleep there, even if there aren't enough beds.&lt;br /&gt;
* You should designate some trees to be cut down for more logs. Press {{k|d}}, then {{k|t}}. Find an area with trees, then press enter and highlight some trees by dragging the selection area over them and pressing enter again.&lt;br /&gt;
* To build some [[trap]]s to defend your front door, order some [[mechanism]]s to be built at the [[mechanic's workshop]]. After they are made, go to the {{k|b}}uild menu, and select the &amp;quot;Traps/Levers&amp;quot; category using {{k|+}} and {{k|-}}. Select the [[Trap#Stone-fall trap|stone-fall trap]], select the materials to use, then place it in a choke point leading into your fortress, like in front of or behind the front door.&lt;br /&gt;
* Mine a new room that will be used as a dining hall, and build four or five stone [[table]]s and stone [[throne]]s for it. Build some more doors to section off new rooms properly, as dwarves dislike rooms that aren't enclosed on all sides by walls or doors. Place the tables and thrones like you did the doors, and put one throne adjacent to each table. Once a table is placed in the room, select it with {{k|q}} and use it to define the area as a dining room, like you did with the bed for the sleeping hall. You only need to use one table to define the room, and the rest of the tables in it are automatically considered part of the dining room.&lt;br /&gt;
* Mine a few more rooms to be used as storage areas, remove the furniture and food stockpiles outside, and make new ones in these new storage rooms.&lt;br /&gt;
* You can also move your workshops indoors. They should not be built in the vicinity of the sleeping hall, as the noise will bother people. You can remove the workshops aboveground the same way you dismantled the wagon, press {{k|q}}, highlight the workshop, then press {{k|x}}.&lt;br /&gt;
* Next you'll set up [[farming]]. You first need to dig a farm room underground. Dwarven crops won't grow on the surface. If there are enough layers of [[soil]] covering the rock, you can carve out a farm room inside the soil and start farming without having to [[irrigate]] the ground. However, if you want to make a farm room with a rock floor, you will need to get the floor wet first. When water covers a rock cavern floor, it becomes muddy, which allows you to build farm plots on it. For more information about how to do that, read up on [[irrigation]].&lt;br /&gt;
* Once you have suitable ground for planting, go to the {{k|b}}uild menu, find &amp;quot;Farm Plot&amp;quot; or press {{k|p}}, then use the {{k|u}} {{k|m}} {{k|h}} {{k|k}} keys to resize it, and press enter to place it. A 5x5 field should be plenty to last you through winter. After it's placed, your growers will come clear the site and prepare it for planting.&lt;br /&gt;
* Now that the field is ready, select it with {{k|q}}, and set the crop you want to be grown on it. You have to set this manually for each season. Press {{k|a}} for spring, {{k|b}} for summer, {{k|c}} for fall, and {{k|d}} for winter. Not every crop can be grown in every season, although [[plump helmet]]s can be grown all year. You probably want to grow plump helmets exclusively at first, as they are the easiest crop to grow and use. Dwarves can eat them raw, cooked, or brew them into alcohol.&lt;br /&gt;
&lt;br /&gt;
== What next? ==&lt;br /&gt;
&lt;br /&gt;
At this point your little fort should be mostly self-sufficient, barring animal attacks, mining accidents, psychotic outbreaks, or invasion. You can now invest some time in luxuries, such as making private rooms for each dwarf, crafting valuable trade goods, crazy engineering projects, and brewing more beer.&lt;br /&gt;
&lt;br /&gt;
Here's some ideas for what to do next:&lt;br /&gt;
* Make an underground water supply that won't freeze over in winter, by draining a surface pool or diverting a river.&lt;br /&gt;
* Build a [[craftdwarf's workshop]] and start making some trade goods.&lt;br /&gt;
* Start [[smelting]] the ore you've mined if you have dwarves with the right skills.&lt;br /&gt;
* Build a [[trade depot]] so that merchants can come and trade with you.&lt;br /&gt;
* Set up a [[still]] to brew more drinks for your thirsty dwarves. They'll drink water if they have to, but they are much happier and work faster if they are full of alcohol.&lt;br /&gt;
* Make individual rooms for each dwarf, with a bed and maybe a rock coffer and rock cabinet in each one.&lt;br /&gt;
* Use [[zone]]s to set up a meeting hall, and designate which water sources you want your dwarves to use for fishing and drinking.&lt;br /&gt;
* Expand your farm, dining room, and living quarters in anticipation of the massive wave of 10-30 immigrants that will likely show up sometime in the next year.&lt;br /&gt;
* Start making [[bin]]s and [[barrel]]s to consolidate items and food taking up space in your stockpiles so things are more organized, and so you have more barrels to brew drinks with.&lt;br /&gt;
* Set up an indoor [[refuse stockpile]] so your dwarves don't have to carry their trash as far, and so you can start building up a useful supply of bones and shells.&lt;br /&gt;
&lt;br /&gt;
And when you start feeling more confident with your DF-knowledge, you can try to set some [[Game goals|crazy goals]] for yourself for a challenge, or just enjoy the game in the way '''you''' fashion at your own pace. But most importantly to remember, '''Losing is fun!'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trees&amp;diff=29547</id>
		<title>Trees</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trees&amp;diff=29547"/>
		<updated>2007-11-27T01:34:49Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: Made a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[tree]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Building_designer&amp;diff=11410</id>
		<title>40d:Building designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Building_designer&amp;diff=11410"/>
		<updated>2007-11-27T01:31:18Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: tagfix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #848&lt;br /&gt;
| skill      = Building Designer&lt;br /&gt;
| speciality = Architect&lt;br /&gt;
| profession = Administrator&lt;br /&gt;
| job name   = Architecture&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Construct Building&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''building designer''' [[skill]] is used to plan [[building]]s before the actual construction can begin.&lt;br /&gt;
&lt;br /&gt;
It affects anything created with the 'architecture' [[labor]], which includes [[bridge]]s, [[smelter]]s, paved [[road]]s, [[screw pump]]s, [[windmill]]s, [[waterwheel]]s, [[support]]s, and [[trade depot]]s.  [[Dwarves]] that have high building designer skills can make [[Quality|masterpiece]] structures, which can give dwarves very happy [[thought]]s from admiring the excellently designed buildings.  Also, dissembling a masterwork structure will not cause a [[tantrum]].&lt;br /&gt;
&lt;br /&gt;
A relatively easy way to train a dwarf's architecture skill, is to build a lot of [[support]]s and tear them down again. Note that building a support also requires [[masonry]]. If you don't want to involve a mason, you need to cancel the construction of the pillars one by one once they have been designed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Engraving&amp;diff=4860</id>
		<title>40d:Engraving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Engraving&amp;diff=4860"/>
		<updated>2007-11-27T01:30:12Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: Tagfix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Engraving encompasses both smoothing stone and engraving it.  Both jobs are accessed from the [d]esignations menu, and require the Stone Detailing [[labor]] to be turned on.&lt;br /&gt;
&lt;br /&gt;
A [[wall]] that has already been smoothed can be engraved on. Engravings increase [[dwarf]] [[happiness]] and provide a record of the [[Legends|history]] of your fort. [[Fortification]]s cannot be engraved on. &lt;br /&gt;
&lt;br /&gt;
Smoothed and engraved walls raise the [[value]] of a [[room]], dependent on the material type of the wall or floor, and the quality of the engraving.  The value of smooth and engraved walls is considered &amp;quot;Architecture&amp;quot; under the &amp;quot;Fortress Wealth&amp;quot; table.   &lt;br /&gt;
&lt;br /&gt;
A [[Quality|masterful]] engraving that is destroyed or defaced ([[magma]] and [[goblins]] do the job nicely) may cause the [[engraver]] to [[tantrum]].&lt;br /&gt;
&lt;br /&gt;
== Engraving a wall ==&lt;br /&gt;
# Press {{K|d}} to open the designate menu.&lt;br /&gt;
# Press {{K|e}} to select &amp;quot;Engrave Stone&amp;quot;.&lt;br /&gt;
# Move the cursor to a position on or near a wall and press {{K|enter}}.&lt;br /&gt;
# The spot you marked changes to a blinking green &amp;quot;+&amp;quot; indicating where the area you wish to engrave extends from.&lt;br /&gt;
# Move the cursor to any position, across the area you wish to engrave and press {{K|enter}} again.&lt;br /&gt;
# The wall tiles in the area you defined should blink with a light blue regular pattern.&lt;br /&gt;
# Wait for a dwarf to engrave the stone on the walls.&lt;br /&gt;
&lt;br /&gt;
== Engravings ==&lt;br /&gt;
&lt;br /&gt;
Engravers are inspired by the history of your fort and will use them in the engraving. Like when your [[axedwarf]] bravely held a crucial part of the fort and slew some [[goblin]]s, your engravers can make a picture of it. &lt;br /&gt;
&lt;br /&gt;
Engravings can be viewed by pressing 'k', moving the cursor over the engraved area, using the + or - keys to move down to the engraving and pressing enter. [[Adventurer]]s are also able to view these by revisiting your old fortress, and will see a much more detailed description of the engraved happening. The art and the story behind the engraving, will show up in the [[legends]] mode.&lt;br /&gt;
&lt;br /&gt;
[[Category:Designations]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Legendary_artifact&amp;diff=18225</id>
		<title>40d:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Legendary_artifact&amp;diff=18225"/>
		<updated>2007-11-27T01:23:24Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: Tagfixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves in [[strange mood]]s will create '''legendary artifacts''': unique, &amp;quot;named&amp;quot; items which are of unsurpassable quality (and usually cost). An artifact is the ultimate expression of a dwarf's desires, fears, memories and hopes in art form, and each dwarf will produce only one in their lives (or die trying). Dwarves that create artifact are often granted the status of [[legendary]]. &lt;br /&gt;
&lt;br /&gt;
Dwarves will normally carry the artifacts they create until they die, lose the limb in which it is held, or throw it away in a tantrum. A dwarf carrying a job item artifact, such as a pick or an axe, will use it to perform that job. A dwarf with an artifact weapon will use it to great effect in battle if drafted or forced to engage in combat. Drafting them into the military can sometimes have the effect of causing them to drop the artifact, this may be related to weapon assignment [need further research into this]. Once it has been dropped, they will not pick it up again under any circumstances, except for hauling purposes. Any dwarf that creates a heavy artifact (such as a [[floodgate]]) will inevitably be slowed down by the burden. &lt;br /&gt;
&lt;br /&gt;
Artifacts were originally set to have a 5 year timer (possibly varying as much as a few years). When reached, an event will happen (also reported to go down in history), and the dwarf will either drop the artifact, become obsessed with it and carry it around as normal, or become nervous and hide it. The timer is currently bugged and is a great deal longer than normal, so much so that most fortresses may never see such an event unless they have been running a very long time and have managed to keep their artifact-wielding dwarves alive.&lt;br /&gt;
&lt;br /&gt;
Artifacts cannot be destroyed unless lost in a chasm. They ''can'' be stolen by marauding parties; An artifact lost to you will have a note to that effect in the Artifacts screen.&lt;br /&gt;
&lt;br /&gt;
Artifact items have a [[Quality|quality modifier]] of 120&amp;amp;times;. This is applied on top of the item's [[Quality|base value]], its [[decoration]]s and the value of all [[material]]s used in its construction. Dwarves will use anywhere from one to ten items in their construction. If you view (['''q''']) the [[workshop]] a dwarf has seized while the dwarf is in it, you can see what materials he or she plans to use (see [[strange mood]]s for further details).&lt;br /&gt;
&lt;br /&gt;
Artifacts will automatically have one &amp;quot;free&amp;quot; decoration of the same type as its base material. For instance, a &amp;quot;Perfect Ruby&amp;quot; might have &amp;quot;Images of mangrove trees in Ruby&amp;quot;. This decoration doesn't consume additional materials: in the above example, only one ruby was used.&lt;br /&gt;
&lt;br /&gt;
Artifacts can range in value from 2,400☼ to well over 100,000☼ (for the curious, the limit is 648,000☼ if adamantine isn't used). Since [[immigration]] totals are based on your fortress's &amp;quot;Created Wealth&amp;quot; (and held/worn items count double in the total), expensive artifacts are commonly the driving factor behind how many immigrants show up each year.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19724</id>
		<title>40d:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19724"/>
		<updated>2007-11-26T03:24:31Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: /* Training yourself */ Tagged &amp;quot;Attributes&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In '''adventurer mode''', you pick a race ([[elf]], [[dwarf]] or [[human]]) and start out in either a town of your race or in a previous fortress you played on. You can receive [[quest]]s, venture into the wilderness to find caves, abandoned towers and other villages. You can even visit your old fortresses and find whatever riches were left to be guarded by the creatures that fated your fortress.&lt;br /&gt;
&lt;br /&gt;
== Your first adventure ==&lt;br /&gt;
&lt;br /&gt;
=== Picking a race ===&lt;br /&gt;
When it comes to picking a race, there is difference in skills. [[Dwarves]] cannot wear human sized [[armor]], and are somewhat limited in the [[weapons]] they can wield due to their size. [[Elves]] have a slightly different set of skills. [[Humans]] are generally fairly well-balanced, and are the easiest to acquire quests from. Each race fares differently in combat; you may wish to look at the races' pages for the finer details.&lt;br /&gt;
&lt;br /&gt;
=== Choosing skills ===&lt;br /&gt;
Basically, if you want to start with a weapon, you need to avoid having the most points spent in unarmored/[[wrestling]]. If you, for example, choose to start out with most points in [[swordsman]], you will start out with a [[sword]]. When you have chosen your preferred set of skills, you can press {{key|Enter}} to embark.&lt;br /&gt;
&lt;br /&gt;
=== Setting out ===&lt;br /&gt;
If you chose human, you will start out inside the Mayor's house. You will see the Mayor (purple) and probably several [[drunks]]. Press {{key|k}} and talk to the Mayor. Press 'services' for a [[quest]]. You can talk to the drunks and recruit them to your party for some additional combat aid. Be sure to read the [[Adventure Mode quick reference]] or use the help files for more information on the commands in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
In towns you can find merchants inside some buildings. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.&lt;br /&gt;
&lt;br /&gt;
=== Equipping your adventurer === &lt;br /&gt;
After acquiring armor from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|p}}ut it on, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
&lt;br /&gt;
== Travelling the world ==&lt;br /&gt;
&lt;br /&gt;
=== How-to ===&lt;br /&gt;
You can walk around the whole world tile by tile if you wish, but given the size of the world, you might want to consider using another method. Pressing {{key|T}} will let see a very zoomed out map of the surrounding area. Moving about on this map is much faster, as well as it heals your adventurer, keeps him from starving, dehydrating, or getting tired. To exit this screen and explore the area you've reached, press {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
=== Finding quest locations ===&lt;br /&gt;
After receiving a quest, you will be able to track its location using the {{key|Q}}uest log. Initially it will just give you the location on the {{key|T}}ravel map, though a lesser-known feature is its use in finding the cave entry (or other such target) once you're already in the local map. Bring up the quest log again, highlight the quest objective you're after, and {{key|z}}oom to it. It should then provide you with a local map of your current area, complete with a 3x3 box of flashing squares. This box indicates the general location of the cave's mouth. You'll still have to do some searching, but at least it's narrowed down for you. You can bring up this map at any time that you're in the local area of a quest objective.&lt;br /&gt;
&lt;br /&gt;
=== Visiting abandoned fortresses ===&lt;br /&gt;
If you start an adventure in a world with one or more abandoned fortresses, you can take your adventurer to see the sites of your previous endeavors. When you find one of your old fortresses, you will find that everything is a mess. Items are scattered about, things are smashed up and there are probably new hostile inhabitants that you will need to fend off. Visiting your old fortresses might prove to be rewarding, since you can find armor and weapons you made (if you made any). The best thing to be found in your fortress would probably be any left behind artifact weapon or armor. This is also probably the best (and only?) way to get artifact-quality weapons and armor.&lt;br /&gt;
&lt;br /&gt;
Also remember to check out any engravings you made while in fortress mode. When checking out engravings in adventure mode, they reveal a lot more specific information about the event that is engraved.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Fighting is extremely detailed in adventure mode! This adds alot of fun in the battle, since there are so many ways to injure your opponents/victims.&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
If you have a [[weapon | bow]] or [[weapon | crossbow]], you can shoot arrows or bolts at enemies. You can also throw anything you can carry at enemies. Ranged attacks are highly efficient when you hit.&lt;br /&gt;
To fire your bow or crossbow, press {{key|f}}, and move the marker to the enemy you wish to fire upon, and press {{key|Enter}}. Same with throwing stuff, only press {{key|t}} and choose wich item to throw, then choose the victim.&lt;br /&gt;
''Note: Throwing is slightly bugged, but in a good and fun way. You can throw captured flies, socks and even vomit if you want, with lethal effects. (Water piercing lungs, flies piercing hearts etc..)''&lt;br /&gt;
&lt;br /&gt;
=== Close combat ===&lt;br /&gt;
To fight a creature by hitting it, you just need to walk towards the creature. Alternatively, you can press {{key|A}} and choose your target. After you've pressed {{key|A}} and are given the list of targets to attack, you can use {{key|Enter}} to choose between a normal attack and [[wrestling]] before selecting which opponent you wish to target.&lt;br /&gt;
A normal attack will make the adventurer hit the target with whatever weapon he holds. If he is holding no weapon, he will bash with his shield. If he has neither a weapon nor a shield, he will either punch his target or grab a random appendage.&lt;br /&gt;
In [[wrestling]], you must spend a few rounds locking the target's limbs to be able to break and splinter them (good times). Alternately, you could try gouging, pinching, or strangling them instead.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
Your adventurer will get wounded by enemies or falling (jumping) off cliffs. The best (and only?) way to heal, is to press {{key|T}}, and travel at least 1 tile in any direction. Your adventurer will be fully healed then. Read more about wounds [[Wound|HERE]].&lt;br /&gt;
&lt;br /&gt;
== Tips for survival ==&lt;br /&gt;
Dying is easy in adventurer mode, especially if you've just started out. Following these simple tips will increase your chance to survive, and reach those nice stats and legendary skills! These tips are for the faint of heart only. If you like the challenges of the game, feel free to do the opposite of what these tips say.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;s&amp;gt;Living Shields&amp;lt;/s&amp;gt; Companions ===&lt;br /&gt;
&lt;br /&gt;
If you recruit some members to your party, you will not only gain extra damage output. You will also have someone else to take the damage instead of YOU!&lt;br /&gt;
When you first start out, the easiest &amp;lt;s&amp;gt;human shields&amp;lt;/s&amp;gt; friends to recruit are the drunks! They are found in human towns inside the tavern with the Mayor (The building you start in if you play a human). They will gladly come with you and block some blows for you. Drunks will usually attempt low-skill wrestling and (mostly) damage-less punches. Don't expect them to last long when you meet that Giant you are supposed to kill.&lt;br /&gt;
&lt;br /&gt;
To recruit someone into your party, press talk{{k|k}}, move the cursor over them, and press {{k|enter}}. Then in the conversation that follows, simply pick 'Join' from the list of options to ask them to accompany you. Children, peasants, the Mayor and Guards don't want any part of this silly adventuring malarkey.&lt;br /&gt;
&lt;br /&gt;
More detailed searches of towns of various races can yield other adventurers with some actual skills. The generally have a single weapon skill ([[Maceman]], [[Swordsman]], [[Spearman]] and so on) and some armor appropriate to the wealth of the town they were occupying. You will also find Guards around towns, and while they are combat-capable they will not shirk their duty in order to accompany you on your adventures.&lt;br /&gt;
&lt;br /&gt;
=== Avoid the impossible ===&lt;br /&gt;
Some things are harder than others. Decide for yourself is this is due to unbalancing of the game, realism or simply to add to the variety of challenges.&lt;br /&gt;
&lt;br /&gt;
==== Giant Cave Spiders ====&lt;br /&gt;
Unless you are a legendary or better (ok its not possible to go beyond legendary..) bow-/crossbowman, you should at all costs AVOID giant cave spiders!! They shoot a web at you, making you immobilized while they rip your limbs off one by one. Then when you finally break free from the web, and can attack again, you've probably lost your arms while lying on the floor and the spider is about to throw you by your head up into the roof. Cave Spiders bleed to death eventually, but they know no fear nor pain, meaning they will not black out even if you manage to inflict serious damage including severed limbs. They are also capable of surviving red-level wounds to the body and legs and multiple severed limbs for long enough to eviscerate an adventurer. Leave these for the living shields to deal with while you slip out the other way, ideally from the cave entirely, never to return.&lt;br /&gt;
&lt;br /&gt;
Even if you are a legendary projectile weapon user, reconsider attacking a giant cave spider because in the tight quarters of a cave you might be shooting it from stealth when a giant rat or something similarly stupid walks next to you and triggers your loss of cover. The spider would then punish your arrogance immensely.&lt;br /&gt;
&lt;br /&gt;
==== Arrows ====&lt;br /&gt;
Don't take on quests where you need to kill elite bow-/crossbowmen! Generally, avoid flying arrows! Why? Because bow/crossbowmen have the tendency to see farther than you can. They are therefore able to fire at you from beyond your sight, making it hard to see where the arrow(s) are coming from. You may therefor end up chasing the shooter in the wrong direction, giving the shooter even MORE time to turn you into a pin-cushion. Of course, this is only the case if you manage to survive the first 3-4 arrows, because arrows are BAD for anyone but the shooter's health. Piercing hits like arrows are much more likely to damage internal organs, and while you might shrug off a moderate blunt hit to the chest a similar piercing hit could directly damage one or both lungs or your heart and instantly kill you.&lt;br /&gt;
&lt;br /&gt;
If you do accept a quest against an elite bowman or crossbowman and manage to reach melee range, immediately grapple its weapon, ideally by dropping yours and pulling the weapon out of its grasp entirely before throwing it away.&lt;br /&gt;
&lt;br /&gt;
=== Training yourself ===&lt;br /&gt;
Gaining stats ([[Attributes|strength, agility, toughness]]) helps alot when fighting. How to best train yourself?&lt;br /&gt;
&lt;br /&gt;
==== Throwing ====&lt;br /&gt;
While walking around on a creature-less place, you should occasionally press {{key|g}} to check for rocks. Rocks are practically free ammo. When you find a tile with rocks, pick up a lot of them (there are infinite rocks), and start throwing them. You can simply throw them at the tile you are standing at. Every throw will gain you 30 points toward the skill &amp;quot;Throwing&amp;quot;, and will after a while increase your stats (Strength, agility, toughness). You will need to throw 600 rocks to reach legendary Thrower (starting with no skill).&lt;br /&gt;
&lt;br /&gt;
Thrown objects are also a cheap way to injure enemies before they reach you if you are a melee fighter.&lt;br /&gt;
&lt;br /&gt;
You can also throw other stuff you find, like flies, beetles, worms, and even vomit. If you have a tendency to chop off enemy limbs, you can even throw these limbs. Killing zombies with their companion's severed heads and feet is always good for a laugh. Iron men are fun, because they leave behind a nice statue for the taking which can be thrown. Arrows and weapons seem to be particularly deadly when thrown, but even the most innocuous or silly items can come up with a kill.&lt;br /&gt;
&lt;br /&gt;
Most thrown objects deal blunt type damage, so they will break and bruise limbs, but arrows and weapons can deal their normal damage types. This is particularly useful to consider when trying for a desperate one-shot kill on a [[Giant Cave Spider]] that's about to web you and shred you into little chunks, as piercing attacks like thrown arrows and spears damage internal organs (making them more likely to get a one-hit kill, as an enemy can live through having the outside of their head moderately damaged but not from having the same amount of damage done to their brain) and thrown axes or swords can sever body parts and leave deep gashes (leading to massive bleeding or slit throats).&lt;br /&gt;
&lt;br /&gt;
==== Bow/Crossbow-skill ====&lt;br /&gt;
This skill trains in the same fashion as throwing. You gain skill per shot, not per hit. This is a more expensive skill to train than throwing because you need to buy (or find) arrows/bolts, but is also a much more deadly skill.  Fired projectiles do much more damage than thrown ones, and are also piercing type weapons which can do crippling damage to internal organs. The majority of thrown weapons are blunt and will do much more superficial bruising and bone-breaking damage. Shooting arrows at enemies is fun, because it is very efficient. Sadly, that also goes for enemy bow/crossbowmen. You will often be shot in the leg and crippled by an enemy you can't even see, who will then proceed to shoot you in the face until you die - which won't be very long afterwards unless you manage to find something to hide behind.&lt;br /&gt;
&lt;br /&gt;
Make sure to take extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; companions along with you if you're planning on using ranged weapons, it'll take time before you level the appropriate skill to bash things with your weapon in melee so it's imperative you stay out of the fighting till then. Drunks are particularly useful here, as they love to dive on things and collapse into a massive wrestling pile which you can take pot-shots at. Don't worry, you can't hit your guys. Not that you'd care.&lt;br /&gt;
&lt;br /&gt;
==== Wrestling ====&lt;br /&gt;
Since melee weapon skills are hard train because not every hit gives points towards the skill, why not train your wrestling? When you are alone with a unconscious creep, why not break some limbs before finishing it off? Creeps are always going to try to break your arms and legs, so having a bit of skill in wrestling will help break those locks a lot. Also, training wrestling is a quicker way to better stats (strength, agility, toughness) because gain points per move instead of per &amp;quot;hit&amp;quot;. Wrestling also handles dodging skill which is very handy to have.&lt;br /&gt;
&lt;br /&gt;
==== Swimming ====&lt;br /&gt;
Having no swimming skill in Adventure Mode is not a particularly good thing if you intend to go near water. Anyone with no swimming skill who falls or is pulled/pushed into water will begin to drown immediately if it is over 4/7 deep, and will also be unable to climb out of water this deep - usually resulting in instant death.&lt;br /&gt;
&lt;br /&gt;
To voluntarily jump into a pond or river you have to {{k|Alt}}-move off the edge of the land. This will present you with a choice of walking out into the open space above the water (immediately and unsurprisingly followed by a one-story fall) or moving directly into the water. To get back out, {{k|Alt}}-move into the riverbank/pond edge.&lt;br /&gt;
&lt;br /&gt;
As long as you have at least some Swimming skill, you will be able to move around in deeper water and will gain Swimming skill for every tile you move. Without Swimming, you will have to find depth 4 water to voluntarily paddle about in with your water wings on for your first skill points. Any deeper and you'll start to drown, any shallower and you can't swim in it. Hit {{k|m}} to set your swimming options.&lt;br /&gt;
&lt;br /&gt;
All in all this makes Novice Swimming an excellent starting skill, as you can (eventually) get Legendary skill simply by swimming back and forth in two squares of water and get lots of stat points in the process. However, this is mind-numbingly dull so good luck with that.&lt;br /&gt;
&lt;br /&gt;
==== Ambushing ====&lt;br /&gt;
The Ambusher skill is the parent to the {{k|S}}neak ability, which makes you character move more slowly and stealthily to avoid being noticed. Sneak cannot be activated if an enemy can currently see you, but you can use it immediately if you break line of sight somehow. Sneaking around will increase your Ambusher skill even if nobody is around to see you.&lt;br /&gt;
&lt;br /&gt;
Sneaking is particularly useful for avoiding ranged attacks, as even Novice skill allows you to get within four or five squares of an enemy before they spot you reliably. Standing next to sombody without them spotting you is difficult even with legendary skill. However, even if they spot you moving next to them they will only get one shot at you which is a lot better than the hundreds they would have had if you'd been blundering around in the dark too far away to even see them when they opened fire.&lt;br /&gt;
&lt;br /&gt;
The skill also has a valuable part to play in the noble art of running away. As long as you can get out of sight of all the enemies after you at once - such as around a corner indoors, or ducking behind a tree outside - you can start sneaking and head off in another direction. If your skill is too low however the enemies might be close enough to see you as soon as you try to sneak off.&lt;br /&gt;
&lt;br /&gt;
The most useful part of sneaking is undoubtedly the 'stealth throw'. While firing a missile weapon or attacking in melee will get you noticed immediately, throwing things at people will not. Stock up on dead enemies' weapons, clothing and severed body parts and you can pretend you're some gruesome comedy version of Sam Fisher. You know you want to.&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
-Recruit some living spearcatchers&amp;lt;br/&amp;gt;&lt;br /&gt;
-Avoid flying arrows&amp;lt;br/&amp;gt;&lt;br /&gt;
-Throw rocks/statues/socks/bugs at enemies that still haven't reached you&amp;lt;br/&amp;gt;&lt;br /&gt;
-Train your stats before taking on your first quest-monster&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Image&amp;diff=29361</id>
		<title>Image</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Image&amp;diff=29361"/>
		<updated>2007-11-26T02:23:06Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: Made a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Decoration]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Speed&amp;diff=27860</id>
		<title>40d:Speed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Speed&amp;diff=27860"/>
		<updated>2007-11-26T02:19:50Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: /* Influences on speed */ Tagfix tagfix tagfix...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All [[creatures]] in Dwarf Fortress have a '''speed''' attribute which determines how quickly they move and perform other actions. The game utilizes two different speed values: '''raw speed''' (which is the value put into the creature's [[creature_standard.txt|definition file]]) and '''displayed speed''' (which is the &amp;quot;Speed&amp;quot; value displayed in Adventurer Mode).&lt;br /&gt;
&lt;br /&gt;
Raw speed is the figure used by the game to determine a creature's movement under different conditions (encumbered, [[attributes|agile]], lying down, exhausted, etc.), although displayed speed represents how often a creature actually moves in-game.&lt;br /&gt;
&lt;br /&gt;
== How speed works ==&lt;br /&gt;
&lt;br /&gt;
Creatures have to wait ''x'' turns before performing another action, where ''x'' is ''Raw Speed/100''. If ''x'' has a fractional portion, that fractional portion will randomly determine whether an additional turn is required. For instance, a creature with a raw speed of 725 will have to wait 7 turns between actions, with a 25% chance of an additional turn of waiting (8 total).&lt;br /&gt;
&lt;br /&gt;
The action itself takes one turn to perform, which is why displayed speed is more representative of in-game movement. A creature with a raw speed of 900 will take one turn to perform an action, then wait 9 turns before performing another action, and can thus perform one action every 10 turns. It is not known if different actions take more than one turn to perform, although each square of movement is known to take one turn.&lt;br /&gt;
&lt;br /&gt;
Displayed speed is equal to ''1,000,000/(Raw Speed+100)''. A creature can move one square every ''10,000/Displayed Speed'' turns, or ''Raw Speed/100+1'' turns. Therefore, a creature with a raw speed of 900 will have a displayed speed of 1000, and move every 10 turns. A creature with a raw speed of 400 will have a displayed speed of 2000, and move every 5 turns. This means a raw speed of 400 (not 450) is twice as fast as 900, at least in terms of movement. &lt;br /&gt;
&lt;br /&gt;
Tasks other than movement (such as mining or performing workshop tasks) are also known to be affected by a creature's speed. It is not yet known if these actions are sped in a way that is proportional to movement speed in most cases. For Legendary miners, mining is sped that way.&lt;br /&gt;
&lt;br /&gt;
== Influences on speed ==&lt;br /&gt;
&lt;br /&gt;
=== Agility ===&lt;br /&gt;
&lt;br /&gt;
The default raw speed for all creatures is 900. Each level of [[attributes|agility]] will reduce a creature's raw speed by 10%. For dwarves and humans, this produces the following results:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Attribute''' || align=&amp;quot;right&amp;quot; | '''Raw Speed''' || style=&amp;quot;padding-left: 35px;&amp;quot; align=&amp;quot;right&amp;quot; | '''Displayed Speed'''&lt;br /&gt;
|-&lt;br /&gt;
| ''default'' || align=&amp;quot;right&amp;quot; | 900 || align=&amp;quot;right&amp;quot; | 1000&lt;br /&gt;
|-&lt;br /&gt;
| Agile || align=&amp;quot;right&amp;quot; | 810 || align=&amp;quot;right&amp;quot; | 1098&lt;br /&gt;
|-&lt;br /&gt;
| Very Agile || align=&amp;quot;right&amp;quot; | 720 || align=&amp;quot;right&amp;quot; | 1219&lt;br /&gt;
|-&lt;br /&gt;
| Extremely Agile || align=&amp;quot;right&amp;quot; | 630 || align=&amp;quot;right&amp;quot; | 1369&lt;br /&gt;
|-&lt;br /&gt;
| Unbelievably Agile || align=&amp;quot;right&amp;quot; | 540 || align=&amp;quot;right&amp;quot; | 1562&lt;br /&gt;
|-&lt;br /&gt;
| Perfectly Agile || align=&amp;quot;right&amp;quot; | 450 || align=&amp;quot;right&amp;quot; | 1818&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Elves have a raw speed of 700, and each level of agility reduces their raw speed by 70 points.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Attribute''' || align=&amp;quot;right&amp;quot; | '''Raw Speed''' || style=&amp;quot;padding-left: 35px;&amp;quot; align=&amp;quot;right&amp;quot; | '''Displayed Speed'''&lt;br /&gt;
|-&lt;br /&gt;
| ''default'' || align=&amp;quot;right&amp;quot; | 700 || align=&amp;quot;right&amp;quot; | 1250&lt;br /&gt;
|-&lt;br /&gt;
| Agile || align=&amp;quot;right&amp;quot; | 630 || align=&amp;quot;right&amp;quot; | 1369&lt;br /&gt;
|-&lt;br /&gt;
| Very Agile || align=&amp;quot;right&amp;quot; | 560 || align=&amp;quot;right&amp;quot; | 1515&lt;br /&gt;
|-&lt;br /&gt;
| Extremely Agile || align=&amp;quot;right&amp;quot; | 490 || align=&amp;quot;right&amp;quot; | 1694&lt;br /&gt;
|-&lt;br /&gt;
| Unbelievably Agile || align=&amp;quot;right&amp;quot; | 420 || align=&amp;quot;right&amp;quot; | 1923&lt;br /&gt;
|-&lt;br /&gt;
| Perfectly Agile || align=&amp;quot;right&amp;quot; | 350 || align=&amp;quot;right&amp;quot; | 2222&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous influences ===&lt;br /&gt;
&lt;br /&gt;
Several creature [[state]]s have an influence on speed, such as being prone (lying down), [[Ambusher|sneaking]], being stunned, or being over-exerted, thirsty, hungry, or sleepy. The speed penalty for being in each of these states is modified by the creature's agility, making agility's influence on creature speed doubly important. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Attribute''' || align=&amp;quot;right&amp;quot; | '''Prone or&amp;lt;br&amp;gt;Sneaking''' || style=&amp;quot;padding-left: 35px;&amp;quot; align=&amp;quot;right&amp;quot; | '''Stunned''' || style=&amp;quot;padding-left: 35px;&amp;quot; align=&amp;quot;right&amp;quot; | '''Over-Exerted''' || style=&amp;quot;padding-left: 35px;&amp;quot; align=&amp;quot;right&amp;quot; | '''Starving,&amp;lt;br&amp;gt;Dehydrated,&amp;lt;br&amp;gt;Very Drowsy,&amp;lt;br&amp;gt;or Tired''' || style=&amp;quot;padding-left: 35px;&amp;quot; align=&amp;quot;right&amp;quot; | '''Drowsy,&amp;lt;br&amp;gt;Hungry,&amp;lt;br&amp;gt;or Thirsty''' &lt;br /&gt;
|-&lt;br /&gt;
| ''default'' || align=&amp;quot;right&amp;quot; | 2000 || align=&amp;quot;right&amp;quot; | 1000 || align=&amp;quot;right&amp;quot; | 400 || align=&amp;quot;right&amp;quot; | 200 || align=&amp;quot;right&amp;quot; | 100&lt;br /&gt;
|-&lt;br /&gt;
| Agile || align=&amp;quot;right&amp;quot; | 1800 || align=&amp;quot;right&amp;quot; | 900 || align=&amp;quot;right&amp;quot; | 360 || align=&amp;quot;right&amp;quot; | 180 || align=&amp;quot;right&amp;quot; | 90&lt;br /&gt;
|-&lt;br /&gt;
| Very Agile || align=&amp;quot;right&amp;quot; | 1600 || align=&amp;quot;right&amp;quot; | 800 || align=&amp;quot;right&amp;quot; | 320 || align=&amp;quot;right&amp;quot; | 160 || align=&amp;quot;right&amp;quot; | 80&lt;br /&gt;
|-&lt;br /&gt;
| Extremely Agile || align=&amp;quot;right&amp;quot; | 1400 || align=&amp;quot;right&amp;quot; | 700 || align=&amp;quot;right&amp;quot; | 280 || align=&amp;quot;right&amp;quot; | 140 || align=&amp;quot;right&amp;quot; | 70&lt;br /&gt;
|-&lt;br /&gt;
| Unbelievably Agile || align=&amp;quot;right&amp;quot; | 1200 || align=&amp;quot;right&amp;quot; | 600 || align=&amp;quot;right&amp;quot; | 240 || align=&amp;quot;right&amp;quot; | 120 || align=&amp;quot;right&amp;quot; | 60&lt;br /&gt;
|-&lt;br /&gt;
| Perfectly Agile || align=&amp;quot;right&amp;quot; | 1000 || align=&amp;quot;right&amp;quot; | 500 || align=&amp;quot;right&amp;quot; | 200 || align=&amp;quot;right&amp;quot; | 100 || align=&amp;quot;right&amp;quot; | 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*''Prone'' refers to a creature &amp;quot;on the ground&amp;quot;, either lying down or knocked down.&lt;br /&gt;
*''Sneaking'' is a creature utilizing the [[Ambusher]] skill.&lt;br /&gt;
*''Stunned'' is usually caused by getting &amp;quot;charged&amp;quot; by another creature (can also be the aftereffect of a [[Giant cave spider|cave spider]] bite).&lt;br /&gt;
*''Over-exerted'' is caused by taking too many combat actions in a short period of time; it is the more severe form of &amp;quot;Tired&amp;quot;. Creatures which are over-exerted will usually fall to the ground, unable to stand again. An over-exerted creature which continues to fight will eventually go unconscious for a few turns.&lt;br /&gt;
*''Starving'' is due to lack of food. It is the more severe form of &amp;quot;Hungry&amp;quot;.&lt;br /&gt;
*''Dehydrated'' is due to lack of drink. It is the more severe form of &amp;quot;Thirsty&amp;quot;.&lt;br /&gt;
*''Very Drowsy'' is due to lack of sleep. It is the more severe form of &amp;quot;Drowsy&amp;quot;, and should not be confused with &amp;quot;Tired&amp;quot;, which is caused by over-exertion.&lt;br /&gt;
&lt;br /&gt;
The speed penalty for each state is cumulative. For instance, a prone, sneaking dwarf (raw speed 900) will have a modified raw speed of 4900 (displayed speed 200). An Extremely Agile elf (raw speed 490) who is prone, stunned, and thirsty will have a modified speed of 2660 and a displayed speed of 362.&lt;br /&gt;
&lt;br /&gt;
The speed penality for &amp;quot;sneaking&amp;quot; is additionally modified by a creature's Ambusher skill. Each level of Ambusher skill reduces the movement penalty listed above (1000-2000) by 5%. For instance, a base-agility Novice Ambusher will have a movement penalty of 1900 when sneaking; an Agile, Competent Ambusher, 1530 (85% of 1800); and a Perfectly Agile, Legendary Ambusher, 250 (25% of 1000). One additional note to mention is that, similar to some Fortress mode skills, Ambusher skill effects actually top out at Legendary+5, whereby all of the speed penalty from sneaking is nullified allowing you to sneak as fast as you can normally walk.&lt;br /&gt;
&lt;br /&gt;
Each level of thirst, hunger, drowsiness, or exhaustion (and possibly stun as well) also appears to reduce all skills by one or more levels. This can reduce your sneaking skill (and consequently, sneaking speed), or more catastrophically, your [[Armor user]] skill (which can cause you to suddenly be extremely encumbered).&lt;br /&gt;
&lt;br /&gt;
[[Strange mood|Melancholy]] appears to make creatures extremely slow, adding a penalty of approximately 8000 to raw speed.&lt;br /&gt;
&lt;br /&gt;
=== Encumbrance ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| '''Attribute''' || align=&amp;quot;right&amp;quot; | '''Weight Limit'''&lt;br /&gt;
|-&lt;br /&gt;
| ''default'' || align=&amp;quot;right&amp;quot; | 200&lt;br /&gt;
|-&lt;br /&gt;
| Strong || align=&amp;quot;right&amp;quot; | 300&lt;br /&gt;
|-&lt;br /&gt;
| Very Strong || align=&amp;quot;right&amp;quot; | 400&lt;br /&gt;
|-&lt;br /&gt;
| Extremely Strong || align=&amp;quot;right&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
| Mighty || align=&amp;quot;right&amp;quot; | 600&lt;br /&gt;
|-&lt;br /&gt;
| Ultra-Mighty || align=&amp;quot;right&amp;quot; | 700&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If a creature carries one weight unit ('''Γ''') more than the above listed figures, it will be encumbered. The speed penalty for encumbrance is +6 to raw speed for the first increment of encumbrance and +5 for each subsequent increment. For instance, a dwarf carrying 201Γ total will have a raw speed of 906 (displayed speed 994); carrying 202, speed will be 911 (displayed 989); 203, speed 916 (displayed 984), etc.&lt;br /&gt;
&lt;br /&gt;
The [[Armor user]] skill reduces the effective weight of items that are &amp;quot;worn,&amp;quot; but not including any items inside a worn object (like the items carried in a backpack). It has no effect at Novice level, but at (adjectiveless) level, decreases the weight of worn items by 3/16ths. Each additional level of skill decreases the weight of items by another 1/16th, up to a maximum of 16/16ths if a creature is a [[legendary]] armor user.&lt;br /&gt;
&lt;br /&gt;
It used to be that this included all the items inside a worn item as well, so a legendary armor user could carry an unlimited amount of weight inside a backpack. This bug has been fixed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Creatures]]&lt;br /&gt;
[[Category:Dwarves]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Armour_User&amp;diff=29212</id>
		<title>Armour User</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Armour_User&amp;diff=29212"/>
		<updated>2007-11-26T02:14:54Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: Fixed: Redirected to Armor User (instead of Armor user)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Armor user]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=19873</id>
		<title>40d:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=19873"/>
		<updated>2007-11-26T02:13:49Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: /* Training / Sparring */ Tag fix : armor user, shield user&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About drafting ==&lt;br /&gt;
You can draft any dwarves in your fortress by pressing {{k|v}} -&amp;gt; {{k|p}}. Then you press {{k|A}} (note: 'A', not 'a'), or alternatively via the military screen {{k|m}} and then {{k|a}} on the dwarves in question (note: 'a', not 'A' on this screen).&lt;br /&gt;
&lt;br /&gt;
If you draft dwarves without any (non-dabbling) combat skills, it will generally produce an unhappy thought. Dwarves with little or no (non-dabbling) &amp;quot;normal&amp;quot; skills will not like being undrafted.&lt;br /&gt;
&lt;br /&gt;
== Promotion / Squads ==&lt;br /&gt;
Pressing {{k|m}} will lead you to the military screen. Here you can promote dwarves and create squads.&lt;br /&gt;
This is done by pressing 'enter' on recruits.  You cannot task a [[soldier]] with leading dwarves more skilled than they are.&lt;br /&gt;
&lt;br /&gt;
== Choosing weapons / Armour ==&lt;br /&gt;
Pressing {{k|m}} and then {{k|w}} will show you a screen containing: &lt;br /&gt;
*Shortened names for weapon types.&lt;br /&gt;
*A number indicating the number of weapons you want them to carry (note: this is not dual wielding, this is the dwarf carrying a backup weapon slung across their back in case the first weapon becomes stuck in a combatant)&lt;br /&gt;
*A Shortened name for the level of armour they should aim to wear and the shield they should carry.&lt;br /&gt;
Note: Giving a dwarf a weapon will affect their non-military professions, if the weapon in question conflicts with their labour tasks.  E.g. Issueing a mace to a dwarf, will cause them to discard any axe they may be carrying for Woodcutting, or a pick they might use for mining.&lt;br /&gt;
&lt;br /&gt;
== Controlling your squads ==&lt;br /&gt;
By pressing {{k|x}} you will select squads near your marker. You can {{k|s}}tation the squads at the current cursor position if the squad in question is on-duty. Squads will fight and pursue hostile creatures until they or the enemies are dead or the squad moves too far from its station. Squads can be set to pursue regardless of how far they move from their station and to attack wild animals (along with various other options) via the {{k|m}}ilitary screen, in the {{k|v}}iew squad submenu. For more information on fighting, see [[Combat]].&lt;br /&gt;
&lt;br /&gt;
== Training / Sparring ==&lt;br /&gt;
Squads that you marked as &amp;quot;Off Duty&amp;quot; by the squad-management screen in the {{k|m}}ilitary screen will head to the barracks and begin sparring to train their skills.  It is possible to get horrendous injuries by letting your dwarves spar with weapons, so it is strongly advisable to make them train first without weapons to improve their [[wrestling]] skill, and then outfit them with armour before you give them real weapons to practice with.  {{k|m}} then select the squad in question, press {{k|v}} to view the squad's setting and then {{k|t}} to toggle their on-duty status.&lt;br /&gt;
&lt;br /&gt;
Archery ranges offer the equivalent of sparring for Marksdwarves, and will only be taken advantage of when there are wooden or bone bolts available (Dwarves obviously view these inferior materials as 'practice' ammo). As with sparring, shooting on an archery range is only done off-duty. Make sure you set a safe shooting direction after designating the shooting range on an archery target using {{k|w}}{{k|a}}{{k|s}}{{k|d}}. Marksdwarves do not gain [[Armor user]], [[Shield user]] or [[Wrestling]] skill shooting on a range, so make sure to get them involved in a few unarmed, armored sparring matches in the barracks.&lt;br /&gt;
&lt;br /&gt;
Certain injuries, notably those to the neck and brain, will never ever heal, even if they are only minor scratches.  A dwarf with these injuries will never spar either.  If a military dwarf gets a minor neck injury before he has gained much combat skill, you may want to release him from duty so he can at least serve your economy as a hauler, and give his weapon and armor to a dwarf who will practice with them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]][[Category:Fortress Defense]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Shield_User&amp;diff=29360</id>
		<title>Shield User</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Shield_User&amp;diff=29360"/>
		<updated>2007-11-26T02:11:18Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: Shield User moved to Shield user: Hey.. Rule 'N'! :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Shield user]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Shield_user&amp;diff=29214</id>
		<title>40d:Shield user</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Shield_user&amp;diff=29214"/>
		<updated>2007-11-26T02:11:18Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: Shield User moved to Shield user: Hey.. Rule 'N'! :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Shield User''' is the skill associated with the use of [[shields]] and [[bucklers]] in combat. Effects of this skill (increased block chance?) and precisely how it is gained (when hit or only on blocks?) are currently unknown.&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Meeting_hall&amp;diff=24529</id>
		<title>40d:Meeting hall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Meeting_hall&amp;diff=24529"/>
		<updated>2007-11-26T02:02:20Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: Rewrite, corrected info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can make meeting halls from dining rooms, which in turn are designated from [[table]]s. ( {{k|q}} -&amp;gt; {{k|h}} on a dining-room table.) A meeting hall will serve as a place for dwarves to mingle and throw parties.&lt;br /&gt;
Alternatively you can make {{k|m}}eeting areas designated in an [[Activity zone]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
[[Category:Rooms]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Losing&amp;diff=11641</id>
		<title>40d:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Losing&amp;diff=11641"/>
		<updated>2007-11-26T01:47:31Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: /* Losing your miners */ Added suggestion about making wooden structures outside.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;background-color: #000; color: #0f0; font-family: FixedSys, monospace&amp;quot;&amp;gt;Losing is fun!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most new players will lose their first few forts; if you lose a fortress, don't feel like you don't understand the game.  Dwarf Fortress has a steep learning curve, and part of the appeal is discovering things for yourself.  However, this Wiki serves as an excellent place to speed up the learning process.&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
&lt;br /&gt;
Various things can cause you to lose a fortress.&lt;br /&gt;
&lt;br /&gt;
=== Losing your miners ===&lt;br /&gt;
&lt;br /&gt;
If your [[miner]]s are killed in a collapse and their equipment destroyed, chances are good that you will no longer be able to continue your efforts.  Consider abandoning your fortress.  Alternatively, you can try to keep your fortress running long enough to request additional picks from your Outpost Liaison, who will arrive with the next dwarven trade [[caravan]].  It will take another year before they will return.&amp;lt;br/&amp;gt;&lt;br /&gt;
Also consider the tedious but fun option of making buildings outside! If your woodcutter(s) with axe(s) are still available, then you can build structures of wood. This is not recommended for very new players though, as it is intensly resource-demanding and takes alot of managing to get right. (Also not recommended if you don't understand the z-axis system yet.)&lt;br /&gt;
&lt;br /&gt;
=== Starvation ===&lt;br /&gt;
&lt;br /&gt;
A serious danger, generally in the more inhospitable climates, is the loss of your dwarves due to starvation; if you are in the heart of a mountain with no soil to build on, it is possible you will not be able to establish farms.  As dwarves begin to starve, they will become Hungry, then Starving.  This will cause them to become very angry.  When they die, their friends will become upset and will become even angrier, potentially causing the remainder of your fortress to break out in a terminal brawl.&lt;br /&gt;
&lt;br /&gt;
Don't forget your alternative sources of [[food]].  Try [[butchering]] your animals, [[plant gathering|gathering plants]], or resorting to [[hunting]] of local wildlife.&lt;br /&gt;
&lt;br /&gt;
===Dehydration===&lt;br /&gt;
&lt;br /&gt;
One of the biggest problems with a fortress that has no [[brook]], [[stream]], [[river]], or other source of fresh [[water]].  Water must be rapidly gathered from stagnant pools and stored into an indoor basin or water tower, with sufficient depth before it [[evaporate]]s.  If this fails, all of the water on the map will evaporate and your dwarves will be left without any water.&lt;br /&gt;
&lt;br /&gt;
[[Brewing]] can alleviate these problems, but in the future brewing will also require water.&lt;br /&gt;
&lt;br /&gt;
===Flooding accidents===&lt;br /&gt;
&lt;br /&gt;
The opposite side of the dehydration spectrum is having too ''much'' water.  Remember that water can [[flow]] in (probably) all 26 directions. It is also worth remembering that, unlike water, magma will not warn you if you dig a hole in a wall diagonally to a the source, although it (probably) also does not flow up like water in the current version. This is expected to change later when Magma is programmed to follow the same type of flow physics as Water.&lt;br /&gt;
&lt;br /&gt;
If your fortress is beginning to flood from [[sourced water]], abandon all of the levels the water can reach immediately&amp;amp;mdash;drafting dwarves into the [[military]] and stationing them onto the surface if need be.  You will never be able to recover those areas unless you can manage to pump out the water faster than it floods in, which can take over a year or two of game time to establish a functioning automated pump system.  Generally, a flooding accident spells doom for your fortress.&lt;br /&gt;
&lt;br /&gt;
===Invasion===&lt;br /&gt;
&lt;br /&gt;
The [[goblin]]s first come with about a dozen soldiers to [[siege]] your fort. Then they come again with about two dozen. Then three. Soon enough your [[trap]]s are all sprung, your [[door]]s beaten down, and your dwarves are dead. Without some simple [[Fortress defense|defense]]s, such as a [[moat]], a horde of goblins on your doorstep can be deadly.&lt;br /&gt;
&lt;br /&gt;
===Volcanic Death===&lt;br /&gt;
&lt;br /&gt;
Toady has stated that in the future volcanoes will be much less stable and much more deadly.&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clutter&amp;diff=22811</id>
		<title>40d:Clutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clutter&amp;diff=22811"/>
		<updated>2007-11-26T01:37:45Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: Tag fixes: hauling, stone, table, butchers shop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
[[Workshops]] will get '''cluttered''' when they become full of goods that are not [[hauling|haul]]ed away to [[stockpiles]]. A workshop that is cluttered will display &amp;lt;code&amp;gt;'''(CLT)'''&amp;lt;/code&amp;gt; when viewed via the {{key|q}} or {{key|t}} menus.&lt;br /&gt;
&lt;br /&gt;
Dwarves working in cluttered workshops will work more slowly: even the lowest level of clutter &amp;lt;font style=&amp;quot;color: #808080; background-color: #000; padding: 0.15em&amp;quot;&amp;gt;&amp;lt;tt&amp;gt;'''(CLT)'''&amp;lt;/tt&amp;gt;&amp;lt;/font&amp;gt; doubles the time a workshop task takes. Each successive level of clutter increases the multiplier by one, so tasks performed in a completely cluttered workshop will take ten times as long.&lt;br /&gt;
&lt;br /&gt;
== Clutter levels ==&lt;br /&gt;
&lt;br /&gt;
With larger items (e.g. [[beds]], [[stone]]s, [[table]]s), clutter starts appearing when 15 of those are inside a shop. Every 3 small items counts as one large item, so a craft-making workshop isn't cluttered until there are 45 crafts littering the floors, tables, and possibly walls and ceilings. [[Siege engine]] components and ammo are especially large; the [[siege workshop]] can get cluttered after producing just 3 ballista arrows.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; text-align: center; border-spacing: 4px&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;margin: 0 auto&amp;quot; | '''Levels of Clutter'''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: #808080; background: #000&amp;quot; | &amp;lt;tt&amp;gt;(CLT)&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 15 Large Items&lt;br /&gt;
| : 2x slower&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: #c0c0c0; background: #000&amp;quot; | &amp;lt;tt&amp;gt;(CLT)&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 20 Large Items&lt;br /&gt;
| : 3x slower&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: #fff; background: #000&amp;quot; | &amp;lt;tt&amp;gt;(CLT)&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 25 Large Items&lt;br /&gt;
| : 4x slower&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: #ff0; background: #000&amp;quot; | &amp;lt;tt&amp;gt;(CLT)&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 30 Large Items&lt;br /&gt;
| : 5x slower&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: #800000; background: #000&amp;quot; | &amp;lt;tt&amp;gt;(CLT)&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 35 Large Items&lt;br /&gt;
| : 6x slower&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: #f00; background: #000&amp;quot; | &amp;lt;tt&amp;gt;(CLT)&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 40 Large Items&lt;br /&gt;
| : 7x slower&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: #f0f; background: #000&amp;quot; | &amp;lt;tt&amp;gt;(CLT)&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 45 Large Items&lt;br /&gt;
| : 8x slower&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: #f0f; background: #000&amp;quot; | &amp;lt;tt&amp;gt;*CLT*&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 50 Large Items&lt;br /&gt;
| : 9x slower&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;color: #f0f; background: #000&amp;quot; | &amp;lt;tt&amp;gt;☼CLT☼&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 55 Large Items&lt;br /&gt;
| : 10x slower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To remedy clutter, be sure to have enough stockpile space of the appropriate kind (using [[bin]]s will increase stockpile efficiency), and employ enough dwarves with the appropriate [[hauling]] jobs (food/furniture/item/refuse/etc.) to get rid of the junk. In many cases it may be faster to build a new workshop, optionally destroying the old one (from the {{k|q}} or {{k|t}} menu).&lt;br /&gt;
&lt;br /&gt;
Certain workshops are more prone to clutter than others. A highly-skilled dwarf with plenty of materials nearby can clutter a workshop rapidly, even if you have many haulers employed. The [[Butcher's shop|butcher's workshop]] can get cluttered even after butchering a single animal: butchering a horse produces 9 meat, 9 chunks, 9 bones, 5 fat, one skull, and one skin.&lt;br /&gt;
&lt;br /&gt;
Similarly, a [[kitchen]] producing lavish meals using [[alcohol]], [[dwarven syrup]], or [[quarry bush]] leaves can produce a stack of 20 to 100+ prepared meals, which are large items. The kitchen will be cluttered even before the meals are produced: four barrels with 15 units of alcohol each is already 60 large items, causing meal production to take a very long time.&lt;br /&gt;
&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9713</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9713"/>
		<updated>2007-11-26T01:35:19Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: /* Materials */ Tag fixes: Hauling, material and thought&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|v0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
'''Help! A crazy dwarf is in my metal shop and I need to make giant axe blades to fend off the [[Undead|skeletal]] [[elephant]]s!'''&lt;br /&gt;
&lt;br /&gt;
Periodically, individual dwarves in your fortress will be struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''.  Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact single-mindedly.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures.  If they do not manage to begin construction of the artifact within three months or so, they will go [[Strange Mood#Failure|insane]] and die soon afterward.&lt;br /&gt;
&lt;br /&gt;
However, if a dwarf does manage to create an artifact, he or she will gain one [[legendary]] [[skill]] (with one exception: &amp;quot;possessed&amp;quot; dwarves will create an artifact but gain no skill from it).&lt;br /&gt;
&lt;br /&gt;
== Strange-mood behavior ==&lt;br /&gt;
&lt;br /&gt;
When a dwarf is struck by a strange mood, the game will automatically center the map on the moody dwarf, pause, and alert you to his or her particular mood.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
&lt;br /&gt;
=== Workshops ===&lt;br /&gt;
&lt;br /&gt;
After entering a mood, a dwarf will stop whatever he or she is doing, head to a [[workshop]], and &amp;quot;claim&amp;quot; it, kicking out any other dwarf who may be using it.  The workshop a dwarf takes over will usually depend upon the dwarf's highest &amp;quot;trade&amp;quot; [[skill]]: a Bone Carver, for instance, will generally take over a [[craftsdwarf's workshop]]; a Jeweler will take over a [[jeweler's workshop]]; a Mechanic will take over a [[mechanic's workshop]]; and a Metalsmith will take over a [[forge]].  &lt;br /&gt;
&lt;br /&gt;
Most farming-, fishing-, trapping-, and combat-related skills (grower, thresher, brewer, fish cleaner, animal trainer, axedwarf, etc.) do not count as &amp;quot;trade&amp;quot; skills (although Tanners can enter strange moods, and will take over a [[tanner's shop]]).&lt;br /&gt;
&lt;br /&gt;
Active [[soldiers]] can enter a strange mood if they have any trade skills from before they were conscripted.  A soldier will be removed from his or her [[squad]] during the course of a mood and returned to it upon successful completion of an artifact.  If a soldier has gained a legendary skill, you may wish to make use of it by removing that dwarf from the military.&lt;br /&gt;
&lt;br /&gt;
If the right workshop is not available, a moody dwarf will stand idle instead (in their bedroom, outside the fort, in a [[sculpture garden]] or [[meeting hall]], etc.) waiting for you to construct the right workshop.  You can usually tell which workshop a moody dwarf wants by {{key|v}}iewing their skills; their highest trade skill will dictate which workshop you should build for them. &lt;br /&gt;
&lt;br /&gt;
Moody Glassmakers will require a [[glass furnace]] instead of a workshop, but Furnace Operators will require a [[forge]].  If your miners have reached the [[magma flow]], any dwarf requiring a forge will insist on a [[magma forge]], and will ignore any existing charcoal-powered forges.{{verify}}  Glassmakers will use either a charcoal- or a magma-fuelled glass furnace.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Moody dwarves will occasionally seize a random workshop and proceed to create their artifact there.  Following completion of the artifact, this workshop will often be converted into the type originally desired by the dwarf.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
If a dwarf manages to successfully complete an artifact, the dwarf's highest trade skill will be elevated to &amp;quot;legendary&amp;quot;.  More specifically, 20,000 [[experience]] will be added to that skill.  This will also give the dwarf several [[attribute]] boosts.  (&amp;quot;Possessed&amp;quot; dwarves, however, gain no experience.)&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting dwarf with a legendary skill you want: where possible, make sure each dwarf's highest trade skill is one of the kinds you want.  Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without trade skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a &amp;quot;dabbling&amp;quot; trade skill is the highest they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
The type of artifact created will also depend on the dwarf's highest trade skill.  Masons will always create some kind of [[stone]] object; Bone Carvers, a [[bone]] or [[shell]] object; Carpenters, a [[wood]] object, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of strange moods, [[mining]] and [[engraving]] are considered trade skills: moody miners and engravers will usually take over a craftsdwarf's or mason's workshop, turn out a stone craft or piece of furniture, and gain legendary skill as miners or engravers respectively (not as stone crafters or masons).  Furnace operators will turn out a metal craft or piece of furniture and become legendary furnace operators. Weavers will take over a [[clothes maker's shop]] and produce an article of clothing.&lt;br /&gt;
&lt;br /&gt;
Dwarves with no trade skills whatsoever (including [[children]], sometimes) can go into strange moods.  Such dwarves generally gain one of the crafting skills (wood crafter, bone carver, etc.).&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
&lt;br /&gt;
In addition to requiring a specific workshop, dwarves will also demand specific raw [[material]]s in order to complete their artifact.  Each artifact will require between one and ten items to complete.{{verify}}&lt;br /&gt;
&lt;br /&gt;
After claiming a workshop, a moody dwarf will set about collecting these materials.  If the supplies are not at hand, the dwarf will sit in the workshop until the items become available, or go insane if they do not become available before long.&lt;br /&gt;
&lt;br /&gt;
Jewelers will usually only require one item: a rough [[gem]], which they will fashion into a &amp;quot;perfect&amp;quot; gem.  Metalsmiths will usually use [[ore]] (not [[metal bars]]).{{verify}}&lt;br /&gt;
&lt;br /&gt;
Glassmakers will always require at least one piece of raw glass, usually clear. Since they will usually take over your glass furnace, you will either have to build another glass furnace or make sure you have the right types of raw glass ahead of time.  The steps involved in glass production are fairly time-consuming: you must first collect sand, which requires an empty [[bag]] and an &amp;quot;Item [[hauling|Haul]]er&amp;quot; who is not busy hauling finished goods, then haul the sand to the furnace and melt it into glass.  Clear glass is even more time consuming (the above steps plus: make [[potash]] out of [[wood]], bake it into [[pearlash]] in a [[kiln]], haul it to the furnace).  It is therefore recommended you make several pieces of raw glass of each type as early as you can, reserved for use by moody dwarves. Furthermore, any dwarf may require raw glass, not just glassmakers. ''Why is this here? Make a seperate article about glassmaking. --[[User:Mizipzor|Mizipzor]] 06:19, 6 November 2007 (EST)''&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact.  If a dwarf grabs onyx and makes a bed, for instance, it will be an &amp;quot;onyx bed&amp;quot;.  In addition to the primary substance, many other materials will often be used to construct an artifact.  An artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==== Demands ====&lt;br /&gt;
&lt;br /&gt;
While a moody dwarf is in a workshop, you can get an idea of what materials he or she wants by pressing {{k|q}} and moving the cursor over the workshop. (If the dwarf is busy fetching objects instead of &amp;quot;waiting&amp;quot; for unavailable materials, you can still see this display by catching the dwarf in the workshop just as he or she is dropping off an object.)&lt;br /&gt;
&lt;br /&gt;
The message will change every few seconds if the dwarf demands several different items. The dwarf will list all the materials he or she demands even if most of them have already been fetched. If a demand lasts longer than about 2 seconds, that means multiple items of that type will be required. Sometimes a dwarf will also mutter an unfamiliar word, such as &amp;quot;Kerging&amp;quot;. This word is the name of the artifact he or she intends to create.&lt;br /&gt;
&lt;br /&gt;
Moody dwarves collect their items in a fixed sequence, so if they have already collected at least one item (it will be lying in the workshop, viewable under the {{k|t}} menu), you can see what item in the sequence they will need next to continue. &lt;br /&gt;
&lt;br /&gt;
Things dwarves demand include:&lt;br /&gt;
&lt;br /&gt;
* [[Bones]] - &amp;quot;bones... yes&amp;quot;, &amp;quot;pictures of skeletons&amp;quot;&lt;br /&gt;
* [[Cloth]] (not thread) - &amp;quot;cloth... thread&amp;quot;, &amp;quot;pictures of stacked cloth&amp;quot;&lt;br /&gt;
* Cut [[gem]]s - &amp;quot;gems... shining&amp;quot;, &amp;quot;gems&amp;quot;. ''These must be ordinary cut gems, not &amp;quot;large&amp;quot; gems.''&lt;br /&gt;
* [[Leather]] - &amp;quot;leather... skin&amp;quot;, &amp;quot;pictures of stacked leather&amp;quot;&lt;br /&gt;
* Metal [[ore]] - &amp;quot;ore... particular ore&amp;quot;, &amp;quot;picture of an ore mine&amp;quot;, &amp;quot;the correct ore&amp;quot;&lt;br /&gt;
* Metal [[bar]]s - &amp;quot;shining bars... metal&amp;quot;, &amp;quot;shining bars of metal&amp;quot;&lt;br /&gt;
* Rough [[gem]]s - &amp;quot;rough... color&amp;quot;. ''Sometimes when they request rough gems they are looking for a specific type of raw [[glass]].''&lt;br /&gt;
* Raw crystal [[glass]] - &amp;quot;rough gems and glass&amp;quot; (I think this is right.  I have raw types of both green and clear glass, but not crystal glass)&lt;br /&gt;
* Raw clear [[glass]] - &amp;quot;raw... clear&amp;quot;, &amp;quot;glass with burning wood&amp;quot;&lt;br /&gt;
* [[Shell]] - &amp;quot;a shell&amp;quot;&lt;br /&gt;
* [[Stone]] - &amp;quot;stone... rock&amp;quot;, &amp;quot;pictures of a quarry&amp;quot;, &amp;quot;the right stone&amp;quot;&lt;br /&gt;
* Stone [[block]]s - &amp;quot;blocks... bricks&amp;quot;, &amp;quot;the proper surface to work on&amp;quot;, &amp;quot;square blocks&amp;quot; &lt;br /&gt;
* [[Wood]] - &amp;quot;tree... life&amp;quot;, &amp;quot;pictures of a forest&amp;quot;, &amp;quot;a tree&amp;quot; &lt;br /&gt;
* Dwarven bones/[[refuse|remains]] - &amp;quot;things... certain things&amp;quot;. ''This demand is only seen during &amp;quot;Macabre&amp;quot; moods.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sometimes the required item(s) will be very specific (for instance, rough [[emerald]]s); other times, very general (leather from any type of creature). Sometimes when dwarves are waiting for a specific material, it will be listed in the dwarf's [[thought|thoughts and preferences]]. For instance, a dwarf that &amp;quot;likes platinum&amp;quot; will sometimes use one or more platinum nuggets in the construction of an artifact. This is not always the case, however, and they may want a completely unrelated item.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Once the dwarf has assembled all the materials he or she needs, the game will announce that the dwarf &amp;quot;has begun a mysterious construction!&amp;quot;. The artifact should be completed within a day or two.&lt;br /&gt;
&lt;br /&gt;
Dwarves which have created an artifact will hold on to it for a very long time (or the loss of the limb in which it is held{{verify}}) after which one of three events can occur. &lt;br /&gt;
* The dwarf can become [[obsessed]] with the item and will keep hold of it until death.{{verify}}&lt;br /&gt;
* Become nervous and hide the artifact.{{verify}}&lt;br /&gt;
* Become uneasy and drop the artifact wherever he currently stands.{{verify}}&lt;br /&gt;
&lt;br /&gt;
If it is a heavy object (such as a floodgate), it will [[speed|slow]] them substantially unless they have several levels of [[strength]]. This is a bigger problem with a possessed dwarf, as the legendary status resulting from other moods will provide a good [[attributes|attribute]] boost.&lt;br /&gt;
&lt;br /&gt;
=== Failure ===&lt;br /&gt;
&lt;br /&gt;
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact.  This insanity can take several forms:&lt;br /&gt;
&lt;br /&gt;
* Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point.  They may also hurl themselves into the [[river]], [[chasm]], or [[magma]] immediately.{{verify}}&lt;br /&gt;
* Become a babbling wreck.  A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.&lt;br /&gt;
* Go on a murderous rampage.&lt;br /&gt;
&lt;br /&gt;
The first two outcomes are harmless (except to the moody dwarf, who will die), but you may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms (with doors), you can also lock the moody dwarf in the room until he or she starves.&lt;br /&gt;
&lt;br /&gt;
Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed) will cause insanity. Note that the insanity can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop.&lt;br /&gt;
&lt;br /&gt;
== Types of strange moods ==&lt;br /&gt;
&lt;br /&gt;
The first message in the following sections is how the mood is [[announcements|announced]]; the second message appears in the dwarf's profile when he or she is ['''v''']iewed.  All dwarves in a strange mood will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
&lt;br /&gt;
* ''Taken by a fey mood!''&lt;br /&gt;
* ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
&lt;br /&gt;
* ''Withdraws from society...''&lt;br /&gt;
* ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except instead of loudly proclaiming his demands, a secretive dwarf will sketch his or her ideas.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
&lt;br /&gt;
* ''Has been possessed!''&lt;br /&gt;
* ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves behave the same as fey dwarves, but will not gain any skill once the artifact is complete.  Their thoughts are also cryptic, but are harder to understand than dwarves who withdraw from society.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
&lt;br /&gt;
* ''Looses a roaring laughter, fell and terrible!''&lt;br /&gt;
* ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will take over a [[butcher's shop]] or a [[tanner's shop]] instead of one of the craft shops. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary Bone Carver or Leatherworker.  Strangely, none of the other dwarves seem to mind the murder. &lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only &amp;quot;fail&amp;quot; if a hermit has a horrible fell look or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
&lt;br /&gt;
* ''Begins to stalk and brood...''&lt;br /&gt;
* ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Like a fell mood, above, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.&lt;br /&gt;
&lt;br /&gt;
Fell and Macabre moods will only happen to dwarves which are [[Thoughts|unhappy]] at the time of entering a mood.&lt;br /&gt;
&lt;br /&gt;
== Multiple Moods ==&lt;br /&gt;
&lt;br /&gt;
Toady stated on [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=000567 this] thread in the forum that two moods at once is a bug. Therefore, it is safe to assume that it is usually impossible to get more than one mood at once. Also, on the buglists: 000317 □ [dwarf mode][moods]   two mood dwarves at once&lt;br /&gt;
&lt;br /&gt;
== Unresolved questions ==&lt;br /&gt;
&lt;br /&gt;
* ''Does a larger number of dwarves in a fortress increase the chance of strange moods?''&lt;br /&gt;
** A fortress with a very small number of dwarves (1-3) can go many years without seeing any strange moods, so it would seem so.&lt;br /&gt;
* ''Can the same dwarf go into a strange mood more than once?''&lt;br /&gt;
** Presumably, they cannot.&lt;br /&gt;
* ''Can an already legendary dwarf go into a strange mood?''&lt;br /&gt;
** A Legendary dwarf that hasn't acquired legendary status via creating an artifact ''can'' go into a strange mood.&lt;br /&gt;
* ''How many strange moods can occur in a single fortress?''&lt;br /&gt;
** According to Lightning4, an unlimited number, but once the 15th artifact is made, moods stop. Destruction of an artifact by any means does not decrease the artifact counter.&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Noise&amp;diff=19188</id>
		<title>40d:Noise</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Noise&amp;diff=19188"/>
		<updated>2007-11-26T01:25:46Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: Tag fix: Siege engines -&amp;gt; Siege engine&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Certain jobs (when completed) will generate '''noise''' that will cause your dwarves to get the unhappy [[thought]] &amp;quot;slept uneasily.&amp;quot; Building or destroying [[building]]s causes noise within 16 tiles, as does firing [[siege engine]]s. [[Mining]] and [[wood cutting]] causes noise within 8 tiles.{{verify}}  Jobs performed at [[workshops]] cause noise within 4 tiles, and most other jobs cause noise within 4 or 2 tiles. It is unknown how far some noise travels through [[Z-level]]s, but workshop noise travels through four levels, the same as horizontally.[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000858]&lt;br /&gt;
&lt;br /&gt;
Neither walls nor doors will insulate dwarves from sound. Distance is the only factor in whether a dwarf's sleep will be disturbed.&lt;br /&gt;
&lt;br /&gt;
When noise radiates from buildings, it radiates from the center tile, like this{{ver|0.23.130.23a}}:&lt;br /&gt;
&lt;br /&gt;
 ....*....&lt;br /&gt;
 ...***...&lt;br /&gt;
 ..*****..&lt;br /&gt;
 .**WWW**.&lt;br /&gt;
 ***WWW***&lt;br /&gt;
 .**WWW**.&lt;br /&gt;
 ..*****..&lt;br /&gt;
 ...***...&lt;br /&gt;
 ....*....&lt;br /&gt;
 &lt;br /&gt;
 W - Workshop, * - Noise, . - No noise&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Metalsmith&amp;diff=22391</id>
		<title>40d:Metalsmith</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Metalsmith&amp;diff=22391"/>
		<updated>2007-11-26T01:25:14Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: /* Siege Equipment */ Tag fix: Siege engines-&amp;gt; Siege engine&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Metalsmith's Forge|key=f|job=Metalsmithing&lt;br /&gt;
|construction=&lt;br /&gt;
* 1 [[Anvil]]&lt;br /&gt;
* 1 [[Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Metalsmithing]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Aluminum]] bar&lt;br /&gt;
* [[Billon]] bar&lt;br /&gt;
* [[Bismuth Bronze]] bar&lt;br /&gt;
* [[Black Bronze]] bar&lt;br /&gt;
* [[Brass]] bar&lt;br /&gt;
* [[Bronze]] bar&lt;br /&gt;
* [[Charcoal]]&lt;br /&gt;
* [[Coke]]&lt;br /&gt;
* [[Copper]] bar&lt;br /&gt;
* [[Electrum]] bar&lt;br /&gt;
* [[Iron]] bar&lt;br /&gt;
* [[Gold]] bar&lt;br /&gt;
* [[Lead]] bar&lt;br /&gt;
* [[Nickel]] bar&lt;br /&gt;
* [[Nickel silver]] bar&lt;br /&gt;
* [[Platinum]] bar&lt;br /&gt;
* [[Fine pewter]] bar&lt;br /&gt;
* [[Trifle pewter]] bar&lt;br /&gt;
* [[Lay pewter]] bar&lt;br /&gt;
* [[Rose Gold]] bar&lt;br /&gt;
* [[Silver]] bar&lt;br /&gt;
* [[Sterling silver]] bar&lt;br /&gt;
* [[Steel]] bar&lt;br /&gt;
* [[Tin]] bar&lt;br /&gt;
* [[Zinc]] bar&lt;br /&gt;
|production=&lt;br /&gt;
* [[Animal trap]]&lt;br /&gt;
* [[Anvil]]&lt;br /&gt;
* [[Armor stand]]&lt;br /&gt;
* [[Ballista arrowhead]]&lt;br /&gt;
* [[Barrel]]&lt;br /&gt;
* [[Battle axe]]&lt;br /&gt;
* [[Bolts]]&lt;br /&gt;
* [[Boots]]&lt;br /&gt;
* [[Bucket]]&lt;br /&gt;
* [[Buckler]]&lt;br /&gt;
* [[Cabinet]]&lt;br /&gt;
* [[Cage]]&lt;br /&gt;
* [[Cap]]&lt;br /&gt;
* [[Chain]]&lt;br /&gt;
* [[Chain mail]]&lt;br /&gt;
* [[Chest]]&lt;br /&gt;
* [[Coins]]&lt;br /&gt;
* [[Crafts]]&lt;br /&gt;
* [[Crossbow]]&lt;br /&gt;
* [[Door]]&lt;br /&gt;
* [[Enormous corkscrew]]&lt;br /&gt;
* [[Flask]]&lt;br /&gt;
* [[Floodgate]]&lt;br /&gt;
* [[Gauntlets]]&lt;br /&gt;
* [[Giant axe blade]]&lt;br /&gt;
* [[Goblet]]&lt;br /&gt;
* [[Grate]]&lt;br /&gt;
* [[Greaves]]&lt;br /&gt;
* [[Hatch Cover]]&lt;br /&gt;
* [[Helm]]&lt;br /&gt;
* [[Instrument]]&lt;br /&gt;
* [[Large serrated disc]]&lt;br /&gt;
* [[Leggings]]&lt;br /&gt;
* [[Mace]]&lt;br /&gt;
* [[Menacing spike]]&lt;br /&gt;
* [[Metal blocks]]&lt;br /&gt;
* [[Pick]]&lt;br /&gt;
* [[Pipe Section]]&lt;br /&gt;
* [[Plate mail]]&lt;br /&gt;
* [[Sarcophagus]]&lt;br /&gt;
* [[Shield]]&lt;br /&gt;
* [[Short sword]]&lt;br /&gt;
* [[Spear]]&lt;br /&gt;
* [[Spiked ball]]&lt;br /&gt;
* [[Statue]]&lt;br /&gt;
* [[Table]]&lt;br /&gt;
* [[Throne]]&lt;br /&gt;
* [[Toy]]&lt;br /&gt;
* [[War hammer]]&lt;br /&gt;
* [[Weapon rack]]&lt;br /&gt;
* [[decorations|Studded goods]]&lt;br /&gt;
* [[Adamantine wafers]] (Magma Forge only)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''metalsmith's forge''' turns [[metal bar]]s into various [[weapons]], [[armor]]s, [[furniture]], [[siege ammunition]], [[trap]] components, and other objects.  To build a forge, you must have one [[block]] and an [[anvil]].  If you embark without preparing carefully, you will start with one [[iron]] anvil.  If you lose it or start without an anvil, you can often trade for one.&lt;br /&gt;
&lt;br /&gt;
It takes one unit of [[charcoal]] or [[coke]] to produce items on a forge, unless you use a [[magma forge]].&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
[[Weapons]] can be forged from [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]], [[silver]] and [[adamantine]], for one [[metal]] [[bar]] each. The weapons that can be forged are:&lt;br /&gt;
&lt;br /&gt;
* [[Battle axe]]&lt;br /&gt;
* [[War hammer]]&lt;br /&gt;
* [[Short sword]]&lt;br /&gt;
* [[Spear]]&lt;br /&gt;
* [[Mace]]&lt;br /&gt;
* [[Crossbow]]&lt;br /&gt;
* [[Pick]]&lt;br /&gt;
* [[Bolts]] (a stack of 25 will be produced)&lt;br /&gt;
&lt;br /&gt;
However, note that crossbows and picks cannot be forged out of silver.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
[[Armor]] can be forged from [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]] and [[adamantine]]. Available armor types include:&lt;br /&gt;
&lt;br /&gt;
* [[Plate mail]] (3 [[metal]] bars)&lt;br /&gt;
* [[Chain mail]] (2 metal [[bars]])&lt;br /&gt;
* [[Greaves]] (2 metal bars)&lt;br /&gt;
* [[Leggings]]&lt;br /&gt;
* [[Helm]]&lt;br /&gt;
* [[Cap]]&lt;br /&gt;
* [[Gauntlet]]&lt;br /&gt;
* [[High Boot]]&lt;br /&gt;
* [[Low Boot]]&lt;br /&gt;
* [[Shield]]&lt;br /&gt;
* [[Buckler]]&lt;br /&gt;
&lt;br /&gt;
Each piece of armor requires one metal bar to forge, except where noted.&lt;br /&gt;
&lt;br /&gt;
== Furniture ==&lt;br /&gt;
&lt;br /&gt;
[[Furniture]] can forged from any non brittle metal -- in short, all [[metal]]s except for [[pig iron]] and [[Bismuth]]. You can forge:&lt;br /&gt;
&lt;br /&gt;
* [[Cage]]&lt;br /&gt;
* [[Chain]] (1 metal bar)&lt;br /&gt;
* [[Animal trap]] (1 metal bar) (requires the [[trapping]] labor and not any of the metalsmith labors)&lt;br /&gt;
* [[Bucket]] (1 metal bar)&lt;br /&gt;
* [[Barrel]]&lt;br /&gt;
* [[Armor stand]]&lt;br /&gt;
* Metal [[block]]s (1 metal bar)&lt;br /&gt;
* [[Door]]&lt;br /&gt;
* [[Floodgate]]&lt;br /&gt;
* [[Hatch Cover]]&lt;br /&gt;
* [[Grate]]&lt;br /&gt;
* [[Statue]]&lt;br /&gt;
* [[Cabinet]]&lt;br /&gt;
* [[Chest]]&lt;br /&gt;
* [[Throne]]&lt;br /&gt;
* [[Sarcophagus]]&lt;br /&gt;
* [[Table]]&lt;br /&gt;
* [[Weapon rack]]&lt;br /&gt;
* [[Bin]]&lt;br /&gt;
* [[Pipe Section]]&lt;br /&gt;
&lt;br /&gt;
All metal furniture requires 3 [[bars]] to forge except for [[chain]]s, animal traps, buckets and blocks.&lt;br /&gt;
&lt;br /&gt;
== Siege Equipment ==&lt;br /&gt;
&lt;br /&gt;
[[Siege Equipment]] can be forged from [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]], [[silver]] and [[adamantine]].  Only one piece of siege equipment can be forged: the [[ballista]] arrowhead, which requires 3 [[metal]] [[bars]].  These arrowheads must then be mated with a wooden [[log]] at a [[siege workshop]] to form a complete ballista [[bolt]].  It is also possible to make pure wooden ballista bolts at the siege workshop, which are assumed to do less damage. The [[siege engine]]s themselves are also built at the siege workshop, out of three siege engine parts made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
== Trap Components ==&lt;br /&gt;
&lt;br /&gt;
[[Trap]] components]] can be forged from [[copper]], [[iron]], [[bronze]], and [[steel]]. These include:&lt;br /&gt;
&lt;br /&gt;
* [[Giant axe blade]]&lt;br /&gt;
* [[Enormous corkscrew]]&lt;br /&gt;
* [[Spiked ball]]&lt;br /&gt;
* [[Large, serrated disc]]&lt;br /&gt;
* [[Menacing spike]]&lt;br /&gt;
&lt;br /&gt;
Note that each requires 2 [[bars]] of [[metal]] to forge.&lt;br /&gt;
&lt;br /&gt;
Corkscrews, menacing spikes and spiked balls can also be made from wood at a [[carpenter's workshop]], requiring 1 log each.&lt;br /&gt;
&lt;br /&gt;
== Other Objects ==&lt;br /&gt;
&lt;br /&gt;
Other objects can be forged from all [[metal]]s except [[pig iron]]. They are:&lt;br /&gt;
&lt;br /&gt;
* [[Anvil]] ([[iron]], [[steel]] or [[adamantine]])&lt;br /&gt;
* [[Craft]]s&lt;br /&gt;
* [[Goblet]]&lt;br /&gt;
* [[Toy]]&lt;br /&gt;
* [[Instrument]]&lt;br /&gt;
* [[Flask]]s&lt;br /&gt;
* Minted [[Coins]]&lt;br /&gt;
* [[Stud]] an item with metal&lt;br /&gt;
&lt;br /&gt;
Each of the above objects requires one bar of metal to make, including studding.  Like other [[decorations]] (such as [[Jeweler's Workshop|encrusting with gems]], [[Craftsdwarf's Workshop|decorating with bone]] or [[Craftsdwarf's Workshop|decorating with shell]]), you cannot specify which object to stud: the smithy will generally take the nearest available object and stud it. Note that unlike all other metalsmithing operations, studding items does not require fuel.&lt;br /&gt;
&lt;br /&gt;
In addition, 3 [[bars]] of either [[iron]] or [[steel]] can be used to forge [[anvil]]s, which are used in the construction of additional forges.&lt;br /&gt;
&lt;br /&gt;
== Metal Clothing ==&lt;br /&gt;
&lt;br /&gt;
[[Adamantine]] can be used to make anything, even lightweight clothing.&lt;br /&gt;
All the clothing items that can be made at the [[clothier's shop]] can be forged from adamantine if you have it.&lt;br /&gt;
&lt;br /&gt;
== Skills Used ==&lt;br /&gt;
&lt;br /&gt;
* [[Metalsmith]]: All [[furniture]] except [[chain]]s and [[animal trap]]s; [[anvil]]s&lt;br /&gt;
* [[Skills#Metal_Crafter|Metal Crafter]]: Chains; everything in the &amp;quot;all other objects&amp;quot; category except anvils.&lt;br /&gt;
* [[Skills#Weaponsmith|Weaponsmith]]: All weapons and ammunition except for [[Crossbow|crossbows]]; [[Trap|trap components]]; [[siege equipment]]?&lt;br /&gt;
* [[Skills#Bowyer|Bowyer]]: [[Crossbow|Crossbow]]&lt;br /&gt;
* [[Skills#Armorsmith|Armorsmith]]:  All [[armor]]&lt;br /&gt;
* [[Skills#Trapper|Trapper]]: [[Animal trap]]s&lt;br /&gt;
Note: This section is a work in progress; it needs further data and correction.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://mkv25.net/dfma/guides/DF%20Metalcrafts%20Crib%20Sheet.htm Metalcrafts Cribsheet], (based on information on this page)&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category: Workshops]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma_mist&amp;diff=26955</id>
		<title>40d:Magma mist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma_mist&amp;diff=26955"/>
		<updated>2007-11-26T01:22:04Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: Tag fix: defence -&amp;gt; Fortress defense&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magma Mist can be found over [[Magma]] vents. It is yellow in color. Magma mist has no known use as of yet. It may behave just like normal [[mist]] and please dwarves who encounter it, however it may also be deadly and useful in traps and [[Fortress defense|defense]].&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Losing&amp;diff=11638</id>
		<title>40d:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Losing&amp;diff=11638"/>
		<updated>2007-11-26T01:21:29Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: /* Invasion */ Tag fix: defence -&amp;gt; Fortress defense&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;background-color: #000; color: #0f0; font-family: FixedSys, monospace&amp;quot;&amp;gt;Losing is fun!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most new players will lose their first few forts; if you lose a fortress, don't feel like you don't understand the game.  Dwarf Fortress has a steep learning curve, and part of the appeal is discovering things for yourself.  However, this Wiki serves as an excellent place to speed up the learning process.&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
&lt;br /&gt;
Various things can cause you to lose a fortress.&lt;br /&gt;
&lt;br /&gt;
=== Losing your miners ===&lt;br /&gt;
&lt;br /&gt;
If your [[miner]]s are killed in a collapse and their equipment destroyed, chances are good that you will no longer be able to continue your efforts.  Consider abandoning your fortress.  Alternatively, you can try to keep your fortress running long enough to request additional picks from your Outpost Liaison, who will arrive with the next dwarven trade [[caravan]].  It will take another year before they will return.&lt;br /&gt;
&lt;br /&gt;
=== Starvation ===&lt;br /&gt;
&lt;br /&gt;
A serious danger, generally in the more inhospitable climates, is the loss of your dwarves due to starvation; if you are in the heart of a mountain with no soil to build on, it is possible you will not be able to establish farms.  As dwarves begin to starve, they will become Hungry, then Starving.  This will cause them to become very angry.  When they die, their friends will become upset and will become even angrier, potentially causing the remainder of your fortress to break out in a terminal brawl.&lt;br /&gt;
&lt;br /&gt;
Don't forget your alternative sources of [[food]].  Try [[butchering]] your animals, [[plant gathering|gathering plants]], or resorting to [[hunting]] of local wildlife.&lt;br /&gt;
&lt;br /&gt;
===Dehydration===&lt;br /&gt;
&lt;br /&gt;
One of the biggest problems with a fortress that has no [[brook]], [[stream]], [[river]], or other source of fresh [[water]].  Water must be rapidly gathered from stagnant pools and stored into an indoor basin or water tower, with sufficient depth before it [[evaporate]]s.  If this fails, all of the water on the map will evaporate and your dwarves will be left without any water.&lt;br /&gt;
&lt;br /&gt;
[[Brewing]] can alleviate these problems, but in the future brewing will also require water.&lt;br /&gt;
&lt;br /&gt;
===Flooding accidents===&lt;br /&gt;
&lt;br /&gt;
The opposite side of the dehydration spectrum is having too ''much'' water.  Remember that water can [[flow]] in (probably) all 26 directions. It is also worth remembering that, unlike water, magma will not warn you if you dig a hole in a wall diagonally to a the source.&lt;br /&gt;
&lt;br /&gt;
If your fortress is beginning to flood from [[sourced water]], abandon all of the levels the water can reach immediately&amp;amp;mdash;drafting dwarves into the [[military]] and stationing them onto the surface if need be.  You will never be able to recover those areas unless you can manage to pump out the water faster than it floods in, which can take over a year or two of game time to establish a functioning automated pump system.  Generally, a flooding accident spells doom for your fortress.&lt;br /&gt;
&lt;br /&gt;
===Invasion===&lt;br /&gt;
&lt;br /&gt;
The [[goblin]]s first come with about a dozen soldiers to [[siege]] your fort. Then they come again with about two dozen. Then three. Soon enough your [[trap]]s are all sprung, your [[door]]s beaten down, and your dwarves are dead. Without some simple [[Fortress defense|defense]]s, such as a [[moat]], a horde of goblins on your doorstep can be deadly.&lt;br /&gt;
&lt;br /&gt;
===Volcanic Death===&lt;br /&gt;
&lt;br /&gt;
Toady has stated that in the future volcano's will be much less stable and much more deadly.&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Jeweler&amp;diff=28982</id>
		<title>40d:Jeweler</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Jeweler&amp;diff=28982"/>
		<updated>2007-11-26T01:18:54Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: Tag fixed : finished goods -&amp;gt; Finished Goods. (Looks the same, but didn't work properly... weird)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Jeweler''' is a dwarf with both the [[gem cutting]] and [[gem setting]] skills. The jeweler works in a [[jeweler's workshop]], either cutting rough [[gems]] into usable gems or setting gems into either [[furniture]], [[Finished Goods|finished goods]] or [[ammo]].&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bin&amp;diff=18511</id>
		<title>40d:Bin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bin&amp;diff=18511"/>
		<updated>2007-11-26T01:18:04Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: Tag fixed : finished goods -&amp;gt; Finished Goods. (Looks the same, but didn't work properly... weird)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Bin''' is a specially made basket for certain [[stockpiles]]. It cannot be made of [[stone]], but can be made of [[wood]] and [[metal]]. Bins make it possible to store lots of objects into one tile of a stockpile. A stockpile without a bin will likely fill up fast, leaving any remaining items where they are to get in the way.&lt;br /&gt;
&lt;br /&gt;
Stockpiles that use bins include [[ammo]], [[armor]], [[weapons]], [[leather]], [[cloth]], [[gems]], [[Finished Goods|finished goods]] and bars/blocks (note: this is not a complete list). A stockpile that does not use a bin will use a [[barrel]] or no container at all.&lt;br /&gt;
&lt;br /&gt;
When possible, dwarves will organize stockpiles with multiple bins into subgroups. Dwarves can mix items in a bin when given the order to through the stockpile menu.&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Metalsmith%27s_forge&amp;diff=6793</id>
		<title>40d:Metalsmith's forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Metalsmith%27s_forge&amp;diff=6793"/>
		<updated>2007-11-26T01:17:31Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: Tag fixed : finished goods -&amp;gt; Finished Goods. (Looks the same, but didn't work properly... weird)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Metalsmith's forge|key=f|job= [[Weaponsmith]], [[Armorsmith]], [[Metalsmith]], [[Crossbow-making]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Stone]] or [[block|Stone blocks]]{{verify}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Weaponsmith|Weaponsmithing]]&lt;br /&gt;
* [[Armorsmith|Armoring]]&lt;br /&gt;
* [[Metalsmith|Blacksmithing]]&lt;br /&gt;
* [[Metal crafter|Metalcrafting]]&lt;br /&gt;
* [[Crossbow-making]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[metal|Metal bars]]&lt;br /&gt;
|production=&lt;br /&gt;
*[[Chain]]&lt;br /&gt;
*[[Crafts]] - X3 from one metal bar.&lt;br /&gt;
*[[Goblet]]&lt;br /&gt;
*[[Toy]]&lt;br /&gt;
*[[Instrument]]&lt;br /&gt;
*[[Flask]]&lt;br /&gt;
*[[Coins]]&lt;br /&gt;
*[[Stud]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''metalsmith's forge''' is a [[workshop]] used by dwarves to turn [[metal|metal bars]] into useful objects such as [[weapon]]s, [[armor]], [[furniture]], [[coins]], [[ammunition]] for [[siege]] equipment, [[traps|trap components]], and other [[Finished Goods|finished goods]]. To build a forge, you must have an [[anvil]] which you start with by default, using 1000 [[starting points]]. If you don't bring an anvil, you may be able to trade with dwarven and human [[caravan]]s, who often carry iron anvils at a cost of 1000☼, and steel anvils at a cost of 3000☼.  You may request one from the [[dwarven liaison]]  or human [[guild representative]] if you are willing to pay an increased price to guarantee that at least one anvil arrives.  Note that it is presently useless to request the more-expensive steel anvil as there is no difference in productivity.{{version|0.27.169.33a}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Workshop Skills==&lt;br /&gt;
The metalsmith's forge supports multiple skills, so dwarves will need the correct skill for the item you want them to create. The skills available are:&lt;br /&gt;
*[[Weaponsmith|Weaponsmithing]] -- weapons&lt;br /&gt;
*[[Armorsmith|Armoring]] -- armor&lt;br /&gt;
*[[Metalsmith|Blacksmithing]] -- [[Iron]] working&lt;br /&gt;
*[[Metal crafter|Metalcrafting]] -- [[Craft|Crafts]] and [[Coins]]&lt;br /&gt;
*[[Crossbow-making]] -- crossbows{{Verify}}&lt;br /&gt;
&lt;br /&gt;
==Finished goods==&lt;br /&gt;
*[[Chain]]&lt;br /&gt;
*[[Crafts]] - Three crafts will be made from each metal bar used.&lt;br /&gt;
*[[Goblet]]&lt;br /&gt;
*[[Toy]]&lt;br /&gt;
*[[Instrument]]&lt;br /&gt;
*[[Flask]]&lt;br /&gt;
*[[Coins]]&lt;br /&gt;
*[[Stud]]&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quiver&amp;diff=28612</id>
		<title>40d:Quiver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quiver&amp;diff=28612"/>
		<updated>2007-11-26T01:14:19Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: Tag redirected: hunter-&amp;gt; Ambusher&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Quiver''' is an item needed by [[marksdwarfs]], [[Ambusher|hunters]], or anyone else that intends to wield a [[crossbow]] or [[bow]]. The quiver will hold a number of [[bolts]] or [[arrow|arrows]] for the character to fire. A quiver is typically made of [[leather]].&lt;br /&gt;
&lt;br /&gt;
Dwarves cannot use bows, but can use crossbows. In [[adventure mode]], where you can make a human or elf, both of those races can use bows. Either way, they need a quiver to hold their respective ammo.&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Raccoon&amp;diff=21018</id>
		<title>40d:Raccoon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Raccoon&amp;diff=21018"/>
		<updated>2007-11-26T01:13:42Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: Tag redirected: Hunter -&amp;gt; Ambusher&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Raccoon|symbol=r|color=rgb(192, 192, 192)|bones=2|chunks=2|meat=2|fat=1|skulls=1|skin=Yes}}&lt;br /&gt;
&lt;br /&gt;
Raccoons are medium-sized, omnivorous animals. They live in temperate [[regions]]. Like real live raccoons, they can steal garbage and items left outside. So don't leave your [[masterpiece]] items in the open because if it gets stolen the dwarf who made that item can throw a [[tantrum]].  Raccoons will likely not attack your [[dwarves]] or your [[pet]]s unless provoked into defending themselves.  They can seriously wound or even kill a normal [[dog]]. An untrained peasant [[dwarf]] can also be wounded by a raccoon. An armed [[Ambusher|hunter]] or skilled dwarf can easily kill a raccoon.&lt;br /&gt;
&lt;br /&gt;
They can also be captured, tamed, and raised as food animals, or adopted as pets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:RACCOON]&lt;br /&gt;
 	[NAME:raccoon:raccoons:raccoon]&lt;br /&gt;
 	[TILE:'r'][COLOR:7:0:0]&lt;br /&gt;
 	[LARGE_ROAMING][FREQUENCY:10]&lt;br /&gt;
 	[POPULATION_NUMBER:10:20]&lt;br /&gt;
 	[CLUSTER_NUMBER:1:3][LOOSE_CLUSTERS]&lt;br /&gt;
 	[CURIOUSBEAST_ITEM]&lt;br /&gt;
 	[PETVALUE:25]&lt;br /&gt;
 	[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
 	[PREFSTRING:mischief]&lt;br /&gt;
 	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
 	[SIZE:2]&lt;br /&gt;
 	[MAXAGE:10:20]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[CHILD:1][CHILDNAME:raccoon pup:raccoon pups]&lt;br /&gt;
 	[FAT:1]&lt;br /&gt;
 	[NOCTURNAL]&lt;br /&gt;
 	[BIOME_FOREST_TAIGA]&lt;br /&gt;
 	[BIOME_ANY_TEMPERATE_FOREST]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[HOMEOTHERM:10067]&lt;br /&gt;
 	[LAYERING:100]&lt;br /&gt;
 	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stockpile&amp;diff=10147</id>
		<title>40d:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stockpile&amp;diff=10147"/>
		<updated>2007-11-26T01:09:49Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: /* Using stockpiles */ Tag correction: Jeweller -&amp;gt; Jeweler&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where dwarves will store items of various types. Dwarves with the &amp;quot;[[hauling]]&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items to and from them. Items in a stock pile will be stored in [[Using bins and barrels|bins and barrels]]&lt;br /&gt;
&lt;br /&gt;
== Allocating stockpiles == &lt;br /&gt;
&lt;br /&gt;
To allocate an area as a stockpile, use the {{key|p}} menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press {{k|Enter}} to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press {{k|Enter}} again. This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a wall, a workshop, or an already existing stockpile, a stockpile will be created but they will not be part of it.&lt;br /&gt;
&lt;br /&gt;
Removing a stockpile works exactly the same, but choose {{key|x}}: Remove Designation. This will unallocate the area specified. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Once a stockpile has been allocated, dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''. Additional behaviour also includes the fact that dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile.&lt;br /&gt;
&lt;br /&gt;
When dwarves need an item for a particular task, they will head to the nearest (again, not counting any obstructions that may lie in the way) item of the correct type, regardless of whether it is in a stockpile or not. Apart from some exceptions, items do not have to be stockpiled at all. Players are generally advised to avoid stone stockpiles, because stone [[hauling]] jobs take an extreme amount of time for unskilled dwarves, due to the weight hauled.&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material. It also has a useful side-effect, in that as soon as the crafter picks up the piece of material, the stockpile will issue a new task to fetch another piece of that material. Because that crafter is busy, that hauling job will be taken by another dwarf. This speeds up a queue of jobs, as other dwarfs perform the time-consuming distant haul whilst the crafter actually makes the items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous -- if you don't have a stockpile for gems, your [[jeweler]] will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get [[clutter]]ed and suffer production slowdowns if you let items pile up in them, so it's important to regularly clear out workshops when they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
== Take from a stockpile ==&lt;br /&gt;
&lt;br /&gt;
Another feature of stockpiles, currently in a limited form, allows you to tell dwarves to fill one stockpile not only with unstockpiled items, but also those located on another stockpile that accepts those items. To specify such a flow, use the {{key|q}} menu, and highlight the ''destination'' stockpile. Press {{key|t}}, and confusingly the right hand menu will empty out. Don't worry, using the cursor, highlight another stockpile and press [Enter]. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile.&lt;br /&gt;
&lt;br /&gt;
Taking from a stockpile can only happen one way. Telling stockpile #4 to take from #13 will stop #13 from taking from #4. This is probably a good thing, otherwise your dwarves will continuously move items between the two stockpiles. To be truly evil though, you can introduce a third stockpile, at which point #4 taking from #12, #12 taking from #13, and #13 taking from #4, is perfectly valid.&lt;br /&gt;
&lt;br /&gt;
One stockpile can be set to take from any number of other stockpiles, so in theory it is possible to construct supply chains of material. For example, you may have a small stone stockpile next to some mason's workshops, and a much bigger 'central' stone stockpile. Using this feature, you can get your dwarves to keep the workshop stockpile filled from the central stockpile.&lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
&lt;br /&gt;
===[[Ammo]]===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry is stored here. It can use bins to consolidate up to 100 units of ammo. Since the only ammo dwarves can currently use is [[crossbow]] [[bolt]]s, it might be wise to disallow arrows and blowdarts.&lt;br /&gt;
&lt;br /&gt;
===[[Animal]]===&lt;br /&gt;
Animals stored in [[cage]]s that are not affixed to a location will be stored in these stockpiles. [[Trap]]s used for capturing wild animals and empty [[cage]]s are also stored here.&lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Armor of all types is stored here. This kind of stockpile can use bins to consolidate up to 10 items. There is no preference for specific body parts.&lt;br /&gt;
&lt;br /&gt;
===[[Bar]]/[[Block]]===&lt;br /&gt;
Bars of smelted metal and blocks of cut stone are kept here after being processed by the smelter and mason's workshops, before being used for other purposes. Weirdly, ashes, potash, charcoal, and coke from the wood furnace, ashery, and smelter will also be stored here. Like with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. Bins can be used to consolidate up to 10 bars and blocks.&lt;br /&gt;
&lt;br /&gt;
===[[Cloth]]===&lt;br /&gt;
Woven cloth and thread from the loom is stored here. Bins can be used to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
===[[Coins]]===&lt;br /&gt;
Minted coins are kept here. Bins can be used to consolidate up to 3000 coins, which is equivalent to six new coins stacks.&lt;br /&gt;
&lt;br /&gt;
===[[Finished Goods]]===&lt;br /&gt;
Finished goods created by the craftsdwarf's workshop, as well as the clothes maker's shop and the leather works, are placed here before being used in trade or other uses. This type of stockpile can use bins to consolidate up to 25 items.&lt;br /&gt;
&lt;br /&gt;
===[[Food]]===&lt;br /&gt;
As one would assume based on the name, food is stored here. Unexpectedly, though, tallow, lye, giant desert scorpion venom, and liquid fire are as well. Up to 10 food items may be stored in a barrel (and the stack +Cow meat roast [8]+ would count as eight items). Fresh [[fish]] and animals are brought here before being processed by the butchery and fishery and turned into raw meats. The raw meat is then brought to the kitchen for cooking. Note that prepared food stacks larger than ten (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will not rot once placed in a food stockpile, and still only take up one space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels. If you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
Food stockpiles should in most cases be specified as things like seed stockpiles or meat stockpiles or unprepared fish stockpiles; there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
===[[Furniture]] Storage===&lt;br /&gt;
Completed items from the carpenter's workshop, mason's workshop, and mechanic's workshop will be stored here, along with furniture created from other shops, until placed or used in another building. Since this is a very broad category, like food, generally more specific stockpiles should be created.&lt;br /&gt;
&lt;br /&gt;
===[[Gem]]===&lt;br /&gt;
This stockpile stores gems, both cut and uncut, before being used in a construction. It can use bins to consolidate up to 10 gems.&lt;br /&gt;
&lt;br /&gt;
===[[Graveyard]]===&lt;br /&gt;
Dead dwarves and pets that have no burial location will be placed here. If placed indoors, decaying bodies will generate [[miasma]], but bones will not removed at the end of the season.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Are dwarf and pet bones removed at the end of the season ever? --[[User:Savok|Savok]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Leather]]===&lt;br /&gt;
Leather, which is produced at a Tanner's Shop, will be kept here. Like most stockpiles that use bins, it can use bins to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
===[[refuse stockpile|Refuse]]===&lt;br /&gt;
Since dwarves hate rot because of the miasma it spreads when in an enclosed place like a cave, any garbage item that can rot will be stored in a refuse stockpile. Many players prefer to place this stockpile outside your cavern, usually a small distance from the entrance, an alternative to this is to dig channels down from outside creating an outside area inside your fortress you can place your refuse stockpile here and whilst it will be in your fort it wont generate miasma. If placed indoors, decaying items will generate miasma, which will generate a small unhappy thought in any dwarf passing through it. Bones and shells are also stored here, whether they be from defeated enemies or raw food processing. Outdoor refuse stockpiles are emptied at the turn of the seasons, but indoor refuse stockpiles are not, so you may wish to make an indoor refuse stockpile that takes bones from the outdoor stockpile.&lt;br /&gt;
&lt;br /&gt;
===[[Stone]]===&lt;br /&gt;
Rough stone will be stored here, as well as ore. Given the extreme abundance of stone, it is very likely for this stockpile to fill up quickly, if the hauling is ever completed, meaning that the player may want to create several stone stockpiles, or possibly one giant one. It is a good idea to position these stockpiles close to your mason's workshop or your mechanic's workshop. An alternative option is to merely make a small stockpile near your masons and leave stones where they lie, eliminating dwarves running around carrying stone all the time. This can have the effect of blocking expandable types of construction if there is not enough space around to move the stones into. Some dwarves regard the existence of stone stockpiles as a sign of divine displeasure, cursing dwarves to scurry around the fortress carrying rock to and fro for all eternity. To avoid stone hauling when you don't want it, set the dwarves to ignore minerals in {{key|o}}rders and options.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon]]s===&lt;br /&gt;
Weapons of all types are stored here by default, including the weapons that dwarves do not use and trap components. Bins can be used to consolidate up to 10 weapons of any type.&lt;br /&gt;
&lt;br /&gt;
===[[Wood]]===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by the carpenter's workshop. Given the relative scarcity of trees, a wood stockpile need not be too large. It is a good idea to position this stockpile close to your carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
&lt;br /&gt;
With custom stockpiles you can change which types of materials, goods, ect, can be stored in that pile. Any types of things can be mixed, so you could have a stockpile that will hold raw turtle, mechanisms and all stone types apart from onyx if you wanted. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}.&lt;br /&gt;
&lt;br /&gt;
== Stockpile Settings ==&lt;br /&gt;
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.&lt;br /&gt;
&lt;br /&gt;
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit of forbid individual subcategories. These six keys work no matter which column you have selected, though the last 4 will not always be avaliable.&amp;lt;br&amp;gt;{{key|Enter}} will toggle individual item types.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.&lt;br /&gt;
*Categories - Item type&lt;br /&gt;
*Animals - Empty cages and Empty animal traps&lt;br /&gt;
*Food  - Prepared food&lt;br /&gt;
*Furniture - Sand bag&lt;br /&gt;
*Weapons - Local and Foreign&lt;br /&gt;
*Armor - Local and Foreign&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile that will accept all refuse except bone and shell, and then an indoor pile near to your craftdwarf's workshop that will '''only''' accept these things. That way, once all the meat has rotted off of any carcases outside, the bones will be brought in for processing rather than disappearing at the end of the season. While this strategy can be useful, it only works if you have set the option for dwarves to gather refuse from outside. Otherwise, the dwarves will ignore the bones in the outside stockpile. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and a potentially large amount of useless hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option.&lt;br /&gt;
&lt;br /&gt;
This feature is probably most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the kitchens, your floodgates and mechanisms near the rooms that need statues and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stockpiles]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma_glass_furnace&amp;diff=28997</id>
		<title>40d:Magma glass furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma_glass_furnace&amp;diff=28997"/>
		<updated>2007-11-26T01:05:45Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: Tag correction: artifacts -&amp;gt; Legendary artifact&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Furnace|name=Magma glass furnace|key=g|job=[[Glassmaking]]&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Glassmaking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Sand]] bag&lt;br /&gt;
* [[Pearlash]]&lt;br /&gt;
* Raw [[rock crystal]]&lt;br /&gt;
|production=&lt;br /&gt;
* Raw glass&lt;br /&gt;
* [[Vial]]s&lt;br /&gt;
* Items&lt;br /&gt;
* [[Window]]s&lt;br /&gt;
* [[Furniture]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Glass furnaces are used to make raw glass (a gem), blocks, and furniture items. All furniture made at a glass furnace can be made out of either metal, stone or wood, with the exception of windows, which can be made from gems. Glass furnaces can make craft goods, and vials, used to make extracts.  Clear glass vials are needed to build an [[alchemist's laboratory]]. Raw glass is sometimes a component needed to make [[Legendary artifact|artifacts]].&lt;br /&gt;
&lt;br /&gt;
Glass furnaces can make goods from green glass, clear glass, and crystal glass. Green glass requires sand, clear glass requires sand and pearlash, and crystal glass requires raw rock crystals and pearlash.  Raw rock crystals are a type of gem and are usually very difficult to find.&lt;br /&gt;
&lt;br /&gt;
Many of the names of glass furniture are different. A glass door is called a portal, and a glass coffer is called a box.&lt;br /&gt;
&lt;br /&gt;
Glass furnaces are also needed to issue the &amp;quot;collect sand&amp;quot; order. This requires an empty bag, and Item Hauler, and a zone designated for sand collection.&lt;br /&gt;
&lt;br /&gt;
Not all maps have a source of sand, and sand may not be imported. Raw or cut glass may not be imported. Raw crystal glass may not be imported. Foreign merchants never have glass furniture for sale.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Glass_furnace&amp;diff=22725</id>
		<title>40d:Glass furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Glass_furnace&amp;diff=22725"/>
		<updated>2007-11-26T01:05:03Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: Tag correction : artifacts -&amp;gt; Legendary artifact&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Furnace|name=Glass furnace|key=g|job=[[Glassmaking]]&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Glassmaking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Sand]] bag&lt;br /&gt;
* [[Pearlash]]&lt;br /&gt;
* Raw [[rock crystal]]&lt;br /&gt;
* [[Coke]] or [[Charcoal]]&lt;br /&gt;
|production=&lt;br /&gt;
* Raw glass&lt;br /&gt;
* [[Vial]]s&lt;br /&gt;
* Items&lt;br /&gt;
* [[Window]]s&lt;br /&gt;
* [[Furniture]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Glass furnaces are used to make raw glass (a gem), blocks, and furniture items. All furniture made at a glass furnace can be made out of either metal, stone or wood, with the exception of windows, which can be made from gems. Glass furnaces can make craft goods, and vials, used to make extracts.  Clear glass vials are needed to build an [[alchemist's laboratory]]. Raw glass is sometimes a component needed to make [[Legendary artifact|artifacts]].&lt;br /&gt;
&lt;br /&gt;
Glass furnaces can make goods from green glass, clear glass, and crystal glass. Green glass requires sand, clear glass requires sand and pearlash, and crystal glass requires raw rock crystals and pearlash.  Raw rock crystals are a type of gem and are usually very difficult to find.&lt;br /&gt;
&lt;br /&gt;
Many of the names of glass furniture are different. A glass door is called a portal, and a glass coffer is called a box.&lt;br /&gt;
&lt;br /&gt;
Glass furnaces are also needed to issue the &amp;quot;collect sand&amp;quot; order. This requires an empty bag, and Item Hauler, and a zone designated for sand collection.&lt;br /&gt;
&lt;br /&gt;
Not all maps have a source of sand, and sand may not be imported. Raw or cut glass may not be imported. Raw crystal glass may not be imported. Foreign merchants never have glass furniture for sale.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Brook&amp;diff=15187</id>
		<title>40d:Brook</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Brook&amp;diff=15187"/>
		<updated>2007-11-26T01:02:06Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: Tag correction: Mechanisms -&amp;gt; Mechanism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''brook''' is a very shallow [[river]] that dwarves and other creatures can walk on. (This is not a bug.) Brooks are a permanent source of [[water]] that can be used for [[farming]] and [[power]] generation. [[Water wheel]]s will not function if placed directly on a brook; in order to get water wheels to work, you must dig a channel through the [[floor|surface]] of the brook tiles, which removes its walkability. Brooks produce [[stone]], the type depending on the local [[biome]], when they are mined or channeled. This can provide an important source of stone for maps which contain [[aquifers]] with the brook itself providing the [[water_wheel|motive force]] for [[Aquifer#The_Pump_Method|draining]] the aquifer, and the stone supplying the much needed [[mechanism]]s.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]][[category:Water bodies]][[category:World]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Irrigation&amp;diff=6250</id>
		<title>40d:Irrigation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Irrigation&amp;diff=6250"/>
		<updated>2007-11-26T01:01:27Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: /* Oldschool Irrigation */ Tag correction: Mechanisms-&amp;gt; Mechanism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Irrigation is the process of making ground suitable for [[farming]] by flooding it with [[water]]. Inside caves, [[rock]] cavern floor tiles that are covered with water instantly become muddy tiles, which you can then build farm plots on. There are many possible methods for getting the farm area muddy.&lt;br /&gt;
&lt;br /&gt;
==Reservoir Irrigation==&lt;br /&gt;
Dwarf Fortress uses realistic water dynamics, including measures of [[water depth]]. A depth of 7 is full, depths of 1 will evaporate, leaving the stone wet and thus suitable for farming. Your goal in irrigation is to get a section of ground to be 1's.&lt;br /&gt;
&lt;br /&gt;
The reservoir method involves building a small reservoir between two [[floodgate|floodgates]] and a farming chamber at least 7 times as large as the reservoir. a reservoir of 10 tiles, for instance, can water a 7x10 chamber effectively. Water is let into the reservoir by lowering, then raising one floodgate. The other floodgate then releases the water into the farming chamber. It spreads around, then evaporates after becoming 1 deep.&lt;br /&gt;
&lt;br /&gt;
It is also possible to achieve the same result with a natural pond using the same technique. Doing so is easier in the short term but it is not advised if you want to keep replenishing your reservoir for other uses, such as [[well]](s), for natural ponds have a very finite amount of water available. On particular maps, natural ponds can replenish themselves at the beginning of each spring.&lt;br /&gt;
&lt;br /&gt;
==Oldschool Irrigation==&lt;br /&gt;
&lt;br /&gt;
# Dig from the [[farm plot]] to any source of water, but keep a single tile of [[wall]] between the newbuilt [[channel]] and the water. Also, [[dig]] a passage from the plot towards lower ground that'll serve as the water drain.&lt;br /&gt;
# Build a [[door]] or floodgate, and three [[mechanism]]s.&lt;br /&gt;
# Place the door in the channel. The idea is that it'll block the water from coming through when closed.&lt;br /&gt;
# Build a [[lever]] and link it to the door or floodgate.&lt;br /&gt;
# Pull the lever so the door opens. Send a miner to dig that last wall keeping the water from rushing in. Alternatively, have the miner dig a channel on the last wall from the Z-level above. The miner will dig out the wall without actually having to stand in the way of the water.&lt;br /&gt;
# Ideally, here the miner will run like hell. The water is actually fairly slow.&lt;br /&gt;
# Use the lever to close the channel once you feel you've got enough water to spread over the area.&lt;br /&gt;
# Wait for water to drain out to at least 1/7 per tile. You can use grates and hatches to speed up this process.&lt;br /&gt;
# Make farm.&lt;br /&gt;
# Harvest [[crops]] and produce [[food]]/other materials&lt;br /&gt;
# Profit!&lt;br /&gt;
&lt;br /&gt;
==Pond Irrigation==&lt;br /&gt;
Dig a farm room, and dig a channel one Z-level above it, creating a hole down into the farm room. Create a [[zone]] on the hole, and make it a pond. Your dwarves will attempt to fill it with water carried in buckets. As they dump water in, it will muddy the farm room floor. After it has been sufficiently muddied, disable or remove the pond zone until you need to irrigate it again. Dwarves can build farm plots in 1 unit deep water.&lt;br /&gt;
&lt;br /&gt;
NOTE: Even though it works, this is probably the slowest way to irrigate a room since dwarves only carry 1 unit of water per trip. Especially if you don't have a more than one or two idle dwarves and buckets, or if the water source is far away. It also probably wouldn't work very well on larger farm areas.&lt;br /&gt;
&lt;br /&gt;
NOTE: This probably doesn't work if your farm room is directly under the surface, not for [[plump helmets]] anyway.&lt;br /&gt;
&lt;br /&gt;
==Footstep Irrigation==&lt;br /&gt;
As your dwarves walk through wet ares, they drag [[mud]] around with them. This mud can be farmed on. Through a little creativity, you can get sections of heavily-trafficked areas wet near your farms and your dwarves will irrigate them for you.&lt;br /&gt;
&lt;br /&gt;
[[Category:Agriculture]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9712</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9712"/>
		<updated>2007-11-26T00:59:53Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: /* Workshops */ Tag correction: Statue garden -&amp;gt; Sculpture garden&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|v0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
'''Help! A crazy dwarf is in my metal shop and I need to make giant axe blades to fend off the [[Undead|skeletal]] [[elephant]]s!'''&lt;br /&gt;
&lt;br /&gt;
Periodically, individual dwarves in your fortress will be struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''.  Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact single-mindedly.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures.  If they do not manage to begin construction of the artifact within three months or so, they will go [[Strange Mood#Failure|insane]] and die soon afterward.&lt;br /&gt;
&lt;br /&gt;
However, if a dwarf does manage to create an artifact, he or she will gain one [[legendary]] [[skill]] (with one exception: &amp;quot;possessed&amp;quot; dwarves will create an artifact but gain no skill from it).&lt;br /&gt;
&lt;br /&gt;
== Strange-mood behavior ==&lt;br /&gt;
&lt;br /&gt;
When a dwarf is struck by a strange mood, the game will automatically center the map on the moody dwarf, pause, and alert you to his or her particular mood.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
&lt;br /&gt;
=== Workshops ===&lt;br /&gt;
&lt;br /&gt;
After entering a mood, a dwarf will stop whatever he or she is doing, head to a [[workshop]], and &amp;quot;claim&amp;quot; it, kicking out any other dwarf who may be using it.  The workshop a dwarf takes over will usually depend upon the dwarf's highest &amp;quot;trade&amp;quot; [[skill]]: a Bone Carver, for instance, will generally take over a [[craftsdwarf's workshop]]; a Jeweler will take over a [[jeweler's workshop]]; a Mechanic will take over a [[mechanic's workshop]]; and a Metalsmith will take over a [[forge]].  &lt;br /&gt;
&lt;br /&gt;
Most farming-, fishing-, trapping-, and combat-related skills (grower, thresher, brewer, fish cleaner, animal trainer, axedwarf, etc.) do not count as &amp;quot;trade&amp;quot; skills (although Tanners can enter strange moods, and will take over a [[tanner's shop]]).&lt;br /&gt;
&lt;br /&gt;
Active [[soldiers]] can enter a strange mood if they have any trade skills from before they were conscripted.  A soldier will be removed from his or her [[squad]] during the course of a mood and returned to it upon successful completion of an artifact.  If a soldier has gained a legendary skill, you may wish to make use of it by removing that dwarf from the military.&lt;br /&gt;
&lt;br /&gt;
If the right workshop is not available, a moody dwarf will stand idle instead (in their bedroom, outside the fort, in a [[sculpture garden]] or [[meeting hall]], etc.) waiting for you to construct the right workshop.  You can usually tell which workshop a moody dwarf wants by {{key|v}}iewing their skills; their highest trade skill will dictate which workshop you should build for them. &lt;br /&gt;
&lt;br /&gt;
Moody Glassmakers will require a [[glass furnace]] instead of a workshop, but Furnace Operators will require a [[forge]].  If your miners have reached the [[magma flow]], any dwarf requiring a forge will insist on a [[magma forge]], and will ignore any existing charcoal-powered forges.{{verify}}  Glassmakers will use either a charcoal- or a magma-fuelled glass furnace.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Moody dwarves will occasionally seize a random workshop and proceed to create their artifact there.  Following completion of the artifact, this workshop will often be converted into the type originally desired by the dwarf.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
If a dwarf manages to successfully complete an artifact, the dwarf's highest trade skill will be elevated to &amp;quot;legendary&amp;quot;.  More specifically, 20,000 [[experience]] will be added to that skill.  This will also give the dwarf several [[attribute]] boosts.  (&amp;quot;Possessed&amp;quot; dwarves, however, gain no experience.)&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting dwarf with a legendary skill you want: where possible, make sure each dwarf's highest trade skill is one of the kinds you want.  Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without trade skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a &amp;quot;dabbling&amp;quot; trade skill is the highest they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
The type of artifact created will also depend on the dwarf's highest trade skill.  Masons will always create some kind of [[stone]] object; Bone Carvers, a [[bone]] or [[shell]] object; Carpenters, a [[wood]] object, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of strange moods, [[mining]] and [[engraving]] are considered trade skills: moody miners and engravers will usually take over a craftsdwarf's or mason's workshop, turn out a stone craft or piece of furniture, and gain legendary skill as miners or engravers respectively (not as stone crafters or masons).  Furnace operators will turn out a metal craft or piece of furniture and become legendary furnace operators. Weavers will take over a [[clothes maker's shop]] and produce an article of clothing.&lt;br /&gt;
&lt;br /&gt;
Dwarves with no trade skills whatsoever (including [[children]], sometimes) can go into strange moods.  Such dwarves generally gain one of the crafting skills (wood crafter, bone carver, etc.).&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
&lt;br /&gt;
In addition to requiring a specific workshop, dwarves will also demand specific raw [[materials]] in order to complete their artifact.  Each artifact will require between one and ten items to complete.{{verify}}&lt;br /&gt;
&lt;br /&gt;
After claiming a workshop, a moody dwarf will set about collecting these materials.  If the supplies are not at hand, the dwarf will sit in the workshop until the items become available, or go insane if they do not become available before long.&lt;br /&gt;
&lt;br /&gt;
Jewelers will usually only require one item: a rough [[gem]], which they will fashion into a &amp;quot;perfect&amp;quot; gem.  Metalsmiths will usually use [[ore]] (not [[metal bars]]).{{verify}}&lt;br /&gt;
&lt;br /&gt;
Glassmakers will always require at least one piece of raw glass, usually clear. Since they will usually take over your glass furnace, you will either have to build another glass furnace or make sure you have the right types of raw glass ahead of time.  The steps involved in glass production are fairly time-consuming: you must first collect sand, which requires an empty [[bag]] and an &amp;quot;Item [[Haul]]er&amp;quot; who is not busy hauling finished goods, then haul the sand to the furnace and melt it into glass.  Clear glass is even more time consuming (the above steps plus: make [[potash]] out of [[wood]], bake it into [[pearlash]] in a [[kiln]], haul it to the furnace).  It is therefore recommended you make several pieces of raw glass of each type as early as you can, reserved for use by moody dwarves. Furthermore, any dwarf may require raw glass, not just glassmakers. ''Why is this here? Make a seperate article about glassmaking. --[[User:Mizipzor|Mizipzor]] 06:19, 6 November 2007 (EST)''&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact.  If a dwarf grabs onyx and makes a bed, for instance, it will be an &amp;quot;onyx bed&amp;quot;.  In addition to the primary substance, many other materials will often be used to construct an artifact.  An artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==== Demands ====&lt;br /&gt;
&lt;br /&gt;
While a moody dwarf is in a workshop, you can get an idea of what materials he or she wants by pressing {{k|q}} and moving the cursor over the workshop. (If the dwarf is busy fetching objects instead of &amp;quot;waiting&amp;quot; for unavailable materials, you can still see this display by catching the dwarf in the workshop just as he or she is dropping off an object.)&lt;br /&gt;
&lt;br /&gt;
The message will change every few seconds if the dwarf demands several different items. The dwarf will list all the materials he or she demands even if most of them have already been fetched. If a demand lasts longer than about 2 seconds, that means multiple items of that type will be required. Sometimes a dwarf will also mutter an unfamiliar word, such as &amp;quot;Kerging&amp;quot;. This word is the name of the artifact he or she intends to create.&lt;br /&gt;
&lt;br /&gt;
Moody dwarves collect their items in a fixed sequence, so if they have already collected at least one item (it will be lying in the workshop, viewable under the {{k|t}} menu), you can see what item in the sequence they will need next to continue. &lt;br /&gt;
&lt;br /&gt;
Things dwarves demand include:&lt;br /&gt;
&lt;br /&gt;
* [[Bones]] - &amp;quot;bones... yes&amp;quot;, &amp;quot;pictures of skeletons&amp;quot;&lt;br /&gt;
* [[Cloth]] (not thread) - &amp;quot;cloth... thread&amp;quot;, &amp;quot;pictures of stacked cloth&amp;quot;&lt;br /&gt;
* Cut [[gem]]s - &amp;quot;gems... shining&amp;quot;, &amp;quot;gems&amp;quot;. ''These must be ordinary cut gems, not &amp;quot;large&amp;quot; gems.''&lt;br /&gt;
* [[Leather]] - &amp;quot;leather... skin&amp;quot;, &amp;quot;pictures of stacked leather&amp;quot;&lt;br /&gt;
* Metal [[ore]] - &amp;quot;ore... particular ore&amp;quot;, &amp;quot;picture of an ore mine&amp;quot;, &amp;quot;the correct ore&amp;quot;&lt;br /&gt;
* Metal [[bar]]s - &amp;quot;shining bars... metal&amp;quot;, &amp;quot;shining bars of metal&amp;quot;&lt;br /&gt;
* Rough [[gem]]s - &amp;quot;rough... color&amp;quot;. ''Sometimes when they request rough gems they are looking for a specific type of raw [[glass]].''&lt;br /&gt;
* Raw crystal [[glass]] - &amp;quot;rough gems and glass&amp;quot; (I think this is right.  I have raw types of both green and clear glass, but not crystal glass)&lt;br /&gt;
* Raw clear [[glass]] - &amp;quot;raw... clear&amp;quot;, &amp;quot;glass with burning wood&amp;quot;&lt;br /&gt;
* [[Shell]] - &amp;quot;a shell&amp;quot;&lt;br /&gt;
* [[Stone]] - &amp;quot;stone... rock&amp;quot;, &amp;quot;pictures of a quarry&amp;quot;, &amp;quot;the right stone&amp;quot;&lt;br /&gt;
* Stone [[block]]s - &amp;quot;blocks... bricks&amp;quot;, &amp;quot;the proper surface to work on&amp;quot;, &amp;quot;square blocks&amp;quot; &lt;br /&gt;
* [[Wood]] - &amp;quot;tree... life&amp;quot;, &amp;quot;pictures of a forest&amp;quot;, &amp;quot;a tree&amp;quot; &lt;br /&gt;
* Dwarven bones/[[refuse|remains]] - &amp;quot;things... certain things&amp;quot;. ''This demand is only seen during &amp;quot;Macabre&amp;quot; moods.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sometimes the required item(s) will be very specific (for instance, rough [[emerald]]s); other times, very general (leather from any type of creature). Sometimes when dwarves are waiting for a specific material, it will be listed in the dwarf's [[thoughts and preferences]]. For instance, a dwarf that &amp;quot;likes platinum&amp;quot; will sometimes use one or more platinum nuggets in the construction of an artifact. This is not always the case, however, and they may want a completely unrelated item.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Once the dwarf has assembled all the materials he or she needs, the game will announce that the dwarf &amp;quot;has begun a mysterious construction!&amp;quot;. The artifact should be completed within a day or two.&lt;br /&gt;
&lt;br /&gt;
Dwarves which have created an artifact will hold on to it for a very long time (or the loss of the limb in which it is held{{verify}}) after which one of three events can occur. &lt;br /&gt;
* The dwarf can become [[obsessed]] with the item and will keep hold of it until death.{{verify}}&lt;br /&gt;
* Become nervous and hide the artifact.{{verify}}&lt;br /&gt;
* Become uneasy and drop the artifact wherever he currently stands.{{verify}}&lt;br /&gt;
&lt;br /&gt;
If it is a heavy object (such as a floodgate), it will [[speed|slow]] them substantially unless they have several levels of [[strength]]. This is a bigger problem with a possessed dwarf, as the legendary status resulting from other moods will provide a good [[attributes|attribute]] boost.&lt;br /&gt;
&lt;br /&gt;
=== Failure ===&lt;br /&gt;
&lt;br /&gt;
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact.  This insanity can take several forms:&lt;br /&gt;
&lt;br /&gt;
* Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point.  They may also hurl themselves into the [[river]], [[chasm]], or [[magma]] immediately.{{verify}}&lt;br /&gt;
* Become a babbling wreck.  A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.&lt;br /&gt;
* Go on a murderous rampage.&lt;br /&gt;
&lt;br /&gt;
The first two outcomes are harmless (except to the moody dwarf, who will die), but you may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms (with doors), you can also lock the moody dwarf in the room until he or she starves.&lt;br /&gt;
&lt;br /&gt;
Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed) will cause insanity. Note that the insanity can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop.&lt;br /&gt;
&lt;br /&gt;
== Types of strange moods ==&lt;br /&gt;
&lt;br /&gt;
The first message in the following sections is how the mood is [[announcements|announced]]; the second message appears in the dwarf's profile when he or she is ['''v''']iewed.  All dwarves in a strange mood will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
&lt;br /&gt;
* ''Taken by a fey mood!''&lt;br /&gt;
* ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
&lt;br /&gt;
* ''Withdraws from society...''&lt;br /&gt;
* ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except instead of loudly proclaiming his demands, a secretive dwarf will sketch his or her ideas.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
&lt;br /&gt;
* ''Has been possessed!''&lt;br /&gt;
* ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves behave the same as fey dwarves, but will not gain any skill once the artifact is complete.  Their thoughts are also cryptic, but are harder to understand than dwarves who withdraw from society.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
&lt;br /&gt;
* ''Looses a roaring laughter, fell and terrible!''&lt;br /&gt;
* ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will take over a [[butcher's shop]] or a [[tanner's shop]] instead of one of the craft shops. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary Bone Carver or Leatherworker.  Strangely, none of the other dwarves seem to mind the murder. &lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only &amp;quot;fail&amp;quot; if a hermit has a horrible fell look or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
&lt;br /&gt;
* ''Begins to stalk and brood...''&lt;br /&gt;
* ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Like a fell mood, above, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.&lt;br /&gt;
&lt;br /&gt;
Fell and Macabre moods will only happen to dwarves which are [[Thoughts|unhappy]] at the time of entering a mood.&lt;br /&gt;
&lt;br /&gt;
== Multiple Moods ==&lt;br /&gt;
&lt;br /&gt;
Toady stated on [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=000567 this] thread in the forum that two moods at once is a bug. Therefore, it is safe to assume that it is usually impossible to get more than one mood at once. Also, on the buglists: 000317 □ [dwarf mode][moods]   two mood dwarves at once&lt;br /&gt;
&lt;br /&gt;
== Unresolved questions ==&lt;br /&gt;
&lt;br /&gt;
* ''Does a larger number of dwarves in a fortress increase the chance of strange moods?''&lt;br /&gt;
** A fortress with a very small number of dwarves (1-3) can go many years without seeing any strange moods, so it would seem so.&lt;br /&gt;
* ''Can the same dwarf go into a strange mood more than once?''&lt;br /&gt;
** Presumably, they cannot.&lt;br /&gt;
* ''Can an already legendary dwarf go into a strange mood?''&lt;br /&gt;
** A Legendary dwarf that hasn't acquired legendary status via creating an artifact ''can'' go into a strange mood.&lt;br /&gt;
* ''How many strange moods can occur in a single fortress?''&lt;br /&gt;
** According to Lightning4, an unlimited number, but once the 15th artifact is made, moods stop. Destruction of an artifact by any means does not decrease the artifact counter.&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Statue&amp;diff=4118</id>
		<title>40d:Statue</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Statue&amp;diff=4118"/>
		<updated>2007-11-26T00:58:51Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: Tag correction: Statue garden -&amp;gt; Sculpture garden&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Statues are buildings which can be built from the {{k|b}}uild menu under {{k|s}}tatue. They can be made from [[stone]], [[glass]], or [[metal]] bars. &amp;lt;br /&amp;gt;&lt;br /&gt;
A statue raises the value of the room it is placed in. The amount that the room value is raised depends on the craftsmanship of the statue.  Statues also are more valuable than other furniture made with the same material and quality level.  &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Statues may be built using one stone at the [[mason's workshop]] using the [[masonry]] [[labor]].  Statues may also be built using three metal bars of the same type at a [[metalsmith's forge]] using the [[blacksmithing]] labor.&lt;br /&gt;
&lt;br /&gt;
You can create a [[sculpture garden]] from a statue's {{k|q}} menu. Dwarves will spend time at a statue garden appreciating the statues and may even organize parties there.&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Site&amp;diff=29307</id>
		<title>40d Talk:Site</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Site&amp;diff=29307"/>
		<updated>2007-11-26T00:48:58Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: This is the currently most wanted page on this wiki. Do we need it..?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So this is the most wanted page on the wiki... Do we even need it? I mean, since we already got &amp;quot;map tiles&amp;quot; which for me seems to be the same thing... Maybe have it redirect to map tiles? &lt;br /&gt;
-Uberubert&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19704</id>
		<title>40d:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19704"/>
		<updated>2007-11-23T17:22:31Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: /* Throwing */ updated number of throws needed to reach legendary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In '''adventurer mode''', you pick a race ([[elf]], [[dwarf]] or [[human]]) and start out in either a town of your race or in a previous fortress you played on. You can receive [[quest]]s, venture into the wilderness to find caves, abandoned towers and other villages. You can even visit your old fortresses and find whatever riches were left to be guarded by the creatures that fated your fortress.&lt;br /&gt;
&lt;br /&gt;
== Your first adventure ==&lt;br /&gt;
&lt;br /&gt;
=== Picking a race ===&lt;br /&gt;
When it comes to picking a race, there is difference in skills. [[Dwarves]] cannot wear human sized [[armor]], and are somewhat limited in the [[weapons]] they can wield due to their size. [[Elves]] have a slightly different set of skills. [[Humans]] are generally fairly well-balanced, and are the easiest to acquire quests from. Each race fares differently in combat; you may wish to look at the races' pages for the finer details.&lt;br /&gt;
&lt;br /&gt;
=== Choosing skills ===&lt;br /&gt;
Basically, if you want to start with a weapon, you need to avoid having the most points spent in unarmored/[[wrestling]]. If you, for example, choose to start out with most points in [[swordsman]], you will start out with a [[sword]]. When you have chosen your preferred set of skills, you can press {{key|Enter}} to embark.&lt;br /&gt;
&lt;br /&gt;
=== Setting out ===&lt;br /&gt;
If you chose human, you will start out inside the mayors house. You will see the mayor (purple) and probably several [[drunks]]. Press {{key|k}} and talk to the mayor. Press 'services' for a [[quest]]. You can talk to the drunks and recruit them to your party for some additional combat aid. Be sure to read the [[Adventure Mode quick reference]] or use the help files for more information on the commands in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
In towns you can find merchants inside some buildings. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.&lt;br /&gt;
&lt;br /&gt;
=== Equipping your adventurer === &lt;br /&gt;
After acquiring armor from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|p}}ut it on, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
&lt;br /&gt;
== Travelling the world ==&lt;br /&gt;
&lt;br /&gt;
=== How-to ===&lt;br /&gt;
You can walk around the whole world tile by tile if you wish, but given the size of the world, you might want to consider using another method. Pressing {{key|T}} will let see a very zoomed out map of the surrounding area. Moving about on this map is much faster, as well as it heals your adventurer, keeps him from starving, dehydrating, or getting tired. To exit this screen and explore the area you've reached, press '&amp;gt;'.&lt;br /&gt;
&lt;br /&gt;
=== Finding quest locations ===&lt;br /&gt;
After receiving a quest, you will be able to track its location using the {{key|Q}}uest log. Initially it will just give you the location on the {{key|T}}ravel map, though a lesser-known feature is its use in finding the cave entry (or other such target) once you're already in the local map. Bring up the quest log again, highlight the quest objective you're after, and {{key|z}}oom to it. It should then provide you with a local map of your current area, complete with a 3x3 box of flashing squares. This box indicates the general location of the cave's mouth. You'll still have to do some searching, but at least it's narrowed down for you. You can bring up this map at any time that you're in the local area of a quest objective.&lt;br /&gt;
&lt;br /&gt;
=== Visiting abandoned fortresses ===&lt;br /&gt;
If you start an adventure in a world with one or more abandoned fortresses, you can take your adventurer to see the sites of your previous endeavours. When you find one of your old fortresses, you will find that everything is a mess. Items are scattered about, things are smashed up and there are probably new hostile inhabitants that you will need to fend off. Visiting your old fortresses might prove to be rewarding, since you can find armor and weapons you made (if you made any). The best thing to be found in your fortress would probably be any left behind artifact weapon or armor. This is also probably the best (and only?) way to get artifact-quality weapons and armor.&lt;br /&gt;
&lt;br /&gt;
Also remember to check out any engravings you made while in fortress mode. When checking out engravings in adventure mode, they reveal alot more specific information about the event that is engraved.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Fighting is extremely detailed in adventure mode! This adds alot of fun in the battle, since there are so many ways to injure your opponents/victims.&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
If you have a [[weapon | bow]] or [[weapon | crossbow]], you can shoot arrows or bolts at enemies. You can also throw anything you can carry at enemies. Ranged attacks are highly efficient when you hit.&lt;br /&gt;
To fire your bow or crossbow, press {{key|f}}, and move the marker to the enemy you wish to fire upon, and press {{key|Enter}}. Same with throwing stuff, only press {{key|t}} and choose wich item to throw, then choose the victim.&lt;br /&gt;
''Note: Throwing is slightly bugged, but in a good and fun way. You can throw captured flies, socks and even vomit if you want, with lethal effects. (Water piercing lungs, flies piercing hearts etc..)''&lt;br /&gt;
&lt;br /&gt;
=== Close combat ===&lt;br /&gt;
To fight a creature by hitting it, you just need to walk towards the creature. Alternatively, you can press {{key|A}} and choose your target. After you've pressed {{key|A}} and are given the list of targets to attack, you can use {{key|Enter}} to choose between a normal attack and [[wrestling]] before selecting which opponent you wish to target.&lt;br /&gt;
A normal attack will make the adventurer hit the target with whatever weapon he holds. If he is holding no weapon, he will bash with his shield. If he has neither a weapon nor a shield, he will either punch his target or grab a random appendage.&lt;br /&gt;
In [[wrestling]], you must spend a few rounds locking the target's limbs to be able to break and splinter them (good times). Alternately, you could try gouging, pinching, or strangling them instead.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
Your adventurer will get wounded by enemies or falling (jumping) off cliffs. The best (and only?) way to heal, is to press {{key|T}}, and travel atleast 1 tile in any direction. Your adventurer will be fully healed then. Read more about wounds [[Wound|HERE]].&lt;br /&gt;
&lt;br /&gt;
== Tips for survival ==&lt;br /&gt;
Dying is easy in adventurer mode, especially if you've just started out. Following these simple tips will increase your chance to survive, and reach those nice stats and legendary skills! These tips are for the faint of heart only. If you like the challenges of the game, feel free to do the opposite of what these tips say.&lt;br /&gt;
&lt;br /&gt;
=== Living Shields ===&lt;br /&gt;
If you recruit some members to your party, you will not only gain extra damage-output. You will also have someone else to take the damage dealt towards YOU! &amp;lt;br/&amp;gt;&lt;br /&gt;
When you first start out, the easiest human shields to recruit are the drunks! They are found in human towns (and other places?) inside the same building as the mayor. They will gladly come with you and block some blows for you. Drunks will mostly attempt to do low-skill wrestling and (mostly) damage-less punches. Don't expect them to last long when you meet that Giant you are supposed to kill.&amp;lt;br/&amp;gt;&lt;br /&gt;
When you have finished some quests, you will have a better reputation(?), and can then recruit other adventurers with some actual skills. These could be axemen, swordmen and others.&amp;lt;br/&amp;gt;&lt;br /&gt;
The better your reputation(?) is, the bigger a party can you assemble. Whenever you meet a nasty creep/&amp;quot;boss&amp;quot;, just get behind the other team-members, and they will take on the first blows. &lt;br /&gt;
&lt;br /&gt;
=== Avoid the impossible ===&lt;br /&gt;
Some things are harder than others. Descide for yourself is this is due to unbalancing of the game, realism or simply to add to the variety of challenges.&lt;br /&gt;
&lt;br /&gt;
==== Giant Cave Spiders ====&lt;br /&gt;
Unless you are a legendary or better (ok its not possible to go beyond legendary..) bow-/crossbowman, you should at all costs AVOID giant cave spiders!! They shoot a web at you, making you immobilized while they rip your limbs off one by one. Then when you finally break free from the web, and can attack again, you've probably lost your arms while lying on the floor and the spider is about to throw by your head up in the roof. Leave these for the living shields to deal with while you slip out the other way.&lt;br /&gt;
&lt;br /&gt;
==== Arrows ====&lt;br /&gt;
Don't take on quests where you need to kill elite bow-/crossbowmen! Generally, avoid flying arrows! Why? Because bow/crossbowmen have the tendency to see farther than you can. They are therefore able to fire at you from beyond your sight, making it hard to see where the arrow(s) are coming from. You may therefor end up chasing the shooter in the wrong direction, giving the shooter even MORE time to turn you into a pin-coushin. Of course, this is only the case if you manage to survive the first 3-4 arrows, because arrows are BAD for anyone but the shooters health.&lt;br /&gt;
&lt;br /&gt;
=== Training yourself ===&lt;br /&gt;
Gaining stats (strength, agility, toughness) helps alot when fighting. How to best train yourself?&lt;br /&gt;
&lt;br /&gt;
==== Throwing ====&lt;br /&gt;
While walking around on a creature-less place, you should occasionally press {{key|g}} to check for rocks. Rocks are practically free ammo. When you find a tile with rocks, pick up alot of them (there are infinte rocks), and start throwing them. You can simply throw them at the tile you are standing at. Every throw will gain you 30 points toward the skill &amp;quot;Throwing&amp;quot;, and will after a while increase your stats (Strength, agility, toughness). You will need to throw 600 rocks to reach legendary Thrower (starting with no skill).&amp;lt;br/&amp;gt;&lt;br /&gt;
Throwing rocks are also a cheap way to injure enemies before they reach you if you are a melee-fighter.&amp;lt;br/&amp;gt;&lt;br /&gt;
You can also throw other stuff you can find, like flies, beetles, worms, and even vomit. If you have a tendency to chop off enemy-limbs, you can even throw these limbs. Iron men are fun, because they leave behind a nice statue for your taking. This statue can also be thrown. Arrows seem to be deadlier than other thrown items.&lt;br /&gt;
&lt;br /&gt;
==== Bow/Crossbow-skill ====&lt;br /&gt;
This skill-training works the same way as throwing. You gain skill per shot, not per hit. This is a more expensive skill to train because you need to buy (or find) arrows/bolts, but is also a much more deadly skill. Shooting arrows at enemies is fun, because it is very efficient. Sadly, that also goes for enemy bow/crossbowmen.&lt;br /&gt;
&lt;br /&gt;
==== Wrestling ====&lt;br /&gt;
Since melee-weaponskills are hard train because not every hit gives points towards the skill, why not train your wrestling? When you are alone with a unconcious creep, why not break some limbs before finishing it off? Creeps are always going to try to break your arms and legs, so having a bit of skill in wrestling will help break those locks alot. Also training wrestling is a quicker way to better stats (strength, agility, toughness) because wrestling is skill where you gain points per move instead per &amp;quot;hit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Swimming ====&lt;br /&gt;
''needs rewrite by someone who has tested this''&amp;lt;br/&amp;gt;&lt;br /&gt;
Swimming around in ponds and whatnots should gain you a nice statboost. Be sure to avoid drowning. &lt;br /&gt;
&lt;br /&gt;
==== Ambushing ====&lt;br /&gt;
Sneaking around, training your ability to not be seen will also boost your stats. Could be helpful for dealing with creatures as well.&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
-Recruit some living spearcatchers&amp;lt;br/&amp;gt;&lt;br /&gt;
-Avoid flying arrows&amp;lt;br/&amp;gt;&lt;br /&gt;
-Throw rocks/statues/socks/bugs at enemies that still haven't reached you&amp;lt;br/&amp;gt;&lt;br /&gt;
-Train your stats before taking on your first quest-monster&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Iron_man&amp;diff=19464</id>
		<title>40d:Iron man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Iron_man&amp;diff=19464"/>
		<updated>2007-11-22T18:32:36Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: iron man never gives in to pain.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
The iron man can be found dwelling on maps with chasms or cave complexes. An iron man will never &amp;quot;give in to pain&amp;quot; like normal creatures. When you kill an iron man, he leaves behind a masterpiece iron statue for your taking.&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19703</id>
		<title>40d:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19703"/>
		<updated>2007-11-22T17:19:37Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: Added section about survival tips. Should be helpful.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In '''adventurer mode''', you pick a race ([[elf]], [[dwarf]] or [[human]]) and start out in either a town of your race or in a previous fortress you played on. You can receive [[quest]]s, venture into the wilderness to find caves, abandoned towers and other villages. You can even visit your old fortresses and find whatever riches were left to be guarded by the creatures that fated your fortress.&lt;br /&gt;
&lt;br /&gt;
== Your first adventure ==&lt;br /&gt;
&lt;br /&gt;
=== Picking a race ===&lt;br /&gt;
When it comes to picking a race, there is difference in skills. [[Dwarves]] cannot wear human sized [[armor]], and are somewhat limited in the [[weapons]] they can wield due to their size. [[Elves]] have a slightly different set of skills. [[Humans]] are generally fairly well-balanced, and are the easiest to acquire quests from. Each race fares differently in combat; you may wish to look at the races' pages for the finer details.&lt;br /&gt;
&lt;br /&gt;
=== Choosing skills ===&lt;br /&gt;
Basically, if you want to start with a weapon, you need to avoid having the most points spent in unarmored/[[wrestling]]. If you, for example, choose to start out with most points in [[swordsman]], you will start out with a [[sword]]. When you have chosen your preferred set of skills, you can press {{key|Enter}} to embark.&lt;br /&gt;
&lt;br /&gt;
=== Setting out ===&lt;br /&gt;
If you chose human, you will start out inside the mayors house. You will see the mayor (purple) and probably several [[drunks]]. Press {{key|k}} and talk to the mayor. Press 'services' for a [[quest]]. You can talk to the drunks and recruit them to your party for some additional combat aid. Be sure to read the [[Adventure Mode quick reference]] or use the help files for more information on the commands in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
In towns you can find merchants inside some buildings. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.&lt;br /&gt;
&lt;br /&gt;
=== Equipping your adventurer === &lt;br /&gt;
After acquiring armor from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|p}}ut it on, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
&lt;br /&gt;
== Travelling the world ==&lt;br /&gt;
&lt;br /&gt;
=== How-to ===&lt;br /&gt;
You can walk around the whole world tile by tile if you wish, but given the size of the world, you might want to consider using another method. Pressing {{key|T}} will let see a very zoomed out map of the surrounding area. Moving about on this map is much faster, as well as it heals your adventurer, keeps him from starving, dehydrating, or getting tired. To exit this screen and explore the area you've reached, press '&amp;gt;'.&lt;br /&gt;
&lt;br /&gt;
=== Finding quest locations ===&lt;br /&gt;
After receiving a quest, you will be able to track its location using the {{key|Q}}uest log. Initially it will just give you the location on the {{key|T}}ravel map, though a lesser-known feature is its use in finding the cave entry (or other such target) once you're already in the local map. Bring up the quest log again, highlight the quest objective you're after, and {{key|z}}oom to it. It should then provide you with a local map of your current area, complete with a 3x3 box of flashing squares. This box indicates the general location of the cave's mouth. You'll still have to do some searching, but at least it's narrowed down for you. You can bring up this map at any time that you're in the local area of a quest objective.&lt;br /&gt;
&lt;br /&gt;
=== Visiting abandoned fortresses ===&lt;br /&gt;
If you start an adventure in a world with one or more abandoned fortresses, you can take your adventurer to see the sites of your previous endeavours. When you find one of your old fortresses, you will find that everything is a mess. Items are scattered about, things are smashed up and there are probably new hostile inhabitants that you will need to fend off. Visiting your old fortresses might prove to be rewarding, since you can find armor and weapons you made (if you made any). The best thing to be found in your fortress would probably be any left behind artifact weapon or armor. This is also probably the best (and only?) way to get artifact-quality weapons and armor.&lt;br /&gt;
&lt;br /&gt;
Also remember to check out any engravings you made while in fortress mode. When checking out engravings in adventure mode, they reveal alot more specific information about the event that is engraved.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Fighting is extremely detailed in adventure mode! This adds alot of fun in the battle, since there are so many ways to injure your opponents/victims.&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
If you have a [[weapon | bow]] or [[weapon | crossbow]], you can shoot arrows or bolts at enemies. You can also throw anything you can carry at enemies. Ranged attacks are highly efficient when you hit.&lt;br /&gt;
To fire your bow or crossbow, press {{key|f}}, and move the marker to the enemy you wish to fire upon, and press {{key|Enter}}. Same with throwing stuff, only press {{key|t}} and choose wich item to throw, then choose the victim.&lt;br /&gt;
''Note: Throwing is slightly bugged, but in a good and fun way. You can throw captured flies, socks and even vomit if you want, with lethal effects. (Water piercing lungs, flies piercing hearts etc..)''&lt;br /&gt;
&lt;br /&gt;
=== Close combat ===&lt;br /&gt;
To fight a creature by hitting it, you just need to walk towards the creature. Alternatively, you can press {{key|A}} and choose your target. After you've pressed {{key|A}} and are given the list of targets to attack, you can use {{key|Enter}} to choose between a normal attack and [[wrestling]] before selecting which opponent you wish to target.&lt;br /&gt;
A normal attack will make the adventurer hit the target with whatever weapon he holds. If he is holding no weapon, he will bash with his shield. If he has neither a weapon nor a shield, he will either punch his target or grab a random appendage.&lt;br /&gt;
In [[wrestling]], you must spend a few rounds locking the target's limbs to be able to break and splinter them (good times). Alternately, you could try gouging, pinching, or strangling them instead.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
Your adventurer will get wounded by enemies or falling (jumping) off cliffs. The best (and only?) way to heal, is to press {{key|T}}, and travel atleast 1 tile in any direction. Your adventurer will be fully healed then. Read more about wounds [[Wound|HERE]].&lt;br /&gt;
&lt;br /&gt;
== Tips for survival ==&lt;br /&gt;
Dying is easy in adventurer mode, especially if you've just started out. Following these simple tips will increase your chance to survive, and reach those nice stats and legendary skills! These tips are for the faint of heart only. If you like the challenges of the game, feel free to do the opposite of what these tips say.&lt;br /&gt;
&lt;br /&gt;
=== Living Shields ===&lt;br /&gt;
If you recruit some members to your party, you will not only gain extra damage-output. You will also have someone else to take the damage dealt towards YOU! &amp;lt;br/&amp;gt;&lt;br /&gt;
When you first start out, the easiest human shields to recruit are the drunks! They are found in human towns (and other places?) inside the same building as the mayor. They will gladly come with you and block some blows for you. Drunks will mostly attempt to do low-skill wrestling and (mostly) damage-less punches. Don't expect them to last long when you meet that Giant you are supposed to kill.&amp;lt;br/&amp;gt;&lt;br /&gt;
When you have finished some quests, you will have a better reputation(?), and can then recruit other adventurers with some actual skills. These could be axemen, swordmen and others.&amp;lt;br/&amp;gt;&lt;br /&gt;
The better your reputation(?) is, the bigger a party can you assemble. Whenever you meet a nasty creep/&amp;quot;boss&amp;quot;, just get behind the other team-members, and they will take on the first blows. &lt;br /&gt;
&lt;br /&gt;
=== Avoid the impossible ===&lt;br /&gt;
Some things are harder than others. Descide for yourself is this is due to unbalancing of the game, realism or simply to add to the variety of challenges.&lt;br /&gt;
&lt;br /&gt;
==== Giant Cave Spiders ====&lt;br /&gt;
Unless you are a legendary or better (ok its not possible to go beyond legendary..) bow-/crossbowman, you should at all costs AVOID giant cave spiders!! They shoot a web at you, making you immobilized while they rip your limbs off one by one. Then when you finally break free from the web, and can attack again, you've probably lost your arms while lying on the floor and the spider is about to throw by your head up in the roof. Leave these for the living shields to deal with while you slip out the other way.&lt;br /&gt;
&lt;br /&gt;
==== Arrows ====&lt;br /&gt;
Don't take on quests where you need to kill elite bow-/crossbowmen! Generally, avoid flying arrows! Why? Because bow/crossbowmen have the tendency to see farther than you can. They are therefore able to fire at you from beyond your sight, making it hard to see where the arrow(s) are coming from. You may therefor end up chasing the shooter in the wrong direction, giving the shooter even MORE time to turn you into a pin-coushin. Of course, this is only the case if you manage to survive the first 3-4 arrows, because arrows are BAD for anyone but the shooters health.&lt;br /&gt;
&lt;br /&gt;
=== Training yourself ===&lt;br /&gt;
Gaining stats (strength, agility, toughness) helps alot when fighting. How to best train yourself?&lt;br /&gt;
&lt;br /&gt;
==== Throwing ====&lt;br /&gt;
While walking around on a creature-less place, you should occasionally press {{key|g}} to check for rocks. Rocks are practically free ammo. When you find a tile with rocks, pick up alot of them (there are infinte rocks), and start throwing them. You can simply throw them at the tile you are standing at. Every throw will gain you 30 points toward the skill &amp;quot;Throwing&amp;quot;, and will after a while increase your stats (Strength, agility, toughness). You will need to throw atleast 100-200 rocks to reach legendary Thrower. (someone else calculate the accurate numbers..)&amp;lt;br/&amp;gt;&lt;br /&gt;
Throwing rocks are also a cheap way to injure enemies before they reach you if you are a melee-fighter.&amp;lt;br/&amp;gt;&lt;br /&gt;
You can also throw other stuff you can find, like flies, beetles, worms, and even vomit. If you have a tendency to chop off enemy-limbs, you can even throw these limbs. Iron men are fun, because they leave behind a nice statue for your taking. This statue can also be thrown. Arrows seem to be deadlier than other thrown items.&lt;br /&gt;
&lt;br /&gt;
==== Bow/Crossbow-skill ====&lt;br /&gt;
This skill-training works the same way as throwing. You gain skill per shot, not per hit. This is a more expensive skill to train because you need to buy (or find) arrows/bolts, but is also a much more deadly skill. Shooting arrows at enemies is fun, because it is very efficient. Sadly, that also goes for enemy bow/crossbowmen.&lt;br /&gt;
&lt;br /&gt;
==== Wrestling ====&lt;br /&gt;
Since melee-weaponskills are hard train because not every hit gives points towards the skill, why not train your wrestling? When you are alone with a unconcious creep, why not break some limbs before finishing it off? Creeps are always going to try to break your arms and legs, so having a bit of skill in wrestling will help break those locks alot. Also training wrestling is a quicker way to better stats (strength, agility, toughness) because wrestling is skill where you gain points per move instead per &amp;quot;hit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Swimming ====&lt;br /&gt;
''needs rewrite by someone who has tested this''&amp;lt;br/&amp;gt;&lt;br /&gt;
Swimming around in ponds and whatnots should gain you a nice statboost. Be sure to avoid drowning. &lt;br /&gt;
&lt;br /&gt;
==== Ambushing ====&lt;br /&gt;
Sneaking around, training your ability to not be seen will also boost your stats. Could be helpful for dealing with creatures as well.&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
-Recruit some living spearcatchers&amp;lt;br/&amp;gt;&lt;br /&gt;
-Avoid flying arrows&amp;lt;br/&amp;gt;&lt;br /&gt;
-Throw rocks/statues/socks/bugs at enemies that still haven't reached you&amp;lt;br/&amp;gt;&lt;br /&gt;
-Train your stats before taking on your first quest-monster&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5481</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5481"/>
		<updated>2007-11-22T00:14:26Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: /* Seeds */ Added a quick cool seed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to rapidly find working worlds and save on generating time, some users pregenerate and share worlds to others. With the new seed technology, it is possible to share an entire world in as little as a dozen digits. Share neat worlds, unique worlds using Seeds to save upload time, or share worlds using the save file to save on world creation time for others.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet.  Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
=== The Continents of Mist ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://rapidshare.com/files/69121571/continents_of_mist.zip The Continents of Mist]&amp;lt;br/&amp;gt;&lt;br /&gt;
Download includes a list of magma and non-magma sites, each with (non-spoily) description and location map.&amp;lt;br/&amp;gt;&lt;br /&gt;
(version v0.27.169.33a, seed 757133686, provided by Fedor)&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world.  Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed.  Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation.  It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
The random seed used also determines the world's name if a random name is selected.  As a consequence, the choice of whether to use a random name or a given name can result in a completely different world even when the same seed is used.  Seed publishers should specify whether a random name was selected when generating the world.&lt;br /&gt;
&lt;br /&gt;
A further warning: The operating system a seed is generated on can have small, but noticeable effects on the creation of the world, If you are going to submit a new seed to the list, but have a specific location you want to point out it may be important to include what OS you generated it under.&lt;br /&gt;
&lt;br /&gt;
=== Seed 0: 0 Rejects and plenty of awesomeness ===&lt;br /&gt;
&lt;br /&gt;
This world uses a random name and was generated in v0.27.169.33a.&lt;br /&gt;
&lt;br /&gt;
[http://img140.imageshack.us/my.php?image=worldmapregion210500hk1.jpg You may see this for yourself here.]  Notables are a fairly large ocean in the lower-left corner, about 6 volcanoes scattered around the map, and I firmly believe there is a final volcano in the lower-right tundra corner of the map (because I *saw* it while the world was generating and the year was 1048, dammit), though the picture doesn't show it.  There also seems to be a nice variety of environments for your leisure.  Enjoy!&lt;br /&gt;
&lt;br /&gt;
And I have found it.  Behold the beauty:&lt;br /&gt;
&lt;br /&gt;
[[Image:Freezingvolcano.JPG|A volcano in an unusual area]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 2: A Quick One ===&lt;br /&gt;
&lt;br /&gt;
This seed only rejects 3 regions, so it is one of the quickest to generate. This saves time if your computer is slow, and don't want to download the pregenerated one.&lt;br /&gt;
&lt;br /&gt;
Here is a starting place for seed 2 that is relatively flat, has magma and water on the same Z level. Has flux, sand. Heavily forested and max herbs. Enjoy.&lt;br /&gt;
&lt;br /&gt;
The aquifer is only in the top left corner of this map, and can easily be avoided if you don't wish to deal with one.&lt;br /&gt;
&lt;br /&gt;
'''Neighbors:''' [[Dwarves]], [[Elves]], [[Goblins]], [[Humans]]&lt;br /&gt;
&lt;br /&gt;
'''Features:''' [[Magma vent]], [[Aquifer]]&lt;br /&gt;
&lt;br /&gt;
'''Dominant Stone Types:''' [[Granite]], [[Rhyolite]], [[Andesite]]&lt;br /&gt;
&lt;br /&gt;
'''Sand Types:''' [[Loamy sand|Loamy]], [[Black sand|Black]]&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' [[Temperate]]&lt;br /&gt;
&lt;br /&gt;
'''Biomes:''' [[Temperate Freshwater Swamp]]&lt;br /&gt;
&lt;br /&gt;
'''Generation Features:''' Only 3 rejections&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarfort_2007-11-03_02-06-26-53.jpg]]&lt;br /&gt;
&lt;br /&gt;
* A couple more nice starting spots right next door have similar features, though with mountains, being slightly further apart and with a higher challenge (being in the &amp;quot;Terrifying&amp;quot; area). Both have sand (in the tree-lined areas) and flux.&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_seeda.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_seedb.png]]&lt;br /&gt;
&lt;br /&gt;
===Seed 34: One Reject Seed===&lt;br /&gt;
Nice and easy for those of you with slow PCs.&lt;br /&gt;
&lt;br /&gt;
=== Seed 2577317804: Volcano Amidst a Thick Forest ===&lt;br /&gt;
&lt;br /&gt;
VeryInky of the #bay12games [[IRC]] channel has discovered that generator seed 2577317804 guarantees a decent sized magma vent, which apparently flows downward to the core of the planet itself. And luckily, it's surrounded by a scenic forest housing deadly creatures.&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcano.jpg]]&lt;br /&gt;
&lt;br /&gt;
The square above this scenic forest with a magma vent, contains also a mamgma vent, a large amount of mountain, but also a forgotten ruin.&lt;br /&gt;
&lt;br /&gt;
=== Seed 2268220040: 3 Volcanic Islands, With at Least 10 Other Random Land Based Volcanoes  ===&lt;br /&gt;
&lt;br /&gt;
This world contains over 10 volcanoes, most of them in reasonable positions, some in Forests, some in in mountains, some that are right next to mountains ''and'' forests, and others in less convenient places. However, the real gems are the 3 volcanic islands. Some screens of the volcanic islands even contain both ocean tiles volcanic vent on the same local map.&lt;br /&gt;
&lt;br /&gt;
Ever wanted that volcanic AND secret island lair? This is the world for you.&lt;br /&gt;
&lt;br /&gt;
[[Image:Island-Volcanic-Lair-(s)-cl.gif]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3089130238: Isolated feature-rich mountain ===&lt;br /&gt;
'''Neighbours:''' dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' 2 chasms (snowflake formation and dryed magma tube), magma tube, cave river and deep pits.&lt;br /&gt;
&lt;br /&gt;
'''Dominant stone type:''' obsidian, gabbro and granite.&lt;br /&gt;
&lt;br /&gt;
'''Common stone types:''' microcline, olivine, orthoclase.&lt;br /&gt;
&lt;br /&gt;
'''Sand type:''' yellow sand near magma-tube.&lt;br /&gt;
&lt;br /&gt;
'''Minerals:''' mountain is rich in copper and silver ores as well as &lt;br /&gt;
clusters of gemstones; it lacks, however, steel-producing minerals.&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' untamed wilds mountain surrounded by joyfull tropical broadleaf forests, where both highwood and featherwood grow. Unicorns were seen roaming there.&lt;br /&gt;
&lt;br /&gt;
'''FPS-saving:''' Downmost row on the map-rectangle contains only snowflake-chasm. Leftmost column contains the aforementioned chasm and a part of the forest.&lt;br /&gt;
&lt;br /&gt;
[[Image:3089130238.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3706678589: The Domain of Dragons...? ===&lt;br /&gt;
'''Horrible Descriptions of Vagueness:''' Near the southern dwarven civilization, there are volcanos right near warm forests, and a little hunting can find you a minimum-size area containing a magma vent, a river, heavy forest, and sand. Which would be ideal if not for the fact that this is a Tropical Moist Broadleaf Forest we're talking about, which, if the forum is to be believed, contains some of the most [[Elephant|terrifying creatures]] ever to walk any of the worlds. --[[User:Alfador|Alfador]] 00:01, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Seed 1149670256 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Pretty funny oddity while I was making new world map, there's two 'volcano mountains' next to each other And in the tile just south of the left most volacno there's both chams and volcano quite close to each other, just dig nice hole in between and you have one chasmfull of dead people, hehe Both of them seem pretty hostile though... To get to the location, just pick regular size zone so that you can reach the red ~ (volcano) icon and two or three rows below it and same amount to left. Then you have both&lt;br /&gt;
&lt;br /&gt;
Didn't check the other volcano sites though, but the one I checked was ~21 levels deep of volcano and same for chasm... &amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 1621458352 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Most notable here: a free-standing good-aligned volcano in the woods with a magma vent, a magma lake, a chasm and a water lake all within a small area. For good measure there's a Kobold city on the other side of the mountain, as well as a cave river and chasm-pit somewhere... To top it off it also has adamantine, though it might be hard to get all the features in one fortress.&lt;br /&gt;
&lt;br /&gt;
To find it, look in the top left corner for a lone volcano in a pine forest.&lt;br /&gt;
&lt;br /&gt;
The same world has an evil-aligned volcano in a good-aligned shrubland... I didn't explore the features in that one, as it's so large z-wise it hurts my computer, but it has the brook and vent really close together.&lt;br /&gt;
(...)&lt;br /&gt;
The world also has at least one site where good and evil vegetated areas meet by a mountain, allowing you to have every type of shurb and every type of tree... except highwood...&lt;br /&gt;
&lt;br /&gt;
It also has an absolutely huge named peak sticking out of a good-aligned forest, as well as a nice volcano sticking out of a good-aligned forest...&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 941486140: Zero rejects ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;(N)ot only is it ZERO REJECTED, but its got several island volcanoes. (O)ne of them has a caldera by the coast with a cliff overhanging it, and an aquifer which (I) THINK has fresh water in it(...) (S)everal spots have magma and steep cliffs and trees and rivers. Lots of the goblin forts are in neat locations.&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
=== Seed 4265985437: A little bit of everything ===&lt;br /&gt;
&lt;br /&gt;
This map has just about anything you could ask for, all in a neat 4x5 area. The low cliffs and small area make for good fps. It was first mentioned on the forums by Paul. The only thing it is really lacking is sand, '''unless''' you grow your starting area eastward by 2 more spaces, in which case you'll get some spaces of red sand. Note that it was generated on windows XP, and may be different on another OS.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' &lt;br /&gt;
&lt;br /&gt;
'''1.''' Small cave river with waterfall source falling into chasm tiles.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Underground magma chamber, unrevealed at first but close to surface.&lt;br /&gt;
&lt;br /&gt;
'''3.''' A fair sized chasm in one corner.&lt;br /&gt;
&lt;br /&gt;
'''4.''' Adamantine + pits deep below. Dwarves beware.&lt;br /&gt;
&lt;br /&gt;
'''5.''' Excellent minerals, sedimentary limestone and various other base rocks are a source for abundant magnetite with large platinum veins and varied precious metals and gems.&lt;br /&gt;
&lt;br /&gt;
'''6.''' Outdoor trees. Not overly abundant but enough for most purposes.&lt;br /&gt;
&lt;br /&gt;
'''7.''' River running through the area that doesn't freeze (warm climate).&lt;br /&gt;
&lt;br /&gt;
'''8.''' Underground soil present at the start location, providing plenty of immediate farming and storage.&lt;br /&gt;
&lt;br /&gt;
The region is home to thriving goat population, along with occasional visits from hoary marmots and rhesus macaques. A lone giant eagle can usually be seen soaring overhead, ready to devour your hapless dwarves and livestock.&lt;br /&gt;
&lt;br /&gt;
Note that this seed does have 51 rejects, but these are all quickly rejected so the creation time isn't too bad.&lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 957776166: 11 Volcanos ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;What's special? Well at least 11 volcanos are dotting the lower half, 2 of which are islands. Should be something for everybody maybe, haven't checked it all out. (Except all you glacier folk.)&amp;lt;/blockquote&amp;gt; [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
Edit: Ok, checked this world out a bit more and so far:&lt;br /&gt;
2 volcanic islands in the lower left,&lt;br /&gt;
at least 2 volcanic mountains to be played directly on,&lt;br /&gt;
at least 2, possibly 4 aquifer volcanoes on right,&lt;br /&gt;
2 sets of volcanic twins along lower right mountain range, top set is rich with obsidian starting areas.&lt;br /&gt;
&lt;br /&gt;
On a sad note, still nothing special spotted in the north (cold), and I believe all these areas are alignment neutral. (Although there are good and evil ranges in the world.)&lt;br /&gt;
&lt;br /&gt;
Well, enjoy.&lt;br /&gt;
 -Funkadelic Jive Turkey&lt;br /&gt;
&lt;br /&gt;
=== Seed 891230954: Resource heaven ===&lt;br /&gt;
&lt;br /&gt;
Fairly quick seed (12 rejects). Quite by accident I stumbled across a sweet little gem of a starting location, although you have to use a fairly large play area to get the full benefit of it. Includes a magma vent with an excellent mineral selection, including magnetite, bituminous coal, and marble (usable as a flux). Can anyone say &amp;quot;steel production&amp;quot;? The upper left-hand corner has white sand for glass production, if you're willing to play with a 5x5 or 6x6 area to stretch from the sand to the magma vent. The sand area also has an aquifer if you want one, but the rest of the map is dry so you have ample stone at your disposal, and the entire map is heavily forested. Reasonably flat map, plenty of ponds. Nothing horribly exciting here, just tons and tons of resources.&lt;br /&gt;
&lt;br /&gt;
[[Image:df_891230954.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 1010101010: 4 Volcano Cluster ===&lt;br /&gt;
This map contains a cluster of 4 volcanos, unfortunately, you can only access two of them in Dwarf Fortress mode and may be in dangerous territories.  There's also a few other volcanoes and possibly a few lava vents as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcanocluster.PNG]]&lt;br /&gt;
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=== Seed 593046736: Grand Canyon + Giant Caldera + all of Paul's &amp;amp; More! ===&lt;br /&gt;
'''''Note: The non-random name &amp;quot;The World of Pagan&amp;quot; must be used in order for this seed to generate properly!'''''&lt;br /&gt;
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This was the very first world I generated, with my first fort being at the isolated mountain cluster on the west side, right by the goblin fortress there. However, when I started searching for a site with HIDDEN_FUN_STUFF, I stumbled on a location that has everything Paul's seed gives plus a whole lot more. In the far southwest of the world is a volcano near the dwarven civilization. This volcano is on the northeast side of the southwest mountains, and the tile with the good stuff is one region square northeast of there (non-descript on the surface). CAVEAT: to fit all the good stuff, you need a local area 9 squares wide and 10 squares tall, starting from the northeast corner. The outdoor river is the feature you lose by trimming the bottom (but you don't lose the second cave river), and if you trim from the right, you lose the giant caldera (but not the magma tube). You could probably get as small as 6x6 and still get everything but the caldera and outdoor river.&lt;br /&gt;
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'''1.''' quick to generate -- only 4 rejects&lt;br /&gt;
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'''2.''' a massive mountain peak, with 79 levels of vertical between the top and bottom levels!!!!&lt;br /&gt;
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'''3.''' a giant volcano caldera to the northeast, plunging for dozens of levels&lt;br /&gt;
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'''4.''' a crazy spidery chasm with literally dozens of side caves and all sorts of critters&lt;br /&gt;
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'''5.''' a secret underground river with two waterfalls one that goes into a private chasm&lt;br /&gt;
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'''6.''' a giant grand canyon to the south with a surface river that has a huge multi-level waterfall&lt;br /&gt;
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'''7.''' an underground magma chamber that goes to the bottom&lt;br /&gt;
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'''8.''' eerie glowing pits, complete with bizarre multi-level dungeon and torture room&lt;br /&gt;
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'''9.''' a small selection of trees and shrubs&lt;br /&gt;
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'''10.''' adamantine, iron, gold, platinum, copper, galore!&lt;br /&gt;
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'''11.''' batmen, troglodytes, giant cave swallows, cave spiders, iron men, fire imps, kobolds, magma men, and more!&lt;br /&gt;
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'''12.''' trade with all civs (human, dwarf, elf)&lt;br /&gt;
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'''13.'''  freezing cold 11 of 12 months of the year -- water only melts in early summer and freezes again by midsummer!!!&lt;br /&gt;
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[[Image:593046736TheWorldofPagan.png]]&lt;br /&gt;
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=== Seed 7185120: Snow-Encrusted ===&lt;br /&gt;
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126 Rejections (and still under 15 minutes on my 1.6 GHz laptop).&lt;br /&gt;
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This map has snow and ice, and lots of it.  The world map looks almost completely frozen, only the bottom 3rd of the export map has significant quantities of non-snow area--which looks to be mostly desert and dry areas.&lt;br /&gt;
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Haven't looked at the map in detail, might not be worth playing, but it was amusing.&lt;br /&gt;
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=== Seed 71551: Another quickie ===&lt;br /&gt;
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5 Rejects.&lt;br /&gt;
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29 squares left and 11 squares up from the lower left corner is a mirthful glacier with a volcano and dolomite. Potential '''STEEL GLACIER'''!&lt;br /&gt;
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-Ilmuri&lt;br /&gt;
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=== Seed 3614285250: Steel, Glass, Obsidian, Platinum, and a cave river for good measure ===&lt;br /&gt;
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Steel in the form of plentiful magnetite marble and coal, obsidian for rock crafts and swords, glass in the form of black sand, and a couple largish veins of platinum near the cliff face to the west.&lt;br /&gt;
The biggest downside is that it has 113 rejections, and no pit either. Otherwise it would be just about the perfect fortress in 4x5. It's even got some nice cliff faces for the traditionalist. The cave river starts at the bottom of the map and it goes straight down (off the map), but it's a source of infinite water and cave plants nonetheless.&lt;br /&gt;
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[[image:Steelglass fortress.png]]&lt;br /&gt;
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=== Seed 2967067655: An interesting site with a lot to offer ===&lt;br /&gt;
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It's too bad everything isn't more compact, but it's still possible to make several interesting fortresses out of one location. The local area includes a river, cave river, cave lake, magma pipe, chasm, pit, demon pit, sand, and trees in a calm/serene area. Black sand also lines the river even though you can't see it here, and the site has enormous amounts of magnetite and flux stone for steel, but unfortunately lacks coke producing materials. &lt;br /&gt;
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The area I have selected here has everything except the trees, serene area, chasm (it still includes a large pit type chasm), and cave river.&lt;br /&gt;
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[[image:SiteLocation.png]]&lt;br /&gt;
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If this were extended a little to the right it would reach the chasm, and a little to the left would reach the cave river. Another interesting way to use the site would be to select the magma vent and the top part of the map, which would include the trees and serene area, but cut off the demon and chasm pits.&lt;br /&gt;
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-Helo&lt;br /&gt;
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=== Seed 1988: Two pools of magma, chasm, river and demon pits relatively near to the surface ===&lt;br /&gt;
On the 8th tile down from the top and 2nd right from left on the world view there is a volcano surrounded by mountains. The tile northeast of the main volcano contains the magma vent, river and a chasm between them. There also is a second magma pool on the same side with the river. Small traces of adamantite can be found relatively near the surface, but if you go deeper you will find demon pits. The site, however, is rich only in copper apart from the adamantite.&lt;br /&gt;
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-Elmokki&lt;br /&gt;
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=== Volcano + Vent surveys ===&lt;br /&gt;
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List of every volcano visible on the world map, with notes about biomes, water supplies, and other influences on site selection; every vent within 2-4 squares of visible volcanoes; and other sites I've stumbled across on these maps.&lt;br /&gt;
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* [[User:Kidinnu/8998|Seed 8998]]&lt;br /&gt;
* [[User:Kidinnu/9001|Seed 9001]]&lt;br /&gt;
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=== Seed 92003: Respectable site, probably comparable to Paul's ===&lt;br /&gt;
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Volcano, flux, good minerals, all civs, sand and trees to the east.  No outdoor river, but cave river, lake, pits, chasm.  Can be shrunk to 5x5, maybe less, keeping the volcano in the SE corner to retain the best internal features (I'll be vague about which those are to not hint too much about where everything is located).&lt;br /&gt;
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Generated under Windows NT, not sure if that'll produce a different layout for other OSes.&lt;br /&gt;
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Still looking for a compact site with all the above goodies plus... skeletal elephants.  The northernmost volcano of seed 92001 has almost all that, but is missing flux.  Waaaah.&lt;br /&gt;
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[[Image:Seed_92003.png]]&lt;br /&gt;
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=== Seed 2536495025: Another respectable site ===&lt;br /&gt;
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On the world map, 9th column from the right, 3rd row from the top.&lt;br /&gt;
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Right on the volcano square.&lt;br /&gt;
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6x4 area at the bottom of the local map gives running surface water, sand, iron ore, flux, abundant hunting grounds and wild plants, but a slight wood shortage, and no coke, lignite, or tin (I happen to have a thing for Bronze.)&lt;br /&gt;
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=== Seed 987654321 - Quicky ===&lt;br /&gt;
''Title: STANDARD''&amp;lt;br/&amp;gt;&lt;br /&gt;
Only 5 rejects, so this one is a quick generation!&lt;br /&gt;
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=== Seed 473220798 - A quirky one ===&lt;br /&gt;
The parameter title, not name, was &amp;quot;SEED&amp;quot; and it was on Windows XP&lt;br /&gt;
A world with fairly interesting geography. There are 4 large rivers, various sized oceans, and a few magma pockets here and there. In the south there is very long river that is in a freezing climate so it can start frozen over and has a few magma pockets along it, in case you are feeling adventurous.&lt;br /&gt;
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=== Seed 120 (=lol!) ===&lt;br /&gt;
''It is a well known fact that when you write &amp;quot;lol&amp;quot; with 1337-language, it is written &amp;quot;101&amp;quot;. In binary, this is the same as the decimal number 5. This means that &amp;quot;lol!&amp;quot; = 5! From math we all(?) know that 5! = 120. Therefore: 120 = lol!''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''But enough gibberish.''' This world has '''1 reject''' when using the '''seed 120'''&amp;lt;br/&amp;gt;&lt;br /&gt;
There is volcano in a forest with a river nearby, and an aquifier for challenge! To find it, its the 5th tile from the left, 4th tile from the bottom on the world map when choosing a site. Also check out two tiles to the right of this (still on the world map), and you will find a volcanic island! :D Searching around you will also find major rivers. In other words, a quick cool seed. Enjoy&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19702</id>
		<title>40d:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19702"/>
		<updated>2007-11-21T19:29:17Z</updated>

		<summary type="html">&lt;p&gt;Uberubert: /* Combat */ added a bit info on wounds. Linked to&lt;/p&gt;
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&lt;div&gt;In '''adventurer mode''', you pick a race ([[elf]], [[dwarf]] or [[human]]) and start out in either a town of your race or in a previous fortress you played on. You can receive [[quest]]s, venture into the wilderness to find caves, abandoned towers and other villages. You can even visit your old fortresses and find whatever riches were left to be guarded by the creatures that fated your fortress.&lt;br /&gt;
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== Your first adventure ==&lt;br /&gt;
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=== Picking a race ===&lt;br /&gt;
When it comes to picking a race, there is difference in skills. [[Dwarves]] cannot wear human sized [[armor]], and are somewhat limited in the [[weapons]] they can wield due to their size. [[Elves]] have a slightly different set of skills. [[Humans]] are generally fairly well-balanced, and are the easiest to acquire quests from. Each race fares differently in combat; you may wish to look at the races' pages for the finer details.&lt;br /&gt;
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=== Choosing skills ===&lt;br /&gt;
Basically, if you want to start with a weapon, you need to avoid having the most points spent in unarmored/[[wrestling]]. If you, for example, choose to start out with most points in [[swordsman]], you will start out with a [[sword]]. When you have chosen your preferred set of skills, you can press {{key|Enter}} to embark.&lt;br /&gt;
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=== Setting out ===&lt;br /&gt;
If you chose human, you will start out inside the mayors house. You will see the mayor (purple) and probably several [[drunks]]. Press {{key|k}} and talk to the mayor. Press 'services' for a [[quest]]. You can talk to the drunks and recruit them to your party for some additional combat aid. Be sure to read the [[Adventure Mode quick reference]] or use the help files for more information on the commands in Adventure mode.&lt;br /&gt;
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=== Trading ===&lt;br /&gt;
In towns you can find merchants inside some buildings. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.&lt;br /&gt;
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=== Equipping your adventurer === &lt;br /&gt;
After acquiring armor from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|p}}ut it on, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
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== Travelling the world ==&lt;br /&gt;
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=== How-to ===&lt;br /&gt;
You can walk around the whole world tile by tile if you wish, but given the size of the world, you might want to consider using another method. Pressing {{key|T}} will let see a very zoomed out map of the surrounding area. Moving about on this map is much faster, as well as it heals your adventurer, keeps him from starving, dehydrating, or getting tired. To exit this screen and explore the area you've reached, press '&amp;gt;'.&lt;br /&gt;
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=== Finding quest locations ===&lt;br /&gt;
After receiving a quest, you will be able to track its location using the {{key|Q}}uest log. Initially it will just give you the location on the {{key|T}}ravel map, though a lesser-known feature is its use in finding the cave entry (or other such target) once you're already in the local map. Bring up the quest log again, highlight the quest objective you're after, and {{key|z}}oom to it. It should then provide you with a local map of your current area, complete with a 3x3 box of flashing squares. This box indicates the general location of the cave's mouth. You'll still have to do some searching, but at least it's narrowed down for you. You can bring up this map at any time that you're in the local area of a quest objective.&lt;br /&gt;
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=== Visiting abandoned fortresses ===&lt;br /&gt;
If you start an adventure in a world with one or more abandoned fortresses, you can take your adventurer to see the sites of your previous endeavours. When you find one of your old fortresses, you will find that everything is a mess. Items are scattered about, things are smashed up and there are probably new hostile inhabitants that you will need to fend off. Visiting your old fortresses might prove to be rewarding, since you can find armor and weapons you made (if you made any). The best thing to be found in your fortress would probably be any left behind artifact weapon or armor. This is also probably the best (and only?) way to get artifact-quality weapons and armor.&lt;br /&gt;
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Also remember to check out any engravings you made while in fortress mode. When checking out engravings in adventure mode, they reveal alot more specific information about the event that is engraved.&lt;br /&gt;
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== Combat ==&lt;br /&gt;
Fighting is extremely detailed in adventure mode! This adds alot of fun in the battle, since there are so many ways to injure your opponents/victims.&lt;br /&gt;
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=== Ranged ===&lt;br /&gt;
If you have a [[weapon | bow]] or [[weapon | crossbow]], you can shoot arrows or bolts at enemies. You can also throw anything you can carry at enemies. Ranged attacks are highly efficient when you hit.&lt;br /&gt;
To fire your bow or crossbow, press {{key|f}}, and move the marker to the enemy you wish to fire upon, and press {{key|Enter}}. Same with throwing stuff, only press {{key|t}} and choose wich item to throw, then choose the victim.&lt;br /&gt;
''Note: Throwing is slightly bugged, but in a good and fun way. You can throw captured flies, socks and even vomit if you want, with lethal effects. (Water piercing lungs, flies piercing hearts etc..)''&lt;br /&gt;
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=== Close combat ===&lt;br /&gt;
To fight a creature by hitting it, you just need to walk towards the creature. Alternatively, you can press {{key|A}} and choose your target. After you've pressed {{key|A}} and are given the list of targets to attack, you can use {{key|Enter}} to choose between a normal attack and [[wrestling]] before selecting which opponent you wish to target.&lt;br /&gt;
A normal attack will make the adventurer hit the target with whatever weapon he holds. If he is holding no weapon, he will bash with his shield. If he has neither a weapon nor a shield, he will either punch his target or grab a random appendage.&lt;br /&gt;
In [[wrestling]], you must spend a few rounds locking the target's limbs to be able to break and splinter them (good times). Alternately, you could try gouging, pinching, or strangling them instead.&lt;br /&gt;
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=== Wounds ===&lt;br /&gt;
Your adventurer will get wounded by enemies or falling (jumping) off cliffs. The best (and only?) way to heal, is to press {{key|T}}, and travel atleast 1 tile in any direction. Your adventurer will be fully healed then. Read more about wounds [[Wound|HERE]].&lt;br /&gt;
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[[Category:Guides]]&lt;br /&gt;
[[Category:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>Uberubert</name></author>
	</entry>
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