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	<updated>2026-05-15T00:26:37Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mummy&amp;diff=305205</id>
		<title>Mummy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mummy&amp;diff=305205"/>
		<updated>2024-12-10T15:25:51Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: bad luck cancels good&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{DFtext|&amp;quot;Who dares to enter my house? I curse you!&amp;quot;|4:1}}&amp;lt;br&amp;gt;{{DFtext|You feel horrible!|3:1}}&lt;br /&gt;
[[File:mummy_sprite_preview.png|right]]A '''mummy''' {{Tile|Ñ|6:1}} is an [[undead]] [[night creature]], the preserved and magically animated body of a deceased ruler, placed in a [[tomb]] as a guardian of its contents. They are only encountered in [[adventure mode]] (unless you embark directly on the tomb), arising to attack interlopers who have disturbed their long slumber, afflicting intruders with horrible bad-luck curses for their crime. (A mummy's curse zeroes all skill rolls intermittently, using a skill adjust syndrome. Due to the way syndromes are timed in combination with dwarf mode, time is cut into segments about 7 walking steps long, and your luck is bad for 20% of those time segments. So if you are attacked during one of your unfortunate times, it will go as badly as it can possibly go. There are many random rolls that aren't skill-dependent, though.)&lt;br /&gt;
&lt;br /&gt;
{{imagefix|[[File:df_mummy_portrait2.png|left]]|6|0}}Graphically, all mummies will appear with dark yellow skin. They rest in every [[tomb]] and may be in catacombs beneath [[town]]s, fortresses and [[temple]]s. Their [[coffin]] and [[slab]] will always be in a room together, surrounded by [[corpse]]s they can command. Due to their preference of slumbering in their tombs, mummies are the only night creature that will never actively seek out their enemies from the start.&lt;br /&gt;
&lt;br /&gt;
In [[world generation]], mummies may be disturbed by thieves attempting to steal [[artifact]]s stored in their tomb. The mummy will form a grudge against the thief but will generally lash out at any nearby [[site]], overrunning it with their undead minions. They will also revive important [[historical figure]]s as [[intelligent undead]]. These will have procedurally generated names like &amp;quot;interred ghoul&amp;quot; designed to be more &amp;quot;cryptic&amp;quot; than other such names.&lt;br /&gt;
&lt;br /&gt;
In tombs, mummies may be disturbed by bashing the [[door]], taking items, or triggering [[trap]]s. Approaching them without sneaking may alert them, and entering any tile adjacent to their coffin always will. Once awoken, they will unerringly home in on the intruder, even if unable to detect him or her. It should be noted that tombs are structured in such a way that the mummy's room is almost always in a location between the treasure rooms and the exit, almost inevitably leading to the player being intercepted by the mummy while trying to escape after looting. This could result in moderate to extreme amounts of [[fun]], depending on if the corpses in the passageways have been cleared, ranging from the player getting away with a curse, to death.&lt;br /&gt;
&lt;br /&gt;
Mummies are capable of raising the remains of others, much like [[necromancer]]s, and calling these minions against their foes. Therefore, it is strongly recommended that any skeletons or bodies near the room containing the mummy are cleared out to the best possible extent prior to an encounter. Mummies can only be killed by decapitation or bisection. Because rulers lose their title upon death, the mummies will be identified by their other profession (such as a beekeeper mummy) or they can get the position of a bandit leader, if the bandits claim a tomb as their settlement before disturbing the mummy.&lt;br /&gt;
&lt;br /&gt;
A safe way to approach mummies, talk to them, and even potentially recruit them as allies, is to become a night creature that undead are friendly with, such as a [[vampire]] or [[necromancer]]. If you do manage to get a mummy companion, use caution when passing through towns or forts – the mummy will begin to curse everyone in sight, and even attack if it has weapons. Despite what you may think, grabbing what you want and leaving before they can get to you is not a good idea, as they will follow you throughout the world.&lt;br /&gt;
&lt;br /&gt;
Occasionally in world gen, mummies will be disturbed by AI adventurers and eventually create their own necromancer-style towers.[http://www.bay12forums.com/smf/index.php?topic=175437.msg8084068#msg8084068]&lt;br /&gt;
&lt;br /&gt;
Because the syndrome's effect multiplies rolls by zero, the blessing effect from [[die|divinations]] is negated.&lt;br /&gt;
&lt;br /&gt;
{| {{listboxformat|class=gamedata}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #72A329; font-weight:bold; background-color: #bd8; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell&amp;quot; | Example raws (as extracted from world.dat)&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;overflow:auto; max-width:800px&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;gamedata-content&amp;quot; style=&amp;quot;font-size: 14px; font-family: monospace; white-space:pre;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:DISTURBANCE_1]&lt;br /&gt;
&lt;br /&gt;
[GENERATED]&lt;br /&gt;
&lt;br /&gt;
[I_SOURCE:DISTURBANCE]&lt;br /&gt;
&lt;br /&gt;
[I_TARGET:A:CORPSE]&lt;br /&gt;
	[IT_LOCATION:CONTEXT_ITEM]&lt;br /&gt;
	[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
	[IT_REQUIRES:FIT_FOR_RESURRECTION]&lt;br /&gt;
	[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
	[IT_REQUIRES:CAN_SPEAK]&lt;br /&gt;
	[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
	[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
	[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
	[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
	[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
	[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
&lt;br /&gt;
[I_EFFECT:RESURRECT]&lt;br /&gt;
	[IE_TARGET:A]&lt;br /&gt;
	[IE_IMMEDIATE]&lt;br /&gt;
	[SYNDROME]&lt;br /&gt;
		[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
		[SYN_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[CE_DISPLAY_TILE:TILE:165:6:0:1:START:0:ABRUPT]&lt;br /&gt;
		[CE_DISPLAY_NAME:NAME:mummy:mummies:mummified:START:0:ABRUPT]&lt;br /&gt;
		[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0:ABRUPT]&lt;br /&gt;
		[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
		[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
		[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:FACET:VENGEFUL:100:START:0:ABRUPT]&lt;br /&gt;
		[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
			[CDI:ADV_NAME:Curse]&lt;br /&gt;
			[CDI:INTERACTION:DISTURBANCE_CURSE_1]&lt;br /&gt;
			[CDI:TARGET:A:LINE_OF_SIGHT:DISTURBER_ONLY]&lt;br /&gt;
			[CDI:TARGET_RANGE:A:25]&lt;br /&gt;
			[CDI:USAGE_HINT:MAJOR_CURSE]&lt;br /&gt;
			[CDI:VERBAL]&lt;br /&gt;
			[CDI:VERBAL_SPEECH:curse.txt]&lt;br /&gt;
			[CDI:TARGET_VERB:feel horrible:looks horrible]&lt;br /&gt;
			[CDI:MAX_TARGET_NUMBER:A:1]&lt;br /&gt;
			[CDI:WAIT_PERIOD:20]&lt;br /&gt;
		[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
			[CDI:ADV_NAME:Animate corpse]&lt;br /&gt;
			[CDI:INTERACTION:DISTURBANCE_ANIMATE_1]&lt;br /&gt;
			[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
			[CDI:TARGET_RANGE:A:25]&lt;br /&gt;
			[CDI:VERB:gesture:gestures:NA]&lt;br /&gt;
			[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]&lt;br /&gt;
			[CDI:WAIT_PERIOD:10]&lt;br /&gt;
		[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
			[CDI:ADV_NAME:Raise sacred stalker]&lt;br /&gt;
			[CDI:INTERACTION:DISTURBANCE_UNDEAD_RES_1]&lt;br /&gt;
			[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
			[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
			[CDI:VERB:gesture:gestures:NA]&lt;br /&gt;
			[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]&lt;br /&gt;
			[CDI:WAIT_PERIOD:10]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:DISTURBANCE_CURSE_1]&lt;br /&gt;
&lt;br /&gt;
[GENERATED]&lt;br /&gt;
&lt;br /&gt;
[I_TARGET:A:CREATURE]&lt;br /&gt;
	[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
	[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]&lt;br /&gt;
	[IT_MANUAL_INPUT:victim]&lt;br /&gt;
&lt;br /&gt;
[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
	[IE_TARGET:A]&lt;br /&gt;
	[IE_IMMEDIATE]&lt;br /&gt;
	[SYNDROME]&lt;br /&gt;
		[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
		[CE_SKILL_ROLL_ADJUST:PERC:0:PERC_ON:20:START:0:ABRUPT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:DISTURBANCE_ANIMATE_1]&lt;br /&gt;
&lt;br /&gt;
[GENERATED]&lt;br /&gt;
&lt;br /&gt;
[I_TARGET:A:CORPSE]&lt;br /&gt;
	[IT_LOCATION:CONTEXT_ITEM]&lt;br /&gt;
	[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
	[IT_REQUIRES:FIT_FOR_ANIMATION]&lt;br /&gt;
	[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
	[IT_MANUAL_INPUT:corpses]&lt;br /&gt;
&lt;br /&gt;
[I_EFFECT:ANIMATE]&lt;br /&gt;
	[IE_TARGET:A]&lt;br /&gt;
	[IE_IMMEDIATE]&lt;br /&gt;
	[SYNDROME]&lt;br /&gt;
		[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
		[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0:ABRUPT]&lt;br /&gt;
		[CE_PHYS_ATT_CHANGE:STRENGTH:130:0:TOUGHNESS:300:1000:START:0:ABRUPT]&lt;br /&gt;
		[CE_SPEED_CHANGE:SPEED_PERC:60:START:0:ABRUPT]&lt;br /&gt;
		[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
		[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:DISTURBANCE_UNDEAD_RES_1]&lt;br /&gt;
&lt;br /&gt;
[GENERATED]&lt;br /&gt;
&lt;br /&gt;
[I_TARGET:A:CORPSE]&lt;br /&gt;
	[IT_LOCATION:CONTEXT_ITEM]&lt;br /&gt;
	[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
	[IT_REQUIRES:FIT_FOR_RESURRECTION]&lt;br /&gt;
	[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
	[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
	[IT_MANUAL_INPUT:corpses]&lt;br /&gt;
	[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
	[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
	[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
	[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
	[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
	[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
&lt;br /&gt;
[I_EFFECT:RESURRECT]&lt;br /&gt;
	[IE_TARGET:A]&lt;br /&gt;
	[IE_IMMEDIATE]&lt;br /&gt;
	[SYNDROME]&lt;br /&gt;
		[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
		[SYN_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]&lt;br /&gt;
		[CE_DISPLAY_NAME:NAME:sacred stalker:sacred stalkers:sacred stalker:START:0:ABRUPT]&lt;br /&gt;
		[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]&lt;br /&gt;
		[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
		[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
		[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
			[CDI:ADV_NAME:Cause dizziness]&lt;br /&gt;
			[CDI:INTERACTION:DISTURBANCE_RES_POWER_1_1]&lt;br /&gt;
			[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
			[CDI:TARGET_RANGE:A:25]&lt;br /&gt;
			[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
			[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
			[CDI:VERB:hold up hand:holds up hand:NA]&lt;br /&gt;
			[CDI:TARGET_VERB:feel dizzy:looks dizzy]&lt;br /&gt;
			[CDI:MAX_TARGET_NUMBER:A:1]&lt;br /&gt;
			[CDI:WAIT_PERIOD:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{category|humanoids}}&lt;br /&gt;
[[ru:Mummy]]&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Vampire&amp;diff=304282</id>
		<title>Talk:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Vampire&amp;diff=304282"/>
		<updated>2024-11-11T16:12:42Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'd like to add that vampires are created in world generation ''after'' the beginning of time. I've never seen a vampire in any generated world that originated before the start. The same goes for any undead, necromancer or werebeast. Can anyone confirm this observation or offer evidence to the contrary? [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 22:13, 9 November 2024 (UTC)&lt;br /&gt;
:Vampires need to be cursed through the actions of a historical figure. That's why &amp;quot;cursed&amp;quot; night creatures don't originate in a time before time. [[User:DPhKraken|DPhKraken]] ([[User talk:DPhKraken|talk]]) 01:44, 10 November 2024 (UTC)&lt;br /&gt;
:: Year-0 histfigs recall events before time, just not the chronology. Also they don't always remember who else was involved, I assumed because they didn't survive to the start of time. Prehistoric events must have occurred for them to have these memories. Why would they have personal prehistoric history if they weren't already histfigs? [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 16:12, 11 November 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Night_troll&amp;diff=304276</id>
		<title>Talk:Night troll</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Night_troll&amp;diff=304276"/>
		<updated>2024-11-09T22:43:26Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: Created page with &amp;quot;These appear to be the only night creatures who originated before time. Before time, was there only night? Speculation aside, I've only ever observed their consorts to be sele...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These appear to be the only night creatures who originated before time. Before time, was there only night? Speculation aside, I've only ever observed their consorts to be selected from nobility, not simply &amp;quot;civilized&amp;quot; races. Also I've only observed consorts selected from human and elven civilizations, and only encountered them returning to town-sized or larger settlements, never smaller. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 22:43, 9 November 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Vampire&amp;diff=304275</id>
		<title>Talk:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Vampire&amp;diff=304275"/>
		<updated>2024-11-09T22:14:17Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'd like to add that vampires are created in world generation ''after'' the beginning of time. I've never seen a vampire in any generated world that originated before the start. The same goes for any undead, necromancer or werebeast. Can anyone confirm this observation or offer evidence to the contrary? [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 22:13, 9 November 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Vampire&amp;diff=304274</id>
		<title>Talk:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Vampire&amp;diff=304274"/>
		<updated>2024-11-09T22:13:39Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: Created page with &amp;quot;I'd like to add that vampires are created in world generation ''after'' the beginning of time. I've never seen a vampire in any generated world that originated before the star...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'd like to add that vampires are created in world generation ''after'' the beginning of time. I've never seen a vampire in any generated world that originated before the start. The same goes for any undead, necromancer or werebeast. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 22:13, 9 November 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Boulder&amp;diff=257596</id>
		<title>Boulder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Boulder&amp;diff=257596"/>
		<updated>2021-03-26T03:44:55Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|14:47, 31 May 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
A '''boulder''' is a [[map tile]] that occurs randomly across the surface of the world, which represent fragments of the substrate [[stone]] layer. {{token|BOULDER|i}} is also the [[item token]] for an ordinary [[stone|large rock]] (as opposed to a small rock), usually obtained from [[mining]].&lt;br /&gt;
&lt;br /&gt;
== Removal ==&lt;br /&gt;
Aside from serving no utility whatsoever in [[fortress mode]], they can impede the movement of [[wagon]]s (but can be walked over by [[dwarves]] and other [[creature]]s{{cite talk|v0.34:Boulder|Ability to walk over boulders}}). To remove a boulder, access the {{k|d}}esignations menu and {{k|s}}mooth stone, designate the boulder, and an [[engraver]] will turn the boulder into a smooth [[floor]]. The resulting floor is the material of the boulder rather than the surrounding material of the ground that the boulder was on.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can place and then remove a [[construction]] on the boulder's tile, which will typically change the tile into a [[soil]] floor.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Boulders covered in &amp;quot;a pile of [[snow]]&amp;quot; are '''not''' visible unless loo{{k|k}}ed at. However, when viewed from one z-level up, they will appear as {{DFtext|.}} (a period) instead of the {{DFtext|·}} representing open space.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
In [[adventure mode]], a boulder provides small rocks of its stone type. These small rocks are useful for [[knapping]] to create the tools necessary for [[butcher|butchering]].&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = etur&lt;br /&gt;
| elvish  = saro&lt;br /&gt;
| goblin  = stob&lt;br /&gt;
| human   = mudi&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Map tiles}}&lt;br /&gt;
[[ru:Boulder]]&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pebbles&amp;diff=257595</id>
		<title>Pebbles</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pebbles&amp;diff=257595"/>
		<updated>2021-03-26T03:43:04Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
'''Pebbles''' are a naturally-occurring [[map tile]] found commonly across the surface of the world near [[river]]s and [[brook]]s, and occasionally on [[beach]]es. They are the same stone type as the substrate; for example if the first stone layer beneath [[soil]] is [[basalt]] then they will be basalt pebbles. They may be found near [[boulder]]s of the same substrate.&lt;br /&gt;
&lt;br /&gt;
Like [[boulder]]s, pebbles can be designated for [[smoothing]]. Smoothed-out pebbles turn into tiles of that rock type, and can then be [[Engraver|engraved]], which is useful early on for giving your dwarves happy [[thought]]s as they pass over them.&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]], a pebble tile is an unlimited source of small rocks, which can be useful for [[Thrower|throwing]].&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ib | elvish = ata | goblin = aba | human = reb}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Map tiles}}&lt;br /&gt;
[[ru:Pebbles]]&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Werebeast&amp;diff=256870</id>
		<title>Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Werebeast&amp;diff=256870"/>
		<updated>2021-02-24T02:06:42Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Implications of being an adventuring werebeast */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|19:23, 12 August 2017 (UTC)}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
{{DFtext|Urist McBitten, Cheesemaker has transformed into a werelizard!|3:1}}&lt;br /&gt;
&lt;br /&gt;
'''Werebeasts''' {{Tile|Ñ|6:0}} are [[night creature|night creatures]] that are procedurally created during worldgen. [[Deity|Deities]] may curse sapient creatures ([[human]]s, [[Dwarf|dwarves]], [[Elf|elves]], [[goblin]]s or [[animal people]]) to transform into an animal form on the night of a full moon. Sapient creatures bitten by werebeasts are cursed to become werebeasts themselves.{{cite forum|126618}}&lt;br /&gt;
&lt;br /&gt;
Werebeasts may take the form of mammals or reptiles, ranging from the classic [[Wolf|werewolf]], to more exotic things like [[Giraffe|weregiraffes]], [[Lizard|werelizards]], [[Sloth|weresloths]] or [[Gila monster|weregila monsters]]. Also included are some creatures not normally present in the game (werelorises, weremammoths).&lt;br /&gt;
&lt;br /&gt;
The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed, and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the {{token|NIGHT_CREATURE_HUNTER}} tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-immortal individual.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
[[File:weregoat_story.jpg|thumb|350px|&amp;quot;My Captain of the guard, just released from the hospital, transformed into a weregoat while sparring with his soldiers just to instantly get an arm cut off and the head smashed in.&amp;quot;&amp;lt;br /&amp;gt;''Art by Devilingo'']]A number of different types of werebeast curses are procedurally generated at every world creation. Their numbers are normally dependent on world size, but can be directly controlled with [[advanced world generation]] - if you prefer not having to deal with werebeasts, generating a world with &amp;quot;{{tt|Number of Werebeast Curse Types}}&amp;quot; set to {{tt|0}} in advanced world generation will ensure that no werebeasts exist in your world. &lt;br /&gt;
&lt;br /&gt;
There are more kinds of mammal curses (64 possible, though it might leave off some amphibious/bat ones), so it reduces the chances of each specific one to avoid a mammal flood.  The generic lizard is given more weight since it's more vague and presumably encompasses more things. &lt;br /&gt;
&lt;br /&gt;
While procedurally generated, all werebeasts possess certain characteristics in common. They are all [[fanciful]], evil-aligned humanoids taking the shape of an animal who is crazed for blood and flesh, with glowing eyes and a brief description of their skin (&amp;quot;Its charcoal scales are blocky and close-set.&amp;quot;), who are associated with the [[sphere]]s of animals, chaos, moon and night. While intelligent, werebeasts are locked in a [[berserk]] state and will behave accordingly, attacking anything in view. In previous versions of ''Dwarf Fortress'', a berserk werebeast would not attack another werebeast of the same species as themselves, however this behavior currently seems to be broken in fortress mode and transformed werebeasts are truly berserk.&lt;br /&gt;
&lt;br /&gt;
Werebeast transformations, whether from dwarf-to-beast or beast-to-dwarf, will fully restore the unit in question to complete health. Hunger and thirst will both be removed, and injuries (including missing limbs) will be fully healed. Effects induced by insanity are not reversed, however, so berserking soldiers that transform will still not follow orders. &lt;br /&gt;
&lt;br /&gt;
The size of the werebeast is dependent on the nature of its curse, but all are significantly larger than a dwarf, with things like wererhinos and weremammoths being particularly massive. Depending on their starting status and the beast form in question, transformed individuals may receive augmented (or reduced!) strength, agility, recuperation and disease resistance while in monster form, though they often possess slightly lower-than-average toughness and endurance. All werebeasts possess at least Talented [[skill]] in [[wrestling]], [[Combat skill|biting, fighting, striking, kicking, dodging]] and [[Observer|observing]], as well as Legendary skill in [[ambusher]]. Additionally, they can [[Amphibious|breathe underwater]], [[No Exert|feel no exertion]], [[No Stun|cannot be stunned]] and are [[No Pain|immune to pain]], nausea, dizziness and fevers. Werebeasts need no food, water or sleep to survive, nor do they need to breathe, meaning they cannot be drowned or strangled. Werebeasts are Level 2 [[building destroyer]]s and are almost completely [[Trapavoid|immune to traps]] while transformed, safely bypassing any sort of [[trap]] set in their way.&lt;br /&gt;
&lt;br /&gt;
If the werebeast cannot use weapons in wereform (i.e. no hands), only the natural abilities of the creature are available for combat, which differ from creature to creature (claws/hooves/venomous bite etc.), but only their bites cause the werebeast curse to be transmitted. Werebeasts have been confirmed to have the ability to arrive at your fortress both armed and stealthed. Some werebeasts possess [[Syndrome|venom]] as well, applying &amp;quot;night sickness&amp;quot; to those who are bitten along with the werebeast curse. &lt;br /&gt;
&lt;br /&gt;
All werebeasts possess a built-in damage resistance against most weapon-grade [[metal]]s which halves the damage taken during combat, save for one randomly chosen metal which the werebeast will instead be 10 times weaker against. Unlike in the werewolf myth, this weakness isn't restricted to [[silver]], though a werebeast race may indeed be weak to it. There are no means in [[fortress mode]] to learn which metal a given werebeast is weak against during gameplay. In [[adventurer mode]] this information is included in the quest rumor, but an afflicted adventurer can only learn their own weakness [[Wound|the fun way]].&lt;br /&gt;
&lt;br /&gt;
Dwarves will never have [[preferences]] for werebeasts, as they possess no {{token|PREFSTRING}}. They possess an unused [[Pet#Pet value|pet value]] of 2,000.&lt;br /&gt;
&lt;br /&gt;
Killed werebeasts are always listed in a unit's or weapon's kill log as a member of their original race, even if the werebeast was dispatched while in animal form.&lt;br /&gt;
&lt;br /&gt;
===Werebeast types:===&lt;br /&gt;
Here follows a conclusive list of all possible shapes given to a cursed individual. Note that descriptors/colors are randomized upon the curses' generation, so you may encounter &amp;quot;different&amp;quot; werebeasts of the same species in the same world. These descriptors, however, are purely for flavour, and have no gameplay implications.&lt;br /&gt;
&lt;br /&gt;
'''Reptile werebeasts:'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|| werechameleon&lt;br /&gt;
|| weregecko&lt;br /&gt;
|| weregilamonster&lt;br /&gt;
|-&lt;br /&gt;
|| wereiguana&lt;br /&gt;
|| werelizard&lt;br /&gt;
|| weremonitor&lt;br /&gt;
|-&lt;br /&gt;
|| wereskink&lt;br /&gt;
|| weretortoise**&lt;br /&gt;
|| wereturtle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Mammal werebeasts:'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|| wereanteater*&lt;br /&gt;
|| wereantelope**&lt;br /&gt;
|| wereape**&lt;br /&gt;
|-&lt;br /&gt;
|| werearmadillo&lt;br /&gt;
|| wereass**&lt;br /&gt;
|| werebadger&lt;br /&gt;
|-&lt;br /&gt;
|| werebear**&lt;br /&gt;
|| werebeaver&lt;br /&gt;
|| werebison*&lt;br /&gt;
|-&lt;br /&gt;
|| werebuffalo&lt;br /&gt;
|| werebull&lt;br /&gt;
|| werecamel**&lt;br /&gt;
|-&lt;br /&gt;
|| werecapybara&lt;br /&gt;
|| werecat&lt;br /&gt;
|| werecavy&lt;br /&gt;
|-&lt;br /&gt;
|| werechinchilla&lt;br /&gt;
|| werecivet*&lt;br /&gt;
|| werecoati&lt;br /&gt;
|-&lt;br /&gt;
|| werecoyote&lt;br /&gt;
|| weredeer&lt;br /&gt;
|| wereelephant&lt;br /&gt;
|-&lt;br /&gt;
|| wereelk&lt;br /&gt;
|| werefox&lt;br /&gt;
|| weregiraffe&lt;br /&gt;
|-&lt;br /&gt;
|| weregoat&lt;br /&gt;
|| weregopher*&lt;br /&gt;
|| werehare&lt;br /&gt;
|-&lt;br /&gt;
|| werehedgehog&lt;br /&gt;
|| werehorse&lt;br /&gt;
|| werehyena&lt;br /&gt;
|-&lt;br /&gt;
|| werejackal&lt;br /&gt;
|| werekangaroo&lt;br /&gt;
|| werekoala&lt;br /&gt;
|-&lt;br /&gt;
|| werelemur*&lt;br /&gt;
|| werellama&lt;br /&gt;
|| wereloris*&lt;br /&gt;
|-&lt;br /&gt;
|| weremammoth*&lt;br /&gt;
|| weremarmot&lt;br /&gt;
|| weremole*&lt;br /&gt;
|-&lt;br /&gt;
|| weremongoose&lt;br /&gt;
|| weremonkey**&lt;br /&gt;
|| weremoose&lt;br /&gt;
|-&lt;br /&gt;
|| weremouse*&lt;br /&gt;
|| wereopossum&lt;br /&gt;
|| werepanda&lt;br /&gt;
|-&lt;br /&gt;
|| werepangolin&lt;br /&gt;
|| werepanther**&lt;br /&gt;
|| werepig&lt;br /&gt;
|-&lt;br /&gt;
|| wereporcupine&lt;br /&gt;
|| wererabbit&lt;br /&gt;
|| wereraccoon&lt;br /&gt;
|-&lt;br /&gt;
|| wererat&lt;br /&gt;
|| wererhinoceros&lt;br /&gt;
|| weresheep&lt;br /&gt;
|-&lt;br /&gt;
|| wereshrew*&lt;br /&gt;
|| wereskunk&lt;br /&gt;
|| weresloth&lt;br /&gt;
|-&lt;br /&gt;
|| weresquirrel&lt;br /&gt;
|| weretapir&lt;br /&gt;
|| werewarthog&lt;br /&gt;
|-&lt;br /&gt;
|| wereweasel&lt;br /&gt;
|| werewolf&lt;br /&gt;
|| werewombat&lt;br /&gt;
|-&lt;br /&gt;
|| werezebra*&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;*The animal this corresponds to does not actually appear as a normal [[animal]] in ''Dwarf Fortress''.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;**This werebeast doesn't correspond clearly to any specific in-game species of animal.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in fortresses==&lt;br /&gt;
In some regions, the full moon will herald the attack of werebeasts upon your fortress and the unwilling transformation of your own citizens into their bestial forms.&lt;br /&gt;
&lt;br /&gt;
If the region has at least one type of werebeast, a werebeast may choose to [[ambush|ambush]] your fortress from the surface, revealing itself only once seen. Unlike most other invaders, werebeasts are only announced on their discovery (triggering a message similar to that of a [[megabeast|megabeast]]), allowing them to get much closer to your fortress than most other threats. Local werebeasts will be announced at the moment of their transformation, but unlike invaders will not pause the game and can therefore slip under the radar if the transformation was unexpected or there was numerous other announcements at the time.&lt;br /&gt;
&lt;br /&gt;
Transformed werebeasts are building destroyers, pathing to and toppling workshops and furniture that may be accessible to them. They will attack anything they can find for the duration of the full moon - including wildlife, livestock, and the dwarves of your fortress, prioritizing creatures over buildings in their efforts to spread the affliction. &lt;br /&gt;
&lt;br /&gt;
In previous versions, werebeasts of the same beast-species would not be hostile to each other while transformed. This is not currently the case, however, and in the current version it is every beast for themselves. It is therefore generally recommended that individual werebeasts are isolated from the fort (and each other) before their transformation. &lt;br /&gt;
&lt;br /&gt;
Because werebeasts are ambushers (only announcing themselves when found) and are only active for a few days of the month, it's possible for their 'visits' to go completely undetected by members of your fort (though the local wildlife may certainly have noticed). If a werebeast is only spotted after the full moon has ended and it has reverted back to it's normal form, the game will still announce it's discovery, but instead in it's ''current'' form (leading to amusing/terrifying messages such as &amp;quot;The Human (name) has come! A medium-sized creature prone to great ambition.&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Occasionally, a werebeast can infiltrate your fortress, as they've visited as part of a passing caravan. They'll only turn upon the changing of the moon phase, and you will not get the warning given when they'd normally appear on the map.&lt;br /&gt;
&lt;br /&gt;
==Defending your fort against werebeasts==&lt;br /&gt;
&lt;br /&gt;
If you have not established an early-detection defensive perimeter (see [[defense guide]] and note, werebeasts are [[trapavoid]]), it is quite likely that if a werebeast attacks, a dwarf will be bitten. The best defense against this is to keep civilians off the surface (unless they are inside high walls), and rely on warning systems to tell you when to trigger a [[Burrow#Civilian_Alerts|civilian alert]] and close your [[bridge|drawbridges]]. A werebeast retains its infectious form for only a few days during the full moon. After that, it reverts to an ordinary humanoid form, and will typically flee.&lt;br /&gt;
&lt;br /&gt;
Warning systems may include [[pasture]]d or [[restraint|restrained]] animals, or outdoor [[statue]]s. If you get notices of toppled statues with no visible cause, it's probable there is a werebeast nearby. Baby werecreatures are neutral, and while you can order your military to kill them, the order will not be followed.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
[[File:Weregiraffe.jpg|thumb|350px|A Weregiraffe infecting dwarves. Note that getting infected doesn't protect the dwarf in question from further attacks.&amp;lt;br /&amp;gt;''Art by [[Zach Adams]]'']]Werebeasts are dangerous opponents, perfectly capable of killing an unarmed dwarf with impunity, but as notification-worthy invaders go they aren't especially terrifying; a few dwarves with modest military training and gear should be able to handle them with few casualties, as will a single elite dwarf in quality steel gear. The real threat they pose, however, is in their bite. If a sentient creature is bitten by a werebeast, and the bite tears fat, skin, or muscle, the said creature becomes infected. Infected creatures will become werebeasts at the next full moon (see below for schedule). Scratches, bites that merely bruise or dent, and subsequent shaking attacks after a bite will not transmit the curse, and thus are merely as dangerous as any other such assault. Any [[learning]] creature who has [[blood]] and isn't [[undead]] or supernatural can potentially be infected, meaning you could theoretically have things such as [[troglodyte]] or [[troll]] werebeasts, while animals, [[vampire]]s, and [[Mummy|mummies]] are immune to it. &lt;br /&gt;
&lt;br /&gt;
There is no cure. To protect your other dwarves, you should either keep all infected dwarves isolated so they cannot infect your whole fortress, or if you do not want to take care of them, [[expel]] them from the fortress or just kill them.&lt;br /&gt;
&lt;br /&gt;
Infected dwarves will not die of old age{{Verify}} and do not need food and drink. Note that werebeasts can still drink, and the only reason they won't die from dehydration is because they change before they can die, healing wounds and removing thirst. They may go mad, however, so if you want to make them work (or use them for a [[stupid dwarf trick]]) you should try to keep them happy. This can be difficult because werebeasts will not sleep or eat, though they will drink if alcohol is available.&lt;br /&gt;
&lt;br /&gt;
Or maybe you want something exceedingly more [[Fun]] instead? Try the following.&lt;br /&gt;
&lt;br /&gt;
==Infecting your entire fort==&lt;br /&gt;
&lt;br /&gt;
Yes, it is possible. Having only infected dwarves does not end your game.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
* Super-effective hospital service, your dwarves are fully healed once per month. No need for crutches or anything.&lt;br /&gt;
* No need for food or drink, though you can keep alcohol around for happy thoughts and to avoid alcohol withdrawal&lt;br /&gt;
* No need for beds or bedrooms, other than those for nobles&lt;br /&gt;
* When transformed, civilian dwarves are less vulnerable&lt;br /&gt;
* Dwarves will happily discard their old tattered clothing and pick up fresh clothes every month.&lt;br /&gt;
* Unhappy thoughts are less severe as the process of being bitten and biting others tends to make your dwarves very resilient to tragedy.&lt;br /&gt;
* Go for were-elephants or were-badgers for extra dwarven points&lt;br /&gt;
* Fun&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
* Exceedingly difficult to set up, quite long as well&lt;br /&gt;
* May kill your most important dwarves&lt;br /&gt;
* When transformed, fortress activity grinds to a halt, and for a few days afterwards as civilians run around finding new clothing&lt;br /&gt;
* Werebeasts are building destroyers, so you'll constantly need to remake workshops and most furniture&lt;br /&gt;
* Trading is especially difficult&lt;br /&gt;
* Will cause issues with military when transformed: transformation removes all armor, though they will hold onto their weapons, shields, and even quivers/bolts during transformation.&lt;br /&gt;
* May be exceedingly fun for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again you ''were'' looking for fun in the first place&lt;br /&gt;
&lt;br /&gt;
There are several ways to attempt to infect your whole fort, some with higher success rates than others. The trick is to have your uncursed dwarves be bitten but not die, and also to have your cursed dwarves survive any retribution. Delaying the release of the werebeast until near the end of the full moon will reduce the chances of the situation spiralling out of control (though it will also reduce the rate of infection).&lt;br /&gt;
&lt;br /&gt;
One method is to equip a squad of dwarves with training weapons and send them to an isolated area with one or two of your werebeasts. Ideally the dwarves who get injured will back away while the others hold back the werebeast. In reality it can be hard to balance the battle, which leads to either the werebeast killing off the injured dwarves or being pummeled into submission without spreading his curse. The main problem is when an attack by either the werebeast or a dwarf happens at the moment of transformation, it is considered a dwarf-on-dwarf attack, which leads to a minor [[loyalty cascade]]. &lt;br /&gt;
&lt;br /&gt;
Another method is to simply lock a werebeast in a room with a civilian(s) and hope that the civilian survives long enough for the werebeast to turn back. This reduces (but does not eliminate) the chance of a loyalty cascade, because only the werebeast is attacking. The main problem is that werebeasts become legendary fighters/wrestlers very quickly and are more than capable of killing/fatally wounding half a dozen dwarves in a single transformation.&lt;br /&gt;
&lt;br /&gt;
The most successful method discovered is to lock a werebeast in a room with civilians, but be sure the room is completely covered in cage traps. Many injuries inflicted by werebeasts can knock a dwarf unconscious due to pain or strangulation, and an unconscious dwarf will be trapped by a cage trap. In the cage, dwarves are free to recover from their wounds, safe from any further attacks. In addition, a dwarf who is released from a cage gets an enormous happiness boost that will help him cope with the loss of family and friends who were not so lucky. Further improvements to this technique, such as assigning the uncursed to squads with no uniform (or just a helmet) that replaces clothing in order to allow every bite to break the skin, have pushed successful conversion rates to near 50%. It is also recommended to release dwarves from their cages immediately (via constructing the cages and attaching them to a lever) to prevent insanity due to unhappiness.&lt;br /&gt;
&lt;br /&gt;
==Werebeast military==&lt;br /&gt;
&lt;br /&gt;
A somewhat less drastic (though potentially even more [[fun]]) option is to start a werebeast super-soldier breeding program. Some werebeasts can hold and use weapons in wereform, and whatever combat skills they have as dwarves also apply while transformed. Being infected gives dwarves a large increase to their physical attributes (which can still be increased further, unlike vampires), and they need not worry about being wounded in combat as long as they survive until their next transformation. Add to this the wereform's large size of 80000 and inability to feel pain, which partially makes up for its lack of armor, and you end up with a potentially devastating military force, if you can manage to keep them from murdering each other and the rest of your fortress. &lt;br /&gt;
&lt;br /&gt;
Were-soldiers are mostly useful when their wereform is of a variety that can use weapons and preferably also shields, which obviously requires hands of some sort. Weregophers, for example, can use either a shield or a one-handed weapon, but not both, and may even equip crossbows as well as quivers and bolts. It is unknown if dwarves in wereform can wield weapons that are normally too large for them, such as pikes. If they cannot use weapons they may still be useful as soldiers if their wereform is of the dangerous sort, for example in the case of werelions &amp;lt;s&amp;gt;and tigers and bears&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Transformed military dwarves respect their stations, alerts and uniforms (when applicable) and ignore the civilian alert, but will still attack anything they regard as an enemy, such as their fellow dwarves or any destroyable buildings. They must therefore be kept away from the rest of the fortress with walls and bridges, as they will destroy any non-artifact doors. Note that as of 40.24 there is a nasty bug which lets sparring dwarves teleport through 1-tile walls, so make sure the walls to their prison are at least 2 tiles thick, and install two 1-tile bridges connected to one lever as a door. Bonus points if you also install a dump chute in the room to give them new weapons and booze. Designate a stockpile under the chute, set it to take from links only, disable bins and set it to allow booze, empty barrels, weapons, shields and possibly ammo. Supplying the were-soldiers with booze both keeps them happy and prevents them from wandering into your fortress to look for it. Be aware that they can and will jump out of a hole directly above them, so either make the chute at least 2 z-levels high and smooth the walls, or keep it firmly locked with a hatch cover.&lt;br /&gt;
&lt;br /&gt;
Once their containment room has been built, add a piece of furniture, designate a large barracks from it and set them to train there. The were-soldiers will destroy the barracks while transformed unless it is an artifact, so wall it in after the room has been defined. Remember to use 2-tile thick walls because of the sparring bug above.&lt;br /&gt;
&lt;br /&gt;
An important thing to remember is the following: If two or more transformed dwarves have any sort of active military order (either from an alert or direct orders), and can see each other at the moment they change ''back'' from wereform, then they will instantly begin fighting to the death, causing a loyalty cascade. To avoid this, either train your were-soldiers alone in separate rooms (slower due to lack of sparring), or make sure to set their alert to Inactive and cancel all their orders before they change back to dwarves. Once they've changed back, they can be set to train or given orders again. If they do start fighting each other, canceling all their orders and setting them to Inactive will make them stop. &lt;br /&gt;
&lt;br /&gt;
The soldiers will not train while transformed, but if they were sparring during the transformation they will continue to spar in wereform, which can be entertaining to watch. The combat log for sparring dwarves in wereform will be gray instead of the normal cyan.&lt;br /&gt;
&lt;br /&gt;
==Transformation dates==&lt;br /&gt;
&lt;br /&gt;
There are exactly thirteen full moons in [[Calendar|a dwarven year]], so werebeasts transform on exactly the same dates every year:&lt;br /&gt;
&lt;br /&gt;
*25th Granite (XX-01-25)&lt;br /&gt;
*23rd Slate (XX-02-23) &lt;br /&gt;
*21st Felsite (XX-03-21)&lt;br /&gt;
*19th Hematite (XX-04-19)&lt;br /&gt;
*17th Malachite (XX-05-17)&lt;br /&gt;
*15th Galena (XX-06-15)&lt;br /&gt;
*13th Limestone (XX-07-13)&lt;br /&gt;
*11th Sandstone (XX-08-11)&lt;br /&gt;
*8th Timber (XX-09-08)&lt;br /&gt;
*6th Moonstone (XX-10-06)&lt;br /&gt;
*4th Opal (XX-11-04)&lt;br /&gt;
*2nd Obsidian (XX-12-02)&lt;br /&gt;
*28th Obsidian (XX-12-28)&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in adventure mode==&lt;br /&gt;
In adventurer mode, werebeasts are usually found living in small lairs on the edges of civilization. Young adventurers will often be called upon to slay them, with instructions along the line of 'he assumes a bestial form' along with a description of what type of metal they are vulnerable to. However, as long as they are not visited on the night of their transformation, they are just common peasants, and can be dispatched easily. It would behoove these individuals to hide themselves among townsfolk, but what can ya do?&lt;br /&gt;
&lt;br /&gt;
===Becoming a werebeast===&lt;br /&gt;
To become a werebeast, you must either happen upon a werebeast in its beastly form or seek one out on the night of their transformation. The most safe and certain way to permit an infectious werebite is to remove all upper body armor, and only torso armor. The torso is the easiest target and it can sustain more damage than limbs. Getting an appendage bitten or shaken off has a lower probability of penetrating the bloodstream than a bite to the chest area.&lt;br /&gt;
&lt;br /&gt;
Note if you select a form for its advantages: the werebeast form doesn't guarantee the stat ranges their animal type may imply; those are generated completely independently. The beast form only confers a proportionate size/mass increase, the tissue layer materials, and all their attack types.&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
It is additionally possible to become a werebeast by toppling statues of your god(s) in a temple or sanctuary. Walk up to the statue and topple it with {{K|u}} then {{K|a}}. Toppling a statue in this way will lead you to be cursed: the curse will be either werebeast or [[DF2014:Vampire|vampirism]]. As of v0.47.01, toppling statues unrelated to your religion no longer has any effect.  A simpler way to obtain a werebeast curse is to roll divination [[dice]] to the point of angering the gods. Once you get a message urging you not to tempt fate, another roll of the dice will bestow upon you a curse. Which curse you get appears to be randomly decided at the time you topple the statue or roll the dice. Reloading the game and repeating the process often gives the alternate curse.&lt;br /&gt;
&lt;br /&gt;
If you become a werebeast and transform in adventure mode, you can pick up your weapon and shield that were dropped in the transformation, but, seeing as almost all werebeasts seem to have a minimum body size of about 80000, armor will become too [[Clothing#Size|small]] for you to fit into. Hauled items will also be dropped on Fast Travel.&lt;br /&gt;
&lt;br /&gt;
===Implications of being an adventuring werebeast===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Every full moon all injuries are instantly healed, then again when the phase ends.&lt;br /&gt;
*For 30 game hours you are inexhaustible; the perfect time to power-train your combat skills. You can sustain max movement rate, multi-attack with everything you have, block and dodge without exhaustion limits. Though your physical attributes won't increase, the skill gains will make your natural form much stronger than it was.&lt;br /&gt;
*Potential increase to all physical stats, likely increase to all physical stat maximums (your mileage may vary; sometimes base and maximum stats are ''lower'' than your normal form.)&lt;br /&gt;
*Increase in mass that scales up with animal's base size (eg a smaller creature adds a marginal amount, a larger creature may gain mass in the 100ks.)&lt;br /&gt;
*Acquire all the animal's traits including swim/climb/crawl rates, innate swimming, physical attacks such as hoof or horn, tissue layer properties such as scales or thick hide.&lt;br /&gt;
*Acquiring the curse directly from a god additionally grants agelessness, which similar to necromancers' agelessness makes you neutral to undead.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Attacked if you visit any towns during your transformation. Automatically hostile with everyone except werebeasts of your own species.&lt;br /&gt;
*Having to re-equip yourself every transformation unless transformed size is similar enough to your race's size. Non-leather clothing will be destroyed on any transformation regardless of size difference.&lt;br /&gt;
*If enemies are wielding weapons of a material your new form is weak against, damage taken can be devastating.&lt;br /&gt;
*Werebeast form often starts relatively weaker, and its maximum potential may be less than normal form.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Ordering your military to kill an infected dwarf may trigger a [[loyalty cascade]], potentially making every single dwarf of the fortress hostile to all others {{Bug|0003259}}.  To prevent this, it's safer to dispose of the infected by [[Unfortunate accident|other means]], like quarantining them via forbidden doors on hospitals fitted with… [[Drowning chamber|hygienic measures]].&lt;br /&gt;
&lt;br /&gt;
* On first transformation an afflicted character's birth year and time can be set back hundreds to thousands of years {{Bug|0005835}}. This can occur from infection by bite or direct deity curse.&lt;br /&gt;
&lt;br /&gt;
* Infected invaders don't attack the rest of the invasion force when they turn.{{bug|10014}}&lt;br /&gt;
&lt;br /&gt;
* Regardless of whether or not their original race is known, a unit's kill list will always show a defeated werebeast as a member of their starting race, even if transformed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Sometimes a werebeast arrives in humanoid form, and the game then announces the arrival of a normal, intelligent creature as if it was some terrible beast. The naked, confused creature usually runs away, probably scared by your dwarves' laughter.&lt;br /&gt;
&lt;br /&gt;
Unlike other werebeasts, werehedgehogs have shown the ability to unnaturally stretch their limbs out for extra mobility, and often attempt to steal rings from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = senelfer | elvish = riviìle | goblin = bemkåbu | human = hixursuku}}&lt;br /&gt;
{| {{listboxformat|class=gamedata}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #72A329; font-weight:bold; background-color: #bd8; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell&amp;quot; | Example raws (as extracted from world.dat)&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;overflow:auto; max-width:800px&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;gamedata-content&amp;quot; style=&amp;quot;font-family: monospace; font-size:1.25em; white-space:pre;&amp;quot;&amp;gt;[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:NIGHT_CREATURE_32]&lt;br /&gt;
	[NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[CASTE_NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:20:0:0]&lt;br /&gt;
	[NIGHT_CREATURE_HUNTER]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CRAZED]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:AGILITY:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[NATURAL_SKILL:SNEAK:20]&lt;br /&gt;
	[DIFFICULTY:1]&lt;br /&gt;
	[LAIR:SIMPLE_BURROW:50]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[MATERIAL_FORCE_MULTIPLIER:INORGANIC:STEEL:10:1]&lt;br /&gt;
	[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:ANIMALS]&lt;br /&gt;
	[SPHERE:CHAOS]&lt;br /&gt;
	[SPHERE:MOON]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[BODY_SIZE:0:0:83000]&lt;br /&gt;
	[CRTEATURE_TILE:165]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TAIL:RCP_4_FINGERS:RCP_4_TOES:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP:SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS:RCP_2_EYELIDS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDRONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[SELECT_MATERIAL:SCALE]&lt;br /&gt;
		[STATE_COLOR:ALL_SOLID:CHARCOAL]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:6:0:0]&lt;br /&gt;
	[SELECT_MATERIAL:EYE]&lt;br /&gt;
		[STATE_COLOR:ALL:BLUE]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;']&lt;br /&gt;
	[GLOWCOLOR:1:0:1]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
		[SPECIALATTACK_INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[ATTACK:FSCRATCH:BY_TYPE:GRASP:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:TSCRATCH:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:212:10:3:637:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:425:5:3:637:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:600:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:850:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1800:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2750:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[DESCRIPTION:A large skink twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow blue. Its charcoal scales are blocky and close-set. Now you will know why you fear the night.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[OBJECT:INTERACTION]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_SOURCE:ATTACK]&lt;br /&gt;
		[IS_HIST_STRING_1: bit ]&lt;br /&gt;
		[IS_HIST_STRING_2:, passing on the skink monster curse]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_REQUIRES:HAS_BLOOD]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_FORBIDDEN:SUPERNATURAL]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[SYN_CLASS:WERECURSE]&lt;br /&gt;
			[CE_BODY_TRANSFORMATION:START:16800:ABRUPT]&lt;br /&gt;
			[CE:CREATURE:NIGHT_CREATURE_32:DEFAULT]&lt;br /&gt;
			[CE:PERIODIC:MOON_PHASE:27:0]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[ru:Werebeast]]&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Werebeast&amp;diff=256869</id>
		<title>Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Werebeast&amp;diff=256869"/>
		<updated>2021-02-24T00:16:08Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Implications of being an adventuring werebeast */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|19:23, 12 August 2017 (UTC)}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
{{DFtext|Urist McBitten, Cheesemaker has transformed into a werelizard!|3:1}}&lt;br /&gt;
&lt;br /&gt;
'''Werebeasts''' {{Tile|Ñ|6:0}} are [[night creature|night creatures]] that are procedurally created during worldgen. [[Deity|Deities]] may curse sapient creatures ([[human]]s, [[Dwarf|dwarves]], [[Elf|elves]], [[goblin]]s or [[animal people]]) to transform into an animal form on the night of a full moon. Sapient creatures bitten by werebeasts are cursed to become werebeasts themselves.{{cite forum|126618}}&lt;br /&gt;
&lt;br /&gt;
Werebeasts may take the form of mammals or reptiles, ranging from the classic [[Wolf|werewolf]], to more exotic things like [[Giraffe|weregiraffes]], [[Lizard|werelizards]], [[Sloth|weresloths]] or [[Gila monster|weregila monsters]]. Also included are some creatures not normally present in the game (werelorises, weremammoths).&lt;br /&gt;
&lt;br /&gt;
The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed, and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the {{token|NIGHT_CREATURE_HUNTER}} tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-immortal individual.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
[[File:weregoat_story.jpg|thumb|350px|&amp;quot;My Captain of the guard, just released from the hospital, transformed into a weregoat while sparring with his soldiers just to instantly get an arm cut off and the head smashed in.&amp;quot;&amp;lt;br /&amp;gt;''Art by Devilingo'']]A number of different types of werebeast curses are procedurally generated at every world creation. Their numbers are normally dependent on world size, but can be directly controlled with [[advanced world generation]] - if you prefer not having to deal with werebeasts, generating a world with &amp;quot;{{tt|Number of Werebeast Curse Types}}&amp;quot; set to {{tt|0}} in advanced world generation will ensure that no werebeasts exist in your world. &lt;br /&gt;
&lt;br /&gt;
There are more kinds of mammal curses (64 possible, though it might leave off some amphibious/bat ones), so it reduces the chances of each specific one to avoid a mammal flood.  The generic lizard is given more weight since it's more vague and presumably encompasses more things. &lt;br /&gt;
&lt;br /&gt;
While procedurally generated, all werebeasts possess certain characteristics in common. They are all [[fanciful]], evil-aligned humanoids taking the shape of an animal who is crazed for blood and flesh, with glowing eyes and a brief description of their skin (&amp;quot;Its charcoal scales are blocky and close-set.&amp;quot;), who are associated with the [[sphere]]s of animals, chaos, moon and night. While intelligent, werebeasts are locked in a [[berserk]] state and will behave accordingly, attacking anything in view. In previous versions of ''Dwarf Fortress'', a berserk werebeast would not attack another werebeast of the same species as themselves, however this behavior currently seems to be broken in fortress mode and transformed werebeasts are truly berserk.&lt;br /&gt;
&lt;br /&gt;
Werebeast transformations, whether from dwarf-to-beast or beast-to-dwarf, will fully restore the unit in question to complete health. Hunger and thirst will both be removed, and injuries (including missing limbs) will be fully healed. Effects induced by insanity are not reversed, however, so berserking soldiers that transform will still not follow orders. &lt;br /&gt;
&lt;br /&gt;
The size of the werebeast is dependent on the nature of its curse, but all are significantly larger than a dwarf, with things like wererhinos and weremammoths being particularly massive. Depending on their starting status and the beast form in question, transformed individuals may receive augmented (or reduced!) strength, agility, recuperation and disease resistance while in monster form, though they often possess slightly lower-than-average toughness and endurance. All werebeasts possess at least Talented [[skill]] in [[wrestling]], [[Combat skill|biting, fighting, striking, kicking, dodging]] and [[Observer|observing]], as well as Legendary skill in [[ambusher]]. Additionally, they can [[Amphibious|breathe underwater]], [[No Exert|feel no exertion]], [[No Stun|cannot be stunned]] and are [[No Pain|immune to pain]], nausea, dizziness and fevers. Werebeasts need no food, water or sleep to survive, nor do they need to breathe, meaning they cannot be drowned or strangled. Werebeasts are Level 2 [[building destroyer]]s and are almost completely [[Trapavoid|immune to traps]] while transformed, safely bypassing any sort of [[trap]] set in their way.&lt;br /&gt;
&lt;br /&gt;
If the werebeast cannot use weapons in wereform (i.e. no hands), only the natural abilities of the creature are available for combat, which differ from creature to creature (claws/hooves/venomous bite etc.), but only their bites cause the werebeast curse to be transmitted. Werebeasts have been confirmed to have the ability to arrive at your fortress both armed and stealthed. Some werebeasts possess [[Syndrome|venom]] as well, applying &amp;quot;night sickness&amp;quot; to those who are bitten along with the werebeast curse. &lt;br /&gt;
&lt;br /&gt;
All werebeasts possess a built-in damage resistance against most weapon-grade [[metal]]s which halves the damage taken during combat, save for one randomly chosen metal which the werebeast will instead be 10 times weaker against. Unlike in the werewolf myth, this weakness isn't restricted to [[silver]], though a werebeast race may indeed be weak to it. There are no means in [[fortress mode]] to learn which metal a given werebeast is weak against during gameplay. In [[adventurer mode]] this information is included in the quest rumor, but an afflicted adventurer can only learn their own weakness [[Wound|the fun way]].&lt;br /&gt;
&lt;br /&gt;
Dwarves will never have [[preferences]] for werebeasts, as they possess no {{token|PREFSTRING}}. They possess an unused [[Pet#Pet value|pet value]] of 2,000.&lt;br /&gt;
&lt;br /&gt;
Killed werebeasts are always listed in a unit's or weapon's kill log as a member of their original race, even if the werebeast was dispatched while in animal form.&lt;br /&gt;
&lt;br /&gt;
===Werebeast types:===&lt;br /&gt;
Here follows a conclusive list of all possible shapes given to a cursed individual. Note that descriptors/colors are randomized upon the curses' generation, so you may encounter &amp;quot;different&amp;quot; werebeasts of the same species in the same world. These descriptors, however, are purely for flavour, and have no gameplay implications.&lt;br /&gt;
&lt;br /&gt;
'''Reptile werebeasts:'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|| werechameleon&lt;br /&gt;
|| weregecko&lt;br /&gt;
|| weregilamonster&lt;br /&gt;
|-&lt;br /&gt;
|| wereiguana&lt;br /&gt;
|| werelizard&lt;br /&gt;
|| weremonitor&lt;br /&gt;
|-&lt;br /&gt;
|| wereskink&lt;br /&gt;
|| weretortoise**&lt;br /&gt;
|| wereturtle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Mammal werebeasts:'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|| wereanteater*&lt;br /&gt;
|| wereantelope**&lt;br /&gt;
|| wereape**&lt;br /&gt;
|-&lt;br /&gt;
|| werearmadillo&lt;br /&gt;
|| wereass**&lt;br /&gt;
|| werebadger&lt;br /&gt;
|-&lt;br /&gt;
|| werebear**&lt;br /&gt;
|| werebeaver&lt;br /&gt;
|| werebison*&lt;br /&gt;
|-&lt;br /&gt;
|| werebuffalo&lt;br /&gt;
|| werebull&lt;br /&gt;
|| werecamel**&lt;br /&gt;
|-&lt;br /&gt;
|| werecapybara&lt;br /&gt;
|| werecat&lt;br /&gt;
|| werecavy&lt;br /&gt;
|-&lt;br /&gt;
|| werechinchilla&lt;br /&gt;
|| werecivet*&lt;br /&gt;
|| werecoati&lt;br /&gt;
|-&lt;br /&gt;
|| werecoyote&lt;br /&gt;
|| weredeer&lt;br /&gt;
|| wereelephant&lt;br /&gt;
|-&lt;br /&gt;
|| wereelk&lt;br /&gt;
|| werefox&lt;br /&gt;
|| weregiraffe&lt;br /&gt;
|-&lt;br /&gt;
|| weregoat&lt;br /&gt;
|| weregopher*&lt;br /&gt;
|| werehare&lt;br /&gt;
|-&lt;br /&gt;
|| werehedgehog&lt;br /&gt;
|| werehorse&lt;br /&gt;
|| werehyena&lt;br /&gt;
|-&lt;br /&gt;
|| werejackal&lt;br /&gt;
|| werekangaroo&lt;br /&gt;
|| werekoala&lt;br /&gt;
|-&lt;br /&gt;
|| werelemur*&lt;br /&gt;
|| werellama&lt;br /&gt;
|| wereloris*&lt;br /&gt;
|-&lt;br /&gt;
|| weremammoth*&lt;br /&gt;
|| weremarmot&lt;br /&gt;
|| weremole*&lt;br /&gt;
|-&lt;br /&gt;
|| weremongoose&lt;br /&gt;
|| weremonkey**&lt;br /&gt;
|| weremoose&lt;br /&gt;
|-&lt;br /&gt;
|| weremouse*&lt;br /&gt;
|| wereopossum&lt;br /&gt;
|| werepanda&lt;br /&gt;
|-&lt;br /&gt;
|| werepangolin&lt;br /&gt;
|| werepanther**&lt;br /&gt;
|| werepig&lt;br /&gt;
|-&lt;br /&gt;
|| wereporcupine&lt;br /&gt;
|| wererabbit&lt;br /&gt;
|| wereraccoon&lt;br /&gt;
|-&lt;br /&gt;
|| wererat&lt;br /&gt;
|| wererhinoceros&lt;br /&gt;
|| weresheep&lt;br /&gt;
|-&lt;br /&gt;
|| wereshrew*&lt;br /&gt;
|| wereskunk&lt;br /&gt;
|| weresloth&lt;br /&gt;
|-&lt;br /&gt;
|| weresquirrel&lt;br /&gt;
|| weretapir&lt;br /&gt;
|| werewarthog&lt;br /&gt;
|-&lt;br /&gt;
|| wereweasel&lt;br /&gt;
|| werewolf&lt;br /&gt;
|| werewombat&lt;br /&gt;
|-&lt;br /&gt;
|| werezebra*&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;*The animal this corresponds to does not actually appear as a normal [[animal]] in ''Dwarf Fortress''.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;**This werebeast doesn't correspond clearly to any specific in-game species of animal.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in fortresses==&lt;br /&gt;
In some regions, the full moon will herald the attack of werebeasts upon your fortress and the unwilling transformation of your own citizens into their bestial forms.&lt;br /&gt;
&lt;br /&gt;
If the region has at least one type of werebeast, a werebeast may choose to [[ambush|ambush]] your fortress from the surface, revealing itself only once seen. Unlike most other invaders, werebeasts are only announced on their discovery (triggering a message similar to that of a [[megabeast|megabeast]]), allowing them to get much closer to your fortress than most other threats. Local werebeasts will be announced at the moment of their transformation, but unlike invaders will not pause the game and can therefore slip under the radar if the transformation was unexpected or there was numerous other announcements at the time.&lt;br /&gt;
&lt;br /&gt;
Transformed werebeasts are building destroyers, pathing to and toppling workshops and furniture that may be accessible to them. They will attack anything they can find for the duration of the full moon - including wildlife, livestock, and the dwarves of your fortress, prioritizing creatures over buildings in their efforts to spread the affliction. &lt;br /&gt;
&lt;br /&gt;
In previous versions, werebeasts of the same beast-species would not be hostile to each other while transformed. This is not currently the case, however, and in the current version it is every beast for themselves. It is therefore generally recommended that individual werebeasts are isolated from the fort (and each other) before their transformation. &lt;br /&gt;
&lt;br /&gt;
Because werebeasts are ambushers (only announcing themselves when found) and are only active for a few days of the month, it's possible for their 'visits' to go completely undetected by members of your fort (though the local wildlife may certainly have noticed). If a werebeast is only spotted after the full moon has ended and it has reverted back to it's normal form, the game will still announce it's discovery, but instead in it's ''current'' form (leading to amusing/terrifying messages such as &amp;quot;The Human (name) has come! A medium-sized creature prone to great ambition.&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Occasionally, a werebeast can infiltrate your fortress, as they've visited as part of a passing caravan. They'll only turn upon the changing of the moon phase, and you will not get the warning given when they'd normally appear on the map.&lt;br /&gt;
&lt;br /&gt;
==Defending your fort against werebeasts==&lt;br /&gt;
&lt;br /&gt;
If you have not established an early-detection defensive perimeter (see [[defense guide]] and note, werebeasts are [[trapavoid]]), it is quite likely that if a werebeast attacks, a dwarf will be bitten. The best defense against this is to keep civilians off the surface (unless they are inside high walls), and rely on warning systems to tell you when to trigger a [[Burrow#Civilian_Alerts|civilian alert]] and close your [[bridge|drawbridges]]. A werebeast retains its infectious form for only a few days during the full moon. After that, it reverts to an ordinary humanoid form, and will typically flee.&lt;br /&gt;
&lt;br /&gt;
Warning systems may include [[pasture]]d or [[restraint|restrained]] animals, or outdoor [[statue]]s. If you get notices of toppled statues with no visible cause, it's probable there is a werebeast nearby. Baby werecreatures are neutral, and while you can order your military to kill them, the order will not be followed.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
[[File:Weregiraffe.jpg|thumb|350px|A Weregiraffe infecting dwarves. Note that getting infected doesn't protect the dwarf in question from further attacks.&amp;lt;br /&amp;gt;''Art by [[Zach Adams]]'']]Werebeasts are dangerous opponents, perfectly capable of killing an unarmed dwarf with impunity, but as notification-worthy invaders go they aren't especially terrifying; a few dwarves with modest military training and gear should be able to handle them with few casualties, as will a single elite dwarf in quality steel gear. The real threat they pose, however, is in their bite. If a sentient creature is bitten by a werebeast, and the bite tears fat, skin, or muscle, the said creature becomes infected. Infected creatures will become werebeasts at the next full moon (see below for schedule). Scratches, bites that merely bruise or dent, and subsequent shaking attacks after a bite will not transmit the curse, and thus are merely as dangerous as any other such assault. Any [[learning]] creature who has [[blood]] and isn't [[undead]] or supernatural can potentially be infected, meaning you could theoretically have things such as [[troglodyte]] or [[troll]] werebeasts, while animals, [[vampire]]s, and [[Mummy|mummies]] are immune to it. &lt;br /&gt;
&lt;br /&gt;
There is no cure. To protect your other dwarves, you should either keep all infected dwarves isolated so they cannot infect your whole fortress, or if you do not want to take care of them, [[expel]] them from the fortress or just kill them.&lt;br /&gt;
&lt;br /&gt;
Infected dwarves will not die of old age{{Verify}} and do not need food and drink. Note that werebeasts can still drink, and the only reason they won't die from dehydration is because they change before they can die, healing wounds and removing thirst. They may go mad, however, so if you want to make them work (or use them for a [[stupid dwarf trick]]) you should try to keep them happy. This can be difficult because werebeasts will not sleep or eat, though they will drink if alcohol is available.&lt;br /&gt;
&lt;br /&gt;
Or maybe you want something exceedingly more [[Fun]] instead? Try the following.&lt;br /&gt;
&lt;br /&gt;
==Infecting your entire fort==&lt;br /&gt;
&lt;br /&gt;
Yes, it is possible. Having only infected dwarves does not end your game.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
* Super-effective hospital service, your dwarves are fully healed once per month. No need for crutches or anything.&lt;br /&gt;
* No need for food or drink, though you can keep alcohol around for happy thoughts and to avoid alcohol withdrawal&lt;br /&gt;
* No need for beds or bedrooms, other than those for nobles&lt;br /&gt;
* When transformed, civilian dwarves are less vulnerable&lt;br /&gt;
* Dwarves will happily discard their old tattered clothing and pick up fresh clothes every month.&lt;br /&gt;
* Unhappy thoughts are less severe as the process of being bitten and biting others tends to make your dwarves very resilient to tragedy.&lt;br /&gt;
* Go for were-elephants or were-badgers for extra dwarven points&lt;br /&gt;
* Fun&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
* Exceedingly difficult to set up, quite long as well&lt;br /&gt;
* May kill your most important dwarves&lt;br /&gt;
* When transformed, fortress activity grinds to a halt, and for a few days afterwards as civilians run around finding new clothing&lt;br /&gt;
* Werebeasts are building destroyers, so you'll constantly need to remake workshops and most furniture&lt;br /&gt;
* Trading is especially difficult&lt;br /&gt;
* Will cause issues with military when transformed: transformation removes all armor, though they will hold onto their weapons, shields, and even quivers/bolts during transformation.&lt;br /&gt;
* May be exceedingly fun for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again you ''were'' looking for fun in the first place&lt;br /&gt;
&lt;br /&gt;
There are several ways to attempt to infect your whole fort, some with higher success rates than others. The trick is to have your uncursed dwarves be bitten but not die, and also to have your cursed dwarves survive any retribution. Delaying the release of the werebeast until near the end of the full moon will reduce the chances of the situation spiralling out of control (though it will also reduce the rate of infection).&lt;br /&gt;
&lt;br /&gt;
One method is to equip a squad of dwarves with training weapons and send them to an isolated area with one or two of your werebeasts. Ideally the dwarves who get injured will back away while the others hold back the werebeast. In reality it can be hard to balance the battle, which leads to either the werebeast killing off the injured dwarves or being pummeled into submission without spreading his curse. The main problem is when an attack by either the werebeast or a dwarf happens at the moment of transformation, it is considered a dwarf-on-dwarf attack, which leads to a minor [[loyalty cascade]]. &lt;br /&gt;
&lt;br /&gt;
Another method is to simply lock a werebeast in a room with a civilian(s) and hope that the civilian survives long enough for the werebeast to turn back. This reduces (but does not eliminate) the chance of a loyalty cascade, because only the werebeast is attacking. The main problem is that werebeasts become legendary fighters/wrestlers very quickly and are more than capable of killing/fatally wounding half a dozen dwarves in a single transformation.&lt;br /&gt;
&lt;br /&gt;
The most successful method discovered is to lock a werebeast in a room with civilians, but be sure the room is completely covered in cage traps. Many injuries inflicted by werebeasts can knock a dwarf unconscious due to pain or strangulation, and an unconscious dwarf will be trapped by a cage trap. In the cage, dwarves are free to recover from their wounds, safe from any further attacks. In addition, a dwarf who is released from a cage gets an enormous happiness boost that will help him cope with the loss of family and friends who were not so lucky. Further improvements to this technique, such as assigning the uncursed to squads with no uniform (or just a helmet) that replaces clothing in order to allow every bite to break the skin, have pushed successful conversion rates to near 50%. It is also recommended to release dwarves from their cages immediately (via constructing the cages and attaching them to a lever) to prevent insanity due to unhappiness.&lt;br /&gt;
&lt;br /&gt;
==Werebeast military==&lt;br /&gt;
&lt;br /&gt;
A somewhat less drastic (though potentially even more [[fun]]) option is to start a werebeast super-soldier breeding program. Some werebeasts can hold and use weapons in wereform, and whatever combat skills they have as dwarves also apply while transformed. Being infected gives dwarves a large increase to their physical attributes (which can still be increased further, unlike vampires), and they need not worry about being wounded in combat as long as they survive until their next transformation. Add to this the wereform's large size of 80000 and inability to feel pain, which partially makes up for its lack of armor, and you end up with a potentially devastating military force, if you can manage to keep them from murdering each other and the rest of your fortress. &lt;br /&gt;
&lt;br /&gt;
Were-soldiers are mostly useful when their wereform is of a variety that can use weapons and preferably also shields, which obviously requires hands of some sort. Weregophers, for example, can use either a shield or a one-handed weapon, but not both, and may even equip crossbows as well as quivers and bolts. It is unknown if dwarves in wereform can wield weapons that are normally too large for them, such as pikes. If they cannot use weapons they may still be useful as soldiers if their wereform is of the dangerous sort, for example in the case of werelions &amp;lt;s&amp;gt;and tigers and bears&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Transformed military dwarves respect their stations, alerts and uniforms (when applicable) and ignore the civilian alert, but will still attack anything they regard as an enemy, such as their fellow dwarves or any destroyable buildings. They must therefore be kept away from the rest of the fortress with walls and bridges, as they will destroy any non-artifact doors. Note that as of 40.24 there is a nasty bug which lets sparring dwarves teleport through 1-tile walls, so make sure the walls to their prison are at least 2 tiles thick, and install two 1-tile bridges connected to one lever as a door. Bonus points if you also install a dump chute in the room to give them new weapons and booze. Designate a stockpile under the chute, set it to take from links only, disable bins and set it to allow booze, empty barrels, weapons, shields and possibly ammo. Supplying the were-soldiers with booze both keeps them happy and prevents them from wandering into your fortress to look for it. Be aware that they can and will jump out of a hole directly above them, so either make the chute at least 2 z-levels high and smooth the walls, or keep it firmly locked with a hatch cover.&lt;br /&gt;
&lt;br /&gt;
Once their containment room has been built, add a piece of furniture, designate a large barracks from it and set them to train there. The were-soldiers will destroy the barracks while transformed unless it is an artifact, so wall it in after the room has been defined. Remember to use 2-tile thick walls because of the sparring bug above.&lt;br /&gt;
&lt;br /&gt;
An important thing to remember is the following: If two or more transformed dwarves have any sort of active military order (either from an alert or direct orders), and can see each other at the moment they change ''back'' from wereform, then they will instantly begin fighting to the death, causing a loyalty cascade. To avoid this, either train your were-soldiers alone in separate rooms (slower due to lack of sparring), or make sure to set their alert to Inactive and cancel all their orders before they change back to dwarves. Once they've changed back, they can be set to train or given orders again. If they do start fighting each other, canceling all their orders and setting them to Inactive will make them stop. &lt;br /&gt;
&lt;br /&gt;
The soldiers will not train while transformed, but if they were sparring during the transformation they will continue to spar in wereform, which can be entertaining to watch. The combat log for sparring dwarves in wereform will be gray instead of the normal cyan.&lt;br /&gt;
&lt;br /&gt;
==Transformation dates==&lt;br /&gt;
&lt;br /&gt;
There are exactly thirteen full moons in [[Calendar|a dwarven year]], so werebeasts transform on exactly the same dates every year:&lt;br /&gt;
&lt;br /&gt;
*25th Granite (XX-01-25)&lt;br /&gt;
*23rd Slate (XX-02-23) &lt;br /&gt;
*21st Felsite (XX-03-21)&lt;br /&gt;
*19th Hematite (XX-04-19)&lt;br /&gt;
*17th Malachite (XX-05-17)&lt;br /&gt;
*15th Galena (XX-06-15)&lt;br /&gt;
*13th Limestone (XX-07-13)&lt;br /&gt;
*11th Sandstone (XX-08-11)&lt;br /&gt;
*8th Timber (XX-09-08)&lt;br /&gt;
*6th Moonstone (XX-10-06)&lt;br /&gt;
*4th Opal (XX-11-04)&lt;br /&gt;
*2nd Obsidian (XX-12-02)&lt;br /&gt;
*28th Obsidian (XX-12-28)&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in adventure mode==&lt;br /&gt;
In adventurer mode, werebeasts are usually found living in small lairs on the edges of civilization. Young adventurers will often be called upon to slay them, with instructions along the line of 'he assumes a bestial form' along with a description of what type of metal they are vulnerable to. However, as long as they are not visited on the night of their transformation, they are just common peasants, and can be dispatched easily. It would behoove these individuals to hide themselves among townsfolk, but what can ya do?&lt;br /&gt;
&lt;br /&gt;
===Becoming a werebeast===&lt;br /&gt;
To become a werebeast, you must either happen upon a werebeast in its beastly form or seek one out on the night of their transformation. The most safe and certain way to permit an infectious werebite is to remove all upper body armor, and only torso armor. The torso is the easiest target and it can sustain more damage than limbs. Getting an appendage bitten or shaken off has a lower probability of penetrating the bloodstream than a bite to the chest area.&lt;br /&gt;
&lt;br /&gt;
Note if you select a form for its advantages: the werebeast form doesn't guarantee the stat ranges their animal type may imply; those are generated completely independently. The beast form only confers a proportionate size/mass increase, the tissue layer materials, and all their attack types.&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
It is additionally possible to become a werebeast by toppling statues of your god(s) in a temple or sanctuary. Walk up to the statue and topple it with {{K|u}} then {{K|a}}. Toppling a statue in this way will lead you to be cursed: the curse will be either werebeast or [[DF2014:Vampire|vampirism]]. As of v0.47.01, toppling statues unrelated to your religion no longer has any effect.  A simpler way to obtain a werebeast curse is to roll divination [[dice]] to the point of angering the gods. Once you get a message urging you not to tempt fate, another roll of the dice will bestow upon you a curse. Which curse you get appears to be randomly decided at the time you topple the statue or roll the dice. Reloading the game and repeating the process often gives the alternate curse.&lt;br /&gt;
&lt;br /&gt;
If you become a werebeast and transform in adventure mode, you can pick up your weapon and shield that were dropped in the transformation, but, seeing as almost all werebeasts seem to have a minimum body size of about 80000, armor will become too [[Clothing#Size|small]] for you to fit into. Hauled items will also be dropped on Fast Travel.&lt;br /&gt;
&lt;br /&gt;
===Implications of being an adventuring werebeast===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Every full moon all injuries are instantly healed, then again when the phase ends.&lt;br /&gt;
*For 18 game hours you are inexhaustible; the perfect time to power-train your combat skills. You can sustain max movement rate, multi-attack with everything you have, block and dodge without exhaustion limits. Though your physical attributes won't increase, the skill gains will make your natural form much stronger than it was.&lt;br /&gt;
*Potential increase to all physical stats, likely increase to all physical stat maximums (your mileage may vary; sometimes base and maximum stats are ''lower'' than your normal form.)&lt;br /&gt;
*Increase in mass that scales up with animal's base size (eg a smaller creature adds a marginal amount, a larger creature may gain mass in the 100ks.)&lt;br /&gt;
*Acquire all the animal's traits including swim/climb/crawl rates, innate swimming, physical attacks such as hoof or horn, tissue layer properties such as scales or thick hide.&lt;br /&gt;
*Acquiring the curse directly from a god additionally grants agelessness, which similar to necromancers' agelessness makes you neutral to undead.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Attacked if you visit any towns during your transformation. Automatically hostile with everyone except werebeasts of your own species.&lt;br /&gt;
*Having to re-equip yourself every transformation unless transformed size is similar enough to your race's size. Non-leather clothing will be destroyed on any transformation regardless of size difference.&lt;br /&gt;
*If enemies are wielding weapons of a material your new form is weak against, damage taken can be devastating.&lt;br /&gt;
*Werebeast form often starts relatively weaker, and its maximum potential may be less than normal form.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Ordering your military to kill an infected dwarf may trigger a [[loyalty cascade]], potentially making every single dwarf of the fortress hostile to all others {{Bug|0003259}}.  To prevent this, it's safer to dispose of the infected by [[Unfortunate accident|other means]], like quarantining them via forbidden doors on hospitals fitted with… [[Drowning chamber|hygienic measures]].&lt;br /&gt;
&lt;br /&gt;
* On first transformation an afflicted character's birth year and time can be set back hundreds to thousands of years {{Bug|0005835}}. This can occur from infection by bite or direct deity curse.&lt;br /&gt;
&lt;br /&gt;
* Infected invaders don't attack the rest of the invasion force when they turn.{{bug|10014}}&lt;br /&gt;
&lt;br /&gt;
* Regardless of whether or not their original race is known, a unit's kill list will always show a defeated werebeast as a member of their starting race, even if transformed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Sometimes a werebeast arrives in humanoid form, and the game then announces the arrival of a normal, intelligent creature as if it was some terrible beast. The naked, confused creature usually runs away, probably scared by your dwarves' laughter.&lt;br /&gt;
&lt;br /&gt;
Unlike other werebeasts, werehedgehogs have shown the ability to unnaturally stretch their limbs out for extra mobility, and often attempt to steal rings from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = senelfer | elvish = riviìle | goblin = bemkåbu | human = hixursuku}}&lt;br /&gt;
{| {{listboxformat|class=gamedata}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #72A329; font-weight:bold; background-color: #bd8; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell&amp;quot; | Example raws (as extracted from world.dat)&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;overflow:auto; max-width:800px&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;gamedata-content&amp;quot; style=&amp;quot;font-family: monospace; font-size:1.25em; white-space:pre;&amp;quot;&amp;gt;[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:NIGHT_CREATURE_32]&lt;br /&gt;
	[NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[CASTE_NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:20:0:0]&lt;br /&gt;
	[NIGHT_CREATURE_HUNTER]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CRAZED]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:AGILITY:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[NATURAL_SKILL:SNEAK:20]&lt;br /&gt;
	[DIFFICULTY:1]&lt;br /&gt;
	[LAIR:SIMPLE_BURROW:50]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[MATERIAL_FORCE_MULTIPLIER:INORGANIC:STEEL:10:1]&lt;br /&gt;
	[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:ANIMALS]&lt;br /&gt;
	[SPHERE:CHAOS]&lt;br /&gt;
	[SPHERE:MOON]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[BODY_SIZE:0:0:83000]&lt;br /&gt;
	[CRTEATURE_TILE:165]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TAIL:RCP_4_FINGERS:RCP_4_TOES:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP:SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS:RCP_2_EYELIDS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDRONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[SELECT_MATERIAL:SCALE]&lt;br /&gt;
		[STATE_COLOR:ALL_SOLID:CHARCOAL]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:6:0:0]&lt;br /&gt;
	[SELECT_MATERIAL:EYE]&lt;br /&gt;
		[STATE_COLOR:ALL:BLUE]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;']&lt;br /&gt;
	[GLOWCOLOR:1:0:1]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
		[SPECIALATTACK_INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[ATTACK:FSCRATCH:BY_TYPE:GRASP:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:TSCRATCH:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:212:10:3:637:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:425:5:3:637:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:600:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:850:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1800:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2750:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[DESCRIPTION:A large skink twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow blue. Its charcoal scales are blocky and close-set. Now you will know why you fear the night.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[OBJECT:INTERACTION]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_SOURCE:ATTACK]&lt;br /&gt;
		[IS_HIST_STRING_1: bit ]&lt;br /&gt;
		[IS_HIST_STRING_2:, passing on the skink monster curse]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_REQUIRES:HAS_BLOOD]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_FORBIDDEN:SUPERNATURAL]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[SYN_CLASS:WERECURSE]&lt;br /&gt;
			[CE_BODY_TRANSFORMATION:START:16800:ABRUPT]&lt;br /&gt;
			[CE:CREATURE:NIGHT_CREATURE_32:DEFAULT]&lt;br /&gt;
			[CE:PERIODIC:MOON_PHASE:27:0]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[ru:Werebeast]]&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Combat&amp;diff=256760</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Combat&amp;diff=256760"/>
		<updated>2021-02-19T15:16:15Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Melee/ranged attacks */&lt;/p&gt;
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&lt;div&gt;{{Quality|Exceptional|14:28, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = zoluth&lt;br /&gt;
| elvish  = moÿira&lt;br /&gt;
| goblin  = nur&lt;br /&gt;
| human   = thec&lt;br /&gt;
}}&lt;br /&gt;
: ''(This page ''will'' cover the mechanics of combat - as they're all figured out. For now, you may want to refer to [[Combat skill]]s, [[Armor]] and/or [[Weapon]]s) for specific information on those aspoects. The effects of many [[material]] properties on combat are somewhat understood (see the [[Material science]] page.&lt;br /&gt;
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: For a  &amp;quot;How to&amp;quot;, [[Military]] is the main article, or see [[Attack]] for the quick &amp;quot;right now!&amp;quot; version.)''&lt;br /&gt;
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[[File:dwarf_fight.jpg|thumb|250px|right|{{DFtext|Urist McSwingdeath felt|7:0}}{{DFtext| satisfied|2:0:1}}{{DFtext| striking his enemies with perfect poise.|7:0}}]]'''Combat''' in ''Dwarf Fortress'' is unlike that in most strategy and role-playing games. Rather than having hit points, units have a collection of body parts, such as limbs, head(s) and a torso. These have sub-parts: limbs have skin, fat, muscle, tendons, bones, nerves and arteries; heads have brains, eyes, noses, mouths, teeth and tongues; and torsos have internal organs. Damage to these parts and sub-parts causes various negative effects, such as fainting, vomiting, loss of mobility due to bone fractures or nerve damage, and eventually leading to death from organ failure or blood loss. The combat system tries to present a fairly realistic depiction of combat, with several important consequences.&lt;br /&gt;
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Although [[creature]]s and players may direct and focus their attacks, combat is random in nature. A glancing blow can get lucky and damage a vital organ, or open an artery to cause massive blood loss. Weapons cause damage specific to their class, be they [[Battle axe|axes]] or [[Short sword|swords]] or [[backpack]]s. You will often see creatures attacked with impaling weapons such as [[spear]]s or [[crossbow]] bolts die of asphyxiation when their lungs are pierced, while slashing weapons are more likely to open an artery or lop off a limb, and blunt weapons will cause fractures. Some weapons may become stuck in the enemy: if the weapon wielder can maintain control he can continue to do damage and immobilize the enemy, but if the enemy gains control of the stuck weapon, the weapon's wielder will be disarmed. &lt;br /&gt;
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Reading the combat {{k|r}}eports will give you a gruesome blow-by-blow of the fighting, telling you exactly what each strike did. It is important to note that, while most natural creatures have the same sorts of vulnerabilities due to their similar collections of body parts, procedurally-generated creatures such as [[bogeymen]], [[forgotten beast]]s and [[titan]]s may lack these vulnerabilities entirely. Killing a shambling pile of refuse may prove to be a very, very long process due to the fact that it has no vital parts, and metallic creatures may prove to be nearly invulnerable. When all else fails, a [[cave-in]] or [[obsidian]] casting means certain death for anything caught in it.&lt;br /&gt;
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As in real life, combat in ''Dwarf Fortress'' is chaotic, deadly, and gruesome. Numbers seem to matter, as defending against multiple opponents can be difficult, even for a decent fighter. Your warriors will not suffer loss of generic hit points, and cannot simply rest to regain them. Injuries must be dealt with in an appropriate fashion for healing to occur: broken bones must be set, wounds must be cleaned and stitched up, and for some things such as concussions, you can only wait and hope the victim eventually regains consciousness.&lt;br /&gt;
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==General observations==&lt;br /&gt;
* Blunt weapons use contact area, IMPACT_YIELD, IMPACT_FRACTURE and weapon mass to scale damage. As such, metal effective for blunt weapons are [[Adamantine]] 🡆 [[Copper]] 🡆 [[Iron]] 🡆 [[Bronze]] 🡆 [[Steel]] 🡆 [[Silver]], from lowest to highest. It should be noted that steel is just about as effective as silver due to the impact values, as well as iron and copper. Higher contact area has higher potential damage but has a harder time getting through armor.&lt;br /&gt;
* Edge weapons use SHEAR_YIELD and SHEAR_FRACTURE for material strength. As such, metal effectiveness for edged weapons are [[Silver]] 🡆 [[Copper]] 🡆 [[Iron]] 🡆 [[Bronze]] 🡆 [[Steel]] 🡆 [[Adamantine]], from lowest to highest.&lt;br /&gt;
* Edge weapons use contact area and penetration size to determine pressure. Lower contact area results in better ability to pierce armor, higher contact area increases the amount of tissue affected by an attack. Swords provide both, with slashing and stabbing; spears provide only low contact area, and axes only provide high.&lt;br /&gt;
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===AI Behaviour===&lt;br /&gt;
On seeing an enemy, military dwarves will rush towards their targets if they're able to path towards them.&lt;br /&gt;
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====Weapon attacks====&lt;br /&gt;
During most fights, attacks are targeted at a specific body part with a specific weapon, based on a few factors.&lt;br /&gt;
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In adventurer mode, during a fight, each turn generates an ease and squareness for each part on the target, based on relative positioning and current actions. If an auto-attack is made, the AI will take into account: &lt;br /&gt;
*A combination of the ease and squareness of the attack.&lt;br /&gt;
*Weapons at its disposal, including both held and natural weapons&lt;br /&gt;
*Body parts, such as the head, although this seems to be considered a low priority&lt;br /&gt;
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The AI can also perform wrestling, including the use of locks, choke-holds, and even forcefully removing equipment, although wrestling attacks are usually uncommon when a weapon is equipped.&lt;br /&gt;
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If the target is unconscious or immobilised, such as becoming exhausted or caught in webs, all strikes against that target will become perfectly accurate and perfectly squared, and the AI will always prioritise removing the helmet then striking the head.&lt;br /&gt;
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Note that the AI does not seem to account for a body part's injuries - an already-disarmed hand or unusable leg can still be targeted, despite the presence of functional parts.&lt;br /&gt;
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*Example: A goblin might suffer fatal upper spine injury from a blunt attack, rendering everything below their head useless - however, the dwarves will fail to recognise this and can continue to attack their body. This can result in dwarves becoming tired needlessly, increasing their own chances of death, especially in sieges.&lt;br /&gt;
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==General terms==&lt;br /&gt;
:'''Stress''' - Pressure = Force per area = F/A&lt;br /&gt;
:'''Strain''' - Deformation of a solid due to stress = Stress/Elastic Modulus&lt;br /&gt;
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:'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation)&lt;br /&gt;
:'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material &lt;br /&gt;
:'''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point&lt;br /&gt;
:Implications to ''Dwarf Fortress'' Combat&lt;br /&gt;
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==Armor properties==&lt;br /&gt;
*Material Properties&lt;br /&gt;
:* Blunt Protection&lt;br /&gt;
::*'''Impact yield'''&lt;br /&gt;
::*'''Impact fracture'''&lt;br /&gt;
::*'''Impact strain at yield'''&lt;br /&gt;
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:* Edge Protection&lt;br /&gt;
::*'''Shear yield'''&lt;br /&gt;
::*'''Shear fracture'''&lt;br /&gt;
::*'''Shear strain at yield'''&lt;br /&gt;
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*Item Properties&lt;br /&gt;
:*'''Armor Level''': Layer number in which armor is worn. Lower numbers will be equipped first, and later numbers equipped if space is available.&lt;br /&gt;
:*'''Coverage'': Some armor covers more of the body than others.&lt;br /&gt;
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==Weapon properties==&lt;br /&gt;
*Material Properties&lt;br /&gt;
:*Common&lt;br /&gt;
::*'''Contact Area''': Determines the surface area hit by the weapon. Likely in mm&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
::*'''Velocity Multiplier''': Effectively increases the velocity of the weapon swing.&lt;br /&gt;
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:*Blunt Weapons&lt;br /&gt;
::*Blunt weapons are all about weapon mass, contact area, and velocity. Apply a large force to a small area for bone crushing goodness.&lt;br /&gt;
::*'''Mass''' is likely material '''Density''' times weapon '''Size'''&lt;br /&gt;
::*'''Momentum''' is '''Mass''' times '''Velocity'''&lt;br /&gt;
::*'''Velocity''' is based on the '''Mass''' of the weapon, the '''Strength''' of the wielder, and the '''Velocity Multiplier''' of the weapon&lt;br /&gt;
::*Any impact must have a conservation of momentum, and thusly, impart the weapon's momentum to the target&lt;br /&gt;
::*'''Stress''' is the '''Force''' of the strike divided by the '''Contact Area'''&lt;br /&gt;
:::*Material '''Impact Yield''' determines the '''Stress''' required to dent the armor (likely not used)&lt;br /&gt;
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:*Edged Weapons&lt;br /&gt;
::*Edged weapons rely on a combination of size, mass, contact area, penetration depth, and velocity&lt;br /&gt;
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==Attack speed==&lt;br /&gt;
Attack speed is defined in the raws using the ATTACK_PREPARE_AND_RECOVER token. ATTACK_PREPARE_AND_RECOVER:3:3 means &amp;quot;3 ticks to prepare, 3 ticks to recover&amp;quot;; this is the usual, for most attacks. Some attacks, such as kicks, are slower, and some, such as many night creature attacks, are faster. These can also be affected by modifiers (see below).&lt;br /&gt;
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==Other combat factors==&lt;br /&gt;
* Both [[adventurer mode]] and [[fortress mode]] keeps track of which way a creature is facing, based on its last actions. Attacks from behind will have increased accuracy, especially if the target hasn't spotted the attacker yet.&lt;br /&gt;
* Movement speed plays an important role in melee combat, as it determines both dodging efficiency and opponent's accuracy. Creatures that are either prone or naturally slow (such as [[giant snail]]s) will have a hard time dodging attacks, so breaking one of the opponent's legs is worth the effort.&lt;br /&gt;
* Creature size, especially relative to other combatants, has a considerable effect on combat. In addition to individual strength stats, larger targets hit with greater force, though whether this is absolute or relative to the target's size is uncertain. Charging and wrestling also favor the larger combatant.&lt;br /&gt;
* As of update 0.43.04 shakes and strong attacks will translate to other bodyparts. For example if you hit an enemy in the head with a blunt weapon, the force from that attack may also hurt the neck of the enemy. Even if the attack is blocked by armor, the force of the blow can still damage other bodyparts.&lt;br /&gt;
* Attacks can have modifiers that affect their speed and properties: heavy attacks increase the prepare and recover time, but have a higher velocity; precise attacks nearly double the prepare time, but have much higher accuracy; quick attacks reduce prepare and recover to about 2/3, but have lower velocity; wild attacks are slightly faster in preparation and have higher velocity, but lower accuracy and take significantly longer to recover.&lt;br /&gt;
* Only wild attacks are usable by berserk creatures.&lt;br /&gt;
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==Arena test results==&lt;br /&gt;
* See [[Material]]&lt;br /&gt;
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==Adventurer mode==&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
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| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|A}}&lt;br /&gt;
| Attack an adjacent creature.&lt;br /&gt;
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| {{k|f}}&lt;br /&gt;
| Fire a projectile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|t}}&lt;br /&gt;
| Throw an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|C}}&lt;br /&gt;
| Open combat preferences interface&lt;br /&gt;
|}&lt;br /&gt;
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[[Combat]] is the fine art of using physical force to cause injury and death, and it is particularly fun in ''Dwarf Fortress''.&lt;br /&gt;
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=== Melee/ranged attacks ===&lt;br /&gt;
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Hostile creatures can be attacked using a non-aimed attack by simply advancing towards your enemy using the arrow keys. Doing a non-aimed attack can free up any stuck weapon, but if you're holding multiple weapons this isn't certain to work. You can also accomplish this by {{k|I}}nteracting with the weapon in inventory, by moving from your current tile (exposing your back or flank to the enemy are not recommended), or moving the enemy from their ''own'' current tile by throwing or charging attack.&lt;br /&gt;
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Any creature can be attacked by standing next to it and pressing {{k|A}}. Attacking a friendly or unconscious creature (which includes wild animals for elves) will further require a confirmation, given using  {{k|alt}}+{{k|y}}.&lt;br /&gt;
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After selecting (and maybe confirming) which creature you want to attack, {{k|a}} will allow you to make an '''aimed attack'''. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be nearly impossible to land and Easier attacks will be very easy to land. The difficulty rating for an attack does not change depending on your weapon skill. Based on player experiences, a Grand Master weapon user can almost always land a &amp;quot;Tricky&amp;quot; strike, while a Novice generally cannot. Attacks on various locations will also have limits on how &amp;quot;squarely&amp;quot; they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.{{Verify}} Attacks which &amp;quot;can't land squarely&amp;quot; are generally still effective.&lt;br /&gt;
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Attacks aimed at the head are the most effective; a single attack to the cranium with a weapon will usually put an end to the fight. Aimed attacks are especially useful for dismembering opponents. Opponents who are missing a foot will fall over, thereby greatly lowering their speed, and giving you an immediate edge in the fight. Cutting off both hands is also highly recommended for obvious reasons. After all, a field full of armless, one-legged enemies can be a big experience booster for your character and your companions. &lt;br /&gt;
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Aimed attacks are also especially helpful when fighting giant beasts. Some enemies like giant desert scorpions have lots of redundant body parts, and random attacks waste valuable time on low priority areas while the scorpion is busy injecting venom into the whole party. Lastly, aimed attacks allow you to grab trophies that are not available via butchering. For example, a minotaur's horns can be cut off during a fight, but since it's a humanoid, most adventurers will refuse to butcher its corpse after the fight. However, in DF2014, all butcherable corpses are able to be butchered, as long as the corpse isn't too mangled.&lt;br /&gt;
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There are several options below the hitting menu. '''Quick attacks''' are faster than regular attacks but weaker. '''Heavy attacks''' are slower but hit harder. '''Wild attacks''' are faster and hit harder but are inaccurate. '''Precise attacks''' are very slow but are much more likely to hit. '''Multi-attacks''' allow you to attack several times in a row, at a great cost to the effectiveness of any one of the chosen attacks.&lt;br /&gt;
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In addition to aimed attacks, pressing {{k|A}} also allows for the three defensive maneuvers: blocking, dodging and parrying. They do not have fixed keys, because their order changes if one or more is impossible (e.g. no blocking without a shield). When dodging you will be able to pick a direction, and your character will move one step in this direction, possibly avoiding any number of attacks. Note that you can dodge even if you are not being attacked. When blocking or parrying you can pick one attack and attempt to stop it, if several attacks are incoming, the remaining attacks will not be affected.&lt;br /&gt;
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To attack with a ranged weapon press the {{k|f}} key with a ranged weapon (bow, crossbow, etc.) equipped on one hand and select the square where you want to attack. Note that you need to have some sort of ammo, corresponding to the type of ranged weapon you are using (for example, bows use arrows, crossbows use bolts). Otherwise, a message stating &amp;quot;You have nothing left to fire.&amp;quot; is displayed in brown. Similarly use the  {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact. Throwing crossbow bolts with sufficient throwing skill and strength seems to have an effect similar to firing them, although less powerful. On the plus side, you will never lose ammo if you throw it.&lt;br /&gt;
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It is not possible to aim for specific body parts with ranged or thrown attacks.&lt;br /&gt;
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{{k|t}}hrowing is generally a good skill to have for any adventurer, as it allows you to slow down fleeing foes, both on the ground and in the air without the need of equipping a (cross)bow. Just like {{k|l}}ooking, you can use throwing to view and hit enemies multiple Z levels away from you. If you're lucky, you can simply land a hit that causes the flying enemy to give in to pain, and then let gravity do the rest of the work. Even if the fall doesn't kill them, they will most likely be stunned long enough for you to run up and slaughter them.&lt;br /&gt;
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=== Wrestling and unarmed attacks ===&lt;br /&gt;
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:''Main article: [[Wrestling]]''&lt;br /&gt;
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'''[[Wrestling]]''' (grappling) can be performed by selecting an enemy via {{k|A}} followed by {{k|b}} to wrestle. You can wrestle any enemy. Wrestling works somewhat like a targeted attack: Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown. For a detailed list of moves, such as takedowns, throws, choke holds, etc., see [[Wrestling]]. It's also possible to punch, kick, and bite. These are not in the wrestling menu, but are performed like normal targeted attacks with {{k|A}}.&lt;br /&gt;
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=== Weapons ===&lt;br /&gt;
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[[Weapon]]s are basically divided into [[axe]], [[sword]], [[spear]], [[pike]], [[mace]], [[whip]], [[bow]] and [[hammer]], with various versions of these taking up the gray area.&lt;br /&gt;
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=== Wounds ===&lt;br /&gt;
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If you get wounded during combat, there's not much that you can do except perhaps run before you get more wounded. Be aware that movement speed while stunned, nauseous or winded is reduced, and might leave you open to fatal blows.  Your wounds will heal over time, so just travel around or sleep in a safe place. Some wounds, however, may never heal, leaving you permanently crippled. Obtaining a crutch may help with this. Or, if you are not already a vampire, then you can get bitten by a werebeast during full moon, which will heal all injuries once per month. If you have some bolts or arrows stuck in your body, they can be removed by using the complex interaction menu {{k|I}}. Select the stuck bolt or arrow from the list and then pull it out with {{k|a}} You'll probably start bleeding after you pull it out, but the bleeding is rarely anything to worry about.&lt;br /&gt;
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=== Combat preferences ===&lt;br /&gt;
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At any time during gameplay (except in fast travel mode), you can press {{k|C}} to open the Combat Preferences menu. There are three different preferences you can set: Attack, Dodge and Charge Defense. These have a few different sub-preferences each:&lt;br /&gt;
&lt;br /&gt;
*'''{{k|a}}ttack'''&lt;br /&gt;
**'''According to Opponent''' - The default setting. When set to this, charging happens more or less frequently, depending on the difference in size between you and the opponent. Bigger opponents get charged less, smaller more often. Can be very risky, since a random charge against a huge opponent is likely to get you knocked down and stunned. In the same vein, charging when close to obstacles or other environmental hazards is very dangerous, potentially fatal, if the enemy dodges you.&lt;br /&gt;
**'''Strike''' - This setting ensures that you never charge an opponent, but rather just swing your weapon at them. This carries less risk than the above, but you're never going to knock anyone down without hitting their legs or spine. Very preferable against large opponents.&lt;br /&gt;
**'''Charge''' - When set to this, you ALWAYS charge. When faced with numerous small enemies (Bogeymen in particular), this can be extremely useful, but remember to switch back when facing something bigger. Charging a large dragon is almost a certain death sentence.&lt;br /&gt;
**'''Close Combat''' - With this setting, all your auto-attacks are grapples. Generally not very useful, since the random nature of it tends to prevent you from actually doing any damage with it, but if you continually auto-attack a harmless creature with it, your wrestling-skill will be legendary in no time. &lt;br /&gt;
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*'''{{k|d}}odge'''&lt;br /&gt;
**'''Move Around''' - This means you can jump away from attacks, physically moving in a random direction. While this lets you dodge attacks more often, it can also result in you jumping into a wall or lake. If you're fighting in really tight spaces, or areas with large pits, you might want to switch to the other option.&lt;br /&gt;
**'''Stand Ground''' - As can be expected, you stand your ground. No jumping around, which is useful in the above situation, but risky in the open. If you have room for jumping around, go with Move Around, but otherwise this could be a good idea.&lt;br /&gt;
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*'''{{k|c}}harge Defense'''&lt;br /&gt;
**'''According to Opponent''' - Again, the default setting. You're more likely to stand still against small enemies charging, but will probably prefer moving away from larger ones. Somewhat risky, in that even a somewhat small enemy can stun you by charging.&lt;br /&gt;
**'''Dodge Away''' - With this, you'll dodge away from charging enemies, if you can. It's not a sure bet, but it's very much worth it against enemies who like to charge. This is probably the most preferable mode, since you're not losing a whole lot by dodging a small foe charging, but dodging an angry night beast can save you from a world of pain.&lt;br /&gt;
**'''Stand Ground''' - If you're certain of your physical superiority to the opponent, you can safely choose this. Standing your ground like a real man/woman might feel hardcore, but getting knocked down in a fight can be extremely dangerous. It probably has some use against bogeymen though, since they're quite small. If you really are much bigger than the enemy, you'll end up knocking THEM down. Most of the time though, charges heavily favor the attacker, so dodging away is probably preferable.&lt;br /&gt;
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Using the Combat Preferences properly can actually save your hide, so they're worth fiddling with. Just don't forget that you've fiddled with them, since a misplaced charge or dodge could end up killing you.&lt;br /&gt;
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{{Category|Game mechanics}}&lt;br /&gt;
[[ru:Combat]]&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Historical_figure&amp;diff=256757</id>
		<title>Historical figure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Historical_figure&amp;diff=256757"/>
		<updated>2021-02-19T04:08:59Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* In adventure mode */&lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
{{av}}&lt;br /&gt;
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&amp;amp;nbsp;&lt;br /&gt;
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In [[world generation]], due to memory constraints, most population numbers have to be treated abstractly. However, a small percentage of the population is treated explicitly, i.e. the game keeps track of all of their history. These people are called '''historical figures''', or ''histfig'' for short.&lt;br /&gt;
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Historical figures mainly relate to what is abstractly offloaded (i.e. forgotten) or explicitly tracked by the game. The game can't keep track of every single creature in the world, but it has to keep things interesting for your [[Fortress mode|fortress]], [[Adventure mode|adventurer]], or [[legends]]; as such, there are a number of rules that define who gets to become a historical figure and who doesn't. These rules are mostly there to guarantee a consistency of gameplay experience, so that people you encounter don't suddenly disappear from the game as they are offloaded.&lt;br /&gt;
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== In world generation (and [[World activities|after]])==&lt;br /&gt;
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In each [[site]], a percentage of the actual population is tracked: this includes nobility and their entourage. Their family relationships, titles and heroic feats (e.g. kill lists) are stored for you to discover. All [[Semi-megabeast|(semi-)]][[megabeast]]s, unique [[demon]]s, [[forgotten beast]]s, [[titan]]s and other such {{token|POWER}} creatures are historical figures, as are other &amp;quot;villainous&amp;quot; creatures such as [[necromancer]]s, [[vampire]]s, [[werebeast]]s, [[night troll]]s, or [[Boss|bosses]] of criminal organisations (along with all their families and other such relationships). Likewise, animals that somehow become enemies of a civilization become historical figures.&lt;br /&gt;
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== In fortress mode ==&lt;br /&gt;
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Your seven starting dwarves are generated ''ex nihilo'' (out of nothing - &amp;quot;void dwarves&amp;quot;). However, all fortress citizens become historical figures as they appear, and the game will keep track of them if they [[Emigration|leave]] the site, or you retire or abandon your fortress. The game attempts to pull subsequent migrants from actual histfig populations, but it will continue to generate 'void dwarves' as necessary. [[Caravan]]s and [[invader|invasions]] can instantiate non-historical populations, though those generated creatures may become historical figures during their time on site. [[Noble]]s (including [[diplomat]]s and [[liaison]]s), workers requested from [[holding]]s, and [[visitor]]s will generally only be selected from existing historical figures.&lt;br /&gt;
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Wildlife is abstracted away, except if an animal gets a [[name]] for some reason (e.g. killing one of your dwarves), in which case they also become a historical figure.&lt;br /&gt;
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If a creature's hist_figure_id is not equal to -1, then by definition it is a historical figure. It's possible that the act of training a creature makes it into a histfig, perhaps in order to assign entity/site membership to it.&lt;br /&gt;
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== In adventure mode ==&lt;br /&gt;
&lt;br /&gt;
Similarly to fortress mode's starting seven, your adventurer is also generated ''ex nihilo'', but becomes a historical figure upon entering the game. Every time the local map is offloaded, all units including your adventurer are also offloaded, and re-initialized from historical figure data. This is why whenever sleeping/waiting, fast-traveling, composing or crafting or site-building, all non-permanent wounds are healed (though some are converted to scars,) and stomach fullness and intoxication is reset. &lt;br /&gt;
&lt;br /&gt;
Anyone with a name the adventurer encounters also becomes a historical figure, if they weren't already. This includes companions, people you take [[quest]]s from, people in your kill list, and people (and even animals) you talk to.&lt;br /&gt;
&lt;br /&gt;
== In legends mode ==&lt;br /&gt;
&lt;br /&gt;
You may browse the history of every single histfig in the world, as well as their relationships with other histfigs. Special objects of note (namely [[artifact]]s and other such objects that have gotten a [[name]] from one of your dwarves or adventurers) also have their history tracked.&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
[[ru:Historical figure]]&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Combat&amp;diff=256756</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Combat&amp;diff=256756"/>
		<updated>2021-02-19T03:41:03Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Adventurer mode */ there's no evidence that alternate methods are more or less effective.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|14:28, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = zoluth&lt;br /&gt;
| elvish  = moÿira&lt;br /&gt;
| goblin  = nur&lt;br /&gt;
| human   = thec&lt;br /&gt;
}}&lt;br /&gt;
: ''(This page ''will'' cover the mechanics of combat - as they're all figured out. For now, you may want to refer to [[Combat skill]]s, [[Armor]] and/or [[Weapon]]s) for specific information on those aspoects. The effects of many [[material]] properties on combat are somewhat understood (see the [[Material science]] page.&lt;br /&gt;
&lt;br /&gt;
: For a  &amp;quot;How to&amp;quot;, [[Military]] is the main article, or see [[Attack]] for the quick &amp;quot;right now!&amp;quot; version.)''&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_fight.jpg|thumb|250px|right|{{DFtext|Urist McSwingdeath felt|7:0}}{{DFtext| satisfied|2:0:1}}{{DFtext| striking his enemies with perfect poise.|7:0}}]]'''Combat''' in ''Dwarf Fortress'' is unlike that in most strategy and role-playing games. Rather than having hit points, units have a collection of body parts, such as limbs, head(s) and a torso. These have sub-parts: limbs have skin, fat, muscle, tendons, bones, nerves and arteries; heads have brains, eyes, noses, mouths, teeth and tongues; and torsos have internal organs. Damage to these parts and sub-parts causes various negative effects, such as fainting, vomiting, loss of mobility due to bone fractures or nerve damage, and eventually leading to death from organ failure or blood loss. The combat system tries to present a fairly realistic depiction of combat, with several important consequences.&lt;br /&gt;
&lt;br /&gt;
Although [[creature]]s and players may direct and focus their attacks, combat is random in nature. A glancing blow can get lucky and damage a vital organ, or open an artery to cause massive blood loss. Weapons cause damage specific to their class, be they [[Battle axe|axes]] or [[Short sword|swords]] or [[backpack]]s. You will often see creatures attacked with impaling weapons such as [[spear]]s or [[crossbow]] bolts die of asphyxiation when their lungs are pierced, while slashing weapons are more likely to open an artery or lop off a limb, and blunt weapons will cause fractures. Some weapons may become stuck in the enemy: if the weapon wielder can maintain control he can continue to do damage and immobilize the enemy, but if the enemy gains control of the stuck weapon, the weapon's wielder will be disarmed. &lt;br /&gt;
&lt;br /&gt;
Reading the combat {{k|r}}eports will give you a gruesome blow-by-blow of the fighting, telling you exactly what each strike did. It is important to note that, while most natural creatures have the same sorts of vulnerabilities due to their similar collections of body parts, procedurally-generated creatures such as [[bogeymen]], [[forgotten beast]]s and [[titan]]s may lack these vulnerabilities entirely. Killing a shambling pile of refuse may prove to be a very, very long process due to the fact that it has no vital parts, and metallic creatures may prove to be nearly invulnerable. When all else fails, a [[cave-in]] or [[obsidian]] casting means certain death for anything caught in it.&lt;br /&gt;
&lt;br /&gt;
As in real life, combat in ''Dwarf Fortress'' is chaotic, deadly, and gruesome. Numbers seem to matter, as defending against multiple opponents can be difficult, even for a decent fighter. Your warriors will not suffer loss of generic hit points, and cannot simply rest to regain them. Injuries must be dealt with in an appropriate fashion for healing to occur: broken bones must be set, wounds must be cleaned and stitched up, and for some things such as concussions, you can only wait and hope the victim eventually regains consciousness.&lt;br /&gt;
&lt;br /&gt;
==General observations==&lt;br /&gt;
* Blunt weapons use contact area, IMPACT_YIELD, IMPACT_FRACTURE and weapon mass to scale damage. As such, metal effective for blunt weapons are [[Adamantine]] 🡆 [[Copper]] 🡆 [[Iron]] 🡆 [[Bronze]] 🡆 [[Steel]] 🡆 [[Silver]], from lowest to highest. It should be noted that steel is just about as effective as silver due to the impact values, as well as iron and copper. Higher contact area has higher potential damage but has a harder time getting through armor.&lt;br /&gt;
* Edge weapons use SHEAR_YIELD and SHEAR_FRACTURE for material strength. As such, metal effectiveness for edged weapons are [[Silver]] 🡆 [[Copper]] 🡆 [[Iron]] 🡆 [[Bronze]] 🡆 [[Steel]] 🡆 [[Adamantine]], from lowest to highest.&lt;br /&gt;
* Edge weapons use contact area and penetration size to determine pressure. Lower contact area results in better ability to pierce armor, higher contact area increases the amount of tissue affected by an attack. Swords provide both, with slashing and stabbing; spears provide only low contact area, and axes only provide high.&lt;br /&gt;
&lt;br /&gt;
===AI Behaviour===&lt;br /&gt;
On seeing an enemy, military dwarves will rush towards their targets if they're able to path towards them.&lt;br /&gt;
&lt;br /&gt;
====Weapon attacks====&lt;br /&gt;
During most fights, attacks are targeted at a specific body part with a specific weapon, based on a few factors.&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, during a fight, each turn generates an ease and squareness for each part on the target, based on relative positioning and current actions. If an auto-attack is made, the AI will take into account: &lt;br /&gt;
*A combination of the ease and squareness of the attack.&lt;br /&gt;
*Weapons at its disposal, including both held and natural weapons&lt;br /&gt;
*Body parts, such as the head, although this seems to be considered a low priority&lt;br /&gt;
&lt;br /&gt;
The AI can also perform wrestling, including the use of locks, choke-holds, and even forcefully removing equipment, although wrestling attacks are usually uncommon when a weapon is equipped.&lt;br /&gt;
&lt;br /&gt;
If the target is unconscious or immobilised, such as becoming exhausted or caught in webs, all strikes against that target will become perfectly accurate and perfectly squared, and the AI will always prioritise removing the helmet then striking the head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that the AI does not seem to account for a body part's injuries - an already-disarmed hand or unusable leg can still be targeted, despite the presence of functional parts.&lt;br /&gt;
      &lt;br /&gt;
*Example: A goblin might suffer fatal upper spine injury from a blunt attack, rendering everything below their head useless - however, the dwarves will fail to recognise this and can continue to attack their body. This can result in dwarves becoming tired needlessly, increasing their own chances of death, especially in sieges.&lt;br /&gt;
&lt;br /&gt;
==General terms==&lt;br /&gt;
:'''Stress''' - Pressure = Force per area = F/A&lt;br /&gt;
:'''Strain''' - Deformation of a solid due to stress = Stress/Elastic Modulus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation)&lt;br /&gt;
:'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material &lt;br /&gt;
:'''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point&lt;br /&gt;
:Implications to ''Dwarf Fortress'' Combat&lt;br /&gt;
&lt;br /&gt;
==Armor properties==&lt;br /&gt;
*Material Properties&lt;br /&gt;
:* Blunt Protection&lt;br /&gt;
::*'''Impact yield'''&lt;br /&gt;
::*'''Impact fracture'''&lt;br /&gt;
::*'''Impact strain at yield'''&lt;br /&gt;
&lt;br /&gt;
:* Edge Protection&lt;br /&gt;
::*'''Shear yield'''&lt;br /&gt;
::*'''Shear fracture'''&lt;br /&gt;
::*'''Shear strain at yield'''&lt;br /&gt;
&lt;br /&gt;
*Item Properties&lt;br /&gt;
:*'''Armor Level''': Layer number in which armor is worn. Lower numbers will be equipped first, and later numbers equipped if space is available.&lt;br /&gt;
:*'''Coverage'': Some armor covers more of the body than others.&lt;br /&gt;
&lt;br /&gt;
==Weapon properties==&lt;br /&gt;
*Material Properties&lt;br /&gt;
:*Common&lt;br /&gt;
::*'''Contact Area''': Determines the surface area hit by the weapon. Likely in mm&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
::*'''Velocity Multiplier''': Effectively increases the velocity of the weapon swing.&lt;br /&gt;
&lt;br /&gt;
:*Blunt Weapons&lt;br /&gt;
::*Blunt weapons are all about weapon mass, contact area, and velocity. Apply a large force to a small area for bone crushing goodness.&lt;br /&gt;
::*'''Mass''' is likely material '''Density''' times weapon '''Size'''&lt;br /&gt;
::*'''Momentum''' is '''Mass''' times '''Velocity'''&lt;br /&gt;
::*'''Velocity''' is based on the '''Mass''' of the weapon, the '''Strength''' of the wielder, and the '''Velocity Multiplier''' of the weapon&lt;br /&gt;
::*Any impact must have a conservation of momentum, and thusly, impart the weapon's momentum to the target&lt;br /&gt;
::*'''Stress''' is the '''Force''' of the strike divided by the '''Contact Area'''&lt;br /&gt;
:::*Material '''Impact Yield''' determines the '''Stress''' required to dent the armor (likely not used)&lt;br /&gt;
&lt;br /&gt;
:*Edged Weapons&lt;br /&gt;
::*Edged weapons rely on a combination of size, mass, contact area, penetration depth, and velocity&lt;br /&gt;
&lt;br /&gt;
==Attack speed==&lt;br /&gt;
Attack speed is defined in the raws using the ATTACK_PREPARE_AND_RECOVER token. ATTACK_PREPARE_AND_RECOVER:3:3 means &amp;quot;3 ticks to prepare, 3 ticks to recover&amp;quot;; this is the usual, for most attacks. Some attacks, such as kicks, are slower, and some, such as many night creature attacks, are faster. These can also be affected by modifiers (see below).&lt;br /&gt;
&lt;br /&gt;
==Other combat factors==&lt;br /&gt;
* Both [[adventurer mode]] and [[fortress mode]] keeps track of which way a creature is facing, based on its last actions. Attacks from behind will have increased accuracy, especially if the target hasn't spotted the attacker yet.&lt;br /&gt;
* Movement speed plays an important role in melee combat, as it determines both dodging efficiency and opponent's accuracy. Creatures that are either prone or naturally slow (such as [[giant snail]]s) will have a hard time dodging attacks, so breaking one of the opponent's legs is worth the effort.&lt;br /&gt;
* Creature size, especially relative to other combatants, has a considerable effect on combat. In addition to individual strength stats, larger targets hit with greater force, though whether this is absolute or relative to the target's size is uncertain. Charging and wrestling also favor the larger combatant.&lt;br /&gt;
* As of update 0.43.04 shakes and strong attacks will translate to other bodyparts. For example if you hit an enemy in the head with a blunt weapon, the force from that attack may also hurt the neck of the enemy. Even if the attack is blocked by armor, the force of the blow can still damage other bodyparts.&lt;br /&gt;
* Attacks can have modifiers that affect their speed and properties: heavy attacks increase the prepare and recover time, but have a higher velocity; precise attacks nearly double the prepare time, but have much higher accuracy; quick attacks reduce prepare and recover to about 2/3, but have lower velocity; wild attacks are slightly faster in preparation and have higher velocity, but lower accuracy and take significantly longer to recover.&lt;br /&gt;
* Only wild attacks are usable by berserk creatures.&lt;br /&gt;
&lt;br /&gt;
==Arena test results==&lt;br /&gt;
* See [[Material]]&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|A}}&lt;br /&gt;
| Attack an adjacent creature.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}}&lt;br /&gt;
| Fire a projectile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|t}}&lt;br /&gt;
| Throw an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|C}}&lt;br /&gt;
| Open combat preferences interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Combat]] is the fine art of using physical force to cause injury and death, and it is particularly fun in ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
=== Melee/ranged attacks ===&lt;br /&gt;
&lt;br /&gt;
Hostile creatures can be attacked using a non-aimed attack by simply advancing towards your enemy using the arrow keys. Doing a non-aimed attack will also have a chance of freeing up any stuck weapon. You can also accomplish this by {{k|I}}nteracting with the weapon in inventory, by moving from your current tile (exposing your back or flank to the enemy are not recommended), or moving the enemy from their ''own'' current tile by throwing or charging attack.&lt;br /&gt;
&lt;br /&gt;
Any creature can be attacked by standing next to it and pressing {{k|A}}. Attacking a friendly or unconscious creature (which includes wild animals for elves) will further require a confirmation, given using  {{k|alt}}+{{k|y}}.&lt;br /&gt;
&lt;br /&gt;
After selecting (and maybe confirming) which creature you want to attack, {{k|a}} will allow you to make an '''aimed attack'''. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be nearly impossible to land and Easier attacks will be very easy to land. The difficulty rating for an attack does not change depending on your weapon skill. Based on player experiences, a Grand Master weapon user can almost always land a &amp;quot;Tricky&amp;quot; strike, while a Novice generally cannot. Attacks on various locations will also have limits on how &amp;quot;squarely&amp;quot; they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.{{Verify}} Attacks which &amp;quot;can't land squarely&amp;quot; are generally still effective.&lt;br /&gt;
&lt;br /&gt;
Attacks aimed at the head are the most effective; a single attack to the cranium with a weapon will usually put an end to the fight. Aimed attacks are especially useful for dismembering opponents. Opponents who are missing a foot will fall over, thereby greatly lowering their speed, and giving you an immediate edge in the fight. Cutting off both hands is also highly recommended for obvious reasons. After all, a field full of armless, one-legged enemies can be a big experience booster for your character and your companions. &lt;br /&gt;
&lt;br /&gt;
Aimed attacks are also especially helpful when fighting giant beasts. Some enemies like giant desert scorpions have lots of redundant body parts, and random attacks waste valuable time on low priority areas while the scorpion is busy injecting venom into the whole party. Lastly, aimed attacks allow you to grab trophies that are not available via butchering. For example, a minotaur's horns can be cut off during a fight, but since it's a humanoid, most adventurers will refuse to butcher its corpse after the fight. However, in DF2014, all butcherable corpses are able to be butchered, as long as the corpse isn't too mangled.&lt;br /&gt;
&lt;br /&gt;
There are several options below the hitting menu. '''Quick attacks''' are faster than regular attacks but weaker. '''Heavy attacks''' are slower but hit harder. '''Wild attacks''' are faster and hit harder but are inaccurate. '''Precise attacks''' are very slow but are much more likely to hit. '''Multi-attacks''' allow you to attack several times in a row, at a great cost to the effectiveness of any one of the chosen attacks.&lt;br /&gt;
&lt;br /&gt;
In addition to aimed attacks, pressing {{k|A}} also allows for the three defensive maneuvers: blocking, dodging and parrying. They do not have fixed keys, because their order changes if one or more is impossible (e.g. no blocking without a shield). When dodging you will be able to pick a direction, and your character will move one step in this direction, possibly avoiding any number of attacks. Note that you can dodge even if you are not being attacked. When blocking or parrying you can pick one attack and attempt to stop it, if several attacks are incoming, the remaining attacks will not be affected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To attack with a ranged weapon press the {{k|f}} key with a ranged weapon (bow, crossbow, etc.) equipped on one hand and select the square where you want to attack. Note that you need to have some sort of ammo, corresponding to the type of ranged weapon you are using (for example, bows use arrows, crossbows use bolts). Otherwise, a message stating &amp;quot;You have nothing left to fire.&amp;quot; is displayed in brown. Similarly use the  {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact. Throwing crossbow bolts with sufficient throwing skill and strength seems to have an effect similar to firing them, although less powerful. On the plus side, you will never lose ammo if you throw it.&lt;br /&gt;
&lt;br /&gt;
It is not possible to aim for specific body parts with ranged or thrown attacks.&lt;br /&gt;
&lt;br /&gt;
{{k|t}}hrowing is generally a good skill to have for any adventurer, as it allows you to slow down fleeing foes, both on the ground and in the air without the need of equipping a (cross)bow. Just like {{k|l}}ooking, you can use throwing to view and hit enemies multiple Z levels away from you. If you're lucky, you can simply land a hit that causes the flying enemy to give in to pain, and then let gravity do the rest of the work. Even if the fall doesn't kill them, they will most likely be stunned long enough for you to run up and slaughter them.&lt;br /&gt;
&lt;br /&gt;
=== Wrestling and unarmed attacks ===&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Wrestling]]''&lt;br /&gt;
&lt;br /&gt;
'''[[Wrestling]]''' (grappling) can be performed by selecting an enemy via {{k|A}} followed by {{k|b}} to wrestle. You can wrestle any enemy. Wrestling works somewhat like a targeted attack: Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown. For a detailed list of moves, such as takedowns, throws, choke holds, etc., see [[Wrestling]]. It's also possible to punch, kick, and bite. These are not in the wrestling menu, but are performed like normal targeted attacks with {{k|A}}.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
[[Weapon]]s are basically divided into [[axe]], [[sword]], [[spear]], [[pike]], [[mace]], [[whip]], [[bow]] and [[hammer]], with various versions of these taking up the gray area.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
&lt;br /&gt;
If you get wounded during combat, there's not much that you can do except perhaps run before you get more wounded. Be aware that movement speed while stunned, nauseous or winded is reduced, and might leave you open to fatal blows.  Your wounds will heal over time, so just travel around or sleep in a safe place. Some wounds, however, may never heal, leaving you permanently crippled. Obtaining a crutch may help with this. Or, if you are not already a vampire, then you can get bitten by a werebeast during full moon, which will heal all injuries once per month. If you have some bolts or arrows stuck in your body, they can be removed by using the complex interaction menu {{k|I}}. Select the stuck bolt or arrow from the list and then pull it out with {{k|a}} You'll probably start bleeding after you pull it out, but the bleeding is rarely anything to worry about.&lt;br /&gt;
&lt;br /&gt;
=== Combat preferences ===&lt;br /&gt;
&lt;br /&gt;
At any time during gameplay (except in fast travel mode), you can press {{k|C}} to open the Combat Preferences menu. There are three different preferences you can set: Attack, Dodge and Charge Defense. These have a few different sub-preferences each:&lt;br /&gt;
&lt;br /&gt;
*'''{{k|a}}ttack'''&lt;br /&gt;
**'''According to Opponent''' - The default setting. When set to this, charging happens more or less frequently, depending on the difference in size between you and the opponent. Bigger opponents get charged less, smaller more often. Can be very risky, since a random charge against a huge opponent is likely to get you knocked down and stunned. In the same vein, charging when close to obstacles or other environmental hazards is very dangerous, potentially fatal, if the enemy dodges you.&lt;br /&gt;
**'''Strike''' - This setting ensures that you never charge an opponent, but rather just swing your weapon at them. This carries less risk than the above, but you're never going to knock anyone down without hitting their legs or spine. Very preferable against large opponents.&lt;br /&gt;
**'''Charge''' - When set to this, you ALWAYS charge. When faced with numerous small enemies (Bogeymen in particular), this can be extremely useful, but remember to switch back when facing something bigger. Charging a large dragon is almost a certain death sentence.&lt;br /&gt;
**'''Close Combat''' - With this setting, all your auto-attacks are grapples. Generally not very useful, since the random nature of it tends to prevent you from actually doing any damage with it, but if you continually auto-attack a harmless creature with it, your wrestling-skill will be legendary in no time. &lt;br /&gt;
&lt;br /&gt;
*'''{{k|d}}odge'''&lt;br /&gt;
**'''Move Around''' - This means you can jump away from attacks, physically moving in a random direction. While this lets you dodge attacks more often, it can also result in you jumping into a wall or lake. If you're fighting in really tight spaces, or areas with large pits, you might want to switch to the other option.&lt;br /&gt;
**'''Stand Ground''' - As can be expected, you stand your ground. No jumping around, which is useful in the above situation, but risky in the open. If you have room for jumping around, go with Move Around, but otherwise this could be a good idea.&lt;br /&gt;
&lt;br /&gt;
*'''{{k|c}}harge Defense'''&lt;br /&gt;
**'''According to Opponent''' - Again, the default setting. You're more likely to stand still against small enemies charging, but will probably prefer moving away from larger ones. Somewhat risky, in that even a somewhat small enemy can stun you by charging.&lt;br /&gt;
**'''Dodge Away''' - With this, you'll dodge away from charging enemies, if you can. It's not a sure bet, but it's very much worth it against enemies who like to charge. This is probably the most preferable mode, since you're not losing a whole lot by dodging a small foe charging, but dodging an angry night beast can save you from a world of pain.&lt;br /&gt;
**'''Stand Ground''' - If you're certain of your physical superiority to the opponent, you can safely choose this. Standing your ground like a real man/woman might feel hardcore, but getting knocked down in a fight can be extremely dangerous. It probably has some use against bogeymen though, since they're quite small. If you really are much bigger than the enemy, you'll end up knocking THEM down. Most of the time though, charges heavily favor the attacker, so dodging away is probably preferable.&lt;br /&gt;
&lt;br /&gt;
Using the Combat Preferences properly can actually save your hide, so they're worth fiddling with. Just don't forget that you've fiddled with them, since a misplaced charge or dodge could end up killing you.&lt;br /&gt;
&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
[[ru:Combat]]&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Swimmer&amp;diff=256719</id>
		<title>Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Swimmer&amp;diff=256719"/>
		<updated>2021-02-14T19:23:18Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: most of that no longer applies, swimming rates will always be slower than ground rates for quadrupeds/bipeds, even amphibious ones.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|01:13, 4 February 2015 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Swimmer&lt;br /&gt;
| specialty  = Peasant&lt;br /&gt;
| profession = None&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Getting in and out of water&lt;br /&gt;
* Staying calm underwater&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Swimmer''' is a skill used by creatures to move through [[tile]]s containing [[depth|deep]] liquid (primarily [[water]]), and generally avoid drowning. Creatures may have a {{token|GAIT|c}} [[creature token]] that defines their movement [[gait|speed]] while swimming. However, a creature's effective swimming speed can be modified by its Swimmer skill level, up to its maximum gait limit at Legendary skill.&lt;br /&gt;
&lt;br /&gt;
== Drowning ==&lt;br /&gt;
Dwarves with dabbling (level 1) or no [[experience]] as Swimmers, will start drowning immediately upon contact with deep surface [[water]] (i.e. surface water of 7/7 depth).  Those of novice (level 2) experience or greater can be in deep surface water without drowning.  Any dwarf will start drowning in 7/7 water if there is more water on levels above them (e.g. at the bottom of a two-level-deep cistern, or the bottom of the ocean). A [[bridge]] (or, presumably, any other building that prevents access to the air above the water) will also cause non-aquatic/amphibious creatures to begin drowning in 7/7 water--this can be useful for disposing of trolls in a [[drowning chamber|drowning]] [[pit trap|pit]]. &lt;br /&gt;
A way to delay the drowning of a dwarf (allowing them to survive long enough to become a novice swimmer) is to drain a tiny amount of water, so that some tiles in the body of water are 6/7. If one of these 6/7 tiles strays over the dwarf, their drowning timer will be reset.&lt;br /&gt;
&lt;br /&gt;
Any conscious, uninjured, non-stunned dwarf finding themselves in water of depth 4/7 or greater will try to leave, if they can find a path out of around 20 tiles in length or less.[http://www.bay12forums.com/smf/index.php?topic=116764.0]  If they can't find an exit within that distance, they won't move.  &lt;br /&gt;
&lt;br /&gt;
Dabbling swimmers require a [[ramp]] or [[stairs|stairway]] within 20 tiles to have any chance of getting out of deep water.  Fortunately, every natural shallow body of water has ramps.&lt;br /&gt;
&lt;br /&gt;
Novice swimmers are able to get out of deep water safely without needing a ramp or stairway, but they will start drowning if [[Status_icons|stunned]]. Once that happens, it can be difficult to get them out, as they lose the ability to exit anywhere and behave just like an untrained or dabbling swimmer. Everyone is stunned by falling into water, rather than entering it calmly, which is what normally happens when they aren't entering it of their [[Carp|own free will]].  Adequate (level 3) swimmers do not panic and start drowning in that situation, even when attacked, so training to this level is highly recommended - higher levels only increase speed while swimming.&lt;br /&gt;
&lt;br /&gt;
Note that you can drown in [[magma]] as well, but most creatures tend to melt first.&lt;br /&gt;
&lt;br /&gt;
== Teaching swimming ==&lt;br /&gt;
&lt;br /&gt;
It can be useful to teach swimming to your dwarves, especially your [[military]], to help them survive avoidable death (such as [[dodging]] into a [[murky pool]] or a [[river]]). Dwarves will normally refuse to enter tiles with more than 3/7 water, and a depth of 4/7 (but less than 7/7, lest they drown) is necessary to train the skill, but with a specially designed [[Swimming pool|Swimming pool]] it can easily be done.&lt;br /&gt;
&lt;br /&gt;
== Other Activities ==&lt;br /&gt;
Dwarves cannot fight while swimming. Adults won't initiate most activities, but they may continue what they were doing before being submerged - even sleeping underwater and gaining swimming experience for it.&lt;br /&gt;
&lt;br /&gt;
Dwarves trapped in a swimming pool will often try to [[climb]] up a wall to escape the water, which is relatively safe for the climbing dwarf, as the water will cushion their fall - maybe not so for any dwarves that they [[Gravity|land]] on.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
In [[adventurer mode]], as a novice swimmer or better, by standing next to a body of water and moving carefully ({{k|alt}}+direction) in the direction of the water (falling 1 or 2 z-levels is not an issue), you can swim about and train your skill. To get out, {{k|alt}}-move against a shoreline and select the option to move above it, or simply move toward the shore if it has ramps. You can also {{k|h}}old onto a (non-smooth) rock wall or tree above the water's edge in order to climb out, even without any skill in [[Climber|climbing]]. It is advisable to train your skill in swimming above novice because getting stunned, winded, or tired will make you flounder and, most likely, die, even if you're just one or two tiles from a ramp. While floundering, there is a small chance to successfully move, so you might get lucky enough to make it out of the water, but don't count on it.&lt;br /&gt;
&lt;br /&gt;
Swimmers can also dive and rise through the [[z-axis]] by pressing {{k|&amp;gt;}} and {{k|&amp;lt;}} respectively. Note that air-breathers will be unable to breathe without air in the tile above them, and without returning to the surface will eventually drown. (Sadly, there's no oxygen meter as of yet, so you'll never know when they're about to expire. Don't linger too long.)&lt;br /&gt;
&lt;br /&gt;
In adventure mode, water preference can be switched between &amp;quot;when possible&amp;quot; and &amp;quot;necessary&amp;quot;  by pressing {{k|m}}.&lt;br /&gt;
&lt;br /&gt;
To teach companions to swim, some patience is necessary. Enter a body of water until they follow you inside, then immediately get out. They will flounder around and attempt to get out before they drown, but as long as they make it back on land, they will gain swimming experience. Repeat until they manage to swim without drowning. Drowning itself can also be beneficial, as certain attributes, notably toughness and endurance, greatly benefit from the strain caused by the experience. Provided that the experience does not reach its fatal conclusion, the toughness of your band should reach a point where it can only be exceeded by the larger or more powerful supernatural entities.&lt;br /&gt;
&lt;br /&gt;
If the temperature (press {{k|P}}) is &amp;quot;freezing&amp;quot; or &amp;quot;cold&amp;quot; and close to sundown, the water may freeze while you are swimming, which instantly kills you and leaves your frozen corpse encased in [[ice]] and a valuable find for archeologists.&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Die&amp;diff=256623</id>
		<title>Die</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Die&amp;diff=256623"/>
		<updated>2021-02-11T01:39:40Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Adventurer Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|12:48, 5 February 2020 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in|0.47.01}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[File:Historical dice.jpg|right|250px|thumb|Examples of dice.]]&lt;br /&gt;
{{distinguish|Death}}&lt;br /&gt;
'''Dice''' (singular ''die'') are an item randomly found in religious (not [[titan]]) [[Temple#Shrines|shrine]]s located throughout the world, with several able to spawn at [[monastery|monasteries]]. They can be picked up and rolled to divine the will of the [[Deity|gods]] relevant to the dice, granting a variety of possible effects both positive or ''[[fun]]''.&lt;br /&gt;
&lt;br /&gt;
Dice come in several known varieties depending on the number of sides:&lt;br /&gt;
&lt;br /&gt;
*D20 (twenty-sided, known as &amp;quot;icosahedral&amp;quot;)&lt;br /&gt;
*D12 (&amp;quot;twelve-sided&amp;quot; or &amp;quot;dodecahedral&amp;quot;)&lt;br /&gt;
*D8 (&amp;quot;eight-sided&amp;quot; or &amp;quot;octahedral&amp;quot;)&lt;br /&gt;
*D6 (&amp;quot;six-sided&amp;quot; or &amp;quot;cubic&amp;quot;)&lt;br /&gt;
*D4 (&amp;quot;four-sided&amp;quot; or &amp;quot;tetrahedral&amp;quot; *) (* ''this is, in fact, TBC due to technical issues with it, according to Toady'') &lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
&lt;br /&gt;
In [[fortress mode]], dice can be created in a [[craftsdwarf's workshop]] from [[wood]] or [[stone]]. It is not currently possible to specify the number of sides to make on dice, nor do descriptions on dice mention the number of sides that they have. Divination currently does not occur in fortress mode, making dice only usable as trading goods.&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]], dice can be found and used for divination by the player. Multiple dice may be held and rolled at a time, though this only appears to count as rolling the die selected in the inventory, dropping all other dice while mentioning their number (but not their effect).&lt;br /&gt;
&lt;br /&gt;
List of known dice effects:&lt;br /&gt;
*'''Creates a random divine metal artifact-quality weapon at the shrine the dice were from. Can be any weapon, even training weapons or uncommon weapons, such as blowguns or large daggers'''&lt;br /&gt;
*'''Creates a random artifact-quality piece of armor at the shrine the dice were from{{verify}}'''&lt;br /&gt;
*'''Upgrades each worn item, including containers and things strapped to the upper body (like backpacks and shields). One- and two-level upgrades have been attested on this wiki so far.'''&lt;br /&gt;
*'''Grants the user an enhanced healing factor, capable of completely healing any tissue damage or other wounds rapidly (duration appears indefinite, but cannot heal certain past wounds) {{verify}}'''&lt;br /&gt;
*'''Grants the user a random friendly pet spawned nearby (seems to prefer predatory creatures, but not [[Creature token|LARGE_PREDATOR]] creatures.)'''&lt;br /&gt;
*Grants the user a week of bad luck (20% chance to receive 0% skill rate multiplier) or good luck (50% chance of 150% skill rate multiplier.)&lt;br /&gt;
*Various messages that have no effect, giving ominous, foreboding, or fateful advice or statements&lt;br /&gt;
*'''Transforms the user into a random creature for one week (seems to prefer nonpredatory creatures)'''&lt;br /&gt;
&lt;br /&gt;
It is likely that dice with more sides have more extreme effects: dice with fewer sides than 12{{verify}} cannot cause the stronger effects (shown in bold), both good or bad. Each die can only have one very positive effect in its list of possibilities; this is dependent on the specific die, not the deity represented.&lt;br /&gt;
&lt;br /&gt;
Warning: Using the same dice under the same deity's blessing more than twice in 24 hours - 1 week, will anger the gods, cursing the ill-fated thrower in a similar way to toppling over a statue. However, the god(s) may choose to &amp;quot;ignore your hubris&amp;quot;, resulting in no punishment. Any creature cursed by the gods in such a way will be unable to benefit from any deity's dice again in the future.&lt;br /&gt;
&lt;br /&gt;
===Rolling a die in Adventurer Mode===&lt;br /&gt;
[[File:Adventurer_rolling_a_die.png|thumb|An adventurer rolls a four-sided divination die. The ominous message &amp;quot;It is too soon to forgive&amp;quot; has no effect.]]&lt;br /&gt;
You must hold the die in your hand, so either: {{k|r}}emove it from any containers you're carrying it in &lt;br /&gt;
or &lt;br /&gt;
{{k|g}}et it from the ground or a pedestal; then {{k|I}}nteract with the die, selecting the 'roll' option.&lt;br /&gt;
&lt;br /&gt;
Your character will then &amp;quot;Divine the will of &amp;lt;code&amp;gt;&amp;lt;DEITY&amp;gt;&amp;lt;/code&amp;gt; according to the practice of &amp;lt;code&amp;gt;&amp;lt;RELIGIOUS_ORDER&amp;gt;&amp;lt;/code&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*The &amp;quot;beast transformation&amp;quot; curse seems to be treated as a normal syndrome, and, thus, can be instantly healed by simply unloading the cell (fast travelling, sleeping). However, the victim appears to suffer stat penalties afterwards, as though they still had their animal body.{{verify}}&lt;br /&gt;
*Dice may, under unknown circumstances, respawn even after being taken from their home shrine, after a cell reload.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
* Some dwarves love to roll dice and play games about [[Jail|dungeon]]s and [[dragon]]s.&lt;br /&gt;
&lt;br /&gt;
{{category|Adventurer mode}}&lt;br /&gt;
{{category|Fortress mode}}&lt;br /&gt;
{{category|Items}}&lt;br /&gt;
{{category|Religion}}&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote/list&amp;diff=256573</id>
		<title>Main Page/Quote/list</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote/list&amp;diff=256573"/>
		<updated>2021-02-06T19:34:19Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- ADD QUOTES AT THE BOTTOM OF THIS LIST, NOT HERE --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
This is the list of quotes which appear at the top of the wiki's [[Main Page]]. Many of them are musings from the developer notes, while others are forum posts made by ''DF'' players or simply anonymous game-related statements. Feel free to add any quotes you find particularly amusing or interesting.&lt;br /&gt;
&lt;br /&gt;
To add a quote to this list, place it on its own line above the last line.&lt;br /&gt;
#{{#rreplace:&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
&amp;quot;[B]oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;Got rid of world gen crash during succession after [https://www.youtube.com/watch?v=AdQ3JDLlmPI death of prolific long-standing position holders with inbred descendants]&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;Sieging humans brought some war polar bears, and one of them started a camp fire. Highly trained!&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;Dwarven children kidnapped and incorporated into goblin society might sh... shave.&amp;quot;&amp;lt;br&amp;gt; -- [[Toady One]]&lt;br /&gt;
You can't yet strangle people with the exposed guts, though I suppose that's now within reach. -- [[Toady One]]&lt;br /&gt;
&amp;quot;I had to leave just before I tested the dwarf with the boiling gold blood.&amp;quot; -- [[Toady One|Toady the Great One]]&lt;br /&gt;
There was kind of a violent explosion of boiling human blood when I was testing a human vs a magma man in the arena... it was a little weird, but I guess that's okay. -- [[Toady One]]&lt;br /&gt;
The zombies in a necromancer's tower became suspicious after the necromancer failed to age -- [[Toady One]]&lt;br /&gt;
I'd have to look back to see if it wants the physical or metaphysical id on the corpse. -- [[Toady One]]&lt;br /&gt;
I also got started on jumping. My first jump was off by a factor of 100, so I flew against a cliff and blew apart. I'm still working on it. -- [[Toady One]]&lt;br /&gt;
The king of my dwarves appointed a visiting merchant's yak as the general of the army while I was trading. -- [[Toady One]]&lt;br /&gt;
Most of yesterday I spent trying to be robbed by bandits, but they kept looking away from me and forgetting I was there. -- [[Toady One]]&lt;br /&gt;
Today's success was to have a crying mother spit on me and call me a murderer. -- [[Toady One]]&lt;br /&gt;
Stopped dwarves from trying to clean their own missing or internal body parts. --[[Toady One]]&lt;br /&gt;
Stopped zombies from interrupting your sleep to ask if they can help you with something. -- [[Toady One]]&lt;br /&gt;
&amp;quot;Stopped aerial births.&amp;quot; -- [[Toady One]]&lt;br /&gt;
I had a dwarven hero try to kill a bronze colossus seven times, and each time he lost.... After the third duel, he began worshipping his enemy. -- [[Toady One]]&lt;br /&gt;
I also grabbed somebody's exposed guts and did the only thing you can do with them currently, which is pinch them. -- [[Toady One]]&lt;br /&gt;
The dabbling surgeon moved between repairing the compound fracture and trying to stop bleeding from malpractice. -- [[Toady One]]&lt;br /&gt;
The poor thing died with the message &amp;quot;&amp;lt;name&amp;gt; has condensed.&amp;quot; -- [[Toady One]]&lt;br /&gt;
In addition, Atheli devoured three cows, four horses, five mules, a donkey, six dogs, two cats, and a rhesus macaque and fox while tormenting the elves. -- [[Toady One]]&lt;br /&gt;
The titan was given a position in their pantheon, though it would still show up every few years to kick down somebody's house. -- [[Toady One]]&lt;br /&gt;
Large animals can put an unskilled [[gelder]] in the hospital. --[[Toady One]]&lt;br /&gt;
I have my little invisible help-wanted ads for [the dwarves] to look through now, followed by a little invisible pick-best-applicants procedure. --[[Toady One]]&lt;br /&gt;
It seems I've just delivered you into the arms of crashing and despair. --[[Toady One]]&lt;br /&gt;
[[Scamps]] added two lines of code today. They didn't compile. --[[Toady One]]&lt;br /&gt;
The crash happened when the night creature tried to come up with things to say to potential shoppers. --[[Toady One]]&lt;br /&gt;
Stopped cats from dying of alcohol poisoning after walking over damp tavern floors and cleaning themselves.  --[[Toady One]]&lt;br /&gt;
I filled my fortress's temple with statues and tantruming dwarves to test out the desecration code. -- [[Toady One]]&lt;br /&gt;
These secret agents are overdoing it... &amp;quot;What can you tell me about yourself?&amp;quot; &amp;quot;Me?  Who's that?  I don't know myself.&amp;quot; -- [[Toady One]]&lt;br /&gt;
There's a cost to this movement, and the cost is, 'how much do I value my blood? -- [[Toady One]]&lt;br /&gt;
It's still a shock. People are playing a text game. That's weird. -- [[Toady One]]&lt;br /&gt;
An impressionable child, she inherited the goblin ethics of valuing power over others and her personal dream is to take over the world. I'm sure it'll be fine. -- [[Toady One]]&lt;br /&gt;
I've got a fort that has an export industry centered entirely around little commemorative dacite figurines of the starting seven dwarves in different poses. Eventually we'll have to make the merchants more discerning -- [[Toady One]]&lt;br /&gt;
&amp;quot;If a sieging army wants to talk, there's an initial petition to arrange a parley, which is not delivered physically -- they hang back outside in relative safety, since you people have a tendency to drop magma on things.&amp;quot; -- [[Toady One]]&lt;br /&gt;
My imprisoned expedition leader just walked home while still considered a prisoner due to some erroneous travel code exclusive to position holders. -- [[Toady One]]&lt;br /&gt;
If your vision of dwarves is less about crafting in the mountains, and more about a lone dwarf descending from the hills to attack a village with a pack of a dozen hounds, your vision is now a reality. That's how I tested it, anyway. Five of the dogs were struck down, but the humans will now think twice about whatever it was they were thinking about, that's for sure. -- [[Toady One]]&lt;br /&gt;
Uzol had orders, though, and he followed them to the letter. He broke into the temple and brought me back the relic... now I guess I have a save if I want to test being invaded by angry humans. -- [[Toady One]]&lt;br /&gt;
&amp;quot;...go to reclaim artifacts that were either stolen by kobolds or something, or maybe weren't yours to begin with, and you can be bad dwarves. Start some shit.&amp;quot; -- [[Toady One]]&lt;br /&gt;
Some uncommon situations have become hard to debug with a test adventurer, so world debug mode can now manifest the cursor as an adventurer. Lots of &amp;quot;Hello.  My name is Manifestation.  Why are you traveling?&amp;quot; today.  They don't notice the cursor human is clothing-free yet. -- [[Toady One]]&lt;br /&gt;
I used my debug power to manifest as the Manifestation, holding the quest crossbow, which I immediately handed over. When I asked the quester about it, he said &amp;quot;An unknown creature has given an unknown creature &amp;lt;correct artifact name&amp;gt;. I don't care one way or another.&amp;quot; -- [[Toady One]]&lt;br /&gt;
Animals no longer become distracted from being unable to drink if they've experienced trauma, or from being unable to worship gods they shouldn't have been worshiping in the first place... -- [[Toady One]]&lt;br /&gt;
Dropping a boulder on somebody and then leaving my dwarves unattended outside with nothing to do for a year resulted in tantrums, depression and oblivious wandering, so it seems to be working (...) I wasn't aware of their relationship status when the boulder fell; that's just how it turned out, sadly. -- [[Toady One]]&lt;br /&gt;
Goblins are meant to die violent deaths. -- [[Toady One]]&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=1104.msg14899#msg14899]&amp;lt;/sup&amp;gt;&lt;br /&gt;
I have some good saves I can look at and so forth, so hopefully I can pick some decent numbers if they are a problem, and if the numbers are fine, focus just on the ridiculous &amp;quot;scary teeth&amp;quot; part of it.  Although I guess teeth are scary sometimes, but it takes like a whole horror movie to build up to why, and these are just random troll teeth. -- [[Toady One]]&lt;br /&gt;
Insurrections were such a problem in sites that I had to turn them off for your fortress's holdings; we'll get back to that later. It wasn't even the insurrections, really; the dwarves were bailing on the occupation immediately because they were afraid of insurrections. -- [[Toady One]]&lt;br /&gt;
After producing three notable poems, Zicab was murdered by a goblin armorer in the pits (who was later devoured by a giant lion, so that has a happy ending.) -- [[Toady One]]&lt;br /&gt;
Artuk soon gave up on fighting, and became a poet like her father and grandmother, moving again to the goblin pits, where apparently all poetry in this world is written. -- [[Toady One]]&lt;br /&gt;
For instance, a human trading company called the Present Hall was wildly successful trading various leathers and bones for crafting, and eventually had enough clout to open a branch warehouse inside a dwarf fortress for the first time. Can't resist that draltha leather. -- [[Toady One]]&lt;br /&gt;
This turned out to be a strategic error, as two short years later, a forgotten beast obliterated the fortress, the warehouse, and killed everyone inside. So, what's the correct response? Close the destroyed branch? No, no, you stimulate the (non-existent) economy by hiring local. Forgotten beast, you're the new (ruined) warehouse administrator, congratulations! -- [[Toady One]]&lt;br /&gt;
I've mainly been 'consolidating gains' this week (that is, finding horrible bugs and wondering how anything worked in the first place.) -- [[Toady One]]&lt;br /&gt;
He was imprisoned in a dwarf fortress for 20 years. He might have escaped, but a hydra came and ate him and everybody else. -- [[Toady One]]&lt;br /&gt;
I did have to fix a bug where the human and dwarven allies also ate the dead if the elves led the attack. -- [[Toady One]]&lt;br /&gt;
I'm not actually sure why he didn't try to start a zombie horde of his own instead, but this is okay. -- [[Toady One]]&lt;br /&gt;
Necromancers can pet their zombie animals too, and the living can try too if they are foolish. Hmm, I think a necromancer might also be able to pet their zombie humanoids, due to how it does the detection. -- [[Toady One]]&lt;br /&gt;
I went to a shrine, rolled a tin icosahedral die and it was a bad roll and I was cursed to be a snowy owl for a week. So I flew up to a nearby rooftop and pondered tangents. -- [[Toady One]]&lt;br /&gt;
I intentionally accepted a petition to establish a temple for the ten worshippers from the Cult of Cats, and then ignored it for an entire year. The game announced that the agreement had been abandoned, and one of my fisherdwarves that belonged to the religion cancelled their job in dismay. -- [[Toady One]]&lt;br /&gt;
Now-corrected highlights include the game getting confused about who owned the tomb after a mummy came back from the dead, leading to the mummy's zombies sieging themselves, and two dwarven spies diligently maintaining their enemy cover identities even when they came to live in the player's fort, confusing the local soldiers and starting civil wars. -- [[Toady One]]&lt;br /&gt;
Fixed crash involving stressed out wilderness creatures wanting to complain to priests. -- [[Toady One]]&lt;br /&gt;
Ha ha, MAJOR_CURSE occurs 13 times in the code, and was the first usage hint added. MAJOR_BLESSING does not occur. Poor dwarves. -- [[Toady One]]&lt;br /&gt;
There was a brief moment in DF history where armor had hair, swords whistled and elf arrows exploded wooden spikes inside of people. Someday we'll get back there. It's scheduled! -- [[Toady One]]&lt;br /&gt;
Giant rats are classic beings, of course. We also have large rats since it felt like there needed to be extra size gradations for ratdom. -- [[Toady One]]&lt;br /&gt;
The platypus has poisonous spurs, as in real life, which can cause painful swelling. Perhaps your fortress would benefit by allowing a platypus person adventurer to become a resident monster slayer? -- [[Toady One]]&lt;br /&gt;
The were-capybara is only one of the myriad lunatic monsters that terrorize the living. -- [[ThreeToe]]&lt;br /&gt;
I want you to visualize the future.  Toady and I are in the Bay 12 office somewhere in the woods west of Seattle.  I, Threetoe, am poring over our notes, preparing for a presentation I'm giving in a couple days.  Toady is slaving away at his computer, stopping every now and then to yell at [[Scamps]] after the little punk scratches his exposed elbow. -- [[ThreeToe]]&lt;br /&gt;
I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
Toady withdraws from society. Toady has begun a [[Strange mood|mysterious]] [[Dwarf Fortress|construction]]!&lt;br /&gt;
Let us never forget the last words of Inod the Stoker, &amp;quot;Aaah! Gorillas!&amp;quot;&lt;br /&gt;
[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
The critical question is this: do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
&amp;quot;''Dwarf Fortress''&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
''Dwarf Fortress'' has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
[[Booze]] does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
I can just imagine a [[wagon]] throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere'' &lt;br /&gt;
(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--AlienChickenPie&lt;br /&gt;
&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
Endok Cerolneth has begun a mysterious construction!&amp;lt;br&amp;gt;Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://www.bay12forums.com/smf/index.php?topic=21449.msg239558#msg239558 Soup_alex]&lt;br /&gt;
&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
&amp;quot;''Dwarf Fortress'' taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played ''Dwarf Fortress'')&lt;br /&gt;
Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
{{bugl|416|cat=nocat}}: Rain kills everything it lands on&lt;br /&gt;
{{bugl|000780|cat=nocat}}: [adventure mode][crime] - town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body&lt;br /&gt;
&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; Ben jamm1n&lt;br /&gt;
Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
There are 5 articles in category Lore: [[Armok]], [[Cave adaptation]], [[Elephant]], [[Philosopher]], and [[Vomit]].&lt;br /&gt;
There is nothing to catch in the magma pipe.&lt;br /&gt;
Bug 000563 [dwarf mode][justice] - mayor ordered himself beaten for failing to make crystal glass objects&lt;br /&gt;
If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
&amp;quot;You know, Urist, you've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
'''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&amp;lt;br&amp;gt;'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
An animal trainer just suddenly stopped working and hid himself in a workshop. He's probably going to make a wardog out of rock and goblin skulls.&lt;br /&gt;
Bug 000597 [creatures] - flying creatures give birth in midair, leading to tragedy.&lt;br /&gt;
'''Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!''' &amp;lt;br&amp;gt; Urdim, you are a freaking idiot.&lt;br /&gt;
&amp;lt;Forkez&amp;gt; I don't get the game, but I do get that tunnels flooded with water is a bad thing.&lt;br /&gt;
&amp;quot;If you give a dwarf a fire, he will be warm for a night. If you set a dwarf on fire, he will be warm for the rest of his life.&amp;quot;&lt;br /&gt;
&amp;quot;Since the Elves said they won't let me cut down any trees, I bought 50 of their logs instead.&amp;quot;&lt;br /&gt;
Do not make a trading race that breathes fire.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I REPEAT, DON'T!! EVER!! &lt;br /&gt;
''Dwarf Fortress'': Because burning elves are funny.&lt;br /&gt;
The carp has drowned.&lt;br /&gt;
There's one thing a dwarf needs, and that's stones.  And alcohol... and magma... but mainly stones.&lt;br /&gt;
&amp;quot;I swear to god once I saw a dwarf who was labeled as being Strong, Very Agile, Very Tough... and ''Clean''. But it was probably just a bad dream.&amp;quot;&lt;br /&gt;
Bug 000871 [projectiles] - babies fall to death when born on stairs&lt;br /&gt;
Bug 001031 [adventure mode][inventory] - a merchant pack animal caught at an old dwarf site during adv mode was wearing a full set of clothes&lt;br /&gt;
&amp;quot;[[Magma]] solves everything. [[Fire]] just ruins the [[booze]].&amp;quot; -sonerohi&lt;br /&gt;
Look, there are roving clumps of sentient lava outside, ... This isn't going to get better. --PTTG??&lt;br /&gt;
...and the only surviving dwarf is a noble who has mandated the construction of crowns and clear glass items to the empty halls. --PTTG??&lt;br /&gt;
Adil Idenlocun is conflicted: &amp;quot;When possible he prefers to consume purring maggot, Dwarven ale and Dwarven syrup.  He absolutely detests purring maggots.&amp;quot;&lt;br /&gt;
Urdim Zatinod has been quite content lately. She has lost an annoying friend to tragedy lately.&lt;br /&gt;
I added two levers.  One opens the magma.  The other sets free all the cats.  --Someone in Headshoots&lt;br /&gt;
&amp;quot;As Manbaspecut, Human Merchant is stricken by melancholy!&amp;quot; &amp;quot;Muskox has gone stark raving mad!&amp;quot; I think something is wrong with the human caravan...&lt;br /&gt;
&amp;quot;Somebody needs to build an active volcano inside a fortress inside an active volcano.&amp;quot; --Boksi&lt;br /&gt;
It has stats. It can be killed.&lt;br /&gt;
Bug 000432 [dwarf mode][items] - Bones pop out of coffins.&lt;br /&gt;
Thanks. I wish I had known that about three forts ago.&lt;br /&gt;
If I ''remembered'' what the damn lever did, I'd ''pull'' it! &amp;lt;...pulls lever anyway...&amp;gt;&lt;br /&gt;
Sarvesh Ralrubal likes olivine, olivine and olivine. &lt;br /&gt;
&amp;quot;So let me get this straight. We managed to destroy a dwarven civilization while only managing a single town??&amp;quot;&lt;br /&gt;
Kara Mase, the Glory of Amusing: Engraved on the wall is an image of a dwarf and an elf. The dwarf is committing a depraved act on the elf. &lt;br /&gt;
Once saw a water skin with red beryl spikes.  I still wonder how you would drink from that. &lt;br /&gt;
Watching a kobold thief be chased by batman is very satisfying.&lt;br /&gt;
Kol Tölunimush has been ecstatic lately.  He killed somebody by accident while sparring recently.  He took joy in slaughter lately.  He has lost a lover to tragedy lately.  He has witnessed death.  He had a satisfying sparring session recently.&lt;br /&gt;
Mew? &amp;lt;br /&amp;gt;Chop!&lt;br /&gt;
&amp;quot;If ''Dwarf Fortress'' geology is to be believed, then the Earth's core is made of microcline and demons.&amp;quot;&lt;br /&gt;
'They're firing arrows at us! Quickly! Raise the babies!!' -Urdim McSquadLeader, mother of 8&lt;br /&gt;
It started raining, then all my dwarves outside started bleeding to death. On inspection their upper bodies were missing.&lt;br /&gt;
It seems that a fresh recruit given a crossbow and a quiver with ammo in it will opt to run up to the enemy and bash them with the crossbow.&lt;br /&gt;
Bug introduced in the latest version: Fire men can have their flames severed. These flames then just lie around the place.&lt;br /&gt;
You stab Iron Man in the right leg from behind with your adamantine short sword, breaking away a piece of the gas and shattering the iron!&amp;lt;br&amp;gt;The Beak Dog is caught in a burst of Iron Man gas!&amp;lt;br&amp;gt;Beak Dog vomits into the Iron Man gas.&lt;br /&gt;
Urist McDairy, Milker cancels store item in stockpile: handling dangerous creature&lt;br /&gt;
Ildomushat, Fish Cleaner, cancels Clean Self: Could not find path.&lt;br /&gt;
Losing is [[Fun]]!!!&amp;lt;br&amp;gt;--The motto of ''Dwarf Fortress''&lt;br /&gt;
I hate walking under dwarven archways. You never know how many mechanized crossbows they have hidden underneath those damn things.&lt;br /&gt;
&amp;quot;Bibo ergo sum. I drink, therefore I am.&amp;quot;&amp;lt;br /&amp;gt;-- Dwarven Philosopher&lt;br /&gt;
This is a menacing iron spike. This object menaces with spikes of iron.&lt;br /&gt;
Kogsak is a deity of The Helpful Diamond. Kogsak most often takes the form of a dwarf and is associated with fortresses.&lt;br /&gt;
The Forgotten Beast pushes The Wrestler in the head, bruising the muscle, driving the skull through the brain, and tearing apart the brain! The Wrestler has been struck down!&lt;br /&gt;
Goblin Chops at the Diagnostician in the right leg, damaging the muscle! Urist McHouse is Unconscious!&lt;br /&gt;
Limul Itebdesis, trader has been Possessed. Limul Itebdesis, trader has created Stodir Isethlolor, a Mortgage-Backed Security!&lt;br /&gt;
The heart wound ended up being a guy getting shot in the arm, dropping his crossbow, running over to the opposing line, and jabbing his stack of bolts into somebody's chest. &lt;br /&gt;
Giant mole has stolen a preserved prepared giant mole lung!&amp;lt;br&amp;gt;''&amp;quot;Hey, I want my grandfather back!&amp;quot;''&lt;br /&gt;
&amp;quot;You must construct additional barrels!&amp;quot; - [[User:Speed112]]&lt;br /&gt;
All I want is a major river next to a volcano with flux, sand and bituminous coal.&lt;br /&gt;
Do not taunt magma.&lt;br /&gt;
I bury my pets in gold coffins and my nobles in wood coffins. Pets before people, I say.--KingAuggie&lt;br /&gt;
[the cavern] is basically like the surface, except underground&lt;br /&gt;
The fortress' randomly generated name was &amp;quot;Greatestfailure&amp;quot;. &lt;br /&gt;
&amp;quot;You stab the Human Thresher in the mouth with your large copper dagger, tearing the left cheek!&amp;quot; &amp;quot;The large copper dagger has lodged firmly in the wound!&amp;quot;&lt;br /&gt;
&amp;quot;The best way to determine how dangerous a fortress is, is to make only one dwarf with the burial job, and nothing else: the lower his social skills, the more dangerous the fortress is - [[User:Rhenaya|Rhenaya]]&amp;quot;&lt;br /&gt;
&amp;quot;Before retiring in the evening, heed my words and give yourself to volcanos&amp;quot; - Ted Usmokatra, law-giver&lt;br /&gt;
Upon coming of age, about 8, Urist McYoung made an artifact, became mayor and promptly mandated the construction of slade goods.&lt;br /&gt;
''Dwarf Fortress'': You've already lost.&lt;br /&gt;
A sober fortress makes even a mental hospital seem like a pleasant place to live.&lt;br /&gt;
A typical Dwarven nightmare consists of running out of booze or getting a beard lopped off in an accident.&lt;br /&gt;
There are two ways of dealing with goblins in a tree. One is by marksdwarves. The other is by flooding the world with magma.&lt;br /&gt;
Portal and ''Dwarf Fortress'' share a mystical trend. It is !!Science!!.&lt;br /&gt;
The only time I ever saw the stupid thing fly, was to cross the aqueduct, to the beer hall. -- Fredd&lt;br /&gt;
(On artifacts) I got a flint door, called The Noiseless Odors. -- Nyxalinth&lt;br /&gt;
So apparently she became queen before becoming a twilight freak wife. Fascinating. -- Samuel&lt;br /&gt;
Got a few barrels of beetle ichor and duck blood, gave some pig cheese in exchange. Made a present of three coffins to the queen.&lt;br /&gt;
The Sasquatch corpse has lodged firmly in the wound! The goblin has been struck down!&lt;br /&gt;
[22:57:46] &amp;lt;Dik_&amp;gt; How do I wash myself up from blood?&amp;lt;br&amp;gt;[23:06:20] &amp;lt;Dik_&amp;gt; How the fuck do I get out of the river?&lt;br /&gt;
No, you're not getting that leg back. In fact, that creature over there is going to pick your leg up and beat you to death with it. You won't respawn.&lt;br /&gt;
My refuse pile just woke up and ate my dwarves, who in turn got up themselves and started eating the other dwarves.&lt;br /&gt;
{{bugl|2264|cat=nocat}} - Adv. Mode travel (near oceans) teleports player underground and turns them into an underground creature&lt;br /&gt;
{{bugl|5921|cat=nocat}} - Biting dwarves in minecarts infinitely increases combat range&lt;br /&gt;
Fort flooded. So that's what an aquifer is. -- Exelixi&lt;br /&gt;
Axedwarf looks surprised by the ferocity of Spearmasters onslaught. Spearmaster charges at Axedwarf. Spearmaster stabs axedwarf in the left eye with his +Adamantine spear+, lightly tapping the target.&lt;br /&gt;
In 4, the Castle of Fortune of the Tombs of Gold constructed the Hell of Taxing in Entrancedcrafts.&lt;br /&gt;
Mukca: Seek this place and kill Cenäth Certaindrives the giant.&amp;lt;br&amp;gt;Knowing no mercy, Cenäth stole Fisher berry wine!&lt;br /&gt;
We shall build a tower so tall, we will mine the very stars themselves!&lt;br /&gt;
Ingish Såkzulbomrek, Miner cancels Report Crime: Dangerous terrain.&lt;br /&gt;
You have struck limonite! Oddom Nishdanman, Furnace Operator cancels Smelt Limonite Ore: needs limonite.&lt;br /&gt;
{{bugl|4753|cat=nocat}} [Creatures]: Rodent men have no skin&lt;br /&gt;
{{bugl|0040|cat=nocat}} [Dwarf Mode -- Jobs, Items]: &amp;quot;Dwarf cancels Make Cloth Item: Needs 10000 plant cloth&amp;quot;&lt;br /&gt;
{{bugl|5531|cat=nocat}} [Creatures]: Legless animal men can kick&lt;br /&gt;
{{bugl|1588|cat=nocat}} [Creatures]: Creature with 1 eye and 2 eyelids&lt;br /&gt;
&amp;quot;This is my reward for not letting us all die. I have to deal with the Nobility.&amp;quot;&amp;lt;br /&amp;gt;-- Captain Ironblood, the mayor of Nist Akath&lt;br /&gt;
I'd like to think they bonded over their sinister ancestors (or the strange childhood coincidence of having younger siblings gobbled up by different werebuffalo in the same year).&lt;br /&gt;
They just walk around without a head until they realize that they should suffocate. -- Urist Da Vinci&lt;br /&gt;
You monster! Killing too many children at once will make everyone sad. You need to kill them slowly so nobody notices.&lt;br /&gt;
Dwarven... &amp;quot;Child Care&amp;quot;: It's like regular childcare, except with more dogs, and less care.&lt;br /&gt;
You: How have things been? Tulon Tunlikot, Mayor: Well, let's see... we've got the army on the march, beasts, bandits and bone-chilling horror.&lt;br /&gt;
{{bugl|6722|cat=nocat}}: Manager climbs a tree instead of going to office when management jobs are assigned&lt;br /&gt;
{{bugl|5971|cat=nocat}}: Fat dwarves eating causes lag&lt;br /&gt;
{{bugl|6817|cat=nocat}}: &amp;quot;Behold, mortal. I am a diving being.&amp;quot;&lt;br /&gt;
It was inevitable.&lt;br /&gt;
Weresquirrel Ceru Uzushimdo has come! A large Squirrel twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow orange. Its sandy taupe hair is very curly. Now you will know why you fear the night. &lt;br /&gt;
I don't think the Elves in my DF game are too happy... I've modded them so that their body temperature causes nearby trees to burst into flames. --Evil One&lt;br /&gt;
''Dwarf Fortress'': Teaching methods of genocide against merpeople because their bones are worth 6000{{db}}.&lt;br /&gt;
No one has gone missing or died. The year is still young.&lt;br /&gt;
From release notes 0.40.11: Stopped overuse of plant structure tag causing people to say they preferred to eat trees&lt;br /&gt;
The game actually has a first-person message about being scuttled, just in case you should happen to be playing as a wagon. --Halfling&lt;br /&gt;
Engraved on the wall is a well-designed image of a dwarf and hamsters. The dwarf is surrounded by the hamsters. The dwarf looks terrified.&lt;br /&gt;
Spring is coming, oh no, prepare the coffins! --Garath&lt;br /&gt;
Welcome to ''Dwarf Fortress''. Where peaceful death of old age is something nobody sees coming. --Sirbug&lt;br /&gt;
&amp;quot;I died.&amp;quot; &amp;quot;The Weather looks to be fine today.&amp;quot; &amp;quot;I heard that I died.&amp;quot;&lt;br /&gt;
Large mobs of groundhogs can still kill things they wouldn't normally kill.&lt;br /&gt;
You punch Human 2 in the right eye from behind with your left hand and the injured part explodes into gore! &amp;lt;br&amp;gt;Human 2: Greetings. My name is Human 2.&lt;br /&gt;
Chopping down the tree [is] effective, insofar as you do not care whether the dwarves live or die.&lt;br /&gt;
Knowing no mercy, [http://imgur.com/hoGQZoX Nikot] stole a cherry! This vile fiend even murdered Mafi Fanggorge!&lt;br /&gt;
Obok Kelzokum is interested near his own fine [[Bed]]. &amp;quot;I was near to my own Bed. How incredibly interesting!&amp;quot;&lt;br /&gt;
Wait, wait, wait. Why the hell do you have a raven stockpile? --[http://www.bay12forums.com/smf/index.php?topic=108371.msg3235825#msg3235825 peskyninja]&lt;br /&gt;
You can modify chickens so that, instead of laying eggs, they lay ''live bees''. ''Dwarf Fortress'': crimes against nature simulator. --[http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/DwarfFortress TVTropes]&lt;br /&gt;
Ah well. Who knew the first Dwarf to go to space was a useless [[fisherdwarf]].&lt;br /&gt;
I launched 4 dwarves into the air with a bridge and only 3 came down.&lt;br /&gt;
If you are working with [[magma|central heating]], make sure the &amp;quot;hot&amp;quot; pipe and the &amp;quot;cold&amp;quot; pipe don't mix, or your heating system will likely not work as intended.&lt;br /&gt;
It's no longer called magma when it reaches the surface... and melts a hundred goblins.&lt;br /&gt;
Dwarves are like squirrels, but instead of acorns it's booze.&lt;br /&gt;
Carp are to be feared, worshipped, and roasted with magma.&lt;br /&gt;
It's easier to buy out a caravan than it is to take the time to shop.&lt;br /&gt;
I had a fortress where roughly 90% of the engravings were of buckets, buckets surrounded by dwarves, and buckets surrounded by screaming dwarves. --[http://dfstories.com/buckets/ taran]&lt;br /&gt;
Led Zanzustash dove into the rapids, and climbed out a day later. He had several injuries, some broken bones, and a missing finger, but he had done it: he saved a barrel of booze that was nearly destroyed (the baby died).&lt;br /&gt;
&amp;quot;In a time before time, I killed me.&amp;quot; -Human with nothing else to [[Adventurer_mode#Talking|gossip]] about&lt;br /&gt;
There is currently a minor problem in that the veteran demons fighting in the corpse factory have failed to die in the 2 year battle and have become legendary unkillable gods of war. I may have misjudged this possible outcome. -- Loud Whispers&lt;br /&gt;
Added the Giant Adder to dwarven menu.  --TheCrazyHamsteR&lt;br /&gt;
&amp;quot;What's the purpose of adding [[feather tree]]s to the game? To make good pillows&amp;quot;, I think.  --TheCrazyHamsteR&lt;br /&gt;
In a time before time, somebody attacked somebody.&lt;br /&gt;
''Dwarf Fortress'': [[Undead|Respawning after death]] is even more [[fun]].&lt;br /&gt;
&amp;quot;I tried to carve 'god hates this place' into the mountain.  Unfortunately, Athlete's footnote got stuck in the 'a' of 'place' and starved to death&amp;quot; &lt;br /&gt;
The resulting party killed 20 dwarves, crippled 2 more and the remaining 9 managed to get along and have a nice party.&lt;br /&gt;
If your dwarves start melting or slugmen explode whenever it rains, then it's a good indication it's too hot. --UberNube&lt;br /&gt;
What you see as an increase in population, the surrounding beasts simply see as a more stable food supply. --Taupe, [http://www.bay12forums.com/smf/index.php?topic=144852.0/ DoomForests]&lt;br /&gt;
That's right, the undead ravens killed the entirety of the hidden fun stuff.  --Loud Whispers&lt;br /&gt;
&amp;quot;Astesh Savotsazir, Stray Kitten (Tame) has adopted Ingish Rimtaruzol, Siege Engineer.&amp;quot;&lt;br /&gt;
''Dwarf Fortress'', flinging dwarves into space using a drawbridge since 2006.&lt;br /&gt;
Sometimes the best trophy is your own head.&lt;br /&gt;
I like to think that the other pole [of the world] was destroyed by a dwarven experiment gone right. --GMDev&lt;br /&gt;
Unfortunately for Urist McDeadman, the budget no longer allowed for personal mausoleums for every dwarf, as had previously been standard.&lt;br /&gt;
Nil Aliscatten cancels make Charcoal: dangerous terrain.&lt;br /&gt;
A Kobold Thief has made off with +Kobold Cage+!&lt;br /&gt;
OH GOD I'M BEING EATEN BY A SNAIL, WHAT AN UNEXPECTED AND SORT OF IRONIC TWIST! --Max, [http://www.bay12forums.com/smf/index.php?topic=144852.0/ DoomForests]&lt;br /&gt;
&amp;quot;In the early spring of 500, the rain monster was struck down by the banshee of drought Scrapedrent in The Hellish Marshes.&amp;quot;&lt;br /&gt;
Deler Kulinkeskal, Weaver is exhilarated after being attacked. &amp;quot;I was attacked. How exhilarating!&amp;quot;&lt;br /&gt;
I wonder how the elves can eat these... *licks a leaf*&lt;br /&gt;
Well, someone already managed to drink their sword.&lt;br /&gt;
How is my dining room possibly this full of badgers? -Skid&lt;br /&gt;
I just drafted a Llama into my army and it already killed a [[roc]] by itself. -Ashameron&lt;br /&gt;
{{bugl|8977|cat=nocat}} [Diplomacy] -- Merchant caravans get stuck in tree.&lt;br /&gt;
Each time a pile of wool becomes alive and attacks my dwarves I think it doesn't want to end as worn clothes. --TheCrazyHamsteR&lt;br /&gt;
Erith also gets kudos for killing a demon by eating it to death. --Loud Whispers&lt;br /&gt;
I (somehow) wield a marble coffin that I fill with the corpses of all I have slain (to make an already heavy object even heavier) in one hand, and the other holds a book made out out of fucking platinum. The book can crush skulls, and the coffin grows ever stronger and now that is has a few dead dragons in it, it sends people flying a mile backwards to explode in a pile of gore. Gore which I then place into the coffin. -- Wwolin&lt;br /&gt;
Jump into a deep pit and let your body experience overwhelming kinetic energy. --TheCrazyHamsteR&lt;br /&gt;
The Herbalist has become enraged!&amp;lt;br&amp;gt;Kadol Imushothil, Herbalist: &amp;quot;I got into an argument with Kol Kissrazors. I am so angry!&amp;quot;&lt;br /&gt;
Stozu Ägusnodub, Goblin Woodcutter (to Dang Kutsmobnozam, Goblin Diagnoser): &amp;quot;Not a half hour ago I attacked me.&amp;quot;&lt;br /&gt;
Some migrants have arrived, despite the danger.&lt;br /&gt;
&amp;quot;Mestthos Savotsazir, baby, has been mising for weeks!&amp;quot; And the babysitter still got paid.&lt;br /&gt;
My miner gets scared by a ghost, climbs a tree, the ghost cuts off his arm, he's stuck in the tree, my woodcutter cuts down the tree, and then my miner is crippled for the rest of his life.&lt;br /&gt;
Guys seriously, no food in the library! I'm mainly talking to you Urist McDonothingbutdrinkmyboozeandeatmyfood!&lt;br /&gt;
Losing is fun they said, it's the whole point they said.&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=15096.msg6724410#msg6724410 martinuzz] (on the election of his sole elven-citizen to the position of mayor): 'I think I just lost the game. EDIT: wow, just wow. Her only social skill is &amp;quot;Master Intimidator&amp;quot; all other social skills are dabbling. &amp;quot;ELECT ME OR I EAT YOU AND EXCRETE YOUR DIGESTED REMAINS ON MY ANCESTRAL TREE AS FERTILIZER&amp;quot;'&lt;br /&gt;
Zebna ámbekat Rashedezif Ethba, Werecoyote: *kills a dwarf* &amp;quot;Death... This is truly horrifying...&amp;quot; *kills another dwarf*&lt;br /&gt;
Spearman: Greetings. My name is Kakpoth. This servant of TRANS_NAME] greets you.&lt;br /&gt;
&amp;quot;ERMAHGAWD IM SO DRUNK&amp;quot; - Some sober human in my tavern&lt;br /&gt;
Human Farmer: Is that a weapon? What's going on?!&amp;lt;br&amp;gt;Human Animal Caretaker (to Human Farmer): Just now Dur Leaderevens was slain by Olum Senserampaged the Fords of Passing.&lt;br /&gt;
Where did all of these chinchilla corpses come from?&lt;br /&gt;
Are bar brawls typically lethal? 15 dead already. --flabort&lt;br /&gt;
The mechanics and logistics of milking a kangaroo sound excruciatingly painful for everyone involved.&lt;br /&gt;
The Carpenter 'Jesus Christ' Thikutdesis and The Farmer 'Moses' Ezumethab have married!&lt;br /&gt;
In the early summer of 129, Ducim Stafftender married a hen.&lt;br /&gt;
OH GOD! THE BABIES ARE DEHYDRATING!&lt;br /&gt;
'David' Vabokkubuk felt euphoric due to inebriation.&lt;br /&gt;
I visited a town to kill a vampire with 98 kills. Every time I attempted to kill him he would run away and return after about 5 minutes. Every attempt caused locals to attack me and I ended up killing 12 people before getting my head impaled by a sword and died. The vampire was unharmed.&lt;br /&gt;
The mayor has made 9 mandates in a row requesting the construction of catapult parts. Now he is prohibiting the export of all catapult parts. &lt;br /&gt;
One of the children in my fortress became a legendary wood crafter due to a fey mood. He is also only 2 years old.&lt;br /&gt;
&amp;quot;Necromancy is sort of like Jaywalking. It's not illegal, just frowned upon.&amp;quot; - [http://www.bay12forums.com/smf/index.php?topic=136384.1785 Dwarfy]&lt;br /&gt;
Urist McWimp, Hunter cancels Return Kill: Interrupted by a chinchilla.&lt;br /&gt;
Dear Urist McEngineer, If you become drowsy, please wait to finish constructing your hallway of large serrated disc death BEFORE you take a nap. Your bloody, gibbed corpse will be stowed away in the refuse stockpile. --bigjaredmonkey, in the &amp;quot;[http://www.bay12forums.com/smf/index.php?topic=63417.msg6961519#msg6961519 Note to Urist]&amp;quot; topic.&lt;br /&gt;
I once got sieged by an army of toads lead by a pyromancer.  Not toadmen, not giant toads, but toads.  The kind cats murder. -- [http://www.bay12forums.com/smf/index.php?topic=34430.msg6961973#msg6961973 Splint]&lt;br /&gt;
Giant cave toads may appear as mounts during a goblin attack, where they will happily swim their way into your fortress via any unprotected waterways. If the underwater path is short enough sometimes their goblin riders even survive the trip.&lt;br /&gt;
Is that npc humping a table?&lt;br /&gt;
Spill the intestines of your enemy, cut them off and keep as a stinking trophy. The smell makes you feel nausea? You are not even a half as nauseous as your victim is now.&lt;br /&gt;
a migrant with skills in surgery, butchery and bonecarving.&amp;lt;br&amp;gt;i can see how thos skills suppliment each other. synergies --Scruffy, [http://www.bay12forums.com/smf/index.php?topic=116045.msg6027592;topicseen#msg6027592 !!DRUNK FORTRESS!!]&lt;br /&gt;
A Goblin Siege? Good, we were starting to run out of clothes.&lt;br /&gt;
Prepared food! What do you mean prepared food?! You mean you aren't content with squatting in a dank cavern gnawing on a cold uncooked mushroom?&lt;br /&gt;
A book called ''Into the Elf,'' sounds like a rip off of ''Fifty Shades of Gabbro.''&lt;br /&gt;
As a necromancer, I realize not many people try cocaine, most of those people reincarnate for that very reason.&lt;br /&gt;
{{bugl|9371|cat=nocat}} [Adventure Mode -- Eating/Drinking] The Human Pikeman Necromancer drinks the «≡steel toy hammer≡».&lt;br /&gt;
{{bugl|2484|cat=nocat}}: Eight-legged quadruped&lt;br /&gt;
{{bugl|9832|cat=nocat}}: Overuse of casesura and reversal in poetic forms&lt;br /&gt;
[Bug fix] Made gorlaks able to open doors, stopped desizing of their heads.&lt;br /&gt;
{{bugl|4681|cat=nocat}}: A dwarf with a [[Strange mood|fell mood]] grabbed a ghost. It didn't get the required materials, so it grabbed another one.&lt;br /&gt;
&amp;quot;You read Misconceptions About Reproduction.&amp;quot;&amp;lt;br&amp;gt;The written portion consists of a 69 page manual entitled Misconceptions About Reproduction, authored by Lali Mobblazes.&amp;lt;br&amp;gt;It concerns the reproductive behavior of creatures. The writing is quite self-indulgent. Overall, the prose is not awful, but not very good either. --[https://youtu.be/OYnl4S10MTw?t=33m22s HUMAN ECHOES]&lt;br /&gt;
My adventurer found a horse. I knew you couldn't ride horses so I decided to attack it for its meat. {The horse hoof strikes Ehil Casketfrgrance in the head, and the severed part sails off in arc!}&lt;br /&gt;
Acik Citudubmith, Werewarthog: I have improved my wrestling. That was very satisfying! (...) The speardwarf stabs the werewarthog in the neck with her ({bismuth bronze spear}) and the severed part sails off in an arc! ~instant karma&lt;br /&gt;
Pre-alpha in-dev release. &amp;lt;br&amp;gt;&amp;quot;Nobody on the DFHack team accepts any responsibility for anything that this program causes. It is liable to be very unstable.&amp;quot; --japa&lt;br /&gt;
It is terrifying.&lt;br /&gt;
&amp;quot;Can you tell me where I can find me?&amp;quot; &amp;lt;br&amp;gt;&amp;quot;I don't know, and I don't know anybody that could tell you.&amp;quot;&lt;br /&gt;
While getting ground and pounded by a ranger, I seize him by the throat and place a chokehold, his response being to frantically punch and scratch me. Then, as we sit in a pool of our own blood frantically trying to kill one another, my opponent then looks me in the eyes and says: &amp;quot;Greetings. My name is Kamven Trustsystem. Let's not hurt anybody.&amp;quot;&lt;br /&gt;
A horse just grabbed me by the nose with it's front leg and threw me. I wish I knew horse Judo...&lt;br /&gt;
Throwing a coat at an enemy tears their leg apart, bruising ligaments and tendons and forcing him to the ground, effectively doing more damage then if I had hacked him with an axe. Eh, seems legit.&lt;br /&gt;
Human 2 (to Human 1): I died. It was inevitable.&lt;br /&gt;
''Dwarf Fortress'' isn't ''Dwarf Fortress'' unless your Trade Depot is inexplicably covered in vomit&lt;br /&gt;
[[Tantrum]]: If you can't stand your life anymore, come for treatment to the elephants. [[Unfortunate accident|They'll gladly understand.]]&lt;br /&gt;
Gelu Blossomedstenches the Ripe Sucker of Sacks is a marsh titan. It is the only one of its kind. A great one-eyed six-legged ankylosaurid, it has an austere look about it. Its periwinkle scales are round and close-set. Beware its fire! Gelu is associated with water, plants, nature, muck and animals.&lt;br /&gt;
{{bugl|3299|cat=nocat}}: [Animal Populations] Blind cave bears have front toes on both front and rear feet&lt;br /&gt;
{{bugl|2790|cat=nocat}}: [Creatures] Alligators needlessly use specific toes&lt;br /&gt;
{{bugl|6498|cat=nocat}}: [Adventure Mode -- Conversation] Zombies start conversation with necromancer adventurer who tries to sleep in their house&lt;br /&gt;
[http://i.imgur.com/1A5Au.jpg You get used to it. I, I don't even see the ASCII. All I see is dwarf, *floodgate*, plump helmet spawn...]&lt;br /&gt;
{{bugl|9763|cat=nocat}} - [Dwarf Mode -- Immigration] Dwarf missing upper body, but still alive.&lt;br /&gt;
&amp;quot;I plan on breeding an entire race of subservient animal people, who will comprise the main workforce of my fortress (not to mention the military).&amp;quot; --[http://www.reddit.com/r/dwarffortress/comments/416gqb/eugenics_a_proposal_for_breeding_a_slave_race/ High_king_of_Numenor]&lt;br /&gt;
&amp;quot;Whenever I torture someone [in Adventure Mode], I like to 'slug' them. I remove their ears, nose, teeth, and tongue, and break both of their legs. I call it &amp;quot;slugging&amp;quot; because all they can do is crawl around on the floor and cry. Then I like to follow them around and talk to them about the weather.&amp;quot; -- [http://www.reddit.com/r/dwarffortress/comments/2zilxr/the_treefondling_hippie_certainly_deserves_it/cpjoxa9/?context=1  paroonshark]&lt;br /&gt;
&amp;quot;My dorfs leave this world the way they came into it: naked, screaming, and on fire.&amp;quot; -- [http://www.reddit.com/r/dwarffortress/comments/4ci1l8/ive_been_playing_the_best_game_in_the_world_for/d1iqlbg/?context=4 speedster217]&lt;br /&gt;
PROTIP: Make sure to melt all the fat off your body so fire-spewing enemies can't hurt you.&lt;br /&gt;
&amp;quot;I see no downside towards making your own child execution chamber.&amp;quot; -- [http://www.reddit.com/r/dwarffortress/comments/43180m/roomcarnage_the_consequences_of_mourning_spoilers/czesj2t/?context=2 aidantheman18]&lt;br /&gt;
&amp;quot;I feel like in DF that beating an elf to death with his own infant is considered polite discussion.&amp;quot; -- [http://www.reddit.com/r/dwarffortress/comments/4rlr6y/my_mayor_became_king_of_a_different_civilization/d52qn1s/ loercase]&lt;br /&gt;
&amp;quot;My mayor just punched 20 zombies to death&amp;quot; -- [http://www.reddit.com/r/dwarffortress/comments/61zadj/my_mayor_just_punched_20_zombies_to_death_he/ Madrawn]&lt;br /&gt;
&amp;quot;What's the easiest way to murder children?&amp;quot; -- [http://www.reddit.com/r/dwarffortress/comments/pveuj/whats_the_easiest_way_to_murder_children/ Russki]&lt;br /&gt;
&amp;quot;I like to play with my food, starting with the fingers, toes, lips, ears, teeth, eyes, nose, then just randomly stabbing them until they bleed out&amp;quot; -- [http://www.reddit.com/r/dwarffortress/comments/4b5lw8/bandits_controlling_hillocks/d16qkym/?context=10000 DwarfTower]&lt;br /&gt;
Death... I am not upset by this.&lt;br /&gt;
&amp;quot;I made a giant statue of a dog entirely out of dog soap. It took nearly 10 years.&amp;quot; -- [http://www.bay12forums.com/smf/index.php?topic=163866.msg7431473#msg7431473 Ironfang]&lt;br /&gt;
&amp;quot;A mix between Children of Men, City of Ember, and, uh, magma.&amp;quot;&lt;br /&gt;
&amp;quot;Spearmaster stabs the Troglodyte in the left eyelid from behind with his -bronze spear-, tearing the skin!&amp;quot;&lt;br /&gt;
This is a stack of 20 masterfully prepared plump helmet roast. The ingredients are masterfully minced plump helmet, masterfully minced plump helmet, masterfully minced plump helmet and masterfully minced plump helmet.&lt;br /&gt;
Once you have entire squads of legendary axedwarves, the game changes. When a forgotten beast attacks your fortress, your first thought is: 'Ooh, we're gonna get some NICE bone bracelets outta this!'&lt;br /&gt;
&amp;quot;So I embark. Immediately upon unpausing, the wagon bursts into flames and kills one of my miners.&amp;quot; --_Naptune_&lt;br /&gt;
{{bugl|9267|cat=nocat}}: Traders bring magma in bags&lt;br /&gt;
{{bugl|1701|cat=nocat}}: HFS Critters attempting to clean self&lt;br /&gt;
&amp;quot;Those rivers are out to get you. Why do you think you can't fast travel across them? Because it's an ambush!&amp;quot; -- [http://www.bay12forums.com/smf/index.php?topic=164558.msg7555694#msg7555694 Uzu Bash]&lt;br /&gt;
&amp;quot;Ok, so one of the merchants who does nothing in this fortress whatsoever is hunting, that's the one who's hunting, not the 50 hunters I have in the fortress but the useless merchant, of course.&amp;quot; -[https://www.youtube.com/channel/UCaifrB5IrvGNPJmPeVOcqBA Kruggsmash].&lt;br /&gt;
&amp;quot;If a site with outcasts hiding in it is conquered, the outcasts are treated like members of the defending site. This can lead to expected things like sewer werebeasts getting crucified. However, it can also make a giant alligator flee the attacking army, wandering the wilderness for a few years before deciding to become a dancer and moving to the city. The giant alligator later remembered itself and went back to attacking villages.&amp;quot;[http://www.bay12forums.com/smf/index.php?topic=145317.msg7472982#msg7472982 -TheFlame52]&lt;br /&gt;
&amp;quot;Now, Throw it in the pile and get back to work.&amp;quot; [https://www.youtube.com/channel/UCaifrB5IrvGNPJmPeVOcqBA Kruggsmash]&lt;br /&gt;
&amp;quot;Horse is hopping up and down on your mutilated body. you are deceased.&amp;quot;&lt;br /&gt;
&amp;quot;I went to a human town one day that had one of those open markets, and every one of the merchants there was a dingo man, and they are were all saying &amp;quot;In a time before time I attacked me.&amp;quot; to every one around them.&amp;quot; -- [http://www.bay12forums.com/smf/index.php?topic=164791.msg7554631#msg7554631 King Zultan]&lt;br /&gt;
“Still, I'm curious about just what exactly drives the cohesion and otherwise lack of dickery.  Is a hatred of elves and love of mushrooms really enough?  Could this be the foundation for world peace?” — [http://www.bay12forums.com/smf/index.php?topic=167881.msg7595536#msg7595536 Immortal-D]&lt;br /&gt;
apparently some of my children like to play inside the barracks, upon inspection they were all skilled axedwarves.&lt;br /&gt;
&amp;quot;And there they go to the capital, with their wagons full of Delersholid's balls&amp;quot; [https://www.youtube.com/channel/UCaifrB5IrvGNPJmPeVOcqBA -Kruggsmash]&lt;br /&gt;
I wish there were tags to follow certain materials so I can mod in that thing from Stranger Things&lt;br /&gt;
{{bugl|10350|cat=nocat}}: Horses have objects of worship&lt;br /&gt;
Meanwhile, bugs used as melee weapons sustain no wear at all, having tested this by using a live slug to punch a dwarf in the stomach long enough to make him explode. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=9920 - Bug Report #0009920]&lt;br /&gt;
{{bugl|8779|cat=nocat}}: Adventurer encounters naked, mute, hostile dwarven expedition leader&lt;br /&gt;
{{bugl|10485|cat=nocat}}: Dwarf recruit insane for 33 years standing around in the wilderness, formed friendship after insanity&lt;br /&gt;
&amp;quot;STEALTH WEREMAMMOTHS??!!&amp;quot; -- [http://www.bay12forums.com/smf/index.php?topic=141173.0 Dunamisdeos]&lt;br /&gt;
High-cheekbones kobold wrestler (to the high-voiced kobold spearman): Identify yourself!&amp;lt;br&amp;gt;High-voiced kobold spearman (to the high-cheekbones kobold wrestler): Identify yourself!&amp;lt;br&amp;gt;High-cheekbones kobold wrestler (to the high-voiced kobold spearman): Identify yourself!&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;You drink the lye.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#808000&amp;quot;&amp;gt;You feel really full.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;You drink the lye.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;It's too much, you might not be able to keep it down!&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;You vomit.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;You drink the lye.&amp;lt;/span&amp;gt;&lt;br /&gt;
I have a fort that is now a mountainhome. The king &amp;quot;doesn't really care about the law&amp;quot;.&lt;br /&gt;
Currently I am being attacked by a giant 3-eyed stick insect and a scaly, winged, blue snail. What an awesome game!&lt;br /&gt;
In a siege I stationed my marksdwarves at the top of my wall to fire out of the fortifications. Everything was going great until they decided it would be a good idea to jump OVER the fortifications, off the wall, and into the enemy axedwarves.&lt;br /&gt;
In the middle of a fight with a forgotten beast my axelord walked off to &amp;quot;Store Item in Stockpile&amp;quot;.&lt;br /&gt;
I may or may not have entirely filled the cavern with water. . .&lt;br /&gt;
Hey! Why can't I trade right now? Where is my trader? Oh. Unconscious with last thought being &amp;quot;Euphoric after drinking&amp;quot;. Hangover?&lt;br /&gt;
The dwarven baby has long clean-shaven sideburns and a very long mustache and prefers dwarven beer or ale.&lt;br /&gt;
The plum wood logs strikes the woodcutter in the left upper leg and the injured part is smashed into the body, an unrecognizable mess! An artery has been opened in the attack! The woodcutter slams into an obstacle!&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;No, that's disgusting.&amp;lt;/span&amp;gt;&lt;br /&gt;
There is a new King of Beasts, and its name is Badger.  Tremble before it. -- Unintelligent&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;An ambush! Curse all friends of nature!&amp;lt;/span&amp;gt;&lt;br /&gt;
The last fortress I started under conditions this horrible ended with the last survivor going mad after a skeletal mandrill ate his pet kitten and going on a suicide charge into zombie elefants while naked and on fire.&lt;br /&gt;
&amp;quot;I got into an argument with a cat. That was very exhilarating!&amp;quot;&lt;br /&gt;
It is a blessing as much as it is depressing that you can drink your own tears.&lt;br /&gt;
&amp;quot;One time, a horde of Monkeys doomed my Dwarves by stealing their supplies in mass. They died that night.&amp;quot;&lt;br /&gt;
&amp;quot;So I had my brewer go out to pick some fruits from the nearby trees to use for some quick booze production to kick start my newest fortress, but while he was standing on his stepladder he suddenly became thirsty. / I did whatever I could to try and save him, but he inevitably died of dehydration and then fell face-first into the ground off his stepladder.&amp;quot; -Urist commenting on &amp;quot;Ladderbound&amp;quot;.&lt;br /&gt;
&amp;quot;Dude, anything's possible with enough work, time, and lots of alcohol.&amp;quot; -Dummy rambling about multiplayer.&lt;br /&gt;
&amp;quot;The saddest part about this game is that it was always inevitable.&amp;quot; -Some Nerd&lt;br /&gt;
I saw today's quote of the day, but I have a chrome extension that changes &amp;quot;space&amp;quot; to &amp;quot;spaaaaace,&amp;quot; so it said &amp;quot;flinging dwarves into spaaaaace.&amp;quot;&lt;br /&gt;
You attack the Obese Dwarven Child in the lower body with your *Iron War Hammer* but the attack glances away! &amp;lt;br&amp;gt;Obese Dwarven Child: I feel so good!&lt;br /&gt;
I decided that each dwarf should have its own bedroom, complete with a chair, table, bed, door, and engraving.  All the bedrooms are consolidated into 4–block groups.  I regret.&lt;br /&gt;
Bob McSpearman: Death is all around us.  The horror...  Bob McSpearman: I have improved my spear.  That was very satisfying!&lt;br /&gt;
Reg Abiriton enjoys carving buckets.  He has carved an image of a bucket in hematite, an image of two buckets in obsidian, and an image of three buckets in sulphur.&lt;br /&gt;
Segfaults in under 1min. Extermination of Gencesh Anurlem the law-giver prevents it. The mad lad is wearing gabbro blocks x3, sweet pods [4], rotten creepy crawler remains, dimple cups [7] and an exceptional iron pipe section (may vary). [http://www.bay12games.com/dwarves/mantisbt/view.php?id=10499 - Bug Report #0010499]&lt;br /&gt;
The Wereass Lara Rifayivu Enefilece has come! A Large ass twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow mahogany. Its brown hair is unkempt. Now you will know why you fear the night.&lt;br /&gt;
&amp;quot;[…] The dwarf 'Pasal' Hatchedbody led the attack, and the defenders were led by a troll. […] The dwarf 'Pasal' Hatchedbody outmatched a troll with a cunning plan.&amp;quot;&lt;br /&gt;
&amp;quot;Fucking SLAVES! Get your Beards Back here!&amp;quot; ''-[[Armok]] Upon being Chained and having his Adamantine stolen by dwarves.''&lt;br /&gt;
Playing a brown recluse spider man, boogeyman don't attack them. Decided to dance and they danced with me. They [http://imgur.com/a/yP9pdH4 think im a shit story teller]. -- [http://www.reddit.com/r/dwarffortress/comments/bgz7hd/i_found_out_why_there_called_boogeymen/ Sabata11792]&lt;br /&gt;
{{bugl|11106|cat=nocat}}  [adventure mode][General] Adventurer suddenly turned into a chinchilla&lt;br /&gt;
{{bugl|11074|cat=nocat}} Infinitely dripping pets?&lt;br /&gt;
{{bugl|11095|cat=nocat}} Statue of Pet Sheep Shows Sheep Owning Dwarf&lt;br /&gt;
Related Historical Figures: Rope, object of worship&lt;br /&gt;
&amp;quot;We need more fatal beatings!&amp;quot; -Doxazo&lt;br /&gt;
&amp;quot;I've been wounded. No, that's not annoying.&amp;quot; -Rakust Beradil&lt;br /&gt;
&amp;quot;I'm flooding my fortress because I've decided enough is enough. On the plus side, my mist generator is working now.&amp;quot; -Doxazo&lt;br /&gt;
&amp;quot;&amp;quot;I had a bath. I'm very content&amp;quot; (The dwarf who plugged an aquifer (11x11 plug)-- which event displaced so much water so suddenly, that it threw him into the air, had him briefly unconscious and left him stunned and with an injured leg.)&amp;quot;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#808000&amp;quot;&amp;gt;There is nothing to catch in the volcano.&amp;lt;/span&amp;gt;&lt;br /&gt;
{{DFtext|A section of the cavern has collapsed!|4:1}}&amp;lt;br&amp;gt;{{DFtext|The miner slams into an obstacle!|6:1}}&amp;lt;br&amp;gt;{{DFtext|The two-legged rhino lizard Remains strikes the miner in the neck and the injured part is smashed into the body, an unrecognizable mass!|4:1}}&lt;br /&gt;
{{DFtext|Zasit Dastotamud, Diagnoser cancels Clean: Dangerous terrain|4:1}}&lt;br /&gt;
[https://www.reddit.com/r/dwarffortress/comments/f2ivul/new_training_regime/ {{DFtext|The Cat is sparring.|3:1}}]&lt;br /&gt;
{{bugl|11333|cat=nocat}}: Cats can be interrogated.&lt;br /&gt;
This is a Silver Slab. All craftsmanship is of the highest quality. The slab reads: &amp;quot;I am Urist, once of the underworld. By Busla, I bind myself to this place.&amp;quot;&lt;br /&gt;
&amp;quot;This is a dwarf. The dwarf is dead. The dwarf is also laughing.&amp;quot; -Kruggsmash&lt;br /&gt;
{{bugl|11470|cat=nocat}}: Slow white stork woman causing mayor to be stuck in office&lt;br /&gt;
{{bugl|11481|cat=nocat}}: Dwarf eats mud left from mud man&lt;br /&gt;
{{bugl|10519|cat=nocat}}: (Almost) unkillable zombie made when raising corpse of curling hedgehog man&lt;br /&gt;
{{bugl|11490|cat=nocat}}: Visitors giving birth during visit leave their baby behind&lt;br /&gt;
'Beatitudo est perdere' - From the ''Dwarf Fortress'' of Old.&lt;br /&gt;
&amp;quot;I think bridges are a good murder weapon. Over 20 dead and also not a bad way to dispose of babbling lunatics.&amp;quot;&lt;br /&gt;
Losing is fun, but frustration is not.&lt;br /&gt;
{{bugl|9486|cat=nocat}}: Building Destroyer visitors destroy the tavern&lt;br /&gt;
”'''Filth''' is one of the more obscure materials present within the game code. It comes in two varieties: solid brown and liquid yellow filth.” --this wiki on [[filth]], 2020-10-28.&lt;br /&gt;
&amp;quot;One thing right off the bat, we discovered immortality and literal reincarnation. Not sure how but cool.&amp;quot; Murr2 on Smallhands&lt;br /&gt;
&amp;quot;ya dun stole ma battly axe!&amp;quot; also Murr2 on keas.&lt;br /&gt;
&amp;quot;In the early spring of 38, The Fondled Demon accepted an offer of peace from the Chaste Skirts.&amp;quot;&lt;br /&gt;
&amp;quot;This is one of those games that you have to get better at losing before you can get better at winning.&amp;quot; [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]])&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&amp;lt;!-- ADD QUOTES DIRECTLY ABOVE THIS LINE. Each quote goes on a separate line by itself with nothing else (do not copy this line or remove the blank line above) --&amp;gt;|(\n)|$1#}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Material_science&amp;diff=232895</id>
		<title>DF2014 Talk:Material science</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Material_science&amp;diff=232895"/>
		<updated>2017-09-18T17:54:14Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Mass modifies speed */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The projectile physics changed completely in 40.05, so this page needs to be updated.  I made a note of this on the page.  I will try to do updates after I (or others) finish testing the new projectile physics, unless someone more talented at writing would like to update the wiki. --[[User:Pirate Bob|Pirate Bob]] ([[User talk:Pirate Bob|talk]]) 15:48, 29 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Yield versus fracture ==&lt;br /&gt;
&lt;br /&gt;
So, one thing I'm having trouble with. Shear yield versus shear fracture. Let's say, for example, you alter bone to have the same max edge as metals (10000). Now, it has 115000 shear yield and 130000 shear fracture. Meanwhile, copper has 70000 shear yield and 220000 shear fracture. Assuming their max edges where made equal, which would cut better?&lt;br /&gt;
&lt;br /&gt;
Does the sum of both values matter more, or is one of the two disproportionately important compared to the the other? --[[User:Valos|Valos]] ([[User talk:Valos|talk]]) 20:13, 28 March 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mass modifies speed ==&lt;br /&gt;
&lt;br /&gt;
The unspoken implication of Vel / (1 + i_Size/(w_density*w_size) ) is that relative mass modifies velocity. This appears to be the same relation that relative mass has to creature gaits. Are you sure that Agility doesn't have some relationship to attack momentum?  [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 17:54, 18 September 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Uzu_Bash&amp;diff=232889</id>
		<title>User talk:Uzu Bash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Uzu_Bash&amp;diff=232889"/>
		<updated>2017-09-17T23:01:51Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Music Forms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bal Adv Notes ==&lt;br /&gt;
Unit ID: 22114      Nemesis ID: 23463      Hist Figure ID: 184104&lt;br /&gt;
[[File:Bal-stats.png|left|thumb|upright 1.7]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Str 2000&lt;br /&gt;
* Agi 2200&lt;br /&gt;
* End 2200&lt;br /&gt;
* Tou 2000&lt;br /&gt;
* Rec 1000&lt;br /&gt;
* Dis 1000&lt;br /&gt;
* Foc, Wil, Spa/Kin all 2200&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
wereform maximums  &lt;br /&gt;
str: 2815 / agi: 4414 / tou: 2242 / end: 2188 / rec: 1495/2990 / dis: 1380/2880&lt;br /&gt;
&lt;br /&gt;
=== Poetic Forms ===&lt;br /&gt;
'''By Topic'''&lt;br /&gt;
{| style=&amp;quot;border-spacing:0 padding:0px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Character ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Droplet of Knowing || ribald ||  || Auras*, Perishment*, *Malodorous*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Flutes of Glittering || solemn apology ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Oracular Focus || solemn apology|| historic || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Silken Wonder || dramatic complaint || historic || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Scholars of Style ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Velvety Petal || dramatic || retired || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Sweetness of Brides || riddle ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || The Fancy Blossom || light satire || deceased || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Velvety Sister ||  || retired || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Luxurious Mother ||  || historical || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; |  &lt;br /&gt;
==== Location ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Beloved Blossom of Intricacies || pleasure || region || Wish Ever*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Amethyst Larks || ribald grief || place || Pastime*&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  ||&lt;br /&gt;
  |-&lt;br /&gt;
  |} &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Times ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Wise Prophecies || solemn || current || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Wise Letter || reflective || past || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Euphoric Silks || ribald || future || *Carnality, *Buzzard, Covers*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Watchful Prophecy || ribald || past || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  ||&lt;br /&gt;
  |-&lt;br /&gt;
  |} &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Values ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Fair Clearing || light || peace, moral || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Pristine Tresses || light || moral || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Legendary Prophecies || dramatic || moral || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Earthen Mountain || light || moral || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Lesson of Intricacy || solemn || moral || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Truthful Covers || solemn praise || loyalty || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Convenient Grower of Business || solemn || family || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Fresh Beginning || reflective || family || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Tile of Bushes || pleasure || family || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Sculpted Esteem || narrative || war || Eggs Early, *See Joys&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Hunt ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Glens of Autumn || reflective ||  || Feasts Misty, *Immoral Leopards, *Grief*, *Juggler, &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Grizzly Hawk || pleasure ||  || *Friend Rings&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Livid Tribe || reflective complaint ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Lover ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Tenderness of Suitors || reflective grief ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Fabulous Butterfly || riddle grief ||  || *Wraths&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Tulips of Smiling ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Alcohol ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Jesters of Cavorting || solemn || renounce || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Fruit of Contesting || riddle ||  || *Birth of Cage, *Grasp and Houses&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Industry ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Umber Turqoise || narrative complaint || mining || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Boulders of Amethyst || || mining || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Gold ofAmethyst  || riddle || mining || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Ape of Lakes || light || agriculture || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Journey ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Way of Wheels ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Wheel of Wanderers ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Guilds of Pricing || narrative complaint ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || East Stranger || solemn ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Death/(im)mortality ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Skull of Bone || light || amuse || My Friend Dabbler, *Pale Fealties, Winnowers*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Ashen Burial ||  ||  || *Dirt Fortells, *Helmet Wart*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Fated Dust || satire ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== General ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
general ==== &lt;br /&gt;
** Zephyr of Poets (reflective praise)&lt;br /&gt;
** Silken Savant (narrative) egs: *Sets on Luster, &lt;br /&gt;
** Scholars of Silkiness (solemn) egs: You Sang Letters!, &lt;br /&gt;
** Style of Pregnancy (light)&lt;br /&gt;
** Knowledge of Tresses (general) egs: Clasps and the Circle, &lt;br /&gt;
** Lark of Flowers (amuse audience) egs: Confusion*, Creation, Mightiness*, *Hideous Cup*, Wave*, *Weasels, &lt;br /&gt;
** Learned Prophet (general) egs: Cusps, Skinny Cross, *Romantic Candle, &lt;br /&gt;
** Poetic Glitter (light)&lt;br /&gt;
** Queen of Wonder (general) egs: Devourer: It Knows, *Legends, &lt;br /&gt;
** Prophecies of Poetry (dramatic) egs: Dirts and the Ferocious Church, Fiends and the Rainy Strings, &lt;br /&gt;
** Chartreuse Queen (narrative) egs: Doom Laborious, &lt;br /&gt;
&lt;br /&gt;
** Insightful Orbs (reflective)&lt;br /&gt;
** Embraces of Reasoning (complain subject)&lt;br /&gt;
** Skirt of Sisters (light)&lt;br /&gt;
** Musics of Reticence (light express pleasure)&lt;br /&gt;
** Mindful Suitor (light)&lt;br /&gt;
** Pregnancy of Reticence (riddle)&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;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Devotional ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Accidental Lovers || pleasure || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Humble Meditation || reflective praise || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Island of Hail || riddle || Ume || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Symmetric Peace || narrative plea || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Mellow Butterfly || riddle praise || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Clear Sun || reflective plea || QUabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Mountainous Paddles || riddle pleasure || Mame || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Peaceful Glens || pleasure || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Balance of Stabilizing || dramatic || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Music Forms ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! id !! Form !! Purpose !! Instruments !! Vocals !! Lyrics&lt;br /&gt;
|-&lt;br /&gt;
|  || Sparkle of Silkiness || entertainment || lam, morul, tozor ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Droplet of Styling || entertainment || bor, tashem(s), tozor ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Sienna Sparkle || devotional ||  || singer || Luxurious Mother&lt;br /&gt;
|-&lt;br /&gt;
|  || Play of Pregnancies || commemorate ||  || singer || Flutes of Glittering&lt;br /&gt;
|-&lt;br /&gt;
|  || Vermilion Plays || devotional || macetha, icala, cacame, mase ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Fuchsia Rhythm || entertainment || totsmab, ungu || chanters || Musics of Reticence&lt;br /&gt;
|-&lt;br /&gt;
|  || Pregnant Glosses || entertainment || nazweng, enthep ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Sheen of Bewildering || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Wispy Lace || march || cilom, nermums(s) || speaker || Skirt of Sisters&lt;br /&gt;
|-&lt;br /&gt;
|  || Ghost of Bone || devotional (Lomoth) || cilom || singer || Oracular Strategy&lt;br /&gt;
|-&lt;br /&gt;
|  || Droplet of Lilacs || entertainment || tusm || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Carmine Mother || march || caretha, olaca(s) || chanter || Petal of Scribing&lt;br /&gt;
|-&lt;br /&gt;
|  || Flute of Pantomimes || commemorate ||  || singer || Earthen Mountain&lt;br /&gt;
|-&lt;br /&gt;
|  || Saffron Pantomime || entertainment || cadeni || chanters || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Rhythmic Lyrics || entertainment || bebda(s) tekud || chanter || Legendary Prophecies&lt;br /&gt;
|-&lt;br /&gt;
|  || Rhythmic Intricacy || devotional || musod || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || Tenebrous Satin || devotional ||  || singer || The Pristine Abbey&lt;br /&gt;
|-&lt;br /&gt;
|  || Trumpets of Scintillating || entertainment || obxog, xuststu || chanters || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Intricate Mother || devotional ||  || chanters || &lt;br /&gt;
|-&lt;br /&gt;
|  || Poem of Bells || commemorate ||  || singer || any selection&lt;br /&gt;
|-&lt;br /&gt;
| 97 || Lace of Verse || commemorate || bortu || singer || Zephyr of Poets&lt;br /&gt;
|-&lt;br /&gt;
|  || Umber Luxury || entertainment ||  || chanter || The Goldenrod Dawn&lt;br /&gt;
|-&lt;br /&gt;
|  || Mirth of Luxuries || commemorate || pob(s), pado ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Bride of Mothers || devotional || tomom(s), egkast ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|  || Fragrances of Veneration || entertain ||  || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || Umber Skirts || commemorate || shama, quoshas, cadi || singers || The Fancy Blossom&lt;br /&gt;
|-&lt;br /&gt;
|  || Fragrant Rhythm  || entertain || kul || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Azure Veneration || entertain  || tashem, kul || chanters || Tenderness of Suitors&lt;br /&gt;
|-&lt;br /&gt;
|  || The Carmine Skirts || entertainment ||  || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Embraced Tresses  || devotional || tulo, uzur ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Fabulous Phrase || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Glittery Luxuries || devotional || budo, quoshas, bortu ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Incense of Sweetness || entertain || obxog, xuststu || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Mellow Humility || devotional) || chanter, bortu, gibam, sloro ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Pantomime of Glossing || march || ciro, xubkib, issok || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Pregnant Rhyme || march || tomsu ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|  || The Queen of Wisps || march || mor, gamil || chanters || The Mindful Suitor&lt;br /&gt;
|-&lt;br /&gt;
|  || The Rhythmic Larks || march  || quoshas, cadi || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Russet Flute || entertainment || stivut, dimshas, liruk ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Satiny Cardinal Blossoms || commemorate || || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Rhymes of Playing || march || sponsmost || speaker || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || The Sable Drums || entertainment || firili || speaker || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Satiny Cardinal Blossom || commemorate ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Scintillating Music || entertainment || hustra || speaker || Knowledge of Tresses&lt;br /&gt;
|-&lt;br /&gt;
|  || The Styles of Intricacy || entertainment || ado(s), nonu ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Suitor of Lilacs || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Tone of Pantomimes || entertainment || betca(s), uda || chanter || Sunny Eagle&lt;br /&gt;
|-&lt;br /&gt;
|  || Pregnant Prophecy ||  ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Instruments&lt;br /&gt;
** Played: cadi, bortu[id#232], shama, lam, nermum, ostu, obxog&lt;br /&gt;
** Required: quoshas, kul, tashem+kan, tulo+uzur, obxog+xuststu, tomsu, tusm, cilom, nermum, totsmab+ungu, sponsmost, cadeni, lam, morul, tozor, bor, bebda, tekud, macetha, icala, cacame, mase, budo, gibam, sloro, nazweng, enthep, mor, gamil, hustra, ado, nonu, pob, pado, ciro, xubkib, issok, tomom, egkast&lt;br /&gt;
** Stationary: quoshas, kul, tomsu, tusm, cilom, ungu, tozor, sloro&lt;br /&gt;
&lt;br /&gt;
=== Dance === &lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! id !! Form !! Participants !! Purpose !! Music&lt;br /&gt;
|-&lt;br /&gt;
| || Fragrant Tresses || group || perform || The Azure Veneration&lt;br /&gt;
|-&lt;br /&gt;
| || Luxury of Gloss || solo || perform || Fuchsia Rhythm&lt;br /&gt;
|-&lt;br /&gt;
| || Cerulean Lutes || solo || perform || The Styles of Intricacy || &lt;br /&gt;
|-&lt;br /&gt;
| || Laconic Song || partner || perform || Wispy Lace&lt;br /&gt;
|-&lt;br /&gt;
| || Fragrant Festival || solo || perform || Droplet of Lilacs&lt;br /&gt;
|-&lt;br /&gt;
| || Fragrances of Scintillating || group || perform || Rhythmic Lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || Songs of Glittering || solo || perform || The Incense of Sweetness&lt;br /&gt;
|-&lt;br /&gt;
| || Pantomimes of Venerating || solo || social || The Carmine Skirts&lt;br /&gt;
|-&lt;br /&gt;
| || Cyclopean Lyrics || group || perform || The Rhythmic Lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || Mauve Satins || group || perform || Mirth of Luxuries&lt;br /&gt;
|-&lt;br /&gt;
| || Wisps of Poetry || solo || perform || &amp;quot;Rusts and Nothing More&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| || Saturnity of Brides || solo || perform || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || Goldenrod Style || group || perform || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || Cyclopean Poem || partner  || perform  || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || Tressed Silks || solo || perform || Pantomime of Glossing&lt;br /&gt;
|-&lt;br /&gt;
| || Flowery Play || partner || perform || Rhythmic Lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || Beige Droplet || group  || perform || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || The Adorable Couple || group || war || Flute of Pantomimes&lt;br /&gt;
|-&lt;br /&gt;
| || The Adorable Lutes || group || participation || Rhythmic Lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || The Adorable Velvet || group || war || The Sable Drums&lt;br /&gt;
|-&lt;br /&gt;
| || The Amethyst of Satin || solo || sacred || Intricate Mother&lt;br /&gt;
|-&lt;br /&gt;
| || The Aquamarine Musics || solo || sacred || Tenebrous Satin&lt;br /&gt;
|-&lt;br /&gt;
| || The Berries of Dancing || solo || celebrate || Play of Pregnancies&lt;br /&gt;
|-&lt;br /&gt;
| || The Blossom of Embracing || group || war || The Queen of Wisps&lt;br /&gt;
|-&lt;br /&gt;
| || The Brides of Tweeting || group || participation || Rhythmic Lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || The Cerulean Song || solo || celebrate || Earthen Mountain&lt;br /&gt;
|-&lt;br /&gt;
| || The Cyclopean Sweetnesses || solo || sacred || Rhythmic Intricacy (req chanter, musod)&lt;br /&gt;
|-&lt;br /&gt;
| || The Dead of Bone || solo || sacred || Ghost of Bone&lt;br /&gt;
|-&lt;br /&gt;
| || The Embraced Quiescence || group || war || The Satiny Cardinal Blossom&lt;br /&gt;
|-&lt;br /&gt;
| || The Euphoria of Aquamarines || group || war || The Queen of Wisps&lt;br /&gt;
|-&lt;br /&gt;
| || The Euphoric Droplet || group || participation || Rhythmic Lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || The Festival of Plays || group || social || Droplet of Styling&lt;br /&gt;
|-&lt;br /&gt;
| || The Lace of Songs || solo || perform  || The Sable Drums&lt;br /&gt;
|-&lt;br /&gt;
| || The Larks of Quiescence || partner || social || Umber Luxury&lt;br /&gt;
|-&lt;br /&gt;
| || The Luxury of Wisps || group  || perform  || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || The Meandering Periwinkle || group || war || The Pregnant Rhyme&lt;br /&gt;
|-&lt;br /&gt;
| || The Meandering Wonders || group || participation || Sparkle of Silkiness&lt;br /&gt;
|-&lt;br /&gt;
| || The Music of Aquamarines || group || social || Trumpets of Scintillating&lt;br /&gt;
|-&lt;br /&gt;
| || The Pantomime of Cherishing || group || war || Rhymes of Playing&lt;br /&gt;
|-&lt;br /&gt;
| || The Pantomime of Quiescence || group || war || Lace of Verse&lt;br /&gt;
|-&lt;br /&gt;
| || The Poem of Periwinkles || solo || sacred || The Sienna Sparkle&lt;br /&gt;
|-&lt;br /&gt;
| || The Poet of Tulips || solo || sacred || Vermilion Plays&lt;br /&gt;
|-&lt;br /&gt;
| || The Queen of Styling || group || war || Lace of Verse&lt;br /&gt;
|-&lt;br /&gt;
| || The Saturnity of Lace || group  || celebration  || Flute of Pantomimes&lt;br /&gt;
|-&lt;br /&gt;
| || The Sensual Fuchsia Incense || partner || performance || Pregnant Prophecy&lt;br /&gt;
|-&lt;br /&gt;
| || The Song of Glittering || solo || sacred || Bride of Mothers&lt;br /&gt;
|-&lt;br /&gt;
| || The Sparkles of Lace || group || social || Sheen of Bewildering&lt;br /&gt;
|-&lt;br /&gt;
| || The Styles of Lathering || solo || sacred || The Embraced Tresses&lt;br /&gt;
|-&lt;br /&gt;
| || The Sweet Satin || group || war || Carmine Mother&lt;br /&gt;
|-&lt;br /&gt;
| || The Zephyr of Bewildering || group  || social  || The Fabulous Phrase&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Composed/Authored ===&lt;br /&gt;
* The Subtle Glows: Choreography - Fragrant Tresses&lt;br /&gt;
* Horn: Surely Nothing Happens: Poetry - Lark of Flowers&lt;br /&gt;
* We See Combination: Poetry - Droplet of Knowing&lt;br /&gt;
* The Climates and Anguish: Music - Lace of Verse&lt;br /&gt;
** The Birth of Brand: Lyrics - Zephyr of Poets&lt;br /&gt;
* Spring: Music - Lace of Verse&lt;br /&gt;
** And I Sang &amp;quot;Ring&amp;quot;!: Lyrics - Zephyr of Poets&lt;br /&gt;
* Pranks: The Night Weeps: Music - Fragrances of Veneration&lt;br /&gt;
* Charity: Nobody Can Say: Music - Rhythmic Intricacy&lt;br /&gt;
** The Birth of Cream: Lyrics - Glens of Autumn&lt;br /&gt;
* Complexity and the Bloody Rippers: Music - Umber Luxury&lt;br /&gt;
* Surely The Fool Laughs: Music - Fragrances of Veneration&lt;br /&gt;
** Spring Aquamarine: Lyrics - Island of Hail&lt;br /&gt;
* The Birth of Plots: Poetry - Grizzly Hawk&lt;br /&gt;
* And He Sang &amp;quot;Defenders&amp;quot;!: Poetry - Skull of Bone&lt;br /&gt;
* Moist Blight: Poetry - Droplet of Knowing&lt;br /&gt;
* We See Spike: Choreography - Songs of Glittering&lt;br /&gt;
* Lightnings and Depressions: Poetry - Amethyst Larks&lt;br /&gt;
* Treason and Nothing More: Music - Flutes of Pantomimes&lt;br /&gt;
** Socketed Leisure: Lyrics - Earthen Mountain&lt;br /&gt;
* Whiskers and the Strapping Berries: Choreography - Saturnity of Lace&lt;br /&gt;
* Assembly and the Hopeful Thrower: Choreography - Laconic Song&lt;br /&gt;
** Hatchets and Nothing More: Music - Wispy Lace&lt;br /&gt;
*** Beard Ever Onward: Lyrics - Skirt of Sisters&lt;br /&gt;
* The Stinky Flash: Music - Lace of Verse&lt;br /&gt;
** Saviors: Slowly The Sands Mourn There: Lyrics - Zephyr of Poets&lt;br /&gt;
* The Birth of Creek: Ashen Burial&lt;br /&gt;
* Aches: Fated Dust&lt;br /&gt;
* Mastery: Then The Sea Mourns: Poetry - Euphoric Silks&lt;br /&gt;
* Confederacies and the Diminishment: Choreography  Laconic Song&lt;br /&gt;
** We See Braid: Music - Wispy Lace&lt;br /&gt;
*** The Scaly Cudgel: Lyrics - Skirt of Sisters&lt;br /&gt;
* Pokers and the Worthless Butcher: Choreography - Luxury of Gloss&lt;br /&gt;
** Legends: Music - Fushcia Rhythm&lt;br /&gt;
*** Oily Eagle and Oblivions: Lyrics - Musics of Reticence&lt;br /&gt;
* Bitterness: Poetry - Watchful Prophet&lt;br /&gt;
* The Fist and Profanity: Choreography - Fragrant Festival&lt;br /&gt;
** Trifle and the Trim Stability: Music - Droplet of Lilacs&lt;br /&gt;
*** We See Hex: Lyrics - Tulips of Smiling&lt;br /&gt;
*** Prestige and the Bulwark: Lyrics - Euphoric Silks&lt;br /&gt;
* Abatement Disloyal: Choreography - Cyclopean Poem&lt;br /&gt;
** Creature: Slowly The Day Foretells There: Music - Poem of Bells&lt;br /&gt;
*** The New Nobles: Lyrics - Queen of Wonder&lt;br /&gt;
*** My Friend Dominions: Lyrics - Amethyst Larks&lt;br /&gt;
*** Funerals: Lyrics - Queen of Wonder&lt;br /&gt;
* We See Fleas: Choreography - Beige Droplet&lt;br /&gt;
** Sorcerer and the Dwelling: Music - Poem of Bells&lt;br /&gt;
*** The Sea Will Tell: Lyrics - Queen of Wonder&lt;br /&gt;
*** Only The Day Knows Afterward: Lyrics - Amethyst Larks&lt;br /&gt;
*** The Birth of Scorn: Lyrics - Queen of Wonder&lt;br /&gt;
* The Blockaded Quietness and Silk: Music - Rhymes of Playing&lt;br /&gt;
** Controls and the Sick Bulwarks: Lyrics - Guilds of Pricing&lt;br /&gt;
** Birth of Portal: Lyrics - Droplet of Knowing&lt;br /&gt;
* The Sun Sets on Gluttons: Music - Saffron Pantomime&lt;br /&gt;
** Intensity and the Insightful Dive: Lyrics - Pregnancy of Reticence&lt;br /&gt;
** We See Iron: Lyrics - Silken Savant&lt;br /&gt;
* The Birth of Mud: Music - Trumpets of Scintillating&lt;br /&gt;
** Clinch and Nothing More: Lyrics - Prophecies of Poetry&lt;br /&gt;
** Birth of Watches: Lyrics - Guilds of Pricing&lt;br /&gt;
** Failed Lull and Anguish: Lyrics - Guilds of Pricing&lt;br /&gt;
** Dents and Enchantments: Lyrics - Droplet of Knowing&lt;br /&gt;
* Sun Sets on Boot: Music - Sparkle of Silkiness&lt;br /&gt;
* The Sun Sets on Riders: Music - Rhythmic Lyrics&lt;br /&gt;
** Decorum: Then The Sands Laugh: Lyrics - Legendary Prophecies&lt;br /&gt;
* Pine Ruthless: Music - Intricate Mother&lt;br /&gt;
* Tightnesses: The Wind Will Tell: Music - Droplet of Styling&lt;br /&gt;
* My Friend Enchantments: Music - Sienna Sparkle&lt;br /&gt;
** Harshness and the Depression: Lyrics - Luxurious Mother&lt;br /&gt;
* Lance and Comedy: Music - Sheen of Bewildering&lt;br /&gt;
* Maligned Spring: Music - Flute of Pantomimes&lt;br /&gt;
** Crazy Creation: Lyrics - Earthen Mountain&lt;br /&gt;
* My Friend Poets: Music - Flute of Pantomimes&lt;br /&gt;
* The Fondled Pulps and Hurricane: Music - Mellow Humility&lt;br /&gt;
* Jaundiced Murk: Music - Sheen of Bewildering&lt;br /&gt;
* Acts and the Considerate Apogee: Music - Lace of Verse&lt;br /&gt;
* My Friend Lard: Music - Vermillion Plays&lt;br /&gt;
* The Sun Sets on Order: Music - The Satiny Cardinal Blossom&lt;br /&gt;
* Future Ever Onward: Choreography - Luxury of Gloss&lt;br /&gt;
* Rainy Wanderers: Music - Rhythmic Lyrics&lt;br /&gt;
** It Must Have Been Law: Lyrics - Legendary Prophecies&lt;br /&gt;
* Words: Poetry - Legendary Prophecies&lt;br /&gt;
* Chunks: Choreography - Fragrance of Scintillating&lt;br /&gt;
** Veneration: Music - Rhythmic Lyrics&lt;br /&gt;
*** Oily Bugs and Kin: Lyrics - Legendary Prophecies&lt;br /&gt;
&lt;br /&gt;
== Re: Werebeast raws ==&lt;br /&gt;
&lt;br /&gt;
I disabled compressed saves in init.txt, then generated a new world, opened world.dat with text editor, and rewritten the raws to a text file by hand, since it wasn't possible for me to copy-and-paste the whole thing. So you may find a few typos in what I have written, but this shouldn't make much a difference. ~ [[User:TheCrazyHamsteR|TheCrazyHamsteR]] ([[User talk:TheCrazyHamsteR|talk]]) 21:49, 20 August 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Uzu_Bash&amp;diff=232888</id>
		<title>User talk:Uzu Bash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Uzu_Bash&amp;diff=232888"/>
		<updated>2017-09-17T22:11:24Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Music Forms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bal Adv Notes ==&lt;br /&gt;
Unit ID: 22114      Nemesis ID: 23463      Hist Figure ID: 184104&lt;br /&gt;
[[File:Bal-stats.png|left|thumb|upright 1.7]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Str 2000&lt;br /&gt;
* Agi 2200&lt;br /&gt;
* End 2200&lt;br /&gt;
* Tou 2000&lt;br /&gt;
* Rec 1000&lt;br /&gt;
* Dis 1000&lt;br /&gt;
* Foc, Wil, Spa/Kin all 2200&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
wereform maximums  &lt;br /&gt;
str: 2815 / agi: 4414 / tou: 2242 / end: 2188 / rec: 1495/2990 / dis: 1380/2880&lt;br /&gt;
&lt;br /&gt;
=== Poetic Forms ===&lt;br /&gt;
'''By Topic'''&lt;br /&gt;
{| style=&amp;quot;border-spacing:0 padding:0px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Character ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Droplet of Knowing || ribald ||  || Auras*, Perishment*, *Malodorous*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Flutes of Glittering || solemn apology ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Oracular Focus || solemn apology|| historic || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Silken Wonder || dramatic complaint || historic || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Scholars of Style ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Velvety Petal || dramatic || retired || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Sweetness of Brides || riddle ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || The Fancy Blossom || light satire || deceased || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Velvety Sister ||  || retired || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Luxurious Mother ||  || historical || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; |  &lt;br /&gt;
==== Location ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Beloved Blossom of Intricacies || pleasure || region || Wish Ever*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Amethyst Larks || ribald grief || place || Pastime*&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  ||&lt;br /&gt;
  |-&lt;br /&gt;
  |} &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Times ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Wise Prophecies || solemn || current || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Wise Letter || reflective || past || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Euphoric Silks || ribald || future || *Carnality, *Buzzard, Covers*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Watchful Prophecy || ribald || past || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  ||&lt;br /&gt;
  |-&lt;br /&gt;
  |} &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Values ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Fair Clearing || light || peace, moral || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Pristine Tresses || light || moral || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Legendary Prophecies || dramatic || moral || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Earthen Mountain || light || moral || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Lesson of Intricacy || solemn || moral || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Truthful Covers || solemn praise || loyalty || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Convenient Grower of Business || solemn || family || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Fresh Beginning || reflective || family || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Tile of Bushes || pleasure || family || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Sculpted Esteem || narrative || war || Eggs Early, *See Joys&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Hunt ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Glens of Autumn || reflective ||  || Feasts Misty, *Immoral Leopards, *Grief*, *Juggler, &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Grizzly Hawk || pleasure ||  || *Friend Rings&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Livid Tribe || reflective complaint ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Lover ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Tenderness of Suitors || reflective grief ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Fabulous Butterfly || riddle grief ||  || *Wraths&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Tulips of Smiling ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Alcohol ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Jesters of Cavorting || solemn || renounce || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Fruit of Contesting || riddle ||  || *Birth of Cage, *Grasp and Houses&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Industry ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Umber Turqoise || narrative complaint || mining || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Boulders of Amethyst || || mining || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Gold ofAmethyst  || riddle || mining || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Ape of Lakes || light || agriculture || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Journey ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Way of Wheels ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Wheel of Wanderers ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Guilds of Pricing || narrative complaint ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || East Stranger || solemn ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Death/(im)mortality ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Skull of Bone || light || amuse || My Friend Dabbler, *Pale Fealties, Winnowers*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Ashen Burial ||  ||  || *Dirt Fortells, *Helmet Wart*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Fated Dust || satire ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== General ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
general ==== &lt;br /&gt;
** Zephyr of Poets (reflective praise)&lt;br /&gt;
** Silken Savant (narrative) egs: *Sets on Luster, &lt;br /&gt;
** Scholars of Silkiness (solemn) egs: You Sang Letters!, &lt;br /&gt;
** Style of Pregnancy (light)&lt;br /&gt;
** Knowledge of Tresses (general) egs: Clasps and the Circle, &lt;br /&gt;
** Lark of Flowers (amuse audience) egs: Confusion*, Creation, Mightiness*, *Hideous Cup*, Wave*, *Weasels, &lt;br /&gt;
** Learned Prophet (general) egs: Cusps, Skinny Cross, *Romantic Candle, &lt;br /&gt;
** Poetic Glitter (light)&lt;br /&gt;
** Queen of Wonder (general) egs: Devourer: It Knows, *Legends, &lt;br /&gt;
** Prophecies of Poetry (dramatic) egs: Dirts and the Ferocious Church, Fiends and the Rainy Strings, &lt;br /&gt;
** Chartreuse Queen (narrative) egs: Doom Laborious, &lt;br /&gt;
&lt;br /&gt;
** Insightful Orbs (reflective)&lt;br /&gt;
** Embraces of Reasoning (complain subject)&lt;br /&gt;
** Skirt of Sisters (light)&lt;br /&gt;
** Musics of Reticence (light express pleasure)&lt;br /&gt;
** Mindful Suitor (light)&lt;br /&gt;
** Pregnancy of Reticence (riddle)&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;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Devotional ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Accidental Lovers || pleasure || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Humble Meditation || reflective praise || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Island of Hail || riddle || Ume || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Symmetric Peace || narrative plea || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Mellow Butterfly || riddle praise || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Clear Sun || reflective plea || QUabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Mountainous Paddles || riddle pleasure || Mame || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Peaceful Glens || pleasure || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Balance of Stabilizing || dramatic || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Music Forms ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! id !! Form !! Purpose !! Instruments !! Vocals !! Lyrics&lt;br /&gt;
|-&lt;br /&gt;
|  || Sparkle of Silkiness || entertainment || lam, morul, tozor ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Droplet of Styling || entertainment || bor, tashem(s), tozor ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Sienna Sparkle || devotional ||  || singer || Luxurious Mother&lt;br /&gt;
|-&lt;br /&gt;
|  || Play of Pregnancies ||  ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|  || Vermilion Plays || devotional || macetha, icala, cacame, mase ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Fuchsia Rhythm || entertainment || totsmab, ungu || chanters || Musics of Reticence&lt;br /&gt;
|-&lt;br /&gt;
|  || Pregnant Glosses || entertainment || nazweng, enthep ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Sheen of Bewildering || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Wispy Lace || march || cilom, nermums(s) || speaker || Skirt of Sisters&lt;br /&gt;
|-&lt;br /&gt;
|  || Ghost of Bone ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Droplet of Lilacs || entertainment || tusm || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Carmine Mother ||  ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|  || Flute of Pantomimes || commemorate ||  || singer || Earthen Mountain&lt;br /&gt;
|-&lt;br /&gt;
|  || Saffron Pantomime || entertainment || cadeni || chanters || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Rhythmic Lyrics || entertainment || bebda(s) tekud || chanter || Legendary Prophecies&lt;br /&gt;
|-&lt;br /&gt;
|  || Rhythmic Intricacy || devotional || musod || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || Tenebrous Satin ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Trumpets of Scintillating || entertainment || obxog, xuststu || chanters || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Intricate Mother || devotional ||  || chanters || &lt;br /&gt;
|-&lt;br /&gt;
|  || Poem of Bells || commemorate ||  || singer || any selection&lt;br /&gt;
|-&lt;br /&gt;
| 97 || Lace of Verse || commemorate || bortu || singer || Zephyr of Poets&lt;br /&gt;
|-&lt;br /&gt;
|  || Umber Luxury || entertainment ||  || chanter || The Goldenrod Dawn&lt;br /&gt;
|-&lt;br /&gt;
|  || Mirth of Luxuries || commemorate || pob(s), pado ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Bride of Mothers ||  ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|  || Fragrances of Veneration || entertain ||  || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || Umber Skirts || commemorate || shama, quoshas, cadi || singers || The Fancy Blossom&lt;br /&gt;
|-&lt;br /&gt;
|  || Fragrant Rhythm  || entertain || kul || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Azure Veneration || entertain  || tashem, kul || chanters || Tenderness of Suitors&lt;br /&gt;
|-&lt;br /&gt;
|  || The Carmine Skirts || entertainment ||  || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Embraced Tresses  || devotional || tulo, uzur ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Fabulous Phrase || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Glittery Luxuries || devotional || budo, quoshas, bortu ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Incense of Sweetness || entertain || obxog, xuststu || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Mellow Humility || devotional) || chanter, bortu, gibam, sloro ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Pantomime of Glossing || march || ciro, xubkib, issok || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Pregnant Rhyme || march || tomsu ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|  || The Queen of Wisps || march || mor, gamil || chanters || The Mindful Suitor&lt;br /&gt;
|-&lt;br /&gt;
|  || The Rhythmic Larks || march  || quoshas, cadi || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Russet Flute || entertainment || stivut, dimshas, liruk ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Satiny Cardinal Blossoms || commemorate || || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Rhymes of Playing || march || sponsmost || speaker || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || The Sable Drums || entertainment || firili || speaker || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Satiny Cardinal Blossom || commemorate ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Scintillating Music || entertainment || hustra || speaker || Knowledge of Tresses&lt;br /&gt;
|-&lt;br /&gt;
|  || The Styles of Intricacy || entertainment || ado(s), nonu ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Suitor of Lilacs || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Tone of Pantomimes || entertainment || betca(s), uda || chanter || Sunny Eagle&lt;br /&gt;
|-&lt;br /&gt;
|  || Pregnant Prophecy ||  ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Instruments&lt;br /&gt;
** Played: cadi, bortu[id#232], shama, lam, nermum, ostu, obxog&lt;br /&gt;
** Required: quoshas, kul, tashem+kan, tulo+uzur, obxog+xuststu, tomsu, tusm, cilom, nermum, totsmab+ungu, sponsmost, cadeni, lam, morul, tozor, bor, bebda, tekud, macetha, icala, cacame, mase, budo, gibam, sloro, nazweng, enthep, mor, gamil, hustra, ado, nonu, pob, pado, ciro, xubkib, issok&lt;br /&gt;
** Stationary: quoshas, kul, tomsu, tusm, cilom, ungu, tozor, sloro&lt;br /&gt;
&lt;br /&gt;
=== Dance === &lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! id !! Form !! Participants !! Purpose !! Music&lt;br /&gt;
|-&lt;br /&gt;
| || Fragrant Tresses || group || perform || The Azure Veneration&lt;br /&gt;
|-&lt;br /&gt;
| || Luxury of Gloss || solo || perform || Fuchsia Rhythm&lt;br /&gt;
|-&lt;br /&gt;
| || Cerulean Lutes || solo || perform || The Styles of Intricacy || &lt;br /&gt;
|-&lt;br /&gt;
| || Laconic Song || partner || perform || Wispy Lace&lt;br /&gt;
|-&lt;br /&gt;
| || Fragrant Festival || solo || perform || Droplet of Lilacs&lt;br /&gt;
|-&lt;br /&gt;
| || Fragrances of Scintillating || group || perform || Rhythmic Lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || Songs of Glittering || solo || perform || The Incense of Sweetness&lt;br /&gt;
|-&lt;br /&gt;
| || Pantomimes of Venerating || solo || social || The Carmine Skirts&lt;br /&gt;
|-&lt;br /&gt;
| || Cyclopean Lyrics || group || perform || The Rhythmic Lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || Mauve Satins || group || perform || Mirth of Luxuries&lt;br /&gt;
|-&lt;br /&gt;
| || Wisps of Poetry || solo || perform || &amp;quot;Rusts and Nothing More&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| || Saturnity of Brides || solo || perform || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || Goldenrod Style || group || perform || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || Cyclopean Poem || partner  || perform  || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || Tressed Silks || solo || perform || Pantomime of Glossing&lt;br /&gt;
|-&lt;br /&gt;
| || Flowery Play || partner || perform || Rhythmic Lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || Beige Droplet || group  || perform || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || The Adorable Couple || group || war || Flute of Pantomimes&lt;br /&gt;
|-&lt;br /&gt;
| || The Adorable Lutes || group || participation || Rhythmic Lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || The Adorable Velvet || group || war || The Sable Drums&lt;br /&gt;
|-&lt;br /&gt;
| || The Amethyst of Satin || solo || sacred || Intricate Mother&lt;br /&gt;
|-&lt;br /&gt;
| || The Aquamarine Musics || solo || sacred || Tenebrous Satin&lt;br /&gt;
|-&lt;br /&gt;
| || The Berries of Dancing || solo || celebrate || Play of Pregnancies&lt;br /&gt;
|-&lt;br /&gt;
| || The Blossom of Embracing || group || war || The Queen of Wisps&lt;br /&gt;
|-&lt;br /&gt;
| || The Brides of Tweeting || group || participation || Rhythmic Lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || The Cerulean Song || solo || celebrate || Earthen Mountain&lt;br /&gt;
|-&lt;br /&gt;
| || The Cyclopean Sweetnesses || solo || sacred || Rhythmic Intricacy (req chanter, musod)&lt;br /&gt;
|-&lt;br /&gt;
| || The Dead of Bone || solo || sacred || Ghost of Bone&lt;br /&gt;
|-&lt;br /&gt;
| || The Embraced Quiescence || group || war || The Satiny Cardinal Blossom&lt;br /&gt;
|-&lt;br /&gt;
| || The Euphoria of Aquamarines || group || war || The Queen of Wisps&lt;br /&gt;
|-&lt;br /&gt;
| || The Euphoric Droplet || group || participation || Rhythmic Lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || The Festival of Plays || group || social || Droplet of Styling&lt;br /&gt;
|-&lt;br /&gt;
| || The Lace of Songs || solo || perform  || The Sable Drums&lt;br /&gt;
|-&lt;br /&gt;
| || The Larks of Quiescence || partner || social || Umber Luxury&lt;br /&gt;
|-&lt;br /&gt;
| || The Luxury of Wisps || group  || perform  || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || The Meandering Periwinkle || group || war || The Pregnant Rhyme&lt;br /&gt;
|-&lt;br /&gt;
| || The Meandering Wonders || group || participation || Sparkle of Silkiness&lt;br /&gt;
|-&lt;br /&gt;
| || The Music of Aquamarines || group || social || Trumpets of Scintillating&lt;br /&gt;
|-&lt;br /&gt;
| || The Pantomime of Cherishing || group || war || Rhymes of Playing&lt;br /&gt;
|-&lt;br /&gt;
| || The Pantomime of Quiescence || group || war || Lace of Verse&lt;br /&gt;
|-&lt;br /&gt;
| || The Poem of Periwinkles || solo || sacred || The Sienna Sparkle&lt;br /&gt;
|-&lt;br /&gt;
| || The Poet of Tulips || solo || sacred || Vermilion Plays&lt;br /&gt;
|-&lt;br /&gt;
| || The Queen of Styling || group || war || Lace of Verse&lt;br /&gt;
|-&lt;br /&gt;
| || The Saturnity of Lace || group  || celebration  || Flute of Pantomimes&lt;br /&gt;
|-&lt;br /&gt;
| || The Sensual Fuchsia Incense || partner || performance || Pregnant Prophecy&lt;br /&gt;
|-&lt;br /&gt;
| || The Song of Glittering || solo || sacred || Bride of Mothers&lt;br /&gt;
|-&lt;br /&gt;
| || The Sparkles of Lace || group || social || Sheen of Bewildering&lt;br /&gt;
|-&lt;br /&gt;
| || The Styles of Lathering || solo || sacred || The Embraced Tresses&lt;br /&gt;
|-&lt;br /&gt;
| || The Sweet Satin || group || war || Carmine Mother&lt;br /&gt;
|-&lt;br /&gt;
| || The Zephyr of Bewildering || group  || social  || The Fabulous Phrase&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Composed/Authored ===&lt;br /&gt;
* The Subtle Glows: Choreography - Fragrant Tresses&lt;br /&gt;
* Horn: Surely Nothing Happens: Poetry - Lark of Flowers&lt;br /&gt;
* We See Combination: Poetry - Droplet of Knowing&lt;br /&gt;
* The Climates and Anguish: Music - Lace of Verse&lt;br /&gt;
** The Birth of Brand: Lyrics - Zephyr of Poets&lt;br /&gt;
* Spring: Music - Lace of Verse&lt;br /&gt;
** And I Sang &amp;quot;Ring&amp;quot;!: Lyrics - Zephyr of Poets&lt;br /&gt;
* Pranks: The Night Weeps: Music - Fragrances of Veneration&lt;br /&gt;
* Charity: Nobody Can Say: Music - Rhythmic Intricacy&lt;br /&gt;
** The Birth of Cream: Lyrics - Glens of Autumn&lt;br /&gt;
* Complexity and the Bloody Rippers: Music - Umber Luxury&lt;br /&gt;
* Surely The Fool Laughs: Music - Fragrances of Veneration&lt;br /&gt;
** Spring Aquamarine: Lyrics - Island of Hail&lt;br /&gt;
* The Birth of Plots: Poetry - Grizzly Hawk&lt;br /&gt;
* And He Sang &amp;quot;Defenders&amp;quot;!: Poetry - Skull of Bone&lt;br /&gt;
* Moist Blight: Poetry - Droplet of Knowing&lt;br /&gt;
* We See Spike: Choreography - Songs of Glittering&lt;br /&gt;
* Lightnings and Depressions: Poetry - Amethyst Larks&lt;br /&gt;
* Treason and Nothing More: Music - Flutes of Pantomimes&lt;br /&gt;
** Socketed Leisure: Lyrics - Earthen Mountain&lt;br /&gt;
* Whiskers and the Strapping Berries: Choreography - Saturnity of Lace&lt;br /&gt;
* Assembly and the Hopeful Thrower: Choreography - Laconic Song&lt;br /&gt;
** Hatchets and Nothing More: Music - Wispy Lace&lt;br /&gt;
*** Beard Ever Onward: Lyrics - Skirt of Sisters&lt;br /&gt;
* The Stinky Flash: Music - Lace of Verse&lt;br /&gt;
** Saviors: Slowly The Sands Mourn There: Lyrics - Zephyr of Poets&lt;br /&gt;
* The Birth of Creek: Ashen Burial&lt;br /&gt;
* Aches: Fated Dust&lt;br /&gt;
* Mastery: Then The Sea Mourns: Poetry - Euphoric Silks&lt;br /&gt;
* Confederacies and the Diminishment: Choreography  Laconic Song&lt;br /&gt;
** We See Braid: Music - Wispy Lace&lt;br /&gt;
*** The Scaly Cudgel: Lyrics - Skirt of Sisters&lt;br /&gt;
* Pokers and the Worthless Butcher: Choreography - Luxury of Gloss&lt;br /&gt;
** Legends: Music - Fushcia Rhythm&lt;br /&gt;
*** Oily Eagle and Oblivions: Lyrics - Musics of Reticence&lt;br /&gt;
* Bitterness: Poetry - Watchful Prophet&lt;br /&gt;
* The Fist and Profanity: Choreography - Fragrant Festival&lt;br /&gt;
** Trifle and the Trim Stability: Music - Droplet of Lilacs&lt;br /&gt;
*** We See Hex: Lyrics - Tulips of Smiling&lt;br /&gt;
*** Prestige and the Bulwark: Lyrics - Euphoric Silks&lt;br /&gt;
* Abatement Disloyal: Choreography - Cyclopean Poem&lt;br /&gt;
** Creature: Slowly The Day Foretells There: Music - Poem of Bells&lt;br /&gt;
*** The New Nobles: Lyrics - Queen of Wonder&lt;br /&gt;
*** My Friend Dominions: Lyrics - Amethyst Larks&lt;br /&gt;
*** Funerals: Lyrics - Queen of Wonder&lt;br /&gt;
* We See Fleas: Choreography - Beige Droplet&lt;br /&gt;
** Sorcerer and the Dwelling: Music - Poem of Bells&lt;br /&gt;
*** The Sea Will Tell: Lyrics - Queen of Wonder&lt;br /&gt;
*** Only The Day Knows Afterward: Lyrics - Amethyst Larks&lt;br /&gt;
*** The Birth of Scorn: Lyrics - Queen of Wonder&lt;br /&gt;
* The Blockaded Quietness and Silk: Music - Rhymes of Playing&lt;br /&gt;
** Controls and the Sick Bulwarks: Lyrics - Guilds of Pricing&lt;br /&gt;
** Birth of Portal: Lyrics - Droplet of Knowing&lt;br /&gt;
* The Sun Sets on Gluttons: Music - Saffron Pantomime&lt;br /&gt;
** Intensity and the Insightful Dive: Lyrics - Pregnancy of Reticence&lt;br /&gt;
** We See Iron: Lyrics - Silken Savant&lt;br /&gt;
* The Birth of Mud: Music - Trumpets of Scintillating&lt;br /&gt;
** Clinch and Nothing More: Lyrics - Prophecies of Poetry&lt;br /&gt;
** Birth of Watches: Lyrics - Guilds of Pricing&lt;br /&gt;
** Failed Lull and Anguish: Lyrics - Guilds of Pricing&lt;br /&gt;
** Dents and Enchantments: Lyrics - Droplet of Knowing&lt;br /&gt;
* Sun Sets on Boot: Music - Sparkle of Silkiness&lt;br /&gt;
* The Sun Sets on Riders: Music - Rhythmic Lyrics&lt;br /&gt;
** Decorum: Then The Sands Laugh: Lyrics - Legendary Prophecies&lt;br /&gt;
* Pine Ruthless: Music - Intricate Mother&lt;br /&gt;
* Tightnesses: The Wind Will Tell: Music - Droplet of Styling&lt;br /&gt;
* My Friend Enchantments: Music - Sienna Sparkle&lt;br /&gt;
** Harshness and the Depression: Lyrics - Luxurious Mother&lt;br /&gt;
* Lance and Comedy: Music - Sheen of Bewildering&lt;br /&gt;
* Maligned Spring: Music - Flute of Pantomimes&lt;br /&gt;
** Crazy Creation: Lyrics - Earthen Mountain&lt;br /&gt;
* My Friend Poets: Music - Flute of Pantomimes&lt;br /&gt;
* The Fondled Pulps and Hurricane: Music - Mellow Humility&lt;br /&gt;
* Jaundiced Murk: Music - Sheen of Bewildering&lt;br /&gt;
* Acts and the Considerate Apogee: Music - Lace of Verse&lt;br /&gt;
* My Friend Lard: Music - Vermillion Plays&lt;br /&gt;
* The Sun Sets on Order: Music - The Satiny Cardinal Blossom&lt;br /&gt;
* Future Ever Onward: Choreography - Luxury of Gloss&lt;br /&gt;
* Rainy Wanderers: Music - Rhythmic Lyrics&lt;br /&gt;
** It Must Have Been Law: Lyrics - Legendary Prophecies&lt;br /&gt;
* Words: Poetry - Legendary Prophecies&lt;br /&gt;
* Chunks: Choreography - Fragrance of Scintillating&lt;br /&gt;
** Veneration: Music - Rhythmic Lyrics&lt;br /&gt;
*** Oily Bugs and Kin: Lyrics - Legendary Prophecies&lt;br /&gt;
&lt;br /&gt;
== Re: Werebeast raws ==&lt;br /&gt;
&lt;br /&gt;
I disabled compressed saves in init.txt, then generated a new world, opened world.dat with text editor, and rewritten the raws to a text file by hand, since it wasn't possible for me to copy-and-paste the whole thing. So you may find a few typos in what I have written, but this shouldn't make much a difference. ~ [[User:TheCrazyHamsteR|TheCrazyHamsteR]] ([[User talk:TheCrazyHamsteR|talk]]) 21:49, 20 August 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Uzu_Bash&amp;diff=232887</id>
		<title>User talk:Uzu Bash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Uzu_Bash&amp;diff=232887"/>
		<updated>2017-09-17T21:33:17Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Bal Adv Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bal Adv Notes ==&lt;br /&gt;
Unit ID: 22114      Nemesis ID: 23463      Hist Figure ID: 184104&lt;br /&gt;
[[File:Bal-stats.png|left|thumb|upright 1.7]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Str 2000&lt;br /&gt;
* Agi 2200&lt;br /&gt;
* End 2200&lt;br /&gt;
* Tou 2000&lt;br /&gt;
* Rec 1000&lt;br /&gt;
* Dis 1000&lt;br /&gt;
* Foc, Wil, Spa/Kin all 2200&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
wereform maximums  &lt;br /&gt;
str: 2815 / agi: 4414 / tou: 2242 / end: 2188 / rec: 1495/2990 / dis: 1380/2880&lt;br /&gt;
&lt;br /&gt;
=== Poetic Forms ===&lt;br /&gt;
'''By Topic'''&lt;br /&gt;
{| style=&amp;quot;border-spacing:0 padding:0px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Character ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Droplet of Knowing || ribald ||  || Auras*, Perishment*, *Malodorous*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Flutes of Glittering || solemn apology ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Oracular Focus || solemn apology|| historic || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Silken Wonder || dramatic complaint || historic || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Scholars of Style ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Velvety Petal || dramatic || retired || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Sweetness of Brides || riddle ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || The Fancy Blossom || light satire || deceased || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Velvety Sister ||  || retired || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Luxurious Mother ||  || historical || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; |  &lt;br /&gt;
==== Location ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Beloved Blossom of Intricacies || pleasure || region || Wish Ever*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Amethyst Larks || ribald grief || place || Pastime*&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  ||&lt;br /&gt;
  |-&lt;br /&gt;
  |} &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Times ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Wise Prophecies || solemn || current || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Wise Letter || reflective || past || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Euphoric Silks || ribald || future || *Carnality, *Buzzard, Covers*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Watchful Prophecy || ribald || past || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  ||&lt;br /&gt;
  |-&lt;br /&gt;
  |} &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Values ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Fair Clearing || light || peace, moral || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Pristine Tresses || light || moral || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Legendary Prophecies || dramatic || moral || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Earthen Mountain || light || moral || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Lesson of Intricacy || solemn || moral || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Truthful Covers || solemn praise || loyalty || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Convenient Grower of Business || solemn || family || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Fresh Beginning || reflective || family || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Tile of Bushes || pleasure || family || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Sculpted Esteem || narrative || war || Eggs Early, *See Joys&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Hunt ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Glens of Autumn || reflective ||  || Feasts Misty, *Immoral Leopards, *Grief*, *Juggler, &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Grizzly Hawk || pleasure ||  || *Friend Rings&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Livid Tribe || reflective complaint ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Lover ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Tenderness of Suitors || reflective grief ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Fabulous Butterfly || riddle grief ||  || *Wraths&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Tulips of Smiling ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Alcohol ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Jesters of Cavorting || solemn || renounce || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Fruit of Contesting || riddle ||  || *Birth of Cage, *Grasp and Houses&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Industry ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Umber Turqoise || narrative complaint || mining || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Boulders of Amethyst || || mining || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Gold ofAmethyst  || riddle || mining || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Ape of Lakes || light || agriculture || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Journey ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Way of Wheels ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Wheel of Wanderers ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Guilds of Pricing || narrative complaint ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || East Stranger || solemn ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Death/(im)mortality ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Skull of Bone || light || amuse || My Friend Dabbler, *Pale Fealties, Winnowers*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Ashen Burial ||  ||  || *Dirt Fortells, *Helmet Wart*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Fated Dust || satire ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== General ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
general ==== &lt;br /&gt;
** Zephyr of Poets (reflective praise)&lt;br /&gt;
** Silken Savant (narrative) egs: *Sets on Luster, &lt;br /&gt;
** Scholars of Silkiness (solemn) egs: You Sang Letters!, &lt;br /&gt;
** Style of Pregnancy (light)&lt;br /&gt;
** Knowledge of Tresses (general) egs: Clasps and the Circle, &lt;br /&gt;
** Lark of Flowers (amuse audience) egs: Confusion*, Creation, Mightiness*, *Hideous Cup*, Wave*, *Weasels, &lt;br /&gt;
** Learned Prophet (general) egs: Cusps, Skinny Cross, *Romantic Candle, &lt;br /&gt;
** Poetic Glitter (light)&lt;br /&gt;
** Queen of Wonder (general) egs: Devourer: It Knows, *Legends, &lt;br /&gt;
** Prophecies of Poetry (dramatic) egs: Dirts and the Ferocious Church, Fiends and the Rainy Strings, &lt;br /&gt;
** Chartreuse Queen (narrative) egs: Doom Laborious, &lt;br /&gt;
&lt;br /&gt;
** Insightful Orbs (reflective)&lt;br /&gt;
** Embraces of Reasoning (complain subject)&lt;br /&gt;
** Skirt of Sisters (light)&lt;br /&gt;
** Musics of Reticence (light express pleasure)&lt;br /&gt;
** Mindful Suitor (light)&lt;br /&gt;
** Pregnancy of Reticence (riddle)&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;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Devotional ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Accidental Lovers || pleasure || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Humble Meditation || reflective praise || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Island of Hail || riddle || Ume || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Symmetric Peace || narrative plea || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Mellow Butterfly || riddle praise || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Clear Sun || reflective plea || QUabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Mountainous Paddles || riddle pleasure || Mame || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Peaceful Glens || pleasure || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Balance of Stabilizing || dramatic || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Music Forms ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! id !! Form !! Purpose !! Instruments !! Vocals !! Lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || Umber Skirts || commemorate || shama, quoshas, cadi || singers || The Fancy Blossom&lt;br /&gt;
|-&lt;br /&gt;
| 97 || Lace of Verse || commemorate || bortu || singer || Zephyr of Poets&lt;br /&gt;
|-&lt;br /&gt;
|  || Fragrant Rhythm  || entertain || kul || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || Fragrances of Veneration || entertain ||  || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Azure Veneration || entertain  || tashem, kul || chanters || Tenderness of Suitors&lt;br /&gt;
|-&lt;br /&gt;
|  || The Embraced Tresses  || devotional || tulo, uzur ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Incense of Sweetness || entertain || obxog, xuststu || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Rhythmic Larks || march  || quoshas, cadi || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || Flute of Pantomimes || commemorate ||  || singer || Earthen Mountain&lt;br /&gt;
|-&lt;br /&gt;
|  || Umber Luxury || entertainment ||  || chanter || The Goldenrod Dawn&lt;br /&gt;
|-&lt;br /&gt;
|  || Rhythmic Intricacy || devotional || musod || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Satiny Cardinal Blossoms || commemorate || || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Pregnant Rhyme || march || tomsu ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|  || Poem of Bells || commemorate ||  || singer || any selection&lt;br /&gt;
|-&lt;br /&gt;
|  || The Fabulous Phrase || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Droplet of Lilacs || entertainment || tusm || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Wispy Lace || march || cilom, nermums(s) || speaker || Skirt of Sisters&lt;br /&gt;
|-&lt;br /&gt;
|  || Fuchsia Rhythm || entertainment || totsmab, ungu || chanters || Musics of Reticence&lt;br /&gt;
|-&lt;br /&gt;
|  || Rhymes of Playing || march || sponsmost || speaker || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Saffron Pantomime || entertainment || cadeni || chanters || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Trumpets of Scintillating || entertainment || obxog, xuststu || chanters || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Sparkle of Silkiness || entertainment || lam, morul, tozor ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Droplet of Styling || entertainment || bor, tashem(s), tozor ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Rhythmic Lyrics || entertainment || bebda(s) tekud || chanter || Legendary Prophecies&lt;br /&gt;
|-&lt;br /&gt;
|  || Intricate Mother || devotional ||  || chanters || &lt;br /&gt;
|-&lt;br /&gt;
|  || Sienna Sparkle || devotional ||  || singer || Luxurious Mother&lt;br /&gt;
|-&lt;br /&gt;
|  || Sheen of Bewildering || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Vermilion Plays || devotional || macetha, icala, cacame, mase ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Glittery Luxuries || devotional || budo, quoshas, bortu ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Mellow Humility || devotional) || chanter, bortu, gibam, sloro ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Pregnant Glosses || entertainment || nazweng, enthep ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Queen of Wisps || march || mor, gamil || chanters || The Mindful Suitor&lt;br /&gt;
|-&lt;br /&gt;
|  || The Sable Drums || entertainment || firili || speaker || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Satiny Cardinal Blossom || commemorate ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Scintillating Music || entertainment || hustra || speaker || Knowledge of Tresses&lt;br /&gt;
|-&lt;br /&gt;
|  || The Suitor of Lilacs || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Carmine Skirts || entertainment ||  || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Styles of Intricacy || entertainment || ado(s), nonu ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Mirth of Luxuries || commemorate || pob(s), pado ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Pantomime of Glossing || march || ciro, xubkib, issok || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || Play of Pregnancy ||  ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|  || Pregnant Prophecy ||  ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|  || Bride of Mothers ||  ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|  || Carmine Mother ||  ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Instruments&lt;br /&gt;
** Played: cadi, bortu[id#232], shama, lam, nermum, ostu, obxog&lt;br /&gt;
** Required: quoshas, kul, tashem+kan, tulo+uzur, obxog+xuststu, tomsu, tusm, cilom, nermum, totsmab+ungu, sponsmost, cadeni, lam, morul, tozor, bor, bebda, tekud, macetha, icala, cacame, mase, budo, gibam, sloro, nazweng, enthep, mor, gamil, hustra, ado, nonu, pob, pado, ciro, xubkib, issok&lt;br /&gt;
** Stationary: quoshas, kul, tomsu, tusm, cilom, ungu, tozor, sloro&lt;br /&gt;
&lt;br /&gt;
=== Dance === &lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! id !! Form !! Participants !! Purpose !! Music&lt;br /&gt;
|-&lt;br /&gt;
| || Fragrant Tresses || group || perform || The Azure Veneration&lt;br /&gt;
|-&lt;br /&gt;
| || Luxury of Gloss || solo || perform || Fuchsia Rhythm&lt;br /&gt;
|-&lt;br /&gt;
| || Cerulean Lutes || solo || perform || The Styles of Intricacy || &lt;br /&gt;
|-&lt;br /&gt;
| || Laconic Song || partner || perform || Wispy Lace&lt;br /&gt;
|-&lt;br /&gt;
| || Fragrant Festival || solo || perform || Droplet of Lilacs&lt;br /&gt;
|-&lt;br /&gt;
| || Fragrances of Scintillating || group || perform || Rhythmic Lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || Songs of Glittering || solo || perform || The Incense of Sweetness&lt;br /&gt;
|-&lt;br /&gt;
| || Pantomimes of Venerating || solo || social || The Carmine Skirts&lt;br /&gt;
|-&lt;br /&gt;
| || Cyclopean Lyrics || group || perform || The Rhythmic Lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || Mauve Satins || group || perform || Mirth of Luxuries&lt;br /&gt;
|-&lt;br /&gt;
| || Wisps of Poetry || solo || perform || &amp;quot;Rusts and Nothing More&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| || Saturnity of Brides || solo || perform || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || Goldenrod Style || group || perform || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || Cyclopean Poem || partner  || perform  || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || Tressed Silks || solo || perform || Pantomime of Glossing&lt;br /&gt;
|-&lt;br /&gt;
| || Flowery Play || partner || perform || Rhythmic Lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || Beige Droplet || group  || perform || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || The Adorable Couple || group || war || Flute of Pantomimes&lt;br /&gt;
|-&lt;br /&gt;
| || The Adorable Lutes || group || participation || Rhythmic Lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || The Adorable Velvet || group || war || The Sable Drums&lt;br /&gt;
|-&lt;br /&gt;
| || The Amethyst of Satin || solo || sacred || Intricate Mother&lt;br /&gt;
|-&lt;br /&gt;
| || The Aquamarine Musics || solo || sacred || Tenebrous Satin&lt;br /&gt;
|-&lt;br /&gt;
| || The Berries of Dancing || solo || celebrate || Play of Pregnancies&lt;br /&gt;
|-&lt;br /&gt;
| || The Blossom of Embracing || group || war || The Queen of Wisps&lt;br /&gt;
|-&lt;br /&gt;
| || The Brides of Tweeting || group || participation || Rhythmic Lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || The Cerulean Song || solo || celebrate || Earthen Mountain&lt;br /&gt;
|-&lt;br /&gt;
| || The Cyclopean Sweetnesses || solo || sacred || Rhythmic Intricacy (req chanter, musod)&lt;br /&gt;
|-&lt;br /&gt;
| || The Dead of Bone || solo || sacred || Ghost of Bone&lt;br /&gt;
|-&lt;br /&gt;
| || The Embraced Quiescence || group || war || The Satiny Cardinal Blossom&lt;br /&gt;
|-&lt;br /&gt;
| || The Euphoria of Aquamarines || group || war || The Queen of Wisps&lt;br /&gt;
|-&lt;br /&gt;
| || The Euphoric Droplet || group || participation || Rhythmic Lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || The Festival of Plays || group || social || Droplet of Styling&lt;br /&gt;
|-&lt;br /&gt;
| || The Lace of Songs || solo || perform  || The Sable Drums&lt;br /&gt;
|-&lt;br /&gt;
| || The Larks of Quiescence || partner || social || Umber Luxury&lt;br /&gt;
|-&lt;br /&gt;
| || The Luxury of Wisps || group  || perform  || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || The Meandering Periwinkle || group || war || The Pregnant Rhyme&lt;br /&gt;
|-&lt;br /&gt;
| || The Meandering Wonders || group || participation || Sparkle of Silkiness&lt;br /&gt;
|-&lt;br /&gt;
| || The Music of Aquamarines || group || social || Trumpets of Scintillating&lt;br /&gt;
|-&lt;br /&gt;
| || The Pantomime of Cherishing || group || war || Rhymes of Playing&lt;br /&gt;
|-&lt;br /&gt;
| || The Pantomime of Quiescence || group || war || Lace of Verse&lt;br /&gt;
|-&lt;br /&gt;
| || The Poem of Periwinkles || solo || sacred || The Sienna Sparkle&lt;br /&gt;
|-&lt;br /&gt;
| || The Poet of Tulips || solo || sacred || Vermilion Plays&lt;br /&gt;
|-&lt;br /&gt;
| || The Queen of Styling || group || war || Lace of Verse&lt;br /&gt;
|-&lt;br /&gt;
| || The Saturnity of Lace || group  || celebration  || Flute of Pantomimes&lt;br /&gt;
|-&lt;br /&gt;
| || The Sensual Fuchsia Incense || partner || performance || Pregnant Prophecy&lt;br /&gt;
|-&lt;br /&gt;
| || The Song of Glittering || solo || sacred || Bride of Mothers&lt;br /&gt;
|-&lt;br /&gt;
| || The Sparkles of Lace || group || social || Sheen of Bewildering&lt;br /&gt;
|-&lt;br /&gt;
| || The Styles of Lathering || solo || sacred || The Embraced Tresses&lt;br /&gt;
|-&lt;br /&gt;
| || The Sweet Satin || group || war || Carmine Mother&lt;br /&gt;
|-&lt;br /&gt;
| || The Zephyr of Bewildering || group  || social  || The Fabulous Phrase&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Composed/Authored ===&lt;br /&gt;
* The Subtle Glows: Choreography - Fragrant Tresses&lt;br /&gt;
* Horn: Surely Nothing Happens: Poetry - Lark of Flowers&lt;br /&gt;
* We See Combination: Poetry - Droplet of Knowing&lt;br /&gt;
* The Climates and Anguish: Music - Lace of Verse&lt;br /&gt;
** The Birth of Brand: Lyrics - Zephyr of Poets&lt;br /&gt;
* Spring: Music - Lace of Verse&lt;br /&gt;
** And I Sang &amp;quot;Ring&amp;quot;!: Lyrics - Zephyr of Poets&lt;br /&gt;
* Pranks: The Night Weeps: Music - Fragrances of Veneration&lt;br /&gt;
* Charity: Nobody Can Say: Music - Rhythmic Intricacy&lt;br /&gt;
** The Birth of Cream: Lyrics - Glens of Autumn&lt;br /&gt;
* Complexity and the Bloody Rippers: Music - Umber Luxury&lt;br /&gt;
* Surely The Fool Laughs: Music - Fragrances of Veneration&lt;br /&gt;
** Spring Aquamarine: Lyrics - Island of Hail&lt;br /&gt;
* The Birth of Plots: Poetry - Grizzly Hawk&lt;br /&gt;
* And He Sang &amp;quot;Defenders&amp;quot;!: Poetry - Skull of Bone&lt;br /&gt;
* Moist Blight: Poetry - Droplet of Knowing&lt;br /&gt;
* We See Spike: Choreography - Songs of Glittering&lt;br /&gt;
* Lightnings and Depressions: Poetry - Amethyst Larks&lt;br /&gt;
* Treason and Nothing More: Music - Flutes of Pantomimes&lt;br /&gt;
** Socketed Leisure: Lyrics - Earthen Mountain&lt;br /&gt;
* Whiskers and the Strapping Berries: Choreography - Saturnity of Lace&lt;br /&gt;
* Assembly and the Hopeful Thrower: Choreography - Laconic Song&lt;br /&gt;
** Hatchets and Nothing More: Music - Wispy Lace&lt;br /&gt;
*** Beard Ever Onward: Lyrics - Skirt of Sisters&lt;br /&gt;
* The Stinky Flash: Music - Lace of Verse&lt;br /&gt;
** Saviors: Slowly The Sands Mourn There: Lyrics - Zephyr of Poets&lt;br /&gt;
* The Birth of Creek: Ashen Burial&lt;br /&gt;
* Aches: Fated Dust&lt;br /&gt;
* Mastery: Then The Sea Mourns: Poetry - Euphoric Silks&lt;br /&gt;
* Confederacies and the Diminishment: Choreography  Laconic Song&lt;br /&gt;
** We See Braid: Music - Wispy Lace&lt;br /&gt;
*** The Scaly Cudgel: Lyrics - Skirt of Sisters&lt;br /&gt;
* Pokers and the Worthless Butcher: Choreography - Luxury of Gloss&lt;br /&gt;
** Legends: Music - Fushcia Rhythm&lt;br /&gt;
*** Oily Eagle and Oblivions: Lyrics - Musics of Reticence&lt;br /&gt;
* Bitterness: Poetry - Watchful Prophet&lt;br /&gt;
* The Fist and Profanity: Choreography - Fragrant Festival&lt;br /&gt;
** Trifle and the Trim Stability: Music - Droplet of Lilacs&lt;br /&gt;
*** We See Hex: Lyrics - Tulips of Smiling&lt;br /&gt;
*** Prestige and the Bulwark: Lyrics - Euphoric Silks&lt;br /&gt;
* Abatement Disloyal: Choreography - Cyclopean Poem&lt;br /&gt;
** Creature: Slowly The Day Foretells There: Music - Poem of Bells&lt;br /&gt;
*** The New Nobles: Lyrics - Queen of Wonder&lt;br /&gt;
*** My Friend Dominions: Lyrics - Amethyst Larks&lt;br /&gt;
*** Funerals: Lyrics - Queen of Wonder&lt;br /&gt;
* We See Fleas: Choreography - Beige Droplet&lt;br /&gt;
** Sorcerer and the Dwelling: Music - Poem of Bells&lt;br /&gt;
*** The Sea Will Tell: Lyrics - Queen of Wonder&lt;br /&gt;
*** Only The Day Knows Afterward: Lyrics - Amethyst Larks&lt;br /&gt;
*** The Birth of Scorn: Lyrics - Queen of Wonder&lt;br /&gt;
* The Blockaded Quietness and Silk: Music - Rhymes of Playing&lt;br /&gt;
** Controls and the Sick Bulwarks: Lyrics - Guilds of Pricing&lt;br /&gt;
** Birth of Portal: Lyrics - Droplet of Knowing&lt;br /&gt;
* The Sun Sets on Gluttons: Music - Saffron Pantomime&lt;br /&gt;
** Intensity and the Insightful Dive: Lyrics - Pregnancy of Reticence&lt;br /&gt;
** We See Iron: Lyrics - Silken Savant&lt;br /&gt;
* The Birth of Mud: Music - Trumpets of Scintillating&lt;br /&gt;
** Clinch and Nothing More: Lyrics - Prophecies of Poetry&lt;br /&gt;
** Birth of Watches: Lyrics - Guilds of Pricing&lt;br /&gt;
** Failed Lull and Anguish: Lyrics - Guilds of Pricing&lt;br /&gt;
** Dents and Enchantments: Lyrics - Droplet of Knowing&lt;br /&gt;
* Sun Sets on Boot: Music - Sparkle of Silkiness&lt;br /&gt;
* The Sun Sets on Riders: Music - Rhythmic Lyrics&lt;br /&gt;
** Decorum: Then The Sands Laugh: Lyrics - Legendary Prophecies&lt;br /&gt;
* Pine Ruthless: Music - Intricate Mother&lt;br /&gt;
* Tightnesses: The Wind Will Tell: Music - Droplet of Styling&lt;br /&gt;
* My Friend Enchantments: Music - Sienna Sparkle&lt;br /&gt;
** Harshness and the Depression: Lyrics - Luxurious Mother&lt;br /&gt;
* Lance and Comedy: Music - Sheen of Bewildering&lt;br /&gt;
* Maligned Spring: Music - Flute of Pantomimes&lt;br /&gt;
** Crazy Creation: Lyrics - Earthen Mountain&lt;br /&gt;
* My Friend Poets: Music - Flute of Pantomimes&lt;br /&gt;
* The Fondled Pulps and Hurricane: Music - Mellow Humility&lt;br /&gt;
* Jaundiced Murk: Music - Sheen of Bewildering&lt;br /&gt;
* Acts and the Considerate Apogee: Music - Lace of Verse&lt;br /&gt;
* My Friend Lard: Music - Vermillion Plays&lt;br /&gt;
* The Sun Sets on Order: Music - The Satiny Cardinal Blossom&lt;br /&gt;
* Future Ever Onward: Choreography - Luxury of Gloss&lt;br /&gt;
* Rainy Wanderers: Music - Rhythmic Lyrics&lt;br /&gt;
** It Must Have Been Law: Lyrics - Legendary Prophecies&lt;br /&gt;
* Words: Poetry - Legendary Prophecies&lt;br /&gt;
* Chunks: Choreography - Fragrance of Scintillating&lt;br /&gt;
** Veneration: Music - Rhythmic Lyrics&lt;br /&gt;
*** Oily Bugs and Kin: Lyrics - Legendary Prophecies&lt;br /&gt;
&lt;br /&gt;
== Re: Werebeast raws ==&lt;br /&gt;
&lt;br /&gt;
I disabled compressed saves in init.txt, then generated a new world, opened world.dat with text editor, and rewritten the raws to a text file by hand, since it wasn't possible for me to copy-and-paste the whole thing. So you may find a few typos in what I have written, but this shouldn't make much a difference. ~ [[User:TheCrazyHamsteR|TheCrazyHamsteR]] ([[User talk:TheCrazyHamsteR|talk]]) 21:49, 20 August 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Uzu_Bash&amp;diff=232886</id>
		<title>User talk:Uzu Bash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Uzu_Bash&amp;diff=232886"/>
		<updated>2017-09-17T21:00:53Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bal Adv Notes ==&lt;br /&gt;
Unit ID: 22114      Nemesis ID: 23463      Hist Figure ID: 184104&lt;br /&gt;
[[File:Bal-stats.png|left|thumb|upright 1.7]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Str 2000&lt;br /&gt;
* Agi 2200&lt;br /&gt;
* End 2200&lt;br /&gt;
* Tou 2000&lt;br /&gt;
* Rec 1000&lt;br /&gt;
* Dis 1000&lt;br /&gt;
* Foc, Wil, Spa/Kin all 2200&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
wereform maximums  &lt;br /&gt;
str: 2815 / agi: 4414 / tou: 2242 / end: 2188 / rec: 1495/2990 / dis: 1380/2880&lt;br /&gt;
&lt;br /&gt;
=== Poetic Forms ===&lt;br /&gt;
'''By Topic'''&lt;br /&gt;
{| style=&amp;quot;border-spacing:0 padding:0px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Character ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Droplet of Knowing || ribald ||  || Auras*, Perishment*, *Malodorous*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Flutes of Glittering || solemn apology ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Oracular Focus || solemn apology|| historic || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Silken Wonder || dramatic complaint || historic || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Scholars of Style ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Velvety Petal || dramatic || retired || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Sweetness of Brides || riddle ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || The Fancy Blossom || light satire || deceased || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Velvety Sister ||  || retired || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Luxurious Mother ||  || historical || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; |  &lt;br /&gt;
==== Location ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Beloved Blossom of Intricacies || pleasure || region || Wish Ever*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Amethyst Larks || ribald grief || place || Pastime*&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  ||&lt;br /&gt;
  |-&lt;br /&gt;
  |} &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Times ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Wise Prophecies || solemn || current || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Wise Letter || reflective || past || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Euphoric Silks || ribald || future || *Carnality, *Buzzard, Covers*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Watchful Prophecy || ribald || past || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  ||&lt;br /&gt;
  |-&lt;br /&gt;
  |} &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Values ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Fair Clearing || light || peace, moral || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Pristine Tresses || light || moral || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Legendary Prophecies || dramatic || moral || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Earthen Mountain || light || moral || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Lesson of Intricacy || solemn || moral || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Truthful Covers || solemn praise || loyalty || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Convenient Grower of Business || solemn || family || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Fresh Beginning || reflective || family || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Tile of Bushes || pleasure || family || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Sculpted Esteem || narrative || war || Eggs Early, *See Joys&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Hunt ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Glens of Autumn || reflective ||  || Feasts Misty, *Immoral Leopards, *Grief*, *Juggler, &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Grizzly Hawk || pleasure ||  || *Friend Rings&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Livid Tribe || reflective complaint ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Lover ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Tenderness of Suitors || reflective grief ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Fabulous Butterfly || riddle grief ||  || *Wraths&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Tulips of Smiling ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Alcohol ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Jesters of Cavorting || solemn || renounce || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Fruit of Contesting || riddle ||  || *Birth of Cage, *Grasp and Houses&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Industry ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Umber Turqoise || narrative complaint || mining || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Boulders of Amethyst || || mining || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Gold ofAmethyst  || riddle || mining || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Ape of Lakes || light || agriculture || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Journey ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Way of Wheels ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Wheel of Wanderers ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Guilds of Pricing || narrative complaint ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || East Stranger || solemn ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Death/(im)mortality ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Skull of Bone || light || amuse || My Friend Dabbler, *Pale Fealties, Winnowers*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Ashen Burial ||  ||  || *Dirt Fortells, *Helmet Wart*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Fated Dust || satire ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== General ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
general ==== &lt;br /&gt;
** Zephyr of Poets (reflective praise)&lt;br /&gt;
** Silken Savant (narrative) egs: *Sets on Luster, &lt;br /&gt;
** Scholars of Silkiness (solemn) egs: You Sang Letters!, &lt;br /&gt;
** Style of Pregnancy (light)&lt;br /&gt;
** Knowledge of Tresses (general) egs: Clasps and the Circle, &lt;br /&gt;
** Lark of Flowers (amuse audience) egs: Confusion*, Creation, Mightiness*, *Hideous Cup*, Wave*, *Weasels, &lt;br /&gt;
** Learned Prophet (general) egs: Cusps, Skinny Cross, *Romantic Candle, &lt;br /&gt;
** Poetic Glitter (light)&lt;br /&gt;
** Queen of Wonder (general) egs: Devourer: It Knows, *Legends, &lt;br /&gt;
** Prophecies of Poetry (dramatic) egs: Dirts and the Ferocious Church, Fiends and the Rainy Strings, &lt;br /&gt;
** Chartreuse Queen (narrative) egs: Doom Laborious, &lt;br /&gt;
&lt;br /&gt;
** Insightful Orbs (reflective)&lt;br /&gt;
** Embraces of Reasoning (complain subject)&lt;br /&gt;
** Skirt of Sisters (light)&lt;br /&gt;
** Musics of Reticence (light express pleasure)&lt;br /&gt;
** Mindful Suitor (light)&lt;br /&gt;
** Pregnancy of Reticence (riddle)&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;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Devotional ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Accidental Lovers || pleasure || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Humble Meditation || reflective praise || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Island of Hail || riddle || Ume || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Symmetric Peace || narrative plea || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Mellow Butterfly || riddle praise || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Clear Sun || reflective plea || QUabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Mountainous Paddles || riddle pleasure || Mame || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Peaceful Glens || pleasure || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Balance of Stabilizing || dramatic || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Music Forms ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! id !! Form !! Purpose !! Instruments !! Vocals !! Lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || Umber Skirts || commemorate || shama, quoshas, cadi || singers || The Fancy Blossom&lt;br /&gt;
|-&lt;br /&gt;
| 97 || Lace of Verse || commemorate || bortu || singer || Zephyr of Poets&lt;br /&gt;
|-&lt;br /&gt;
|  || Fragrant Rhythm  || entertain || kul || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || Fragrances of Veneration || entertain ||  || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Azure Veneration || entertain  || tashem, kul || chanters || Tenderness of Suitors&lt;br /&gt;
|-&lt;br /&gt;
|  || The Embraced Tresses  || devotional || tulo, uzur ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Incense of Sweetness || entertain || obxog, xuststu || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Rhythmic Larks || march  || quoshas, cadi || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || Flute of Pantomimes || commemorate ||  || singer || Earthen Mountain&lt;br /&gt;
|-&lt;br /&gt;
|  || Umber Luxury || entertainment ||  || chanter || The Goldenrod Dawn&lt;br /&gt;
|-&lt;br /&gt;
|  || Rhythmic Intricacy || devotional || musod || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Satiny Cardinal Blossoms || commemorate || || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Pregnant Rhyme || march || tomsu ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|  || Poem of Bells || commemorate ||  || singer || any selection&lt;br /&gt;
|-&lt;br /&gt;
|  || The Fabulous Phrase || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Droplet of Lilacs || entertainment || tusm || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Wispy Lace || march || cilom, nermums(s) || speaker || Skirt of Sisters&lt;br /&gt;
|-&lt;br /&gt;
|  || Fuchsia Rhythm || entertainment || totsmab, ungu || chanters || Musics of Reticence&lt;br /&gt;
|-&lt;br /&gt;
|  || Rhymes of Playing || march || sponsmost || speaker || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Saffron Pantomime || entertainment || cadeni || chanters || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Trumpets of Scintillating || entertainment || obxog, xuststu || chanters || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Sparkle of Silkiness || entertainment || lam, morul, tozor ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Droplet of Styling || entertainment || bor, tashem(s), tozor ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Rhythmic Lyrics || entertainment || bebda(s) tekud || chanter || Legendary Prophecies&lt;br /&gt;
|-&lt;br /&gt;
|  || Intricate Mother || devotional ||  || chanters || &lt;br /&gt;
|-&lt;br /&gt;
|  || Sienna Sparkle || devotional ||  || singer || Luxurious Mother&lt;br /&gt;
|-&lt;br /&gt;
|  || Sheen of Bewildering || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Vermilion Plays || devotional || macetha, icala, cacame, mase ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Glittery Luxuries || devotional || budo, quoshas, bortu ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Mellow Humility || devotional) || chanter, bortu, gibam, sloro ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Pregnant Glosses || entertainment || nazweng, enthep ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Queen of Wisps || march || mor, gamil || chanters || The Mindful Suitor&lt;br /&gt;
|-&lt;br /&gt;
|  || The Sable Drums || entertainment || firili || speaker || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Satiny Cardinal Blossom || commemorate ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Scintillating Music || entertainment || hustra || speaker || Knowledge of Tresses&lt;br /&gt;
|-&lt;br /&gt;
|  || The Suitor of Lilacs || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Carmine Skirts || entertainment ||  || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Styles of Intricacy || entertainment || ado(s), nonu ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Mirth of Luxuries || commemorate || pob(s), pado ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Pantomime of Glossing || march || ciro, xubkib, issok || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Instruments&lt;br /&gt;
** Played: cadi, bortu[id#232], shama, lam, nermum, ostu, obxog&lt;br /&gt;
** Required: quoshas, kul, tashem+kan, tulo+uzur, obxog+xuststu, tomsu, tusm, cilom, nermum, totsmab+ungu, sponsmost, cadeni, lam, morul, tozor, bor, bebda, tekud, macetha, icala, cacame, mase, budo, gibam, sloro, nazweng, enthep, mor, gamil, hustra, ado, nonu, pob, pado, ciro, xubkib, issok&lt;br /&gt;
** Stationary: quoshas, kul, tomsu, tusm, cilom, ungu, tozor, sloro&lt;br /&gt;
&lt;br /&gt;
=== Dance === &lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! id !! Form !! Participants !! Purpose !! Music&lt;br /&gt;
|-&lt;br /&gt;
| || Fragrant Tresses || group || perform || The Azure Veneration&lt;br /&gt;
|-&lt;br /&gt;
| || Luxury of Gloss || solo || perform || Fuchsia Rhythm&lt;br /&gt;
|-&lt;br /&gt;
| || Cerulean Lutes || solo || perform || The Styles of Intricacy || &lt;br /&gt;
|-&lt;br /&gt;
| || Laconic Song || partner || perform || Wispy Lace&lt;br /&gt;
|-&lt;br /&gt;
| || Fragrant Festival || solo || perform || Droplet of Lilacs&lt;br /&gt;
|-&lt;br /&gt;
| || Fragrances of Scintillating || group || perform || Rhythmic Lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || Songs of Glittering || solo || perform || The Incense of Sweetness&lt;br /&gt;
|-&lt;br /&gt;
| || Pantomimes of Venerating || solo || social || The Carmine Skirts&lt;br /&gt;
|-&lt;br /&gt;
| || Cyclopean Lyrics || group || perform || The Rhythmic Lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || Mauve Satins || group || perform || Mirth of Luxuries&lt;br /&gt;
|-&lt;br /&gt;
| || Wisps of Poetry || solo || perform || &amp;quot;Rusts and Nothing More&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| || Saturnity of Brides || solo || perform || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || Goldenrod Style || group || perform || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || Cyclopean Poem || partner  || perform  || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || Tressed Silks || solo || perform || Pantomime of Glossing&lt;br /&gt;
|-&lt;br /&gt;
| || Flowery Play || partner || perform || Rhythmic Lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || Beige Droplet || group  || perform || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || The Adorable Couple || group || war || Flute of Pantomimes&lt;br /&gt;
|-&lt;br /&gt;
| || The Adorable Velvet || group || war || The Sable Drums&lt;br /&gt;
|-&lt;br /&gt;
| || The Amethyst of Satin || solo || sacred || Intricate Mother&lt;br /&gt;
|-&lt;br /&gt;
| || The Aquamarine Musics || solo || sacred || Tenebrous Satin&lt;br /&gt;
|-&lt;br /&gt;
| || The Blossom of Embracing || group || war || The Queen of Wisps&lt;br /&gt;
|-&lt;br /&gt;
| || The Cerulean Song || solo || celebrate || Earthen Mountain&lt;br /&gt;
|-&lt;br /&gt;
| || The Cyclopean Sweetnesses || solo || sacred || Rhythmic Intricacy (req chanter, musod)&lt;br /&gt;
|-&lt;br /&gt;
| || The Dead of Bone || solo || sacred || Ghost of Bone&lt;br /&gt;
|-&lt;br /&gt;
| || The Embraced Quiescence || group || war || The Satiny Cardinal Blossom&lt;br /&gt;
|-&lt;br /&gt;
| || The Festival of Plays || group || social || Droplet of Styling&lt;br /&gt;
|-&lt;br /&gt;
| || The Luxury of Wisps || group  || perform  || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || The Meandering Wonders || group || participation || Sparkle of Silkiness&lt;br /&gt;
|-&lt;br /&gt;
| || The Meandering Periwinkle || group || war || The Pregnant Rhyme&lt;br /&gt;
|-&lt;br /&gt;
| || The Pantomime of Cherishing || group || war || Rhymes of Playing&lt;br /&gt;
|-&lt;br /&gt;
| || The Pantomime of Quiescence || group || war || Lace of Verse&lt;br /&gt;
|-&lt;br /&gt;
| || The Poem of Periwinkles || solo || sacred || The Sienna Sparkle&lt;br /&gt;
|-&lt;br /&gt;
| || The Poet of Tulips || solo || sacred || Vermilion Plays&lt;br /&gt;
|-&lt;br /&gt;
| || The Queen of Styling || group || war || Lace of Verse&lt;br /&gt;
|-&lt;br /&gt;
| || The Saturnity of Lace || group  || celebration  || Flute of Pantomimes&lt;br /&gt;
|-&lt;br /&gt;
| || The Sparkles of Lace || group || social || Sheen of Bewildering&lt;br /&gt;
|-&lt;br /&gt;
| || The Styles of Lathering || solo || sacred || The Embraced Tresses&lt;br /&gt;
|-&lt;br /&gt;
| || The Zephyr of Bewildering || group  || social  || The Fabulous Phrase&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Composed/Authored ===&lt;br /&gt;
* The Subtle Glows: Choreography - Fragrant Tresses&lt;br /&gt;
* Horn: Surely Nothing Happens: Poetry - Lark of Flowers&lt;br /&gt;
* We See Combination: Poetry - Droplet of Knowing&lt;br /&gt;
* The Climates and Anguish: Music - Lace of Verse&lt;br /&gt;
** The Birth of Brand: Lyrics - Zephyr of Poets&lt;br /&gt;
* Spring: Music - Lace of Verse&lt;br /&gt;
** And I Sang &amp;quot;Ring&amp;quot;!: Lyrics - Zephyr of Poets&lt;br /&gt;
* Pranks: The Night Weeps: Music - Fragrances of Veneration&lt;br /&gt;
* Charity: Nobody Can Say: Music - Rhythmic Intricacy&lt;br /&gt;
** The Birth of Cream: Lyrics - Glens of Autumn&lt;br /&gt;
* Complexity and the Bloody Rippers: Music - Umber Luxury&lt;br /&gt;
* Surely The Fool Laughs: Music - Fragrances of Veneration&lt;br /&gt;
** Spring Aquamarine: Lyrics - Island of Hail&lt;br /&gt;
* The Birth of Plots: Poetry - Grizzly Hawk&lt;br /&gt;
* And He Sang &amp;quot;Defenders&amp;quot;!: Poetry - Skull of Bone&lt;br /&gt;
* Moist Blight: Poetry - Droplet of Knowing&lt;br /&gt;
* We See Spike: Choreography - Songs of Glittering&lt;br /&gt;
* Lightnings and Depressions: Poetry - Amethyst Larks&lt;br /&gt;
* Treason and Nothing More: Music - Flutes of Pantomimes&lt;br /&gt;
** Socketed Leisure: Lyrics - Earthen Mountain&lt;br /&gt;
* Whiskers and the Strapping Berries: Choreography - Saturnity of Lace&lt;br /&gt;
* Assembly and the Hopeful Thrower: Choreography - Laconic Song&lt;br /&gt;
** Hatchets and Nothing More: Music - Wispy Lace&lt;br /&gt;
*** Beard Ever Onward: Lyrics - Skirt of Sisters&lt;br /&gt;
* The Stinky Flash: Music - Lace of Verse&lt;br /&gt;
** Saviors: Slowly The Sands Mourn There: Lyrics - Zephyr of Poets&lt;br /&gt;
* The Birth of Creek: Ashen Burial&lt;br /&gt;
* Aches: Fated Dust&lt;br /&gt;
* Mastery: Then The Sea Mourns: Poetry - Euphoric Silks&lt;br /&gt;
* Confederacies and the Diminishment: Choreography  Laconic Song&lt;br /&gt;
** We See Braid: Music - Wispy Lace&lt;br /&gt;
*** The Scaly Cudgel: Lyrics - Skirt of Sisters&lt;br /&gt;
* Pokers and the Worthless Butcher: Choreography - Luxury of Gloss&lt;br /&gt;
** Legends: Music - Fushcia Rhythm&lt;br /&gt;
*** Oily Eagle and Oblivions: Lyrics - Musics of Reticence&lt;br /&gt;
* Bitterness: Poetry - Watchful Prophet&lt;br /&gt;
* The Fist and Profanity: Choreography - Fragrant Festival&lt;br /&gt;
** Trifle and the Trim Stability: Music - Droplet of Lilacs&lt;br /&gt;
*** We See Hex: Lyrics - Tulips of Smiling&lt;br /&gt;
*** Prestige and the Bulwark: Lyrics - Euphoric Silks&lt;br /&gt;
* Abatement Disloyal: Choreography - Cyclopean Poem&lt;br /&gt;
** Creature: Slowly The Day Foretells There: Music - Poem of Bells&lt;br /&gt;
*** The New Nobles: Lyrics - Queen of Wonder&lt;br /&gt;
*** My Friend Dominions: Lyrics - Amethyst Larks&lt;br /&gt;
*** Funerals: Lyrics - Queen of Wonder&lt;br /&gt;
* We See Fleas: Choreography - Beige Droplet&lt;br /&gt;
** Sorcerer and the Dwelling: Music - Poem of Bells&lt;br /&gt;
*** The Sea Will Tell: Lyrics - Queen of Wonder&lt;br /&gt;
*** Only The Day Knows Afterward: Lyrics - Amethyst Larks&lt;br /&gt;
*** The Birth of Scorn: Lyrics - Queen of Wonder&lt;br /&gt;
* The Blockaded Quietness and Silk: Music - Rhymes of Playing&lt;br /&gt;
** Controls and the Sick Bulwarks: Lyrics - Guilds of Pricing&lt;br /&gt;
** Birth of Portal: Lyrics - Droplet of Knowing&lt;br /&gt;
* The Sun Sets on Gluttons: Music - Saffron Pantomime&lt;br /&gt;
** Intensity and the Insightful Dive: Lyrics - Pregnancy of Reticence&lt;br /&gt;
** We See Iron: Lyrics - Silken Savant&lt;br /&gt;
* The Birth of Mud: Music - Trumpets of Scintillating&lt;br /&gt;
** Clinch and Nothing More: Lyrics - Prophecies of Poetry&lt;br /&gt;
** Birth of Watches: Lyrics - Guilds of Pricing&lt;br /&gt;
** Failed Lull and Anguish: Lyrics - Guilds of Pricing&lt;br /&gt;
** Dents and Enchantments: Lyrics - Droplet of Knowing&lt;br /&gt;
* Sun Sets on Boot: Music - Sparkle of Silkiness&lt;br /&gt;
* The Sun Sets on Riders: Music - Rhythmic Lyrics&lt;br /&gt;
** Decorum: Then The Sands Laugh: Lyrics - Legendary Prophecies&lt;br /&gt;
* Pine Ruthless: Music - Intricate Mother&lt;br /&gt;
* Tightnesses: The Wind Will Tell: Music - Droplet of Styling&lt;br /&gt;
* My Friend Enchantments: Music - Sienna Sparkle&lt;br /&gt;
** Harshness and the Depression: Lyrics - Luxurious Mother&lt;br /&gt;
* Lance and Comedy: Music - Sheen of Bewildering&lt;br /&gt;
* Maligned Spring: Music - Flute of Pantomimes&lt;br /&gt;
** Crazy Creation: Lyrics - Earthen Mountain&lt;br /&gt;
* My Friend Poets: Music - Flute of Pantomimes&lt;br /&gt;
* The Fondled Pulps and Hurricane: Music - Mellow Humility&lt;br /&gt;
* Jaundiced Murk: Music - Sheen of Bewildering&lt;br /&gt;
* Acts and the Considerate Apogee: Music - Lace of Verse&lt;br /&gt;
* My Friend Lard: Music - Vermillion Plays&lt;br /&gt;
* The Sun Sets on Order: Music - The Satiny Cardinal Blossom&lt;br /&gt;
* Future Ever Onward: Choreography - Luxury of Gloss&lt;br /&gt;
* Rainy Wanderers: Music - Rhythmic Lyrics&lt;br /&gt;
** It Must Have Been Law: Lyrics - Legendary Prophecies&lt;br /&gt;
* Words: Poetry - Legendary Prophecies&lt;br /&gt;
* Chunks: Choreography - Fragrance of Scintillating&lt;br /&gt;
** Veneration: Music - Rhythmic Lyrics&lt;br /&gt;
*** Oily Bugs and Kin: Lyrics - Legendary Prophecies&lt;br /&gt;
&lt;br /&gt;
== Re: Werebeast raws ==&lt;br /&gt;
&lt;br /&gt;
I disabled compressed saves in init.txt, then generated a new world, opened world.dat with text editor, and rewritten the raws to a text file by hand, since it wasn't possible for me to copy-and-paste the whole thing. So you may find a few typos in what I have written, but this shouldn't make much a difference. ~ [[User:TheCrazyHamsteR|TheCrazyHamsteR]] ([[User talk:TheCrazyHamsteR|talk]]) 21:49, 20 August 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Minecart&amp;diff=232855</id>
		<title>Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Minecart&amp;diff=232855"/>
		<updated>2017-09-15T20:24:01Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Falling */ horizontal vel makes no difference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|08:15, 19 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Leitnagel Hund.png|thumb|Minecarts]]&lt;br /&gt;
A '''minecart''' is a [[tool]] intended for [[hauling]], introduced in version 0.34.08. It can be made of [[wood]] at a [[carpenter's workshop]] or [[metal]] at a [[metalsmith's forge]] (using the [[Metal crafter|metalcrafting]] labor.) Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite a bit faster than dwarves hauling objects by hand, but have the disadvantages of requiring a dedicated track network, a complex route planning phase, and the possibility of dwarves [[Fun|blundering into the path of carts filled with lead ore]]. Tracks may be carved into stone, or [[Construction|constructed]]; the latter allows above-ground routes, but these are more difficult to set up due to their additional [[building material|material requirements]].&lt;br /&gt;
&lt;br /&gt;
Just like wheelbarrows, minecarts are considered [[item]]s and are stored in a [[furniture]] [[stockpile]]. Despite their five-times-greater capacity, they are only 33% larger than wheelbarrows and are identical in base [[item value|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). [[thief|Thieves]] or even mischievous animals can steal minecarts, even when they are moving on a track{{cite forum|109460/3289070}}. However, minecarts moving fast enough or being ridden cannot be stolen.&lt;br /&gt;
&lt;br /&gt;
Although most of the utility of minecarts is in [[fortress mode]], an [[adventure mode|adventurer]] can also ride in a minecart. Adventurers can also pick up and relocate minecarts.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[minecart logic|Science of Dwarfputing]] by enabling smaller, faster logic systems to be built.&lt;br /&gt;
&lt;br /&gt;
== Basic Minecart Usage ==&lt;br /&gt;
Minecarts can be used to swiftly transport dwarves, [[flow|fluids]], and/or large amounts of items, but before you have a functional minecart there are several preconditions that need to be met. First of all you need an actual minecart, constructed either in a [[carpenter's workshop]] or [[metalsmith's forge]]. For the minecart to be able to move you also need to carve (with {{k|d}} {{k|T}}) or construct (with {{k|b}} {{k|C}} {{k|T}}) a track, which could be as simple as a straight line. Finally you need to construct stops on your track (with {{k|b}} {{k|C}} {{k|S}}) where the minecart will start and stop.&lt;br /&gt;
&lt;br /&gt;
After you have created the stops and assigned a cart to the track, you must create logic routes connecting several stops and designate starting conditions for each stop. This is done with the {{k|h}}auling key. The most basic conditions are how the cart's movement is initiated and in which direction the cart should start moving. Carts can be either pushed (a dwarf stands at a stop and gives the cart a single push) or guided (a dwarf continually pushes the cart forward, guiding it along the track). The [[hauling]] [[labor]] required for pushing and guiding carts is called &amp;quot;Push/Haul Vehicles&amp;quot; and is turned on by default.&lt;br /&gt;
&lt;br /&gt;
To control which items to transport you can add conditions specifying: (1) which kind of items to be loaded, and unloaded, (2) stockpile links to define which stockpile(s) the items should be un/loaded to and from.&lt;br /&gt;
&lt;br /&gt;
===Capacity and weights ===&lt;br /&gt;
Minecarts have five times the [[Weight|capacity]] of [[wheelbarrow]]s. &lt;br /&gt;
&lt;br /&gt;
'''Examples of the capacity of one cart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| [[stone]]&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| [[wood|log]]&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[block]]/[[bar]]&lt;br /&gt;
| 83&lt;br /&gt;
|-&lt;br /&gt;
| [[Kitchen|prepared meals]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Trap_component#Spiked_ball|spiked balls]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|mace]]&lt;br /&gt;
| 625&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|spears]]&lt;br /&gt;
| 1250&lt;br /&gt;
|-&lt;br /&gt;
| [[cloth]]&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The weight of the loaded minecart does not affect the initial velocity received from pushing or launching from a roller. However, the load of a minecart ''does'' affect whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
'''Weights of different carts'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type of cart&lt;br /&gt;
! Empty cart&lt;br /&gt;
! Fully loaded (items)&lt;br /&gt;
|-&lt;br /&gt;
| oaken minecart &lt;br /&gt;
| 28Γ&lt;br /&gt;
| 378Γ (10 oak logs)&lt;br /&gt;
|- &lt;br /&gt;
| iron minecart&lt;br /&gt;
| 314Γ&lt;br /&gt;
| 1698Γ (83 marble blocks)&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| copper minecart&lt;br /&gt;
| 357Γ&lt;br /&gt;
| 1682Γ (10 obsidian boulders)&lt;br /&gt;
|-&lt;br /&gt;
| platinum minecart&lt;br /&gt;
| 856Γ&lt;br /&gt;
| 10482Γ (83 gold bars)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The weight of a minecart is one twenty-fifth (1/25) the [[density]] of its material in Urists. Because pressure plates can be set to trigger at intervals of 50 Urists, minecarts with weights just under a multiple of 50 are ideal for switching based on whether they're full or empty. The best minecart materials for full/empty switching are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material !! Minecart weight !! Content weight required to trigger !! Banana roasts required to trigger (for scale)&lt;br /&gt;
|-&lt;br /&gt;
| [[Glumprong]] || 48 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Electrum]] || 596 || 4 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Nickel silver]] || 346 || 4 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Brass]] || 342 || 8 || 14&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuth]] (moods only) || 391 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Fine pewter]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Lay pewter]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Tin]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Trifle pewter]] || 291 || 9 || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Creating tracks ===&lt;br /&gt;
Minecart tracks are made up of contiguous track, tracked ramp, or bridge tiles. Track tiles and tracked ramp tiles have a direction or series of directions associated with them. These directions dictate which directions a minecart on a given tile may move from that tile. For example, a Track NE (northeast) tile allows a minecart on it to move either north or east from its present position. Therefore, if you want your minecart to move east along a straight piece of track, then return west using that same track, you would need to use EW tracks so that the cart could travel east initially, then return west over the same track. Excluding designs in which the cart will &amp;quot;jump&amp;quot; tracks via a drop or other ramp, tracks must be valid end to end to work for most looped or straight-track applications. A single east only track tile in your line of east-west tracks will cause any route using the track to fail the moment it tries to go the wrong way over that tile. Minecart tracks can be built in two ways: Engraved/carved or constructed. A given minecart track need not use engraved or constructed elements exclusively, as the two methods can be used interchangeably depending on the needs of a given section of track. The way the tracks are built is slightly different between the two, as explained below.&lt;br /&gt;
&lt;br /&gt;
====Simple tracks====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
A single-tile wide strip of natural stone can be designated to be [[Engraver|carved]] (with {{K|d}} {{k|T}}), which will create a straight two-way track. The creation of corners, crossings, and T-junctions is as simple as designating another strip of track that overlaps an existent or newly designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor (that can be re-engraved if necessary), or by building a [[floor]] on top and subsequently removing it.  Dwarves can carve corner tracks in one pass by designating the track carving twice and canceling unwanted carvings (with {{K|d}} {{K|x}}). Tracks can be engraved in any natural floor tile, rough, smooth and even over engravings, providing an easy method to remove low-quality or undesired floor engravings. Once a track has been engraved, it's important to check the track directions for each tile in the route carefully to make sure no mistakes were made by yourself or the game's track engraving logic. &lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
Tracks can also be built as regular [[construction]]s (through {{K|b}} {{K|C}} {{K|T}}). This method is resource-expensive, since each track tile requires one stone, [[bar]], or [[block]] for construction, and time-consuming, since you can't designate strips longer than 10 tiles at a time. Corners, crossings, T-junctions, and ramps also have to be designated individually. However, it is usually the only way to build tracks above ground or on soil (barring the [[Obsidian farming|creation of obsidian]]). Constructed tracks are designated for removal like any regular construction; be aware that removing track ramps built on top of natural ones will also remove the original ramp, leaving a flat floor.&lt;br /&gt;
&lt;br /&gt;
====Ramps====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
The carving of natural ramps is a little more confusing: to carve a two-way track on a ramp (natural only, does not work on constructed ramps), you must designate the track '''starting on the ramp and one square beyond''' in the direction you want the track to go. For the side of the ramp square you want to head upward, there '''must''' be either a natural or constructed wall in the square next to it, otherwise the game assumes you are trying to carve it on the same level -- this can result in the track being carved underneath a door or other object. If you have accidentally done this, you can correct it by smoothing the ramp and constructing a single square of wall next to it, then re-carving the ramp correctly. (However, the wall must stay there permanently; removing it will disconnect the track.)&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
The track and ramp must be constructed together as a Track/Ramp from the construct track menu. When constructing track ramps, the stated direction should be the same as the connected tracks. For example, a track going up from West to East would require, starting from the West, a Track (EW), a Track/Ramp (EW) and a Wall behind the ramp, underneath the section of track above it. Incorrectly placed ramps result in minecarts ignoring the ramp and crashing into the supporting wall. They will not, however, display as unusable as when the supporting wall is missing.&lt;br /&gt;
&lt;br /&gt;
'''Examples of ramps'''&lt;br /&gt;
&lt;br /&gt;
A simple ramp would look like this: &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0   z +1&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
 ═▲o    ░▼═&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
o : wall&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Carving track corners into ramps is rather unintuitive and complicated. Since engraving tracks always requires two tiles to connect in a straight line as input, you have to give two separate designations for a single job: a track bit from the ramp tile to the &amp;quot;below&amp;quot; direction and another one to the wall of the &amp;quot;upward&amp;quot; direction. If you wanted to change direction on a ramp from east to north:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1  &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
 ░░░░░   ══╗░░ &lt;br /&gt;
 ══▲░░   ░░▼░░ &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
you would need to connect the ramp on z +0 both to the west and to the north by issuing two &amp;quot;carve track&amp;quot; commands, one selecting the ramp and the track tile to the west, and another connecting the ramp tile with the wall to the north. An engraver would then carve a NW track corner into the ramp, allowing carts to pass the corner correctly both going up and down. Such track corners are perfectly serviceable for guided carts, but moving down a route of several of them by pushed or ridden cart is problematic - ramps on corners behave very counter-intuitively, resulting in loss of speed when going down and diagonal movement when going up.&lt;br /&gt;
&lt;br /&gt;
Moving to and from ramps (or between ramps &amp;quot;pointing&amp;quot; in different directions) causes some non-trivial adjustments to speed and even moving along the tiles at a fixed speed ''unrelated to the entry/exit velocity values'', because transitions to/from ramps are processed differently and are not to be &amp;quot;skipped&amp;quot;. This affects compact track/ramp combinations (such as e.g. a simple 2x2 ramp spiral) most, and combined with bouncing often makes them work not in the way one could expect. {{cite forum|144328/5705102}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Tracks}}&lt;br /&gt;
&lt;br /&gt;
=== Hauling route ===&lt;br /&gt;
A hauling route is a list of directions describing how and under what conditions a minecart will move. The proper setting up of routes is essential for a working rail system. Routes, stops, departure conditions and stockpile links are managed from the {{k|h}}auling menu.&lt;br /&gt;
&lt;br /&gt;
==== Route ====&lt;br /&gt;
A route defines the path a minecart will take along a track, as well as under what conditions it will move or stop moving. A route is made up of stops. Stops are precisely what they sound like, a position on the track at which you want a minecart to stop. A minecart track might use as little as a single stop for a looped track, which will serve as both a starting and stopping point for the cart, or it could contain many stops, perhaps to load supplies or wait for a bridge to be manually lowered, before reaching its destination or returning to its starting point. It is important to note that you only need to place stops on a route where you actually want the cart to stop and wait for some action to occur. They are not needed to help navigate the cart along the track beyond telling it where on the track to stop.&lt;br /&gt;
&lt;br /&gt;
New routes are created with the {{k|h}}auling key. Existing ones can be removed (without confirmation) with the {{k|x}} key, and also {{k|n}}icknamed. Before operating, the route must have a {{k|v}}ehicle assigned to it (this can be done with either the route or a stop selected). Assigning a full minecart to a route may result in a slow hauling job if the contents are heavy.&lt;br /&gt;
&lt;br /&gt;
==== Stops ====&lt;br /&gt;
Stops are the individual waypoints that make up a hauling route. A given stop consists of the location of a tile, as well as conditions describing when, where, and how a cart should be moved after being stopped at that tile. Stops can be created from within the {{k|h}}auling menu, by placing the cursor over a tile and hitting {{k|s}} while highlighting the route (or a stop within) you've already designated. A minecart will begin its route at the first stop created, and continue through each subsequent stop, being guided, pushed, or ridden from each stop to the next depending on the conditions specified. In many basic minecart applications, the cart will end up at the same stop it began at, though this is not always the case. It is important to note that hauling stop order is enforced, even if there is no track.  A dwarf will drag the cart overland back to a skipped stop in the route's list if your tracks bypass it somehow.&lt;br /&gt;
&lt;br /&gt;
Once a stop has been placed, it is given a default set of conditions under which to move the minecart if it is stopped there. Each new stop gets the same default conditions regardless of the track it is placed upon (e.g. guide the cart to the north). For this reason new stops might get marked by yellow exclamation marks ({{DFtext|!|#ff0}}) due to invalid directions. One important thing to note is that as you place additional stops, the display will show paths between the stops you have defined. However, this is '''not''' necessarily the actual route the minecart will take once the route is in operation. For example, if a route were defined with two stops at opposite ends of a track with many twists and turns, a line will be drawn directly between those stops to show the order in which they will be visited. These route lines may crisscross all over the tracks, but so long as the track is valid end to end, the cart will follow the track from one stop to the next, even across twists, turns, and z-level changes. Route stops, which are the steps that make up a route, should not be confused with physical Track Stops, described below.&lt;br /&gt;
&lt;br /&gt;
===== Stockpile links =====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links while defining a hauling stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}. The cart will then be filled by items present in its various linked stockpiles in preference to other items. Note that bins should be used with caution in stockpiles that are linked to minecarts. Bins cause problems when used with the &amp;quot;Desired Items&amp;quot; list in a stop's conditions. For example, if a minecart is set to accept only granite blocks, and to depart north when it is 100% full of granite blocks, it will not depart if any of those granite blocks are in bins, even if bins are also included in the desired items list. Two solutions to this problem exist as of v0.40.24. First, bins can be disallowed in stockpiles that are linked to stops. Alternatively, bins '''can''' be used in conjunction with minecarts provided that the minecart's departure conditions use only &amp;quot;any items&amp;quot; instead of &amp;quot;desired items.&amp;quot; This option can be toggled in the advanced conditions menu for a stop, accessible via the {{key|C|}} key. The cart's contents can still be controlled by specifying what items are allowed in the linked stockpile.&lt;br /&gt;
&lt;br /&gt;
===== Departure condition =====&lt;br /&gt;
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes:&lt;br /&gt;
# A departure mode (Guide, Ride or Push).&lt;br /&gt;
# An initial departure direction (NSEW). Note that this defines the initial direction of movement only. Even if a track includes many turns, as long as the initial movement direction is valid the cart will follow the minecart track thereafter.&lt;br /&gt;
# A timer, before which the departure condition cannot be met.&lt;br /&gt;
# Conditions on the amount of items in the cart.&lt;br /&gt;
Departure conditions are created with the {{k|n}} key. A new departure condition will read: &amp;quot;guide north immediately when empty of desired items&amp;quot;. This condition can be changed between basic presets with {{k|c}}. &amp;quot;Advanced&amp;quot; mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options.&lt;br /&gt;
&lt;br /&gt;
To have a cart only carry a specific set of items, the stop can be set to only carry &amp;quot;desired&amp;quot; items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a stockpile and set to depart once it is full of items from its linked stockpiles, regardless of type.&lt;br /&gt;
&lt;br /&gt;
=== Track Stops ===&lt;br /&gt;
A Track Stop, not to be confused with a route stop, is an optional, single-tile construction which serves two purposes. First, it can be used to cancel a cart's momentum in order to slow or stop it as it passes over the Track Stop. This might be necessary if a cart were pushed down a series of ramps to its destination. Second, a Track Stop can cause a cart to automatically dump its contents as it passes over the Track Stop. Track Stops are constructed via {{k|b}} {{k|C}} {{k|S}}, and must be constructed atop an existing piece of track. If a Track Stop has been set to automatically dump a cart's contents, the cart will dump its contents in the direction indicated when it passes over the Track Stop. Depending on the friction settings chosen for the Track Stop, the cart might then stop after dumping, or it might continue on its route to another destination.&lt;br /&gt;
&lt;br /&gt;
Track Stops are not mandatory; in fact, their main use is in automated rail systems. However, even in basic rail systems it can be useful to set a Track Stop to dump items: this saves time that dwarves would otherwise spend in removing items from the cart, time that is better spent driving the cart back to where it's needed. Dumping will occur even with a guided cart.  '''Take care not to set Track Stops at a loading site to dump their contents''', or dwarves will never be able to fill the cart. It will dump any contents the moment they are loaded.&lt;br /&gt;
&lt;br /&gt;
Counter-intuitive to their construction method, Track Stops are considered [[building]]s and must be removed by {{k|q}} {{k|x}}.&lt;br /&gt;
* See [[#More_on_Track_stop |More on Track Stops]]&lt;br /&gt;
&lt;br /&gt;
=== Step-by-step tutorial ===&lt;br /&gt;
&lt;br /&gt;
Let's construct a simple minecart route.  This route will move stone blocks from an input stockpile to an output stockpile.  We'll begin by creating the stockpiles:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-1.png|Stockpiles designated.]]&lt;br /&gt;
&lt;br /&gt;
The input stockpile is on the left; the output stockpile is on the right.  We'll be moving blocks from left to right.  Disable bins in both stockpiles, and set the input stockpile to accept only from links.  Then make the stockpile take from the mason's workshop where the blocks are being produced.&lt;br /&gt;
&lt;br /&gt;
Next, carve the track:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-2.png|Track carving designation.]]&lt;br /&gt;
&lt;br /&gt;
Note that the ends of the designation are uniquely shaped; this is automatic, and not anything you need to control.  Now, wait for your engravers to come along and carve the track into the stone.  (Your haulers will probably also fill up the input stockpile while you wait.)&lt;br /&gt;
&lt;br /&gt;
In addition, while we're waiting for that to happen, we'll build an iron minecart in the forge.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-3.png|Track carved.]]&lt;br /&gt;
&lt;br /&gt;
When the track has been carved, it will look like the above (the track will be solid instead of flashing).  Now, order a track stop to be constructed next to the output stockpile:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-4.png|Track stop designation.]]&lt;br /&gt;
| [[File:minecart-example-5.png|Select dumping direction.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You must press {{k|d}} three times to select the dumping direction ''before'' placing the track stop.  We want our blocks to be dumped into the output stockpile east of the track stop.  Then wait for a mechanic to come along and build the track stop.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-6.png|Track stop constructed.]]&lt;br /&gt;
&lt;br /&gt;
Now we'll define the actual ''route''.  This is done in the {{k|h}}auling menu.  Press {{k|r}} to begin defining a route.  Next, move the cursor to the input end of the track, and then press {{k|s}} to define the first stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-7.png|Stop 1 designation.]]&lt;br /&gt;
| [[File:minecart-example-8.png|Route definition, in progress.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Move the cursor again, to the output end of the track, and press {{k|s}} again to define the second stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-9.png|Stop 2 designation.]]&lt;br /&gt;
| [[File:minecart-example-10.png|Route definition, two stops.]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| [[File:minecart-example-11.png|Stops are not defined yet.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are several user interface features to note at this point.  The stops have been positioned, but they haven't been ''defined'' yet, so there is a warning {{DFtext|!|#ff0}} symbol by each of them.  In the lower right corner, we see what the {{DFtext|!|#ff0}} means.  Also, note that the second stop is labeled in white, while the other two lines are grey.  The white text is a selection indicator, and can be moved up and down by pressing {{k|+}}/{{k|-}}.&lt;br /&gt;
&lt;br /&gt;
Next we need to define what our stops do.  We want the minecart to be filled with blocks at the first stop, then travel to the second stop where it will dump its cargo, and then return.  Press {{k|-}} to move the selection up to stop 1, and {{k|Enter}} to open it up.  By default, the stop has three conditions:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-12.png|Default stop definition.]]&lt;br /&gt;
&lt;br /&gt;
We don't want any of these, so press {{k|x}} three times to delete them.  This leaves us with a blank stop.  Now we can add the conditions we actually want.  Press {{k|n}} to begin adding the first condition, then {{k|d}} twice to change the direction from north to east.  Then press {{k|c}} to change the condition from empty to full.  This will instruct the minecart to be guided east when full of desired items.&lt;br /&gt;
&lt;br /&gt;
To set the desired items, we create a stockpile link.  Press {{k|s}}, then move the cursor to the input stockpile, then press {{k|p}} to select that stockpile.  Now press {{k|Enter}}; this opens up a selection screen that resembles the stockpile customization screen.  Move down to Blocks, {{k|e}}nable them, then (if you wish) restrict it to stone blocks.&lt;br /&gt;
&lt;br /&gt;
When you've done all that, stop 1 should look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-13.png|Stop 1, defined.]]&lt;br /&gt;
&lt;br /&gt;
Stop 2 is much simpler.  All we need to do is have the minecart return to the input stop.  So, make a condition and change the direction:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-14.png|Stop 2, defined.]]&lt;br /&gt;
&lt;br /&gt;
Finally, we just have to assign our minecart.  Go back to the route definition screen, and press {{k|v}}.  Select the minecart, and press {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Now we've got everything set up:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-15.png|Route, fully defined.]]&lt;br /&gt;
&lt;br /&gt;
The V is red because the minecart hasn't been moved onto the track yet.  Some dwarf will have to haul it from the forge to the first stop, by hand; this will take a while, especially if the forge is far away.&lt;br /&gt;
&lt;br /&gt;
Once the minecart is in place, dwarves should fill it with blocks from the input stockpile, which will in turn be filled with blocks from the workshop where your mason has been toiling dutifully.  When the minecart is full, the blocks will be dumped into the 1x1 stockpile on the right.  Automatic quantum dumping!&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|h}}auling menu.  &lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' {{DFtext|! Set dir/connect track|6:1}} message appears to the right of one or more stops &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:'''&lt;br /&gt;
* In basic terms, the game checks if there is a valid path for a cart along the rails to reach the next stop in the route, and whether a dwarf ''guiding'' a cart would be able to find a path to the destination without carrying the cart.  This warning pops up if the cart can't find a valid path based upon guided carts.&lt;br /&gt;
** If your cart path relies upon advanced tricks like deliberate falling into pits or ignoring floor types, even a path designed entirely as you intended will still trigger the yellow warning. (But double-check to make sure it's fine...)&lt;br /&gt;
* The departure direction of the stop might be invalid. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction.&lt;br /&gt;
* The track stop might not be built on top of a track. The track stop must be deconstructed to remedy this issue.&lt;br /&gt;
* Your track might not be built correctly. Make sure all connected tracks between destinations are not one-way tracks.&lt;br /&gt;
** This can be especially confusing with ramps. To carve a two-way track on a (natural) ramp, you must designate the ramp &amp;lt;b&amp;gt;and one square beyond&amp;lt;/b&amp;gt; in the direction you want the track to go.&lt;br /&gt;
** Ramps '''must''' have a solid block on the side opposite to the track, or they will neither work nor be marked as &amp;quot;unusable&amp;quot;. The solid block can be natural or constructed.&lt;br /&gt;
* The desired/kept items might not be configured correctly.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' The status '''0% &amp;lt;span style=&amp;quot;color:#00dd00;&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt;''' always appears to the right of one stop.  &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:''' &lt;br /&gt;
* The stop may not be set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like &amp;quot;Take from Stockpile #1&amp;quot;.&lt;br /&gt;
* The take conditions must correspond with the contents of the stockpile.&lt;br /&gt;
* The track stop may be set to dump. A track stop set to dump cannot be filled. You must either set the stop to a time-based departure or deconstruct the track stop and rebuild it without dumping. (Alternatively, with [[DFHack]] you can modify &amp;quot;Dump on arrival&amp;quot; to &amp;quot;No&amp;quot; using the {{key|q}} menu without rebuilding the stop.)&lt;br /&gt;
* Make sure the minecart itself has not been designated to be dumped (such as when using mass-dump).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' Dwarves fill the minecart properly, but will not move it thereafter.&lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:''' &lt;br /&gt;
* The minecart may contain items which are not included in its current stop's desired items. Check inside the minecart using the {{key|k}} and {{key|z}} keys and ensure that all items in the cart are desired items.&lt;br /&gt;
* The minecart may contain desired items in bins. Minecarts seem to have problems realizing that they are in fact full of desired items if some of those items are in bins, even if bins are also among the desired items for that stop. '''This cannot be solved by adding the appropriate bins to the stop's desired items.''' Either disallow bins in stockpiles you intend to load minecarts from, or set the departure conditions to rely only on percentage of total load rather than percentage of desired items using the advanced conditions menu ({{key|C}} key).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' Dwarves repeatedly attempt to load the minecart, but no items are ever loaded into it.&lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:''' &lt;br /&gt;
* This can be caused by using a Track Stop with autodumping enabled at a loading site. Every time a dwarf places an item into a cart resting on such a track stop, the item will be immediately dumped, causing unlimited, useless cart loading jobs. Autodumping Track Stops should never be used at a loading site.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' A dwarf picks up the minecart and carries it to its destination.&lt;br /&gt;
* See [[#Quirks|Quirks]]&lt;br /&gt;
&lt;br /&gt;
=== Danger ===&lt;br /&gt;
Minecarts are not without &amp;lt;strike&amp;gt;danger&amp;lt;/strike&amp;gt; [[fun]]. Although designating a track automatically sets the [[traffic]] designation to low, dwarves ''may'' still walk on them, and [[creature]]s ignore traffic designations altogether. If an unlucky dwarf or creature fails to [[dodger|dodge]] a minecart, they can be injured. Most of this danger can be avoided by setting the minecart {{k|h}}auling commands to guide instead of push or ride (dwarves guiding minecarts will ignore traffic restrictions), as well as by [[pasture|pasturing]] domestic animals and preventing the access of other creatures to the tracks. Note that removing the track doesn't reset that tile back to normal traffic priority, so you may wish to manually clean up traffic designation afterward. Also note that bridges that are used as tracks don't have their traffic priority changed automatically (since they're just normal bridges), which could cause dwarves to pathfind normally through dangerous minecart entrances in your fort's walls if you're not careful.&lt;br /&gt;
&lt;br /&gt;
The only &amp;lt;s&amp;gt;fool&amp;lt;/s&amp;gt;''dwarf''-proof method is to make the tracks inaccessible. There are several ways to create a track which works for minecarts but doesn't allow creature-traversal; the simplest is perhaps building a [[statue]] on the tracks. Other options include adding single-tile holes (minecarts moving at reasonable speed will jump the gap), vertical drops, minecart-triggered doors, small pools of liquid (4/7 water or 2/7 magma), and hostile creatures overlooking the tracks. For safety, both ends of the track should be isolated, making the dangerous center sections completely inaccessible (though maintenance access can be provided by a locked door).&lt;br /&gt;
&lt;br /&gt;
Danger does not always involve living victims: careless route designation can also result in minecarts careening off tracks or colliding with each other. If this occurs, the [[item]]s may be scattered; this can cause even more hauling jobs than the minecart aimed to eliminate. Even &amp;lt;s&amp;gt;better&amp;lt;/s&amp;gt; worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, &amp;quot;Accidental grapeshotting of the dining room should be possible now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course, the danger of using minecarts means they can also be [[Trap_design#Minecarts|used as weapons]] by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Advanced usage and automation ==&lt;br /&gt;
Minecart-specific effects are implemented via track stops, rollers and [[pressure plate]]s with &amp;quot;track&amp;quot; condition set. Since all three are considered [[building]]s, they can't be built on the same square (however convenient track stop + pressure plate would be) nor a simple ramp, and are removed by {{k|q}} {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
=== More on Track stop === &lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as braking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction and dumping On or Off (trigger state is inverted: switch On = track stop Off). &lt;br /&gt;
&lt;br /&gt;
If a [[stockpile]] is placed on the tile that a track stop is set to dump to, it can act as a [[Exploit#Quantum_stockpiles|quantum stockpile]] and any items dumped from a minecart that match the storage settings of the stockpile will remain there and accumulate.  Normally trackstops are built on top of existing track to operate on moving minecarts, but they can also be used without tracks to create [[Exploit#The_Minecart_Stop|automatic quantum stockpiles]] (see also [[#Step-by-step_tutorial|step-by-step tutorial]]).  It is not always desirable to collect ALL of certain items into one quantum stockpile, such as when distributing a material to multiple separate industries. You can link your quantum stockpile to various other stockpiles, ensuring that your dwarves will keep them supplied as necessary. Because quantum stockpiles never fill up like regular stockpiles, it may be a good idea to add a switch to turn them off.  &lt;br /&gt;
&lt;br /&gt;
Items dumped from a minecart at a track stop (or dumped by any other means) into open space fall through z-levels until they land on a solid surface.  Items falling onto a designated [[stockpile]] will automatically be considered part of that stockpile, even if the stockpile is set to disallow those items (they will, however, be automatically moved to a more appropriate stockpile, if available).  Items falling on top of a minecart will '''not''' fall &amp;quot;inside&amp;quot; the minecart.  Use with caution; dwarves have fragile skulls.{{bug|5945}}&lt;br /&gt;
&lt;br /&gt;
=== Automated propulsion ===&lt;br /&gt;
==== Roller ====&lt;br /&gt;
{{Main|Roller}}&lt;br /&gt;
&lt;br /&gt;
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built over the top of existing tracks with {{K|b|M|r}}, requiring a [[mechanic]], ''(length/4)+1'' [[mechanism]]s and a [[rope]]. Rollers may also be placed directly on ramps to help pull carts up Z levels. Rollers are very useful to maintain a cart's momentum along long routes, to get them to climb Z-levels without dwarfpower involved, and to get them to reach speeds unattainable by guiding dwarves. These devices are variable-length (1-10), variable-direction and variable-speed ([[Minecart#Numbers_behind_the_scene|see below]]), all traits that can be set at construction time; a roller uses two units of power per tile it is long.&lt;br /&gt;
&lt;br /&gt;
Single-tile rollers transfer power in all four cardinal directions, while other rollers generally only transfer power perpendicular to their activity direction. Longer rollers can also transfer power along their activity direction if built in the correct order, although this can be hard to accomplish and is easily broken. Rollers cannot be powered from above.&lt;br /&gt;
&lt;br /&gt;
Rollers have great acceleration and capped speed. Carts going faster than the roller are unaffected. If a cart moves across an active roller in the direction the roller works and moves slower than the roller's specified speed, the cart will be set to the roller's speed. A cart going against a roller's movement direction will be sent back the way it came (once again at the roller's speed), unless it was moving extremely fast: speed increment of 100000 allows to reverse carts from the full &amp;quot;highest&amp;quot; (50000) speed roller to full &amp;quot;highest&amp;quot; speed back, but ramps can accelerate a cart beyond this. {{cite forum|144328/5702453}}&lt;br /&gt;
A cart crossing over a roller perpendicular to its current movement direction will gain the roller's amount of speed in the perpendicular direction without directly changing its forward motion. Without an adjacent wall to constrict its movement, this will typically send a cart off the rails on a diagonal path, completely unable to follow any tracks until it collides with a wall or is otherwise brought to rest. However, if the roller is placed over a track turn and pushes ''from'' the direction of that turn's track, the turn affects carts ''after'' the roller, so they will be forced into the turn rather than derailed in a diagonal direction. {{cite forum|144328/5702453}}&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
tracks: full:&lt;br /&gt;
  ║       ║&lt;br /&gt;
 ═╗═     ═╢═&lt;br /&gt;
  ║       ║ &lt;br /&gt;
&lt;br /&gt;
╢ : roller pushing from W to E&lt;br /&gt;
}}&lt;br /&gt;
If the roller is powered, carts from ''all'' directions (unless too fast) exit S, because speed imparted by the roller forces carts toward E and ''then'' into the turn.&lt;br /&gt;
If not powered, carts from W and N exit S, carts from E and S exit W. Carts above derail speed will ignore the turn, of course.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ║     ║ &lt;br /&gt;
═╗═   ═╟═&lt;br /&gt;
 ║     ║&lt;br /&gt;
&lt;br /&gt;
╟ : Roller pushing from E to W&lt;br /&gt;
}}&lt;br /&gt;
Carts from the E or W: exit W.&lt;br /&gt;
Carts from N: derailed diagonally, exit SW.&lt;br /&gt;
Carts from S: derailed diagonally, exit NW.&lt;br /&gt;
&lt;br /&gt;
Rollers affects carts on a track - if placed on a floor or ramp without any tracks, they are ignored. Depowered rollers are also ignored, friction is determined by the tiles underneath.&lt;br /&gt;
&lt;br /&gt;
Because of their one-way nature, rollers are unsuitable for most two-way minecart tracks (unless you set gears toggling roller A-&amp;gt;B off while toggling A&amp;lt;-B rollers on). However, a minecart set to be ''guided'' is not affected by rollers at all{{cite forum|109460/3286235}} &amp;amp;mdash; this allows a one-way track to be used in both directions. In addition, unpowered rollers do not affect minecarts.&lt;br /&gt;
&lt;br /&gt;
Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers (and the machinery used to power them) will not operate when constructed on natural [[ice]] floors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Impulse ramps ====&lt;br /&gt;
Carts can be given momentum without rollers or changing z-level by exploiting a design oversight in a phenomenon called &amp;quot;impulse ramps&amp;quot;. A track ramp which is connected both to a wall and to a floor will ''always'' accelerate a cart towards the connected floor tile, no matter where the cart enters the tile from. This means carts can be accelerated as though dropping z-levels, even if the cart doesn't actually change z-level at all. If a track ramp faces three directions such as ╩, then two of those directions need to be facing walls for the cart to be accelerated towards the remaining direction.&lt;br /&gt;
&lt;br /&gt;
Example of straight impulse acceleration:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒     ▒▒▒▒▒▒▒▒▒▒ &lt;br /&gt;
═▲▲▲▲▲▲▲▲▲▲═   ═╚╚╚╚╚╚╚╚╚╚═ &lt;br /&gt;
▒   : Wall&lt;br /&gt;
  ═ : Normal track &lt;br /&gt;
▲/╚ : N/E Track/Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a cart enters from the left, it will speed up on every track/ramp and exit to the right going very very fast - more than one tile every step. If it enters from the right then it will bounce back impulsed by the ramp if it's going slow enough.&lt;br /&gt;
&lt;br /&gt;
As another oddity, carts coming from ramps will in some cases &amp;quot;teleport&amp;quot; through most of the next tile. This is called the &amp;quot;checkpoint effect&amp;quot;, and is explained in detail in the Physics section, below. This negates the deceleration of the next tile if it is a ramp &amp;quot;angled&amp;quot; in a different direction. You can just make an upward spiral alternating impulse ramps and regular upward ramps. It takes no power, is quick and cheap to build, requiring only channeling and track carving, and the cart goes up fast, but not so fast that it launches its contents.&lt;br /&gt;
&lt;br /&gt;
Example of an impulse elevator:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1    z +2    z +3&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
 ░╔░░░   ░▼╚╗░   ░░▼▼░   ░░░░░&lt;br /&gt;
 ░╝░░░   ░▼░░░   ░░░╔░   ░░░▼░&lt;br /&gt;
 ░▼▼░░   ░░░░░   ░░░╝░   ░╚╗▼░&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
╔,╚,╗,╝ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Note that this impulse elevator, due to the checkpoint effect and upward curved ramp effect, will not actually result in carts traveling straight up the ramp.  They will lose speed, bounce off a ramp, then be accelerated back into the spiral after a 9-turn delay on both tiles on the floor where they are stopped.  This is because the checkpoint effect allows carts to travel up the ramps in a single turn, but also prevents the impulse ramps from adding acceleration unless the cart is slowed to staying on the ramp for more than one turn.  Initial acceleration will carry the cart up a variable number of floors before this effect occurs, but this bouncing back and forth will occur every 5 z-levels after the first time the cart stops.  When the cart ''is'' traveling upwards, it will pass every tile at a rate of one tile per turn regardless of its actual speed, due to the checkpoint effect.  In tracks with only a single cart, this is negligible, but when multiple carts are on the same track (such as when you place multiple carts on a magma cart lift) this can cause collisions which derail carts or cause other unexpected or undesired behaviors.&lt;br /&gt;
&lt;br /&gt;
The following impulse ramp (while larger) should alleviate these problems by using a straight ramp to go upwards, preceded by an impulse ramp to exploit the checkpoint effect and negate up ramp costs.  Corners still decelerate carts, so the cart will tend towards a velocity of 72k, which is derail speed.  Derail speed breaks (see Controlling Speed, below) may be necessary at the top.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z +0     z +1     z +2     z +3&lt;br /&gt;
 ░░░░░░   ░░░░░░   ░░░░░░   ░░░░░░&lt;br /&gt;
 ░░░░░░   ░╔╔═░░   ░░▼▼╗░   ░░░░░░&lt;br /&gt;
 ░║░░░░   ░▼░░░░   ░░░░╗░   ░░░░▼░&lt;br /&gt;
 ░╚░░░░   ░▼░░░░   ░░░░║░   ░░░░▼░&lt;br /&gt;
 ░╚▼▼░░   ░░░░░░   ░░░░░░   ░░═╝╝░&lt;br /&gt;
 ░░░░░░   ░░░░░░   ░░░░░░   ░░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
║,═,╔,╚,╗,╝ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Also, if you want to have a cart following a below-derail speed, the following track works well:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z +0    z +1    z +2    z +3&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
 ░░░░░   ░══░░   ░▼▼║░   ░░░▼░&lt;br /&gt;
 ░║░░░   ░▼░░░   ░░░║░   ░░░▼░&lt;br /&gt;
 ░║▼▼░   ░▼░░░   ░░░░░   ░░══░&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
║,═ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
In this elevator, the cart collides with the walls in the corners, but then realigns on the ramp, picks up speed, checkpoints through the next ramp, and slams into the next wall.  It is slower (10 ticks per floor) but produces reliable speeds, and will exit the impulse elevator at little more than push speeds.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A sort of opposite effect to impulse ramps also exists: ramps lacking the proper &amp;quot;up&amp;quot; and &amp;quot;down&amp;quot; connections are treated as flat track, even if they actually go up or down z-levels. This allows building &amp;quot;anti-impulse&amp;quot; slopes consisting entirely of ramps only connected up, which a minecart can travel up forty levels and more, needing no more than a single push.&lt;br /&gt;
&lt;br /&gt;
=== Controlling traffic ===&lt;br /&gt;
&lt;br /&gt;
==== Switching ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
As constructions or tile features, [[door]]s and other furniture can be built on tracks. A [[door]] or [[floodgate]] can be turned on or off by a [[lever]], effectively controlling the flow of automated minecarts. This may be &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however. &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
       -&amp;gt;&lt;br /&gt;
 A ════┤≡════ B&lt;br /&gt;
┤ : roller pushing to East&lt;br /&gt;
≡ : door&lt;br /&gt;
}}&lt;br /&gt;
The roller pushes the cart east, but until the &amp;quot;departure condition&amp;quot; is fulfilled, the door remains closed and blocks the path. &lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s can also act as tracks, but only if they're lowered or not retracted. This property can enable levers to turn tracks on and off. However, care should be taken to ensure that such bridges are never operated while a cart is on top of them, as the cart will be flung off the track. It's worth noting that it's often faster, and cheaper, to construct large bridges than long sections of constructed track.&lt;br /&gt;
&lt;br /&gt;
A powered track switch can be constructed by building an &amp;quot;inverted&amp;quot; corner as illustrated below.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
      B             B&lt;br /&gt;
      ║     -&amp;gt;      ║&lt;br /&gt;
      ║             ║&lt;br /&gt;
  ════╚═══      ════├════&lt;br /&gt;
 A        C    A         C&lt;br /&gt;
├ : roller pushing to West.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If the cart is pushed East from the stop at 'A' while the roller is activated, it will arrive at 'B'. If the roller is not running, it will arrive at 'C'. The switch works by the roller first reversing the incoming cart's movement and the cart ''then'' following the track corner.&lt;br /&gt;
&lt;br /&gt;
This switch is very reliable, reacts instantly to on/off signals, and carts of any speed can be switched by this design, although very fast carts will require rollers that are several tiles long, up to three. The requirement for power can be inconvenient or impractical.  Non-powered solutions may use controlled derailment, or a connecting bridge.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
    B ╥&lt;br /&gt;
      ║&lt;br /&gt;
      ║&lt;br /&gt;
 ╞════╝ ════╡&lt;br /&gt;
 A     D    C&lt;br /&gt;
}}&lt;br /&gt;
Here the track between A and C is not continuous. The only continuous track is A-&amp;gt;B, with a corner (not a T section). Fast moving carts will tend to derail at D and rejoin the track to C. Placing a door at D will prevent the derailment, so the cart continues to B. The door is operated by mechanisms elsewhere (typically, a lever, but some fun can be had with pressure plates).&lt;br /&gt;
&lt;br /&gt;
Since it depends on derailing, this switch requires a very fast cart, faster than what can be achieved with rollers alone. To gain sufficient speed, a cart must be accelerated further, usually by descending several levels or through impulse ramps. The high speed makes the cart much more dangerous and harder to control.&lt;br /&gt;
&lt;br /&gt;
If carts are moving too slowly to derail at the corner, a retractable bridge may be used as a connector between A and C.  &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════bbb════╡C&lt;br /&gt;
}}&lt;br /&gt;
The bridge must overlap the corner. Bridges behave like a track crossing, allowing carts to pass in a straight line. When retracted, the corner reappears, so the carts will continue to B. Bridges take 100 steps to react to a signal, necessitating rather long &amp;quot;lead times&amp;quot; when switching tracks via bridge.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, special care must be taken to make sure the bridge doesn't change state while the cart is passing over it. Retracting bridges will throw the cart, causing it to stop dead. Raising bridges can even crush the cart.&lt;br /&gt;
&lt;br /&gt;
==== Controlling Speed ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecarts can reach extremely high speeds, especially when descending multiple Z-levels. A minecart will derail at a track corner if its speed exceeds 0.5 t/st (tiles per step), '''unless''' the route in the direction of travel is blocked:&lt;br /&gt;
&lt;br /&gt;
Will derail at &amp;gt; 0.5 t/st:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 in ══╗ -&amp;gt; derailing&lt;br /&gt;
      ║&lt;br /&gt;
     out&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Will not derail at &amp;gt; 0.5 t/st:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 in ══╗O&lt;br /&gt;
      ║&lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
O : wall/column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to build a &amp;quot;speed limiter&amp;quot;, that will ensure that when a minecart exits it is traveling below derail speed:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
      ░░░░     ░░░░░        ░░░░░&lt;br /&gt;
 in  ═╔═╗░     ░╔S╗░        ░╔S╗░&lt;br /&gt;
 out ═╬═╝░ out ═╗═╝░    out ═╗═╝░&lt;br /&gt;
     ░╚S╝░     ░╚═╝═ in     ░╚S╝░&lt;br /&gt;
     ░░░░░     ░░░░          ║░░░&lt;br /&gt;
                              in&lt;br /&gt;
░ : wall&lt;br /&gt;
S : Track Stop (High Friction or lower)&lt;br /&gt;
}}&lt;br /&gt;
If the minecart is traveling below derailment speed, it will not be affected; if above, will be slowed down and checked again. Granted, you could do the same just with track turns, but it may take a lot of turns and time.&lt;br /&gt;
&lt;br /&gt;
Since all the derailings, bounces and ramps can impart a sideway component of speed small enough to start visible drift many tiles away (say, [[Fun|in the middle of a bridge]]), track turns have one more use: forcing the carts to move strictly along the grid directions. Carts passing a turn below derailing speed convert one component of velocity into another, thus eliminating the drift.&lt;br /&gt;
&lt;br /&gt;
=== Loading liquids ===&lt;br /&gt;
[[Water]] and [[magma]] can also be loaded into minecarts by submerging them to a depth of at least 6/7 while standing still or moving at speeds of at most 10000. Loading fluids onto minecarts can be difficult because the added friction provided by fluids can stop a cart in a submerged tile. Curiously, filling a minecart with magma does not injure a dwarf ''riding'' it. A minecart will hold enough fluid to increase the depth of a single tile by 2. This amount is listed as 833 units, which weigh 459Γ (water) or 999Γ (magma). An iron or steel cart filled with magma weighs 1313Γ, while an adamantine cart filled with magma weighs 1007Γ. Since you need a minecart above the liquid's level, possible arrangements may include pressure-activated sluices, rollers (with magma-safe chains for magma), pouring from above to &amp;quot;submerge&amp;quot; it briefly on the same level and drain excess away (dig deeper and leave a vaporizer, though if you could have power for rollers, may as well use a pump) and exploits with ramps (not necessarily impulse ramps, &amp;quot;same height&amp;quot; passing dip does it).&lt;br /&gt;
The liquids can be dumped by a constructed track stop.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
This little quirk concerns dwarf-managed minecarts. If a track which was previously open becomes blocked (ex. flipping a switch connected to a floodgate you've built on the track to raise it) and the conditions for departure are met, instead of refusing to ride/guide the minecart or ride/guide it until it reaches the obstacle, the dwarf will pick up the minecart off the tracks and haul it to its scheduled destination on foot. If the distance is long enough and the weight of the cart heavy enough (due to being filled with heavy items such as stones), the dwarf may drop the cart because of fatigue/hunger/thirst before reaching the destination. This will cancel that vehicle setting job and make another dwarf come by and attempt to haul the cart to the nearest appropriate stockpile where another dwarf will pick up the cart and attempt to haul it to its initial stop. If the stockpile is far enough from initial stop, this second dwarf who is attempting to place the minecart on its tracks may also drop the minecart out of fatigue/hunger/thirst creating a loop that will go on until a dwarf with enough endurance manages to place the minecart where it belongs.&lt;br /&gt;
&lt;br /&gt;
In fact, it seems dwarves are more than happy to attempt to carry a minecart from one stop to another even if just waiting until the track is open again would be the more sane option.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also carry a minecart to its next stop if the direction specified is incorrect (or invalid). This can often occur when using the default departure settings and forgetting to set the direction of each condition.&lt;br /&gt;
&lt;br /&gt;
Dwarves can admire buildings while riding mine carts. Dwarves will not fall asleep during a ride (at least not from being drowsy). If riding on a continuous powered track loop, the dwarf will die of dehydration/starvation as they can not jump off to get sustenance{{cite forum|109460/3377228}}. Dwarves riding in submerged minecarts will gain experience in [[swimming]].{{cite forum|129889}}&lt;br /&gt;
&lt;br /&gt;
Tracks block wagon access to trade depots, unless they're on a ramp. [[Bridge]]s can also be used, as they function as tracks but do not block wagons.&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecart physics depend greatly on the departure mode set in the route stop conditions.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Push&amp;quot; or &amp;quot;Ride&amp;quot;, minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it slowly due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move in a straight line until they either are brought to a stop by friction or an obstacle, or until they encounter a turn. A minecart will roll straight past &amp;quot;blocked&amp;quot; ends of T-junctions or track ends, they have no power to restrict a cart's movement. The cart's behavior is largely independent of the weight of its contents (including fluids and dwarves): heavily loaded carts gain more momentum when accelerating, but this only plays a role in collisions: a heavy cart gains just as much speed and is as easy to stop as a light one. In either case, dwarves can not push nor ride an unpowered cart up a ramp, bouncing back the direction it came. At best, this is a waste of time; at worst, it will give your cart-pushing dwarf a [[fun|fun surprise]]. To solve this, the player can either use Rollers (see below) or set the cart to be Guided.&lt;br /&gt;
&lt;br /&gt;
The difference between &amp;quot;Push&amp;quot; and &amp;quot;Ride&amp;quot; is whether the dwarf will go along with the cart or not.&lt;br /&gt;
{{DFtext|Push}}: the dwarf will give the cart an initial push, not enough to go up a ramp, but enough to go some way along flat track, and the dwarf will remain at the first stop, ready for a new job.&lt;br /&gt;
{{DFtext|Ride}}: the dwarf will give the cart the same initial push and then hop aboard the cart riding with it to the next stop.&lt;br /&gt;
{{DFtext|Guide}}: minecarts seem to ignore all laws of physics. That is:&lt;br /&gt;
*Ignore the weight of any and all items inside. Therefore:&lt;br /&gt;
**Move at the speed of the dwarf that is guiding them. It is thus recommended to pick the most [[attribute#Agility|agile]] of your dwarves for cart-guiding tasks.&lt;br /&gt;
*Ignore working rollers.&lt;br /&gt;
*Will ''not'' collide with other guided carts even when a full frontal collision would be expected.&lt;br /&gt;
*Will go up ramps like nobody's business.&lt;br /&gt;
This is therefore the recommended method of transport for simple non-powered rail systems, despite it diverting a dwarf from other, potentially more important tasks.&lt;br /&gt;
&lt;br /&gt;
Some samples with behavior:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 A &amp;lt;-&amp;gt; B    A &amp;lt;-&amp;gt; C               A &amp;lt;-&amp;gt; B&lt;br /&gt;
    B          B                     B &lt;br /&gt;
    ║          ║                     ║ &lt;br /&gt;
 A══╝       A══╩══C               A══╬╗&lt;br /&gt;
            You can only go A-&amp;gt;B     ╚╝&lt;br /&gt;
  Works     when the cart          Works     &lt;br /&gt;
            is in Guide mode.       &lt;br /&gt;
}}&lt;br /&gt;
In the second example above, a cart &amp;quot;pushed&amp;quot; from B will go over the junction and roll off into the unknown south.&lt;br /&gt;
&lt;br /&gt;
=== Numbers behind the scene ===&lt;br /&gt;
&lt;br /&gt;
According to early research by '''expwnent'''{{cite forum|112831/3536975}}:&lt;br /&gt;
&lt;br /&gt;
The minecart has 3 variables for velocity. Velocity can be thought of as tiles per 100000 ticks, so a velocity of one hundred thousand means a cart travels one tile per tick. By going down a large number of ramps, a maximum velocity of 270,000 can be reached, which presents the limit for most practical applications. Short bursts of (much) higher speeds are possible through carefully planned collisions of high-speed carts {{cite forum|137557/5145499}}. (See [[#Perfectly Elastic Collisions|Perfectly Elastic Collisions]].)&lt;br /&gt;
&lt;br /&gt;
Every tick the cart adjusts sub-tile position units by the amount of their velocity, as well as adjusts velocity depending on current tile (speed is reduced by the &amp;quot;friction&amp;quot; of the tile, or accelerated if going &amp;quot;down&amp;quot; a ramp). On flat (non-ramp) tiles, the cart will move to the next tile when the sub-tile position goes 50000 away from the centre of the tile, denoted by the no-fraction integer value - tile 15 e.g. has its centre at the exact value 15 and its borders at co-ordinates 14.5 and 15.5. &lt;br /&gt;
&lt;br /&gt;
Since most deceleration and acceleration is applied per step, with the notable exception of corners, a cart going at twice the speed of another one can travel about four times the distance before coming to a stop when going in a straight line, but only twice the distance along a winding track with very many corners.&lt;br /&gt;
&lt;br /&gt;
A push will teleport a cart to the middle of the next tile in one tick with 19990 speed (10 speed is lost due to track friction), while a roller will directly give a cart the roller's set speed (minus friction) and the cart starts accumulating distance from its standing position. When a cart leaves a ramp it will emerge after one tick at the very end of the next regular tile. &lt;br /&gt;
&lt;br /&gt;
Friction of tiles:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile&lt;br /&gt;
! Friction&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| Tracks&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Ground/Floor&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| Unusable ramp&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Upwards ramp&lt;br /&gt;
| 4910 (10+4900)&lt;br /&gt;
|-&lt;br /&gt;
| Downwards ramp&lt;br /&gt;
| -4890 (10-4900)&lt;br /&gt;
|-&lt;br /&gt;
| Roller&lt;br /&gt;
| ±100000 (but capped by the set speed)&lt;br /&gt;
|-&lt;br /&gt;
| Corner track &lt;br /&gt;
| 10&lt;br /&gt;
| Speed reduced by 1000 upon leaving the corner tile&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (highest)&lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (high)&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (medium)&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (low)&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (lowest)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Water 1-6&lt;br /&gt;
| Additional (WaterLevel - 1) * 100&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Magma 1-6&lt;br /&gt;
| Additional (WaterLevel - 1) * 500&lt;br /&gt;
|-&lt;br /&gt;
| Empty space&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Water of depth 7/7 provides a friction of about 10000 per step. Maximum-depth magma causes at least as much friction, possibly more. This higher friction may not apply to very slow-moving carts.&lt;br /&gt;
&lt;br /&gt;
Impulse sources:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature&lt;br /&gt;
! Speed&lt;br /&gt;
|-&lt;br /&gt;
| Push&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller lowest&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Roller low&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller medium&lt;br /&gt;
| 30000&lt;br /&gt;
|-&lt;br /&gt;
| Roller high&lt;br /&gt;
| 40000&lt;br /&gt;
|-&lt;br /&gt;
| Roller Highest &lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note, again, that nearly all of these values are applied ''per tick'', rather than ''per tile''.  The exceptions are curves, which is 1k deceleration per direction change at the end of the tile, and rollers, which ''set'' the speed every tick. This makes rollers particularly useful in high-deceleration situations, such as underwater, but require that ''nearly every tile'' in such high-deceleration situations have a roller.&lt;br /&gt;
&lt;br /&gt;
A cart heading up a ramp can experience deceleration on multiple ticks, (and stays on the tile more ticks the slower it is going, resulting in greater deceleration,) and as such, a cart leaving a &amp;quot;Highest Speed&amp;quot; roller with 50k velocity will not be able to climb 10 consecutive straight ramps, since they are ''not'' &amp;quot;5k deceleration each&amp;quot;.  In fact, the first ramp not on a roller will be -15k velocity, and, depending slightly upon other factors of &amp;quot;remainder&amp;quot; x position, the second may completely cancel forward momentum, and send it rolling back down, where it will bounce off the roller repeatedly.  Using rollers to power carts up ramps reliably requires rollers every other un-rollered ramp.   Fortunately, rollers can be built upon ramps, themselves, which allows for rollers to only need to be built every other floor.  (Exploiting the [[#Checkpoint Effect|checkpoint effect]] can allow one to bypass this requirement.)&lt;br /&gt;
&lt;br /&gt;
There are two important speed values which affect carts' behaviour:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Derailing&amp;quot; can happen when a cart moves at speeds in excess of 50000 - carts will ignore track corners unless forced to obey them by walls or other obstacles blocking the straight path.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;shotgun&amp;quot; effect takes place when a collision changes a cart's movement speed by more than 55000: loaded carts subject to such a change eject their contents, which then keep on moving in a ballistic trajectory, in the direction and at the speed the cart had before the collision (with a small random vector added). This effect entirely rides on the amount of speed ''change'' - a speeding cart crashing into a wall can be subject to it just as well as a standing cart accelerated by a speedy cart smacking into it. It can even happen when two relatively slow-moving carts (down to speeds below 20000 in extreme cases) collide head-on.&lt;br /&gt;
&lt;br /&gt;
=== Sub-tile Positions and Velocity ===&lt;br /&gt;
Carts store six values that are unique to them.  Three sub-tile position values, and three velocity values.  (X, Y, and Z.)&lt;br /&gt;
&lt;br /&gt;
Note that the Z position and velocity only matter when a cart is in flight.  (See [[#Falling|Falling]] and [[#Cart Jumps|Cart Jumps]].)&lt;br /&gt;
&lt;br /&gt;
Each non-ramp tile is functionally composed of 100,000 individual minimal-length positions ''within'' the tile in both dimensions. When a cart has velocity, it is added or subtracted from the current position every tick, and then a friction force is applied to the cart.  &lt;br /&gt;
&lt;br /&gt;
In essence, every sub-tile position unit is a decimal value of a tile, 0.00001 tiles, in a game that largely prefers integer values.  &lt;br /&gt;
&lt;br /&gt;
The exact cart coordinates shown e.g. by a DFHack script must be rounded arithmetically (up or down to the nearest integer) to find the current tile: a cart in the centre of a tile will be at sub-tile zero in all directions, and it will cross into the next tile when subtile value is more than 50 000 higher or lower than the full number.&lt;br /&gt;
&lt;br /&gt;
When carts move beyond the borders of a tile, they physically move a tile on the map, and start at the far end of the sub-tile position the next tile. (I.E., traveling West, a cart that starts a tick 15,000 X away from the border and has an X velocity of -20,000 will move -5000 X past the adjacent border of the next tile in direction -X. It will also lose 10 velocity in that tick due to friction with the track if it is on a track, or 100 velocity if it is on regular ground, or no velocity if it is airborne.) &lt;br /&gt;
&lt;br /&gt;
Ramp tiles are longer, approximately 141,420{{cite forum|157627/0}} in the direction where it &amp;quot;slants downward&amp;quot;, (to approximate a 45 degree slope, it is square root of two times longer,) with a centre-to-border distance of 70,710.  Because of this, a cart with no velocity dropped from a hatch will land at the center of a tile, 70,710 away from the tile's borders in both directions, and will start rolling in the ramp's &amp;quot;downward&amp;quot; direction, picking up the ramp's acceleration (4890 per tick in the direction of the ramp's &amp;quot;downward&amp;quot; direction) every single tick, then moving that sub-tile amount every tick. (This results in a cart that takes 5 ticks of acceleration to leave its ramp - 6 ticks overall - and to leave the ramp with about 23k velocity, slightly more than a push.) When it enters another ramp ''facing the same direction downwards'', a cart will start at the -70710 or +70710 position, and have twice as far to travel.  This means that if a cart enters a ramp from the side, it will gain twice the momentum of simply starting at the midpoint of a ramp.  &lt;br /&gt;
&lt;br /&gt;
Note that passing from one direction of ramp to another or to flat terrain causes unintuitive behavior, &amp;quot;teleporting&amp;quot; to the end of another tile in what is called the &amp;quot;[[#Checkpoint Effect|checkpoint effect]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note, however, that all sub-tile positions are carried over from tile-to-tile.  This separate tracking of velocity and position between X and Y can lead to problems with diagonal motion:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z0  z-1&lt;br /&gt;
▒║▒ ▒▒▒&lt;br /&gt;
═▼═ ▒╬▒&lt;br /&gt;
▒ ▒ ▒║▒&lt;br /&gt;
▒   : Wall&lt;br /&gt;
═, ║ : Track &lt;br /&gt;
╬  : Track and Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a cart is passing West-to-East over this setup, the valid ramp to the South will apply &amp;quot;Southward&amp;quot; acceleration to the cart (-Y velocity) as it passes through the ramp tile.  Assuming it only spends two ticks in that tile, it will have gained a lasting -5k Y velocity, which will still apply motion Southward.  If the cart continues travelling over straight track for another ten steps, it will have accumulated enough Southward motion to try to move a tile South, even if all tracks are facing East-West. &lt;br /&gt;
&lt;br /&gt;
A single tile spent on the ramp will not grant lasting southward motion, because the acceleration will be neutralised through the checkpoint effect when the cart leaves the ramp again, but the cart will be displaced about 5k sub-tiles southward, which can cause it to gain more or less speed than an undisplaced cart when meeting another south- or north-accelerating ramp.&lt;br /&gt;
&lt;br /&gt;
'''Non-curving tracks do not correct this motion'''.  &lt;br /&gt;
&lt;br /&gt;
They don't &amp;quot;tip back over&amp;quot; without adjustments in the track.  Any value of sideways motion on tracks larger than 990 will lead to a derailment. (Lower values will be nullified by friction before they are enough to lead to derailment, but there is currently no way to apply such a small amount of velocity.)  &lt;br /&gt;
&lt;br /&gt;
If the tile to the South is a wall at that point, it will be considered a collision with a wall that ''halts all motion''.  If the tile is open, the cart will simply leave the track and travel over the terrain beside it. In almost any circumstance, this is undesirable behavior.  &lt;br /&gt;
&lt;br /&gt;
The only way to appropriately deal with this is to either cancel out this behavior with an equal amount of acceleration in the opposite direction, or to take a curve. &lt;br /&gt;
&lt;br /&gt;
Note, again, that sub-track position is saved in both directions, so when a cart approaches a curve, it will already have a shorter or longer distance past the curve when it makes the turn.  &lt;br /&gt;
&lt;br /&gt;
Curves are applied at the end of a tile.  If a cart is moving East, and approaches a North-West track corner at 30k velocity, and friction is eliminated for the purposes of a cleaner demonstration, then when it enters the tile on the western (X coordinate) border of the tile, but in a central North-South (Y) orientation (sub-tile -50k X and 0 Y due to arithmetic rounding), it will then move 30k East (+X) the next tick, and be at -20k X sub-tile position, and 0 Y sub-tile position.  Next tick, it is at +10k X sub-tile position, and 0k Y sub-tile position.  Two more ticks would take it to +70k X, but that's past the tile border, so it stops at 50k, turns (and thus loses 1k velocity, but translates the rest from X-velocity to Y-velocity) and travels another 20k.  It is now at 0k X sub-tile position, and -20k Y sub-tile position (i.e. it's re-set from the end to the middle of the tile with respect to the X co-ordinate).  Next tick, it travels at 29k velocity North, and so moves to 0k X sub-tile position, and +9k Y sub-tile position.  Then in two more turns, it leaves to the North.  &lt;br /&gt;
&lt;br /&gt;
In the case of diagonal motion due to having velocities in X and Y at the same time, it is critical which tile the cart actually tries to enter next. Only if the path into that tile is blocked by the corner branches will the cart take the corner and rewrite its velocity, otherwise it leaves the corner tile without changes to its motion. If the cart is redirected by the corner, all sideways velocity is lost, as forwards velocity ''overwrites'' sideways velocity in a curve.  If, in that example in the paragraph above, the cart entered at -50k X sub-tile position with 30k X velocity, and 40k Y sub-tile position and -1k Y velocity, it would take that &amp;quot;curve&amp;quot; (or rather, redirection of velocity) on the fourth turn, while it is at 37k Y sub-tile position to start with, and then move to -53k Y sub-tile position at the end of that tick.  It would then move to -26k Y sub-tile position in the following turn, and take 3 turns to clear the tile.&lt;br /&gt;
&lt;br /&gt;
But, most importantly, it would be centered in the X sub-tile position, and all sideways velocity is safely removed.&lt;br /&gt;
&lt;br /&gt;
There are two common ways to gain sideways velocity: Rollers facing perpendicular to the cart's travel path (which, as covered above, are almost always a bad idea, as it is easier to push ''against'' the travel direction of a cart into a curve, which redirects all velocity in the new direction,) and [[#Corner Ramp Derail|corner ramps]], and require a curved track to compensate for sideways velocity within a few tiles.&lt;br /&gt;
&lt;br /&gt;
=== Track Direction Irrelevance ===&lt;br /&gt;
Carts that are traveling independently, (that is, not guided,) only care that tracks ''are'' on the tile, not which direction the tracks actually move.  Tracks respect only curves (with two exits) and ramps.  &lt;br /&gt;
&lt;br /&gt;
This means, for example, that the following tracks, when a (non-guided) cart travels from West-to-East, are functionally identical in effect:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
A════════════B    A╬║╚╔╣╩╦╠╥╨╞╡B&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is because so far as the cart is concerned, only valid ramps and curves with two exits where there is no exit in the path they are traveling matters.  &lt;br /&gt;
&lt;br /&gt;
Hence, if a minecart encounters the end of the track or a T junction with no &amp;quot;exit&amp;quot; in its movement direction, it will simply leave the track and continue on its course in a straight line until it encounters an obstacle, slows to a stop, or encounters another track even if the tile at which it joins the new track instantly sends it around a corner.&lt;br /&gt;
&lt;br /&gt;
In fact, in a track designed for pushes or rides, a &amp;quot;║&amp;quot;, a &amp;quot;╦&amp;quot;, a &amp;quot;╬&amp;quot;, and a &amp;quot;╥&amp;quot; are ''only different in appearance'', and are ignored by an unguided cart, which will continue in its current direction, regardless of the track.  For any purpose but guided tracks, ''only curves and ramps matter at all''.  &lt;br /&gt;
&lt;br /&gt;
Tracks like T-junctions, however, ''are'' respected by dwarves guiding carts, who will lift and carry carts if they cannot find a valid track to their destination, and can choose to follow any orthogonal direction at a four-way junction in much the same way as they normally pathfind.  What this functionally means is that T and four-way junctions ''only guide dwarves hauling a cart, not carts, themselves''.&lt;br /&gt;
&lt;br /&gt;
Carts only check for curves when they are halfway through a tile.  When they get there, they look to see if their path has no exit.  (That is, if it is traveling East, it checks if there is an East exit.) If there is, it ignores all other track directions, and keeps traveling.  If there is not, it checks to see if there are only two exits to the track, and if one of those directions was the direction it &amp;quot;came from&amp;quot;.  (That is, if traveling West from the East, it checks if there is a valid exit to the West, and if not, if there is an East exit and EITHER a North or South exit.) If there is not, it ignores the track anyway, and keeps on traveling as though it were still on track.  &lt;br /&gt;
&lt;br /&gt;
If there is a curve the cart will respect, it checks for derailment.  Carts derail if their speed is higher than 50k.  Carts at this critical speed will then check for blockages of their forward path.  If there is an obstacle to their path, which may be a wall or even furniture or buildings like a door, they will not derail and respect the curve, anyway.  Derailing carts do not &amp;quot;[[#Cart Jumps|jump]]&amp;quot; unless they hit completely untracked tile or an invalid ramp, but simply ignore the layout of the tracks entirely.  With invalid ramps, this means not respecting the ramp, and likely results in collision with a wall, zeroing of all velocity, and a cart that requires manual retrieval. &lt;br /&gt;
&lt;br /&gt;
If the cart is traveling at a speed that will not derail, or is forced to turn by a supporting wall, it will subtract 1000 from the &amp;quot;forwards&amp;quot; velocity of the cart, and redirect all forward velocity to the direction of the curve.  This change in the direction of velocity ''overwrites'' any &amp;quot;diagonal&amp;quot; velocity, which can prevent diagonal velocity derailments, but any perpendicular velocity is not preserved, and is instead discarded.&lt;br /&gt;
&lt;br /&gt;
=== Valid and Invalid Ramps ===&lt;br /&gt;
Ramps are functionally defined for cart purposes as being a tile which exerts an acceleration force upon its &amp;quot;downward slope&amp;quot;, and which allows connection to tracks a z-level above or below.  This downward slope requires a cart to have at least one track branch touching a wall tile and one ''and exactly one'' carved exit to the tile that is the &amp;quot;bottom&amp;quot; of the ramp. Ramps accelerate carts in this &amp;quot;downward&amp;quot; direction (possibly leading to [[#Corner Ramp Derail|diagonal movement]]), and the deceleration of an &amp;quot;uphill&amp;quot; ramp is actually just the acceleration being applied against the direction of a cart's movement.  &lt;br /&gt;
&lt;br /&gt;
This is where players can find an exploit in the behavior of ramps - if there are ''two'' &amp;quot;downhill&amp;quot; exits to a ramp (such as a &amp;quot;T junction&amp;quot; on a ramp where only one exit faces a wall), then the ramp provides no acceleration ''or'' deceleration, allowing carts to travel up ramps without any loss of momentum except for the standard &amp;quot;flat track&amp;quot; deceleration, because as far as the cart is concerned, the track ''is'' flat.  (A T junction is also not a curve, so the track is considered flat and straight no matter what direction the cart is traveling.) &lt;br /&gt;
&lt;br /&gt;
Similar effects can be achieved when there are ''no'' &amp;quot;downhill&amp;quot; exits to a ramp.  This may be the case if you have, for example, an East-West track with a one-tile channel with a ramp in it.  The cart will travel through the &amp;quot;dip&amp;quot; with no change in velocity.  It can also be the case if you abuse the [[#Track Direction Irrelevance|Track Direction Irrelevance]], and set only exits ''up'' the ramp, and none leading ''down'' the ramp.  For example, if a cart is traveling from West to East up a slope, only carving East exits on each tile of ramp will make the cart travel up the ramp, and then recognize the tile it is on as being a &amp;quot;flat&amp;quot; tile, thus ignoring any deceleration from traveling uphill.  &lt;br /&gt;
&lt;br /&gt;
Note that this effect only reliably occurs at below-derail speeds as the cart will treat the ramp as an invitation for a ramp jump otherwise. (This almost always results in a collision with a wall that will stop forward progress.)&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision, possibly to allow cart &amp;quot;stacking&amp;quot; across Z-levels.{{cite devlog|2012|04|06}} A dwarf riding in a minecart that is dropped multiple z-levels suffers normal fall damage. Minecarts can fall through up/down stairs.&lt;br /&gt;
&lt;br /&gt;
While airborne, carts do not feel the effects of friction in any horizontal direction, and will continue until they strike an obstacle.  Carts that land on tracks instantly re-rail themselves regardless of track directionality.  &lt;br /&gt;
&lt;br /&gt;
Falling carts accelerate similarly to the way that a ramp will accelerate a cart in a special z-only velocity that only applies to airborne carts. (Actually, since a tile is notionally 1.5 times as high as it is wide/long, acceleration due to gravity in freefall appears slightly ''slower'' than ramp acceleration, since it has to move the cart (or any other object) a greater distance.) Ramp acceleration, while it logically should be partially z-directional, is only recorded as x- or y-directional, and there is no translation of z-directional velocity upon landing.  Landing carts zero out their vertical velocity upon landing, even when landing on ramps, although carts that had horizontal momentum while falling preserve it.&lt;br /&gt;
&lt;br /&gt;
This means a cart falling onto a track ramp is accelerated as if starting from the middle of the ramp - i.e. to the same speed, no matter how many Z-levels it was dropped, vertical velocity is negated. {{cite forum|144328/5701211}} As a consequence, the fall damage to passengers is also negated.&lt;br /&gt;
&lt;br /&gt;
Carts falling onto a floor can, however, cause damage to creatures ''one tile below the floor''.  This can be used in an [[exploit]] called a &amp;quot;thumper&amp;quot;, where carts are caused to repeatedly fall on a floor above an entrance to the fort, inflicting significant damage (as though it were a collision) on those below the cart.&lt;br /&gt;
&lt;br /&gt;
=== Cart Jumps ===&lt;br /&gt;
Carts that cross off of &amp;quot;up&amp;quot; ramps relative to their current direction of travel, which do not have a ceiling above them, are traveling above derail speed, and do not have valid ramp track before them can translate a portion of their horizontal velocity into vertical velocity, causing a cart to be projected into the air until vertical velocity is negated and overcome by the gravitational acceleration. Because downwards acceleration is applied per-tick, this creates a reasonable facsimile of the parabolic motion of an actual object rolled up a ramp and launched with significant speed. &lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z0             z0 hiding ramps  z+1 A          z+1 B (hidden ramp)&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒   ▒▒▒▒▒▒▒▒▒▒▒▒     ▒▒▒▒▒▒▒▒▒▒▒▒     ▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
═▲▲▲▲▲══▲▒▲═   ═╚╚╚╚╚═══▒══      ▼▼▼▼▼  ▼═▼       ▼▼▼▼▼  ▼╚▼ &lt;br /&gt;
▒   : Wall&lt;br /&gt;
═ : track &lt;br /&gt;
▲  : Ramp&lt;br /&gt;
}}&lt;br /&gt;
In this diagram, if there is no ceiling above it, the track in z+1 A will launch its carts airborne when they travel across the ramp.  z+1 B (with a ramp on the tile on the hill) will not launch the cart.  The cart would also not be launched with ''any'' valid ramp, even if it does not travel in an appropriate direction, such as North/South (which the cart will ignore, as it is not a curve, anyway, although it may produce acceleration that may cause diagonal movement.) &lt;br /&gt;
&lt;br /&gt;
Carts that are traveling at derail velocity will also start &amp;quot;jumping&amp;quot; from the track if it hits an un-tracked tile, flying over and ignoring any tracks until it is ready to land.  Carts that land upon tracked tiles re-rail themselves, and clever designers use this feature to jump over curved track sections in one direction or another. (Retracting bridges over untracked tiles can cause jumps or not cause jumps depending upon the status of the bridge.)  Minecart speed must be carefully regulated to ensure reliability of jump length. &lt;br /&gt;
&lt;br /&gt;
Hitting untracked tiles at around 70k velocity creates a vertical component to acceleration that allows for jumps of around 6 (horizontal) tiles that do not actually leave the z-level the cart is on, but which do apply z-direction velocity on the cart, as per falling.&lt;br /&gt;
&lt;br /&gt;
Carts that approach a downward slope at a high enough velocity will also make a jump, (or rather, ignore the ramp and fly forwards) but will not do so if the [[#Checkpoint Effect|Checkpoint Effect]] is exploited through an impulse ramp before the actual downhill as the impulse ramp &amp;quot;tricks&amp;quot; the cart into thinking it has already started going downhill. &lt;br /&gt;
&lt;br /&gt;
=== Skipping ===&lt;br /&gt;
If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]].&lt;br /&gt;
&lt;br /&gt;
Skipping causes significant friction on the cart, and even a cart going at max speed from ramps can only make about 50 tiles without requiring re-acceleration.  (Carts that decelerate enough that they do not trigger the skipping effect will, of course, sink.)&lt;br /&gt;
&lt;br /&gt;
=== Corner Ramp Derail ===&lt;br /&gt;
&lt;br /&gt;
Corners on upward ramps can cause diagonal movement, forcing a derail even if the cart has a wall next to it, which will force a stop when it touches a wall that forces dwarves to manually reset the cart.  &lt;br /&gt;
&lt;br /&gt;
This is caused by the fact that a cart, after turning the bend in the track and entering e.g. a flat tile, will be subject to the checkpoint effect which applies 5k acceleration opposed to the last amount of ramp acceleration it received. Since the cart has just passed a corner, this compensatory speed adjustment now goes to the &amp;quot;outside&amp;quot; of the corner and creates enough lateral velocity to carry the cart off the track after eleven steps. (Down corner ramps do not have this problem, as the downward direction is in line with the past-corner movement direction and the checkpoint effect works on the only remaining movement vector.) &lt;br /&gt;
&lt;br /&gt;
There are two fixes to this problem.  One is to simply not put corners on up ramps.  The other is to &amp;quot;cancel&amp;quot; the lateral speed after a cart has passed the ramp, either by sending the cart through another corner or by putting a high-friction track stop on the exit tile. In the latter case, the cart will lose 10000 speed in the desired direction, but the same speed loss will apply to the undesired lateral speed, nullifying it.&lt;br /&gt;
&lt;br /&gt;
=== Checkpoint Effect ===&lt;br /&gt;
The checkpoint effect, [http://www.bay12forums.com/smf/index.php?topic=144328.0 explained in depth by Larix], is an odd and highly exploitable feature of ramps where minecarts &amp;quot;teleport&amp;quot; through the next tile of track, ignoring nearly all minecart physics (except that they stop at all walls or other obstacles and only respect curves with no backing wall and invalid ramps if they are below derail speed) and passing through that tile in just a single tick, and to the very end of the next tile.&lt;br /&gt;
&lt;br /&gt;
This effect occurs when a cart leaves a downward ramp for any other direction of tile. (This includes ramps which accelerate in different directions, even a ramp which goes from accelerating East to accelerating North due to a bend in a chain of standard down ramps in a curve.) This allows, for example, two valid straight ramps directly next to one another with a cart dropped onto one or the other with no momentum to have the cart pick up acceleration going &amp;quot;down&amp;quot; the ramp as normal, but then flying up through the &amp;quot;up&amp;quot; ramp it travels into with no loss of momentum, as though it had come from an impulse ramp.  If the two ramps had at least one space of distance between them, and then a cart were dropped in, the cart would instead &amp;quot;rock&amp;quot; back and forth between the two ramps.  &lt;br /&gt;
&lt;br /&gt;
This seems to be because ramps have a slightly longer length than regular tiles - 141,420, rather than 100,000 distance. When this &amp;quot;snaps back&amp;quot; after a ramp, it seems to project the cart suddenly further along the track, making it jump a tile ahead even when otherwise moving at relatively low speeds.&lt;br /&gt;
&lt;br /&gt;
This [[bug]] is the cause of a ''wide array'' of unexpected behavior among people who do not take this bug into account.  It causes derailments or failure to climb up seemingly valid impulse elevators.  In general, it makes a system that behaves extremely counter-intuitively, and operates ''any time a cart encounters a valid ramp''.  At the same time, when its effect is accounted for, it is highly exploitable: It causes &amp;quot;perpetual motion devices&amp;quot; using no power when two opposing ramps are placed next to one another, since the &amp;quot;uphill&amp;quot; effect of the opposing ramp is ignored, preventing deceleration.&lt;br /&gt;
&lt;br /&gt;
Another useful thing to note about this exploit is that carts traveling at no less than 71,000 or so speed (enough to travel half a ramp tile in a single tick) can travel through every tile in just one tick at no change in velocity as long as the tiles alternate between impulse ramp or actual down ramp and any other tile type.  The cart checkpoints through the non-down-ramp tiles, and can pass through the (impulse) down ramp tiles in a single tick, before they can actually start gaining momentum.  &lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒    ▒▒▒▒▒▒▒▒▒▒ &lt;br /&gt;
═▲═▲═▲═▲═▲═   ═╚═╚═╚═╚═╚═ &lt;br /&gt;
▒   : Wall&lt;br /&gt;
  ═ : Normal track &lt;br /&gt;
▲/╚ : N/E Track/Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If the cart enters from the West at less than 72,000 speed, some of those ramps will cause Eastward acceleration.  &lt;br /&gt;
&lt;br /&gt;
This means that an impulse ramp not contiguous to other impulse ramps has a top speed of around 75k:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
▒▒▒▒▒ ▒▒▒▒▒&lt;br /&gt;
▒╔═╗▒ ▒╔═╗▒&lt;br /&gt;
▒╚▲╝▒ ▒╚╗╝▒&lt;br /&gt;
▒▒▒▒▒ ▒▒▒▒▒&lt;br /&gt;
}}&lt;br /&gt;
This setup makes a cart that travels clockwise at a speed that fluctuates around 75k velocity.  If the cart has more than 72k velocity, it fails to accelerate in the ramp, as it leaves the ramp in a single turn due to checkpointing to the halfway point.  After that, the curves sap 1k velocity, and every tick saps 10 velocity.  &lt;br /&gt;
&lt;br /&gt;
Two contiguous impulse ramps with a same-facing &amp;quot;downwards slope&amp;quot;, however, do not suffer the checkpoint effect in the second tile, giving functionally triple the space to accelerate.  This means it will add velocity (at the standard rate of 4.9k per tick) up to a maximum speed of 216k. &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
▒▒▒▒▒▒ ▒▒▒▒▒▒&lt;br /&gt;
▒╔══╗▒ ▒╔══╗▒&lt;br /&gt;
▒╚▲▲╝▒ ▒╚╗╗╝▒&lt;br /&gt;
▒▒▒▒▒▒ ▒▒▒▒▒▒&lt;br /&gt;
}}&lt;br /&gt;
This example results in a cart moving three times as fast as the previous cart.&lt;br /&gt;
&lt;br /&gt;
Three successive ramps results in the highest attainable speeds.&lt;br /&gt;
&lt;br /&gt;
In practical terms, this means that only consecutive ramps should be used for high acceleration, but singleton ramps can be used to have speeds that are somewhat regulated.&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
If a minecart lands on top of another minecart, they may form a stack, with the upper cart on the z-level above the lower. Subsequent carts do not form a stack, but rather quantum stockpile in the same space. This behaviour is useful for [[megaprojects]] and [[trap design]] with minecarts as the weaponry. Moderation should still be exercised: carts take longer to fall into a &amp;quot;stacking&amp;quot; tile already occupied by other carts and will spend that time &amp;quot;hanging&amp;quot; in the air above the stack. This can lead to following carts striking them, which can cause all kinds of malfunctions. The extra time is two game steps for every cart already in the stack, which doesn't hurt stacks of ten carts very much but makes stacks of 100+ rather impractical.&lt;br /&gt;
&lt;br /&gt;
These minecarts on the upper level generally need to be struck with another minecart to move out, or have their support removed. The latter option is safest done by shooting it away with another minecart, manual removal of a stack-supporting cart typically causes the next cart from the stack to [[fun|fall on top]] of the hauler.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Perfectly Elastic Collisions ===&lt;br /&gt;
Minecart collisions are perfectly elastic, meaning that not only do minecarts not take damage, but that two carts that are rolling which have frontal collisions of near-similar speed, and where one cart is no more than twice the mass of the other cart, will result in a billiard-ball-like effect of the lighter cart bouncing off the heavier cart with a proportional speed increase dependent upon the relative momentum behind the heavier cart.  &lt;br /&gt;
&lt;br /&gt;
Using this trick with carts already at the 270,000 maximum speed from ramps can result in &amp;quot;supersonic&amp;quot; carts traveling at speeds in the millions (travelling a dozen tiles per tick), but where they are suddenly subject to 10,000 units of &amp;quot;terminal velocity&amp;quot; friction per tick.  [http://www.bay12forums.com/smf/index.php?topic=137557.0 Thread with SCIENCE here].&lt;br /&gt;
&lt;br /&gt;
While hypothetically capable of launching a minecart into orbit when used in conjunction with a ramp, no cargo can be contained in the launched cart, as the collisions will force ejections of the cargo.  Your &amp;quot;unwilling volunteer&amp;quot; [[goblin]] space pioneers will simply become paste underneath the wheels of an extreme high-speed cart.&lt;br /&gt;
&lt;br /&gt;
== Non-standard uses ==&lt;br /&gt;
Minecarts include some interesting characteristics that have motivated uses beyond hauling. They can be useful for creating fully-automated [[exploit|quantum stockpiles]] and [[garbage disposal]]s. Storing perishable goods (meat, meals, etc.) inside a minecart appears to guard against rot and vermin.&lt;br /&gt;
Minecarts can be [[Trap_design#Minecarts|used as weapons]], or as (hopefully non-fatal) triggers to restart stalled [[healthcare]]. They can also  be used to time/control game events, either using a basic [[repeater]] or much more advanced [[minecart logic]].&lt;br /&gt;
Minecarts trigger [[pressure plate]]s, which means a trap can be designed to trigger when a thief attempts to steal a minecart.&lt;br /&gt;
A pressure plate can be used as automatic and more precise custom &amp;quot;launch when full enough&amp;quot; system - as long as weight of your minecarts stays the same. You cannot build a hatch or roller on the same tile, so launch by bumping with another cart. {{cite forum|15096/4580050}}&lt;br /&gt;
Dwarves riding minecarts can attack enemies within reach (which goes back to dev log). This applies to shooting, and they actually can hit targets while riding by.{{cite forum|109460/5266119}} Whether a minecart protects the rider and how it interacts with dodging is not known yet. Minecart riders can also [[Swimming#Minecart_training|train swimming]] and [[Megaprojects#Surveillance_Track|detect ambushers]].&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
In addition to being used for hauling, minecarts can also be ridden in [[adventure mode]]. (Adapted from forum thread {{cite forum|122903/4258212}})&lt;br /&gt;
&lt;br /&gt;
# If the minecart is in your inventory, drop it. If it is already on the ground, proceed to step 2.&lt;br /&gt;
# Press {{k|u}} when you are 1 tile away from the minecart (or standing on the same tile as the minecart).&lt;br /&gt;
# You will be presented with the following options:&lt;br /&gt;
[[File:minecart adventure mode menu.png|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
* If you {{DFtext|Push}} the minecart, it will move a few tiles in the direction you chose. Physics comes into play here, so it will gain/lose speed depending on the usual factors. &lt;br /&gt;
* If you {{DFtext|Ride}} the minecart, you will hop into the minecart, even if you were a tile away, and it will move in the chosen direction with you in it. It will gain/lose speed depending on the usual factors. Whilst the minecart is in motion, you should press {{k|.}} to skip your turn; if you attempt to move whilst the minecart is still in motion, the laws of physics come into play, and you will take [[wound|damage]]. However, it is currently possible to jump out of a moving minecart safely {{bug|10104}}. Alternatively, you can push the minecart whilst it's still in motion (although it's unclear how one can bend [[physics]] so as to push a moving minecart whilst inside the minecart). If you push it in the same direction you are already travelling in, you will greatly increase the minecart's velocity. You can also push it in different directions, and this will cause it to gradually change direction-the amount of pushes this requires depends on the minecart's velocity. Once the minecart has stopped moving, you may move out of it safely, or you may want to give it another push. Note that if you push a minecart right after having ridden it (still on the same tile as the minecart), it will act as though you chose to ''ride'' it.&lt;br /&gt;
* When the minecart is on a track, options appear to {{DFtext|Guide}} it in directions that the tracks lead. This moves the cart 1 tile in the direction it is guided. Guiding the cart is the only way to move a minecart from a maximum friction track stop (other than taking it into inventory.)&lt;br /&gt;
&lt;br /&gt;
Minecarts in adventure mode are not restricted by a lack of tracks. However, they are hindered by natural ramps. Attempting to go up a slope will lead up the cart slamming into the wall. The good news is you'll make it over the ramp. The bad news is you likely won't stick the landing.&lt;br /&gt;
&lt;br /&gt;
Note that while carts are a powerful weapon if heavy and fast enough, they have their limits, and a collision can sharply reduce the speed of a cart depending on what you hit, potentially enough to eject the rider. Trying to run over a human will send them flying, while trying to ram a dragon will not end well.&lt;br /&gt;
&lt;br /&gt;
If you want to test this out without creating an adventurer, the [[object testing arena]] allows you to spawn minecarts ({{k|k}}-{{k|c}}-{{k|n}})&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
* Metal minecarts cost '''two''' [[metal]] bars to forge, or '''six''' [[adamantine]] wafers. &lt;br /&gt;
* When a non-adamantine metal minecart is melted down, it will return '''1.8''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
* When an adamantine minecart is melted down, it will produce '''1.8''' wafers, for an '''efficiency of 30%'''.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=109460.0 The &amp;quot;How Does Minecart&amp;quot; Thread] by '''Girlinhat''' et al.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=112831.0 SCIENCE: Quantifying minecart physics] by '''Snaake''' et al.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=129676.0 How to build a Multi-cart Ore to Magma Minecart Project without needing power] by '''WanderingKid'''.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=144328.0 My very own Minecart Education Thread. Ten Lessons, now complete.] by '''Larix'''.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*A dwarf will drop her [[child|baby]], if she has one, when boarding a minecart set to be ridden.&lt;br /&gt;
*Dwarves have no concept of traffic safety and will walk into busy minecart lines to retrieve objects, often with deadly consequences. This is especially problematic in [[Swimming#Minecart_training|clever applications]] depending on dwarves riding the carts very frequently, because they have a bad habit of dumping their worn clothes on the tracks after a minecart ride. Adding an automatically-operated [[hatch cover]] at the end of such a ride can help prevent [[unfortunate accident]]s.&lt;br /&gt;
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door.{{bug|6056}}&lt;br /&gt;
*It is possible for a creature and minecart moving towards each other to pass without collision if they exchange tiles in the same tick.&lt;br /&gt;
*After a minecart ride, a dwarf will sometimes haul the minecart to a storage stockpile, leaving another dwarf to haul the vehicle back to the route.&lt;br /&gt;
*Minecarts falling onto a floor injure creatures in the tile below the floor.{{bug|6068}}&lt;br /&gt;
*A minecart's initial velocity is not affected by weight, when pushed or launched from rollers.{{bug|6296}}&lt;br /&gt;
*Removing a stop that has a vehicle waiting on it may cause the game to crash.{{bug|5980}}&lt;br /&gt;
*Jumping out of a minecart in motion does not lead to injury.{{bug|10104}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_MINECART}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adventurer_mode&amp;diff=232789</id>
		<title>Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adventurer_mode&amp;diff=232789"/>
		<updated>2017-09-13T01:08:35Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Wearing */ order equipped no longer matters&lt;/p&gt;
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&lt;div&gt;{{old}}&lt;br /&gt;
{{Quality|Exceptional|Jan 2016}}&lt;br /&gt;
{{av}} &lt;br /&gt;
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:''This is a detailed reference guide for Adventurer Mode. For a tutorial see the [[Adventure mode quick start]].&lt;br /&gt;
:''See [[Adventure mode quick reference]] to quickly look up key commands.&lt;br /&gt;
&lt;br /&gt;
In '''Adventurer mode''' (also called &amp;quot;adventure mode&amp;quot;) you create a single adventurer ([[dwarf]], [[human]], [[elf]], [[goblin]], or one of the varieties of [[animal people]]) who starts out somewhere in one of your generated worlds. You can learn about what ails the world and go on [[quest]]s to end those troubles (or get brutally murdered trying), and you can venture into the wilderness to find [[cave]]s, shrines, lairs, abandoned towers, and other [[Site|towns and settlements]]. You can even visit your previously abandoned and retired [[fortress]]es and take all the precious items you yourself once created.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Fortress mode]], Adventurer Mode is a sort of advanced [http://en.wikipedia.org/wiki/Sandbox_game open world] RPG version of [http://en.wikipedia.org/wiki/Rogue_%28computer_game%29 rogue] or [http://en.wikipedia.org/wiki/Nethack  nethack] taking place in the same procedurally generated worlds used for Fortress Mode. Whereas in fortress mode you are in charge of a large group of people in real-time restricted to a small parcel, in adventurer mode you control a single character in a turn-based manner, roaming the entire world freely.&lt;br /&gt;
&lt;br /&gt;
==World selection==&lt;br /&gt;
&lt;br /&gt;
You can play Adventurer mode in any world that has a civilization with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token (which are elf, dwarf, humans, goblins, as well as animal people{{version|0.42.01}}). Humans inhabit cities, towns, and the occasional above-ground fortress. Elves inhabit [[forest retreat|forest retreats]]. Dwarves are spread between &amp;quot;deep sites&amp;quot; which sometimes do not contain a direct connection to the surface, [[Fortress|Fortresses]] which are built into the surface and almost always connect to the underground and &amp;quot;hill dwarves&amp;quot; which inhabit a loose collection of mounds built into hillsides. Goblins typically live in [[dark fortress|Dark Fortresses]]. Lastly, Animal People can live with any civilization, in virtually any location. Human cities and towns and Dwarven Fortresses are currently the only sites with shops and other places to officially buy goods. Not including taverns (Which can also exist in Elven sites but only sell rooms and drinks).&lt;br /&gt;
&lt;br /&gt;
If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. If you have selected to &amp;quot;retire&amp;quot; the fortress rather than abandon it, you will likely be able to encounter all the inhabitants from fortress mode. However, they will likely not have the same level of activity as they would in a bustling fortress-mode fort.&lt;br /&gt;
&lt;br /&gt;
==Character creation==&lt;br /&gt;
&lt;br /&gt;
===Race and civilization===&lt;br /&gt;
Any race with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token is playable in adventure mode. In an unmodded game, this means dwarves, elves, and humans. All three races can complete the same quests.&lt;br /&gt;
&lt;br /&gt;
*'''Humans''' always originate from one of the villages in the world, begin with bronze, copper, or iron weapons, and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills.&lt;br /&gt;
&lt;br /&gt;
*'''Human Outsiders''' are humans that aren't from that world or any of its villages. They simply appear in the wilderness, a stranger to all. You may always play as an outsider, even if the world is otherwise completely uninhabited. Outsiders can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing, but can wear any human-sized armor that they trade for, steal, or loot. &amp;quot;Outsiders&amp;quot; of other races can be played if you add the [[Entity_token#Gameplay|INDIV_CONTROLLABLE]] token to the race's entity definition. &lt;br /&gt;
&lt;br /&gt;
*'''Dwarves''' have the advantage of being able to go into a [[martial trance]] when fighting multiple foes at once. This gives them many combat bonuses, which aids their survival greatly. They are the only race which can start with steel weapons, but they wear &amp;quot;small&amp;quot; sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armor found in human shops. Goblin armor fits them, making Dark Fortresses (if your computer can handle them) and bandits a viable source of armor; if you're up for it, you could also just rob some dwarves or a dwarven fortress. They can start with almost the same weapon skills as civilized humans. Many larger weapons must be wielded two-handed by dwarves, due to their size.&lt;br /&gt;
&lt;br /&gt;
*'''Elves''' start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Elves have the {{token|AT_PEACE_WITH_NATURE}} tag, which makes all wildlife passive towards them. They also have a notably better sense of smell compared to the other races with a SMELL_TRIGGER of 10, instead of 90, which means they can sense smells over much larger distances. Like dwarves they wear small sized clothing and will have the same problem finding suitable armor and weapons.&lt;br /&gt;
&lt;br /&gt;
*'''Intelligent Wilderness Creatures'''{{version|0.42.01}} can be played not only in varying conditions as above, but also as part of another parent civilization such as elves, humans, and dwarves. They come in various sizes, shapes and abilities, and as such a short description cannot be given; however, they will not start with armor or be able to wear armor sized for the more common races, making Dodger and Shield User more important as defensive skills. &lt;br /&gt;
&lt;br /&gt;
*'''Goblins''' can be played only if goblin populations have been absorbed into dwarven, human or elven civilizatons during world generation. They possess the same body proportions of dwarves and elves, and can wear whatever weapons and armor the civilization which adopted/conquered them allows.&lt;br /&gt;
&lt;br /&gt;
*'''Kobolds''' can be played only if there are no other civilizations and there are kobolds. They are very small and weak in combat and a huge challenge compared to the other races. They wear even smaller armor than the other races and armor will be impossible to find for them, unless you are absurdly lucky and run into armored kobolds.&lt;br /&gt;
&lt;br /&gt;
If no civilization for a given race exists in a world you can only play as an outsider.&lt;br /&gt;
&lt;br /&gt;
=== Status ===&lt;br /&gt;
&lt;br /&gt;
Determines the number of starting skill and attribute points, which does not change based on race:&lt;br /&gt;
*'''Peasant:''' 15 attribute, 35 skill&lt;br /&gt;
*'''Hero:''' 35 attribute, 95 skill&lt;br /&gt;
*'''Demigod:''' 105 attribute, 161 skill&lt;br /&gt;
The number of skill points is less significant than the number of attribute points because the time it takes to go from Peasant to Demigod in skill terms is much less than what it would take to go from Peasant to Demigod in attribute terms.&lt;br /&gt;
&lt;br /&gt;
=== Starting attributes ===&lt;br /&gt;
&lt;br /&gt;
[[Attribute|Attributes]] are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode.&lt;br /&gt;
&lt;br /&gt;
==== Body ====&lt;br /&gt;
&lt;br /&gt;
*'''Strength''': Contributes to melee attack momentum, adding velocity and force, and leg strength to movement velocity. Strength determines encumbrance limits, and higher capacity reduces the speed penalty of carrying burdens. Increases to muscle layer mass proportionately improves damage resistance but also reduces speed; proportionately larger characters benefit more from the extra layer thickness and suffer more from the speed penalty.&lt;br /&gt;
*'''Agility''': This attribute is directly related to a character's Speed. All combat skills rely on it, especially defensive. Increases attack velocity and potential attack rate.&lt;br /&gt;
*'''Toughness''': Reduces physical damage inflicted on you. Also relates to defensive combat skills.&lt;br /&gt;
*'''Endurance''': Reduces the rate at which the adventurer becomes exhausted. Exhaustion progressively penalizes physical skills and rate of movement to the point of immobility and [[unconscious]]ness.&lt;br /&gt;
*'''Recuperation''': Increases the rate of wound healing.&lt;br /&gt;
*'''Disease Resistance''': Reduces risk of contracting syndromes (including infection) and the negative effects when active (including alcohol-induced.)&lt;br /&gt;
&lt;br /&gt;
==== Soul ====&lt;br /&gt;
&lt;br /&gt;
Some of these are demonstrated useful for adventure-mode-applicable skills, but the effects of the attributes aren't clearly understood. For ideas on how they may be applied, see [[Attribute#Skills_By_Soul_Attribute|a list of skills organized by attributes.]].&lt;br /&gt;
&lt;br /&gt;
*'''Analytical Ability''': Useful for Tracker, Knapping and Student. Analytical Ability seems to have an influence on the quality of written creations, such as Poems, as well as ability to speak about ideals.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
*'''Focus''': Affects Archer, Ambusher, Observer.&lt;br /&gt;
&lt;br /&gt;
*'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower helps resist the negative effects of status ailments such as Pain, Stunned, Unconscious, and all states of exhaustion and food/drink/sleep deprivation.&lt;br /&gt;
&lt;br /&gt;
*'''Creativity''': This influences quality of poems, songs, and dances and crafts. It may also influence &amp;quot;make believe&amp;quot;, now able to be performed by children.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
*'''Intuition''': Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents.&lt;br /&gt;
&lt;br /&gt;
*'''Patience''': May have some effect on dealings with others as a result of the new conversation system.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
*'''Memory''': Memory is applied to the Student and Reading skills. Higher Student improves the ability to learn from demonstrations in fortress mode, but it isn't certain whether it has any application in adventurer mode. It's also unknown what benefits come from of higher Reading capability.&lt;br /&gt;
&lt;br /&gt;
*'''Linguistic Ability''': Affects any speaking and writing ability, improves the ability to communicate thoughts and feelings to listeners/readers. Verbal ability can form a positive impression depending on how the listener values eloquence, and responses to stories and poetry relies on delivery.&lt;br /&gt;
&lt;br /&gt;
*'''Spatial Sense''': Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping. Also, prevents/reduces the chance of stumbling during a dance.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
*'''Musicality''': Influences the Adventurers ability to perform music and song well. This, so far works for all instruments, one can play a flute, guitar, any other instrument equally well, given that the adventurer has equal skills in all instrument fields.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
*'''Kinesthetic Sense''': Affects most combat skills, walking with crutches, swimming and dancing&lt;br /&gt;
&lt;br /&gt;
*'''Empathy''': Affects social skills such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applied in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
*'''Social Awareness''': Increases the number of followers you can have at a given &amp;quot;fame&amp;quot; level. Normally you start with a limit of two. Increasing this stat by one level raises that to three. Your fame  still plays a big part in whenever you can recruit followers or not. This attribute also helps with Persuader and Judge of Intent.&lt;br /&gt;
&lt;br /&gt;
==== Attribute advancement cap ====&lt;br /&gt;
&lt;br /&gt;
Adventure mode attributes are capped at double the starting value or the starting value plus the racial average, whichever is greater. Humans, for example, have a racial average strength of 1,000. If a human adventurer starts with an ''above average'' strength of 1,100, then his strength will ultimately be capped at 2,200. Had this human started with a ''below average'' strength of 900, then his strength would be capped at 1,800 instead. For the purpose of maximizing final attributes, this makes it important to start with as many attributes in the ''superior'' range as possible (more attributes per point allocated), while avoiding taking any penalties to even remotely important attributes (big attribute deductions per point recovered). As a consequence of the attribute cap, demigod adventurers will always have a much higher potential for advancement than mere peasants and heroes.&lt;br /&gt;
&lt;br /&gt;
=== Starting skills ===&lt;br /&gt;
&lt;br /&gt;
Not all races have the same sets of skills available at character creation time, but keep in mind that all starting [[skill]]s, as well as ones not available at character creation, can be improved through use in game. &lt;br /&gt;
&lt;br /&gt;
This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills see [[Combat skill]]. Other skills that you can't start with, but which can be increased in game (such as Butchery) are described elsewhere.&lt;br /&gt;
&lt;br /&gt;
==== Weapon ====&lt;br /&gt;
&lt;br /&gt;
The weapon you start out with will be based on which of these, plus the unarmed combat skills, is the highest. In other words, even if Swordsman is your highest weapon skill, you won't start with a sword if your Wrestler or Striker skills are better. Usually the best choice anyway is to specialize in just one melee weapon skill. Regardless of weapon skills, a '''large copper dagger''' will always be included in the starting equipment, which is handy for throwing at enemies that are just a step away or finishing off a foe pinned down by a stuck weapon. If you don't select any offensive skills, you will also start with a spear, just as an outsider would.&lt;br /&gt;
&lt;br /&gt;
Not all races/civilizations can start with all of these skills. Dwarves can't start with Bowman, Pikeman, or Lasher. Elves can only use Swordsman, Bowman, and Spearman. Of the playable races, only humans have access to Pikeman and Lasher. Strangely, only outsiders can start with Knife User.&lt;br /&gt;
&lt;br /&gt;
Note that different races have different names for their weapon skills. Axegoblin, Axedwarf etc.&lt;br /&gt;
&lt;br /&gt;
Crossbowman is an exception. Dwarves call this skill Marksdwarf, although bow skill is referred to as Bow Dwarf as you'd expect. Elite Axe and Hammer dwarves are referred to as Lords.&lt;br /&gt;
&lt;br /&gt;
*'''[[Axeman]]''': allows characters to use axes, great axes, and halberds more effectively. Useful for cleaving off limbs.&lt;br /&gt;
*'''[[Bowman]]''': skill allows characters to use bows more effectively. Useful for taking down enemies at a distance.&lt;br /&gt;
*'''[[Crossbowman]]''': allows characters to use crossbows more effectively. Useful for taking down enemies at a distance.&lt;br /&gt;
*'''[[Hammerman]]''': allows characters to use crossbows in melee, mauls, and war hammers more effectively. Useful for breaking limbs.&lt;br /&gt;
*'''[[Knife user]]''': allows characters to use large daggers and knives more effectively. Useful for stabbing things.&lt;br /&gt;
*'''[[Lasher]]''': allows characters to use whips and scourges more effectively. Very deadly weapons.&lt;br /&gt;
*'''[[Maceman]]''': allows characters to use flails, maces, and morningstars more effectively. Similar to hammers.&lt;br /&gt;
*'''[[Pikeman]]''': allows characters to use pikes more effectively. Like spears, but much bigger.&lt;br /&gt;
*'''[[Spearman]]''': allows characters to use spears more effectively. Useful for stabbing things.&lt;br /&gt;
*'''[[Swordsman]]''': allows characters to use blowguns and bows in melee, long swords, scimitars, short swords, and two-handed swords more effectively. Useful for cutting, stabbing, and whacking, but less effective than more dedicated weapons.&lt;br /&gt;
&lt;br /&gt;
==== General combat ====&lt;br /&gt;
&lt;br /&gt;
These skills form the basis for combat effectiveness. There is no maximum value to their utility, so if you begin with a rank equal or higher to your chosen weapon you'll become better able to benefit from other weapons when necessity or strategic advantage requires. Starting versatility can pay off early; you may choose your starting weapon, but the ''best'' available weapon is beyond your control or prediction.&lt;br /&gt;
&lt;br /&gt;
*'''[[Fighter]]''': This increases with, and contributes to, melee combat whether armed or unarmed. It appears that the purpose of it is to allow melee experience to contribute to melee combat in general regardless of weapon. Repeatedly wrestling (grabbing and releasing) even a small creature will raise this skill.&lt;br /&gt;
*'''[[Archer]]''': This increases with, and contributes to, ranged combat including throwing. It works similarly to Fighter except for ranged attacks. It can be easily raised by repeatedly throwing rocks, making it advisable for archers to practice their marksmanship with rock throwing before using up the more finite and expensive forms of ammunition. Shooting at a wall with adjacent upward ramp one level below and picking back projectiles is also a good idea (such places often happen to be in keeps and fortresses). See the FAQ section on [[#How do I increase my skills and attributes?|increasing your skills and attributes]] for information on raising bowman/marksman skills.&lt;br /&gt;
&lt;br /&gt;
==== Defensive ====&lt;br /&gt;
&lt;br /&gt;
These skills are critical for survival. Starting out with good ability in one (especially Shield User or Armor User) if not all is strongly advised.&lt;br /&gt;
&lt;br /&gt;
*'''[[Shield user]]''': Ability to block attacks with shields. Starting with even novice skill in this means that the adventurer will start with a shield. This is a no-brainer unless you're creating a two handed weapon user, and lack a broadness or height modifier on your character - necessary for one-handing any two-handed weapon, without penalty.&lt;br /&gt;
*'''[[Armor user]]''': A higher level of this skill reduces the encumbrance penalties of armor, allowing you to move faster when wearing it. It also affects how well armor protects you and this makes a huge difference. Unskilled armor users gain little protection. This is noticeable as you'll begin seeing far more combat reports about hits either striking you though armor, (you managed to use your armor to lessen the force of the blow) or being deflected by your armor (you used your armor to avoid the hit entirety) as your skill rises and you learn to actually use your armor to deflect hits. It is highly advised to train your armor skill before entering battle with it as the speed penalties of lower levels can be a serious handicap.&lt;br /&gt;
*'''[[Dodger]]''': Ability to dodge out of the way of attacks. Dodger is incredibly important and will allow you to avoid many, many hits that would have otherwise injured you. Especially important when you are fighting unarmored and can't afford a battle axe in the chest. Boost this to talented or at least close to it.&lt;br /&gt;
&lt;br /&gt;
==== Unarmed combat and improvised weapons ====&lt;br /&gt;
&lt;br /&gt;
While some of them come in handy at times, they can generally be raised fairly easily in game, especially Wrestler and Thrower.&lt;br /&gt;
&lt;br /&gt;
*'''[[Wrestler]]''': Ability to grapple, restrain, take-down, throw opponents, etc. Higher skill means all of these moves succeed more often. See [[#Wrestling and Unarmed Attacks]] for details. Can be raised very easily in game.&lt;br /&gt;
*'''[[Striker]]''': Punching ability. Turns handy when weapons get stuck and there is no time to wrest them back.&lt;br /&gt;
*'''[[Kicker]]''': Kicking ability. Same as Striker. Kicks are slower but more deadly than punches; heavy kicks are particularly good at crushing and exploding heads.&lt;br /&gt;
*'''[[Biter]]''': Biting ability. Biting is surprisingly effective even with non animal races as after biting you can shake opponents around by your teeth, causing great damage and possibly ripping off body parts, although with sapient races this tends to lean more towards fingers or toes, perhaps the occasional hand or foot.&lt;br /&gt;
*'''[[Thrower]]''': Throwing any miscellaneous object including rocks, knives, axes, swords, heads, etc. Skill affects accuracy and damage caused.&lt;br /&gt;
*'''[[Miscellaneous object user]]''': Ability to beat things to death with anything that comes at hand, from bags to coins to their own severed body parts. Also somewhat more commonly used for shield bashing. This skill affects combat with any object, from a rock to a beehive. There are no separate skills for different items. Items actually intended to be weapons, like swords or axes, are unaffected by this skill.&lt;br /&gt;
&lt;br /&gt;
A well written article on martial arts &amp;quot;Kisat Dur&amp;quot; can be found on the forums [http://www.bay12forums.com/smf/index.php?topic==148015.0 here].&lt;br /&gt;
&lt;br /&gt;
==== Movement and awareness ====&lt;br /&gt;
&lt;br /&gt;
*'''[[Observer]]''': Helps one to notice things like ambushes, enemies who are &amp;quot;sneaking&amp;quot; (stealth movement), and traps. Detection range increases with skill, but up to a maximum of 3 tiles away. Higher levels give more information regarding opponents. Hard to train. Adding some points here is advisable.&lt;br /&gt;
*'''[[Swimmer]]''': Allows movement through water without drowning. A Novice swimmer can swim but will revert to being unable to swim if stunned, which happens when falling even 1 z-level into the water, or possibly after an unfriendly encounter with a creature in the water. An Adequate swimmer can swim normally (not drown) while stunned. For this reason, ''starting out as an Adequate swimmer is advisable.'' If you don't, at least start as Novice and go get some swimming practice right away.&lt;br /&gt;
*'''[[Ambusher]]''': The skill of {{K|S}}neaking around unobserved. This can be raised fairly easily by sneaking around while traveling from place to place when speed is not important. Enemies will have &amp;quot;sight ranges&amp;quot; from where they can detect a sneaking adventurer. The red zone of sight is where they will see you immediately and begin chasing you; the yellow is where they might see you. Staying out of sight will allow you to silently assassinate your foes, as they rarely seem to notice a knife in their back in time.&lt;br /&gt;
*'''[[Climber]]''': The skill of climbing up walls, into trees, and around the edges of gorges. Higher levels reduce the chance of falling and increase the speed of a climbing character.&lt;br /&gt;
*'''[[Tracker]]''': The skill of tracking your quarry, whether it be animals or goblins. Higher levels will let you spot more tracks and help you distinguish different tracks.&lt;br /&gt;
*'''[[Crutch-walker]]''': The skill of standing and walking with a crutch for support. This skill only becomes available when attempting to move with a crutch in inventory, and can be developed with or without legs. At Legendary levels, a crutch walker walks with no speed reduction, and simply keeping it in hand will continue to increase attributes.&lt;br /&gt;
&lt;br /&gt;
==== Crafting ====&lt;br /&gt;
&lt;br /&gt;
These allow your character to create things.&lt;br /&gt;
&lt;br /&gt;
*'''[[Knapper]]''': The fine art of sharpening rocks by banging them together in a clever manner. The resulting rocks become sharp rocks which do more damage when thrown and can be used for things requiring a sharp edge like butchering. Easy to raise in game and doing so helps with Kinesthetic and Spatial Sense.&lt;br /&gt;
&lt;br /&gt;
*'''[[Bone carver]]''': The art of making knick knacks and other items by carving bones. A skilled bone carver adventurer can make items of the same qualities of dwarves in fortress mode, including &amp;quot;*Masterpiece*&amp;quot;. Bone carving adventurers can also make bone figurines, and customize the appearance of them.&lt;br /&gt;
&lt;br /&gt;
*'''[[Writer]]''': Your adventurers ability to craft/write upon books and scrolls, you can choose the topic as well. It is hard to acquire the materials however. Checking in libraries and old dwarven fortresses has proven profitable.&lt;br /&gt;
&lt;br /&gt;
*'''[[Carpenter]]''': Your adventurers ability to craft wooden objects and create wooden buildings and displays.&lt;br /&gt;
&lt;br /&gt;
==== Social ====&lt;br /&gt;
&lt;br /&gt;
Almost all of these are only used in arguments. &lt;br /&gt;
&lt;br /&gt;
*'''[[Persuader]]''': Increases your ability to convince people of your view.&lt;br /&gt;
*'''[[Judge of intent]]''': Allows you to tell how the opponent is arguing, unknown if higher levels change anything.&lt;br /&gt;
*'''[[Flatterer]]''': Increases your ability to flatter your way out of the argument.&lt;br /&gt;
&lt;br /&gt;
==== General performance skills ====&lt;br /&gt;
These are your general performance skills, similar to fighter in that they enhance rolls for many different skills and can be leveled easily.&lt;br /&gt;
&lt;br /&gt;
*'''[[Musician]]''': Increases quality of all instrument based performances this is your all around instrument skill, very similar to speaker and fighter, except with instruments.&lt;br /&gt;
*'''[[Speaker]]''': Your all-around speaking skill increases quality of all performances that involve speaking out loud, includes reading poetry, singing etc. Very similar to &amp;quot;Fighter&amp;quot; skill except its with performance rolls not fighting rolls. May also effect arguments {{verify}}.&lt;br /&gt;
&lt;br /&gt;
==== Performance skills ====&lt;br /&gt;
Skills that affect your characters ability to pull off performances. These skills can be used to play as a bard.&lt;br /&gt;
&lt;br /&gt;
*'''[[Poet]]''': Increases the quality of poems you create and read out loud.&lt;br /&gt;
*'''[[Singer]]''': Increases quality of all songs your character sings.&lt;br /&gt;
*'''[[Dancer]]''': Increases quality of dances you choreograph and perform.&lt;br /&gt;
*'''[[Stringed instrumentalist|Stringed Instrumentalist]]''': Increases quality of all performances using stringed instruments.&lt;br /&gt;
*'''[[Wind Instrumentalist]]''': Increases quality of all performances using wind-based instruments&lt;br /&gt;
*'''[[Percussionist]]''': Increases quality of all performances using percussion instruments&lt;br /&gt;
*'''[[Keyboardist]]''': Increases quality of all performances using keyboard instruments (Note, shows up far less often in character generation then any of the others) &lt;br /&gt;
&lt;br /&gt;
'''Note, if your civilization does not have access to a type of instrument you will not be able to choose that skill at character generation time.'''&lt;br /&gt;
&lt;br /&gt;
There are also procedural skills for every different kind of instrument, dance and poetic form, these will vary from world to world and by civilization and cannot be chosen at character generation, but can be leveled in play.&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
&lt;br /&gt;
*'''[[Reader]]''': Allows you to read books, signs, and writing in Adventurer mode. Novice level is required in order to become a [[Necromancer]]. Can be trained slowly by reading books (if you can read). Adding more points is a waste, as novice allows you to read anything.&lt;br /&gt;
*'''[[Butcher]]''': The art of turning corpses into piles of delicious prepared brains and meat for food. Butchering also makes corpses and body parts less useful to enemy necromancers. You can allocate points here during character creation, but doing so is a waste because the skill doesn't really affect anything anyway. Except the taste, of course.&lt;br /&gt;
*'''[[Wordsmith]]''': It is unknown exactly what this skill affects, but likely it affects the quality of books and poems and other written materials.&lt;br /&gt;
&lt;br /&gt;
=== Character appearance and preferences ===&lt;br /&gt;
&lt;br /&gt;
As of 42.01 you are able to customise your adventurer's appearance, [[need]]s and preferences. Just like with any citizen in fortress mode, the needs will have to be fulfilled or else the character suffers from distraction.&lt;br /&gt;
&lt;br /&gt;
As needs are fulfilled, your character's total level of focus goes up, gaining you bonuses to accuracy and other skill rolls. Your current level of focus will be displayed whilst playing, as one of the following: {{DFtext|Focused|2:0}} {{DFtext|Focused!|2:1}}&lt;br /&gt;
&lt;br /&gt;
In the current version, some of these are unable to be fulfilled in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
=== Common UI concepts ===&lt;br /&gt;
{{KeyConventions|3}}&lt;br /&gt;
&lt;br /&gt;
=== Moving around ===&lt;br /&gt;
&lt;br /&gt;
==== Local movement ====&lt;br /&gt;
[[File:Advmode_normaltravel_DF2014.png|thumb|400px|An image of normal travel mode. A list of the closest (but not necessarily close) sites is in the top-left corner. On the right side are minimaps of the next two levels down, relative to the player. Along the bottom is information about the player.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Alt}} and a direction key&lt;br /&gt;
| Move carefully / Deliberately enter dangerous terrain&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Shift}}+{{k|&amp;lt;}} or {{k|Shift}}+{{key|5}} (num lock off)&lt;br /&gt;
| Ascend&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Shift}}+{{k|&amp;gt;}} or {{k|Ctrl}}+{{key|5}} (num lock off)&lt;br /&gt;
| Descend&lt;br /&gt;
|-&lt;br /&gt;
| {{k|.}}&lt;br /&gt;
| Wait for 10 instants&lt;br /&gt;
|-&lt;br /&gt;
| {{k|,}}&lt;br /&gt;
| Wait for 1 instant&lt;br /&gt;
|-&lt;br /&gt;
| {{k|s}}&lt;br /&gt;
| Stand or lie down&lt;br /&gt;
|-&lt;br /&gt;
| {{k|S}}&lt;br /&gt;
| Open Movement Speed/Sneak Menu&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unless your character is an outsider, you will start out in a race-appropriate town or hamlet; in the standard tileset the @ sign is your character. &lt;br /&gt;
&lt;br /&gt;
The directional keys allow movement. Diagonal movement is particularly important especially when chasing or running away from things.&lt;br /&gt;
&lt;br /&gt;
Use {{k|Alt}}+direction to enter water, jump off of cliffs, or otherwise attempt to enter anything that you can't enter using normal movement commands. Note that when entering water it's best to enter the actual water and not the open space over the water as, in the later case, you will fall in causing you to become stunned which may lead to drowning.&lt;br /&gt;
&lt;br /&gt;
If you hit {{k|j}}, you can jump. This is mostly useful for crossing gorges and crevices, where you have to get to the other side. Occasionally, you can manage to jump onto an opponent and tackle them, which typically causes them to go flying a short distance.&lt;br /&gt;
&lt;br /&gt;
Hitting {{k|.}} allows you to stay in one place and wait for other things to move. {{k|,}} does the same but with a tenth of the time it takes for {{k|.}}.&lt;br /&gt;
&lt;br /&gt;
Use {{k|s}} to sit/lie down. Moving while laying down (crawling) will let you move past NPCs which are standing in your way. Also note that you will frequently get knocked to the ground in combat, and if you don't hit {{k|s}} to stand back up then you will crawl slowly along the ground, giving your opponent a lot of opportunity to attack you.&lt;br /&gt;
&lt;br /&gt;
{{k|S}}neak will allow you to move around invisibly, limited by your Ambusher skill and the Observer skill of nearby creatures.  Enemies will have sight cones indicating where they can detect a sneaking adventurer. The central zone of sight (red, violet, or cyan) is where they will see you immediately and begin chasing you; their peripheral vision (yellow) is where they might see you. Violet and cyan central zones indicate the enemy is on a different level than yours, while red means they are on the same level. Staying out of sight will allow you to silently assassinate your foes, as they rarely seem to notice a knife in their back in time. Note that sneak is also affected by a variety of other factors detailed on the {{k|S}}neak screen, such as light level and weather.&lt;br /&gt;
&lt;br /&gt;
If you {{k|h}}old onto a wall or tree, you can climb the wall or tree by using the movement keys. In towns and tamer parts of the countryside, this isn't particularly useful. However, in a combat situation, climbing a tree or wall can give you a height advantage, possibly allowing you to dive-tackle your opponents. Sometimes, mountains will be too steep to walk up the edge, or you will find a deep drop into a ravine. In these cases, you will have to climb up to reach the top, or perhaps jump or climb down one face, then climb up the other.&lt;br /&gt;
&lt;br /&gt;
==== Fast travel ====&lt;br /&gt;
[[File:Advmode_fasttravel_DF2014.png|thumb|400px|Fast Travel screen. The player is in a hamlet, between the houses to the right and the mead hall in the top-left area of the map. The asterisk represents a group of creatures (in this case unfriendly goblins). The world map (in sepia) is on the far right.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|T}}&lt;br /&gt;
| Fast Travel&lt;br /&gt;
|-&lt;br /&gt;
| {{k|d}}&lt;br /&gt;
| Exit fast travel mode&lt;br /&gt;
|-&lt;br /&gt;
| {{k|K}}&lt;br /&gt;
| Display detected tracks and odors&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| Toggle display of clouds on region map&lt;br /&gt;
|-&lt;br /&gt;
| {{k|s}}&lt;br /&gt;
| Walk around in sneak mode. Exiting fast travel starts you in sneak mode.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|m}}&lt;br /&gt;
| Cycle through maps and significant structures&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Q}}&lt;br /&gt;
| View Quest Log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Z}}&lt;br /&gt;
| Bring up sleep menu&lt;br /&gt;
|-&lt;br /&gt;
| {{k|h}}&lt;br /&gt;
| Hide parts of the bottom bar&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;gt;}} and {{k|&amp;lt;}}&lt;br /&gt;
| Enter/exit tunnel&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Entering Fast Travel mode will allow you to move large distances in a single keypress. Of course, the same amount of time will go by and you can also be interrupted (ambushed) while moving in fast travel mode.&lt;br /&gt;
&lt;br /&gt;
Along the top of the map is a line showing the sky, and the position of the sun and/or moon from west to east. This primarily helps you determine how long you have before it gets dark, at which point you won't be able to see very far, will risk getting attacked by bogeymen, and will be more vulnerable to attack in general.&lt;br /&gt;
&lt;br /&gt;
If you are not near any sites, the {{k|m}} key will toggle a world map, colored in sepia tone (matching the map you see in the quest log). If you are near a site, then {{k|m}} cycles between a list of significant structures where your player is, a regional map (matching what you travel on when away from any site), and the aforementioned world map.&lt;br /&gt;
&lt;br /&gt;
The {{k|c}} key will only show clouds on the region map (the one you travel on outside of sites). Some clouds will be visible regardless of the state of this option.&lt;br /&gt;
&lt;br /&gt;
The {{k|h}} key will cycle through various amounts of the bottom bar of content hidden. The effects of each press are:&lt;br /&gt;
&lt;br /&gt;
* 1 press: hide key reference. Allows you to see status effects on your character if obscured by the key list.&lt;br /&gt;
* 2 presses: hide most local name, reducing the bar to one line of text.&lt;br /&gt;
* 3 presses: hide less local name, eliminating the bar entirely.&lt;br /&gt;
* 4 presses: shows all information&lt;br /&gt;
&lt;br /&gt;
=== Status and information ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Look around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Space}}&lt;br /&gt;
| Advance/Clear Messages&lt;br /&gt;
|-&lt;br /&gt;
| {{k|a}}&lt;br /&gt;
| View Announcements&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}}&lt;br /&gt;
| Status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Looking around ====&lt;br /&gt;
&lt;br /&gt;
If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command.&lt;br /&gt;
&lt;br /&gt;
Move the cursor to the tile you want to look at using direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys. This, for example, allows you to find out if any flying creatures are above you. Hit {{k|Esc}} to exit look mode and go back to movement mode.&lt;br /&gt;
&lt;br /&gt;
==== Messages ====&lt;br /&gt;
&lt;br /&gt;
The game makes frequent use of messages on the screen to tell you what is going on. If there are a lot of these you may need to use {{k|Space}} to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing {{k|a}}.&lt;br /&gt;
&lt;br /&gt;
==== Status Screen ====&lt;br /&gt;
&lt;br /&gt;
This screen shows your skills, attributes, wounded body parts, health (along with more detailed descriptions of your wounds), lets you view your description, and change your nickname if you want.&lt;br /&gt;
&lt;br /&gt;
==== Saving the game ====&lt;br /&gt;
&lt;br /&gt;
Hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu.&lt;br /&gt;
&lt;br /&gt;
=== Searching and manipulating ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|u}}&lt;br /&gt;
| Interact with building, furniture, or mechanism&lt;br /&gt;
|-&lt;br /&gt;
| {{k|L}}&lt;br /&gt;
| Search the nearby area very carefully&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The {{k|u}} key can be used to do stuff like pull levers in your abandoned forts. It is also used to lower and raise the bucket when standing right next to a well so you can get water to refill your waterskin with.&lt;br /&gt;
&lt;br /&gt;
{{k|L}} will perform a thorough search of the area that you're standing in, possibly revealing some small creatures.&lt;br /&gt;
&lt;br /&gt;
=== Managing equipment ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|i}}&lt;br /&gt;
| Show Inventory&lt;br /&gt;
|-&lt;br /&gt;
| {{k|d}}&lt;br /&gt;
| Drop an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|g}}&lt;br /&gt;
| Get (pickup) an item off the ground&lt;br /&gt;
|-&lt;br /&gt;
| {{k|p}}&lt;br /&gt;
| Put an item into a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|r}}&lt;br /&gt;
| Remove an item you are wearing or from a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|w}}&lt;br /&gt;
| Wear an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|I}}&lt;br /&gt;
| Interact with an object in an advanced way. (unstick a weapon, refill waterskin etc.)&lt;br /&gt;
|-&lt;br /&gt;
| {{k|q}}&lt;br /&gt;
| Sheath your weapons and shield. (Frees your hands for tasks such as climbing or grabbing)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Inventory ====&lt;br /&gt;
&lt;br /&gt;
Press {{k|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list. This list will show you if items are being worn, held in hands, stuck on your body, or are inside a container. Detailed information about an object can be viewed by pressing the key associated with the item.&lt;br /&gt;
&lt;br /&gt;
==== Getting/dropping things ====&lt;br /&gt;
&lt;br /&gt;
You can {{k|d}}rop items out of your inventory, as well as {{k|g}}et items on the ground on the same tile that you are standing on. If there is more than one item a menu will be listed. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list if the list is too long to fit on the screen. Note that getting something makes your adventurer pick something up with his or her hands. This often means that you have to use {{k|q}} to sheathe whatever you have in your hands before you pick something up. If you do not have a backpack or some other way of storing the object, your adventurer will not pick the item up.&lt;br /&gt;
&lt;br /&gt;
{{k|g}} will also allow you to ignite foliage/any flammable objects adjacent to you. Fires aren't as devastating as one might imagine, but they will cause (most) enemies to path around them, making your crowd control slightly more effective when taking on multiple enemies. As an added bonus, it will also surely piss off the elves.&lt;br /&gt;
&lt;br /&gt;
==== Containers ====&lt;br /&gt;
&lt;br /&gt;
Items can be placed into containers with {{k|p}} and removed with {{k|r}}.&lt;br /&gt;
&lt;br /&gt;
==== Wearing ====&lt;br /&gt;
&lt;br /&gt;
Items can be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers). If an item you want to wear does not show up as an option, then it means you are already wearing too many items in the location used by that item. Try {{K|r}}emoving items in that location and then wear them again in order of priority.&lt;br /&gt;
&lt;br /&gt;
''Note that &amp;quot;large&amp;quot; or &amp;quot;small&amp;quot; clothing items are too big / small for your race'' (e.g. a '''large''' giant cave spider silk sock). If you have that problem, try getting clothing from a different source. Looking at the article will reveal which race it has been fitted for.&lt;br /&gt;
&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|w}}ear it, 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;
See [[Armor]] for more information on wearing things. One thing to note in particular, DF allows you to wear more than one item in the same location in many situations, for example a copper mail shirt and a copper breastplate.&lt;br /&gt;
&lt;br /&gt;
==== Wielding ====&lt;br /&gt;
&lt;br /&gt;
There is no command for wielding items such as [[weapon]]s in specific hands. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. So in order to change [[weapon]]s or [[shield]]s you should drop items or place them into containers (such as your backpack) until your hands are free, then get items from the floor or remove them from containers which will place them in your hands. For example, put all items into backpack, remove sword from backpack, remove shield from backpack. The items will end up in the right and left hand. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.&lt;br /&gt;
&lt;br /&gt;
While normally one would only be able to equip one item in each hand, removing items from your inventory results in them being wielded regardless of whether one's hands are full.{{bug|9817}} This is especially useful with shields, as every shield will contribute a block chance to each incoming attack.&lt;br /&gt;
&lt;br /&gt;
Once equipped, weapons and shields can be quickly drawn and sheathed with {{k|q}}, instantly preparing for attack or freeing your hands. Any number of weapons can be strapped, but only one for each hand will be drawn. Others can be manually {{k|r}}emoved for use, and stowed again without occupying other inventory containers.&lt;br /&gt;
&lt;br /&gt;
It should be noted that Dwarf Fortress does not enforce one particular hand as dominant for everyone, so do not be surprised if your character holds the weapon and [[Armor#Shields and Bucklers|shield]] in hands you yourself would not hold them in.&lt;br /&gt;
&lt;br /&gt;
During advanced combat interactions it's worth noting that the first item you picked up with empty hands shows up at the top of the interaction menu. This means picking up a shield first will mean pressing {{k|a}} will bash with the shield. Being consistent in the order you equip weapons will allow you to easily memorize attacks.&lt;br /&gt;
&lt;br /&gt;
==== Advanced interaction ====&lt;br /&gt;
&lt;br /&gt;
The {{k|I}} key allows &amp;quot;complex interaction&amp;quot; with objects in your inventory.  &lt;br /&gt;
&lt;br /&gt;
This is used for removing arrows and weapons stuck in wounds which will appear in your inventory when they become stuck in you. Removing stuck arrows can cause bleeding so it is not always a good idea mid combat, but stuck objects will slow you down as you are encumbered by their weight. It's best to remove them as soon as possible when it is safe and you are not in danger of bleeding to death.&lt;br /&gt;
&lt;br /&gt;
Advanced interaction can also be used to steal enemy  equipment. Use [[wrestling]] to grab hold of a piece of enemy equipment, such as their weapon, or a helmet protecting their squishy brain and it will appear in the advanced interaction menu. Simply grab the item with a free hand and pull away. If successful, you will now be holding that item in your hands.&lt;br /&gt;
&lt;br /&gt;
This command is particularly useful for getting water. When standing next to a well you press the {{k|u}} key to lower, then raise the bucket, yielding 10 units of water in the bucket. Then you can press the {{k|I}} key to fill your waterskin from the full bucket (alternatively you can press the {{k|e}} key to drink directly from the bucket). &lt;br /&gt;
&lt;br /&gt;
Advanced interactions can be used next to a campfire to heat things, such as any frozen liquids you have in your inventory (or snow lying on the ground) and need to drink. You can refill waterskins from a nearby liquid source as well&lt;br /&gt;
&lt;br /&gt;
====Sheathing====&lt;br /&gt;
The {{k|q}} key lets you strap your weapons to your back.&lt;br /&gt;
&lt;br /&gt;
This is useful because you can't climb or wrestle with your hands unless your hands are free.&lt;br /&gt;
&lt;br /&gt;
People will also be less likely to be scared of you on first sight if you don't appear to be ready to attack.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that while strapping will put away ''everything'' you have in your hands, pressing it again will only cause you to put items into hands that are currently empty, meaning if you had multiple items in one hand you'll have to {{k|r}}emove them manually to use them again.&lt;br /&gt;
&lt;br /&gt;
=== Time and weather ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|D}}&lt;br /&gt;
| Date&lt;br /&gt;
|-&lt;br /&gt;
| {{k|P}}&lt;br /&gt;
| Temperature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|W}}&lt;br /&gt;
| Weather/Time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The game has a day/night cycle with time passing as various actions take place. &lt;br /&gt;
&lt;br /&gt;
When using quick travel mode, the top line of the screen will indicate the position of the sun in the sky with a yellow &amp;quot;☼&amp;quot;; further to the right of the screen is earlier in the day and further to the left is later in the day. &lt;br /&gt;
&lt;br /&gt;
In local travel mode you'll have to use the {{k|W}} command to learn the position of the sun, when you're in a place where the sun is visible.&lt;br /&gt;
&lt;br /&gt;
At night you won't be able to see nearly as well and you will be more vulnerable to ambush.&lt;br /&gt;
&lt;br /&gt;
The game also has weather and temperature. The most common weather you'll experience is rain. Rain is shown as blue moving dots on the local travel screen and will unsurprisingly cause everything outside to become wet. Temperature is important because if it happens to drop below freezing while you're swimming through water, you'll instantly die from being encased in the ice.&lt;br /&gt;
&lt;br /&gt;
Therefore, you might want to keep an eye on the temperature while swimming, especially if it's getting cold.&lt;br /&gt;
&lt;br /&gt;
Also, unlike fortress mode, rivers/other bodies of water can be liquid during the day, and freeze at night. The cycles of freezing can also be erratic from day to day.&lt;br /&gt;
&lt;br /&gt;
Freezing weather can also freeze liquids in your inventory solid, making them undrinkable. If your water freezes and you are thirsty, make a campfire and {{k|I}}nteract with your waterskin to heat it over the fire and melt the ice.&lt;br /&gt;
&lt;br /&gt;
=== Sleep ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Z}}&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Eventually your character will become {{DFtext|Drowsy|1:0}} and this will get worse until you get sufficient sleep. &lt;br /&gt;
&lt;br /&gt;
Sleep does not necessarily have to coincide with night, but if you're traveling alone when night comes you'll be in danger of being attacked by [[Bogeyman|Bogeymen]].  To avoid this while traveling solo you need to make it to shelter before nightfall and sleep the night away inside a building or abandoned lair.  Enter a building, use {{K|k}} to talk to a human, and ask for permission to stay the night. Next press {{K|Z}} to sleep, {{K|d}} to sleep until dawn, then {{K|Enter}} to confirm. ('''NOTE''': If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle.  Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.) Sleeping on an ocean beach also prevents bogeymen from attacking. (If you'd rather not deal with bogeymen, you can disable them by generating a world using [[advanced world generation]] and setting &amp;quot;Number of Bogeymen&amp;quot; to 0)&lt;br /&gt;
&lt;br /&gt;
Though sleeping inside can be safe, it's also limiting: any quest site you want to go to has to be within a daytime's round-trip time of a safe habitation, and you have to make your way to there by hopping from one habitation to the next, sleeping at each along the way.  A way to avoid this is to travel with companions.  If you have any companions with you then Bogeymen won't attack you.  You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night.  You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by Bogeymen when traveling alone. If you find yourself alone at night with nowhere safe to sleep, the safest bet is to keep traveling until dawn, even if that means running around in circles. You will eventually feel unwell from sleep deprivation, but this can take a considerable amount of time. You can make up for lost sleep once you've found your way to safety.&lt;br /&gt;
&lt;br /&gt;
Note that sleeping in lairs, shrines, and labyrinths makes you safe from ambush, assuming that you or someone else has killed whatever was living there. If you have sufficient shrines/lairs/etc between you and your goal and they are either uninhabited or inhabited by things you are capable of killing then you can travel from lair to lair using each lair as a safe lodging. This is much safer than sleeping out in the open, day or night, even with companions.&lt;br /&gt;
&lt;br /&gt;
If no other options are available, completely surrounding yourself with campfires will keep night marauders at bay as they cannot pass through the fires; the fires will go out after several hours and enable you to move on (you may also be able to jump over the fires). The bogeymen or other enemies may be outside your line of sight, which will prevent you from firing arrows or throwing things at them. In this case, you will have to stand up and lie down {{K|s}} repeatedly until the enemies wander into your range, the fires go out and the enemies can path to you, or dawn breaks.&lt;br /&gt;
&lt;br /&gt;
It should be noted that, as of DF2014, climbing trees and sleeping on them will sometimes prevent Bogeyman attacks, as well.  This is especially useful if you prefer to play solo, and do not wish to have an army of followers in your employ.  This is also useful if you prefer to engage enemies at your own pace (such as via stealth), rather than having your entire follower party immediately charge at anything that is hostile to you. Be wary though, as bogeymen may still be able to reach you by climbing or flying.&lt;br /&gt;
&lt;br /&gt;
=== Food and drink ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}}&lt;br /&gt;
| Eat or drink something&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To find water, you must find a river, stream, or well in a town and fill your waterskin (or any container) from it, or drink from it directly. Water that may be covering you or your items will not be able to satisfy your thirst. &lt;br /&gt;
&lt;br /&gt;
Note that drinking vampire blood will turn you into a vampire instantly.&lt;br /&gt;
&lt;br /&gt;
You can only eat and drink up to stomach capacity; after that you become increasingly nauseous and unable to retain your stomach contents (though if you needed a source for vomit, that's one way to acquire it.) You can reset stomach capacity by offloading the map (travel, rest, wait, etc,) which can only be done in safe locations and circumstances. Over time food contents are converted to stored fat, even if you remain active, and this will increase your fat layer mass and potentially reduce your speed. Fast traveling also resets food contents (as of v 43.03,) though the hunger and thirst timers are still satisfied by consumption. &lt;br /&gt;
&lt;br /&gt;
If you find yourself in need of both food and hydration, make sure to take care of the most urgent problem first, as if you are moderately hungry but severely dehydrated and eat three times, you may die before you have another chance to drink.&lt;br /&gt;
&lt;br /&gt;
If the temperature is low enough you might have trouble finding liquid water. Snow and ice can be heated into water by first making a campfire with {{k|g}} and then performing an advanced interaction with {{k|I}} on the ice or snow in your inventory to heat it. Advanced interactions with your waterskin (or any container) can also be used to gather water from water sources, or snow from the ground. &lt;br /&gt;
&lt;br /&gt;
====Announcements when eating====&lt;br /&gt;
When eating or drinking, the following announcements will be displayed:&lt;br /&gt;
*(nothing): You can eat or drink more, no problem.&lt;br /&gt;
*You are starting to feel full: You can eat or drink ''one'' more time, but any more than that will cause problems.&lt;br /&gt;
*You feel really full: Exactly what it says on the tin. This is as much as you can eat or drink at the moment.&lt;br /&gt;
*It's too much! You might not be able to keep it down: You've eaten/drunk too much, and will likely [[vomit]].&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|A}}&lt;br /&gt;
| Attack an adjacent creature.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}}&lt;br /&gt;
| Fire a projectile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|t}}&lt;br /&gt;
| Throw an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|C}}&lt;br /&gt;
| Open combat preferences interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Combat]] is the fine art of using physical force to cause injury and death, and it is particularly fun in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
==== Melee attacks ====&lt;br /&gt;
&lt;br /&gt;
Hostile creatures can be attacked using a non-aimed attack by simply advancing towards your enemy using the arrow keys. Doing a non-aimed attack will also have a chance of freeing up any stuck weapon, though you are more likely to accomplish this by moving away from the enemy, or complexly interacting with the weapon.&lt;br /&gt;
&lt;br /&gt;
Any creature can be attacked by standing next to it and pressing {{k|A}}. Attacking a friendly or unconscious creature (which includes wild animals for elves) will further require a confirmation, given using  {{k|alt}}+{{k|y}}.&lt;br /&gt;
&lt;br /&gt;
After selecting (and maybe confirming) which creature you want to attack, {{k|A}} will allow you to make an '''aimed attack'''. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be nearly impossible to land and Easier attacks will be very easy to land. The difficulty rating for an attack does not change depending on your weapon skill. Based on player experiences, a Grand Master weapon user can almost always land a &amp;quot;Tricky&amp;quot; strike, while a Novice generally cannot. Attacks on various locations will also have limits on how &amp;quot;squarely&amp;quot; they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.{{Verify}} Attacks which &amp;quot;can't land squarely&amp;quot; are generally still effective.&lt;br /&gt;
&lt;br /&gt;
Attacks aimed at the head are the most effective; a single attack to the cranium with a weapon will usually put an end to the fight. Aimed attacks are especially useful for dismembering opponents. Opponents who are missing a foot will fall over, thereby greatly lowering their speed, and giving you an immediate edge in the fight. Cutting off both hands also highly recommended for obvious reasons. After all, a field full of armless, one-legged enemies can be a big experience booster for your character and your companions. &lt;br /&gt;
&lt;br /&gt;
Aimed attacks are also especially helpful when fighting giant beasts. Some enemies like giant desert scorpions have lots of redundant body parts, and random attacks waste valuable time on low priority areas while the scorpion is busy injecting venom into the whole party. Lastly, aimed attacks allow you to grab trophies that are not available via butchering. For example, a minotaur's horns can be cut off during a fight, but since its a humanoid, most adventurers will refuse to butcher its corpse after the fight. However, in Dwarf Fortress 2014, all butcherable corpses are able to be butchered, as long as the corpse isn't too mangled.&lt;br /&gt;
&lt;br /&gt;
There are several options below the hitting menu. Quick attacks are faster than regular attacks but weaker. Heavy attacks are slower but attack harder. Wild attacks are faster and hit harder but are inaccurate. Precise attacks are very slow but are much more likely to hit. Multi-attacks allow you to attack several times in a row at a great cost to the effectiveness of any one of the chosen attacks.&lt;br /&gt;
&lt;br /&gt;
In addition to aimed attacks pressing {{k|A}} also allows for the three defensive maneuvers blocking, dodging and parrying. They do not have fixed keys because their order changes if one or more is impossible (e.g. no blocking without a shield). When dodging you will be able to pick a direction, and your character will move on step in this direction, possibly avoiding any number of attacks. Note that you can dodge even if you are not being attacked. When blocking or parrying you can pick one attack and attempt to stop it. If several attacks are incoming the remaining attacks will not be affected.&lt;br /&gt;
&lt;br /&gt;
==== Ranged attacks ====&lt;br /&gt;
&lt;br /&gt;
To attack with a ranged weapon press the {{k|f}} key with a ranged weapon (bow, crossbow, etc.) equipped on one hand and select the square where you want to attack. Note that you need to have some sort of ammo, corresponding to the type of ranged weapon you are using (for example, bows use arrows, crossbows use bolts). Otherwise, a message stating &amp;quot;You have nothing left to fire.&amp;quot; is displayed in brown. Similarly use the  {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact. Throwing crossbow bolts with sufficient throwing skill and strength seems to have an effect similar to firing them, although less powerful. On the plus side, you will never lose ammo if you throw it.&lt;br /&gt;
&lt;br /&gt;
It is not possible to aim for specific body parts with ranged or thrown attacks.&lt;br /&gt;
&lt;br /&gt;
Throwing is generally a good skill to have for any adventurer, as it allows you to slow down fleeing foes, both on the ground and in the air without the need of equipping a (cross)bow. Just like {{k|l}}ooking, you can use throwing to view and hit enemies multiple Z levels away from you. If you're lucky, you can simply land a hit that causes the flying enemy to give in to pain, and then let gravity do the rest of the work. Even if the fall doesn't kill them, they will most likely be stunned long enough for you to run up and slaughter them.&lt;br /&gt;
&lt;br /&gt;
==== Wrestling and unarmed attacks ====&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Wrestling]]''&lt;br /&gt;
&lt;br /&gt;
'''[[Wrestling]]''' (grappling) can be performed by selecting an enemy via {{k|A}} followed by {{k|b}} to wrestle. You can wrestle any enemy. Wrestling works somewhat like a targeted attack. Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown.&lt;br /&gt;
&lt;br /&gt;
For a detailed list of moves such as takedowns, throws, choke holds, etc., see [[Wrestling]].&lt;br /&gt;
&lt;br /&gt;
It's also possible to punch, kick, and bite. These are not in the wrestling menu but are performed like normal targeted attacks with {{k|A}}.&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
&lt;br /&gt;
[[Weapon]]s are basically divided into axe, sword, spear, pike, mace, whip, bow and hammer, with various versions of these taking up the gray area.&lt;br /&gt;
&lt;br /&gt;
==== Wounds ====&lt;br /&gt;
&lt;br /&gt;
If you get wounded during combat, there's not much that you can do except perhaps run before you get more wounded. Be aware that movement speed while stunned, nauseous or winded is reduced and might leave you open to fatal blows.  Your wounds will heal over time, so just travel around or sleep in a safe place. Some wounds however may never heal, leaving you permanently crippled. Obtaining a crutch may help with this. Or if you are not already a vampire, then you can get bitten by a werebeast during full moon, which will heal all injuries once per month.&lt;br /&gt;
&lt;br /&gt;
If you have some bolts or arrows stuck in your body, they can be removed by using the complex interaction menu {{k|I}}. Select the stuck bolt or arrow from the list and then pull it out with {{k|a}} You'll probably start bleeding after you pull it out, but the bleeding is rarely anything to worry about.&lt;br /&gt;
&lt;br /&gt;
==== Combat preferences ====&lt;br /&gt;
&lt;br /&gt;
At any time during gameplay (Except fast travel mode), you can press {{k|C}} to open the Combat Preferences menu. There are three different preferences you can set: Attack, Dodge and Charge Defense. These have a few different preferences each:&lt;br /&gt;
&lt;br /&gt;
*'''{{k|a}}ttack'''&lt;br /&gt;
**'''According to Opponent''' - The default setting. When set to this, charging happens more or less frequently, depending on the difference in size between you and the opponent. Bigger opponents get charged less, smaller more often. Can be very risky, since a random charge against a huge opponent is likely to get you knocked down and stunned. In the same vein, charging when close to obstacles or other environmental hazards is very dangerous, potentially fatal, if the enemy dodges you.&lt;br /&gt;
**'''Strike''' - This setting ensures that you never charge an opponent, but rather just swing your weapon at them. This carries less risk than the above, but you're never going to knock anyone down without hitting their legs or spine. Very preferable against large opponents.&lt;br /&gt;
**'''Charge''' - When set to this, you ALWAYS charge. When faced with numerous small enemies (Bogeymen in particular), this can be extremely useful, but remember to switch back when facing something bigger. Charging a large dragon is almost a certain death sentence.&lt;br /&gt;
**'''Close Combat''' - With this setting, all your auto-attacks are grapples. Generally not very useful, since the random nature of it tends to prevent you from actually doing any damage with it, but if you continually auto-attack a harmless creature with it your wrestling-skill will be legendary in no time. &lt;br /&gt;
&lt;br /&gt;
*'''{{k|d}}odge'''&lt;br /&gt;
**'''Move Around''' - This means you can jump away from attacks, physically moving in a random direction. While this lets you dodge attacks more often, it can also result in you jumping into a wall or down a lake. If you're fighting in really tight spaces, or areas with large pits, you might want to switch to the other option.&lt;br /&gt;
**'''Stand Ground''' - As can be expected, you stand your ground. No jumping around, which is useful in the above situation, but risky in the open. If you have room for jumping around, go with Move Around, but otherwise this could be a good idea.&lt;br /&gt;
&lt;br /&gt;
*'''{{k|c}}harge Defense'''&lt;br /&gt;
**'''According to Opponent''' - Again, the default setting. You're more likely to stand still against small enemies charging, but will probably prefer moving away from larger ones. Somewhat risky, in that even a somewhat small enemy can stun you by charging.&lt;br /&gt;
**'''Dodge Away''' - With this, you'll dodge away from charging enemies, if you can. It's not a sure bet, but it's very much worth it against enemies who like to charge. This is probably the most preferable mode, since you're not losing a whole lot by dodging a small foe charging, but dodging an angry night beast can save you from a world of pain.&lt;br /&gt;
**'''Stand Ground''' - If you're certain of your physical superiority to the opponent, you can safely choose this. Standing your ground like a real man/woman might feel hardcore, but getting knocked down in a fight can be extremely dangerous. It probably has some use against bogeymen though, since they're quite small. If you really are much bigger than the enemy, you'll end up knocking THEM down. Most of the time though, charges heavily favor the attacker, so dodging away is probably preferable.&lt;br /&gt;
&lt;br /&gt;
Using Combat Preferences properly can actually save your hide, so it's worth fiddling with. Just don't forget that you've fiddled with them, since a misplaced charge or dodge could end up killing you.&lt;br /&gt;
&lt;br /&gt;
=== Talking ===&lt;br /&gt;
[[File:Advmode_conversation_DF2014.png|thumb|400px|Talking to someone in Adventurer mode.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Talk to somebody&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now that you know how to kill people, you may also want to know how to talk to and otherwise interact with them in a less violent manner. While this is less entertaining, it can sometimes be useful.&lt;br /&gt;
&lt;br /&gt;
To begin a conversation or performance, press {{k|k}}. Unless someone else has already started a conversation with you (see below if someone has), you will get a cyan X that can be positioned over people you want to talk to with the normal directional keys. Use {{k|-}} and {{k|+}} to select who you want to talk to. Aside from individuals, you can also {{DFtext|Shout out to everybody}}, which will have you talking with everyone in earshot, or you can talk to your deity or you can even {{DFtext|Begin Performance}}  which includes such things as reciting poetry, telling stories or dancing and is very important if you want to be a bard.&lt;br /&gt;
&lt;br /&gt;
Whenever you want to advance the conversation, you have to press {{k|k}} again and choose the ongoing conversation you wish to continue. You will also see ongoing conversations from people who have started a conversation with you. If you want to talk to someone else during this time, simply {{DFtext|Start a new conversation}}.&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Greet listener}} — Has you offering a greeting to someone, when you're initiating the conversation.&lt;br /&gt;
* {{DFtext|Bypass greeting (new menu)}} — Skips the greeting, taking you straight to the normal conversation menus.&lt;br /&gt;
* {{DFtext|Reply to greeting}} — If you aren't the one who started the conversation, this option will let you reply to someone's greeting. They will then talk about some trouble.&lt;br /&gt;
* {{DFtext|Refuse conversation}} — Causes you to explicitly refuse to talk to someone who started a conversation with you. Unknown if this has a different effect from simply not doing anything.{{Verify}}&lt;br /&gt;
* {{DFtext|Reply to greeting (impersonation)}} — Like {{DFtext|Reply to greeting}}, except you're impersonating a deity.&lt;br /&gt;
* {{DFtext|Nevermind}} — This has you back out of having a conversation.&lt;br /&gt;
&lt;br /&gt;
When you start talking to someone, you are presented with a wide array of things to talk about. (If the person you are talking to started the conversation and told you about some trouble, you'll first get a menu related to that trouble. Just press {{k|-}}-{{k|Enter}} to {{DFtext|Change the subject (new menu)}} and get to this first menu.) Your choices are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:right;width:30%;&amp;quot; | {{DFtext|Return to current topic (new menu)}}&lt;br /&gt;
| You'll see this option only if you chose to change the subject in another menu. This will, predictably, take you back to that subject.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Bring up specific incident or rumor (new menu)}}&lt;br /&gt;
| Allows you to spread rumors or summarize conflicts you've been a part of. The next step of the conversation will bring up a menu of choices that allow you to ask for directions to places or state your opinion on the incident/rumor.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Create a performance troupe together (group naming menu)}}&lt;br /&gt;
| If the listener is in your party as a performer, you can choose this option to create an official troupe.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask to become a hearthperson}}&lt;br /&gt;
| Only appears when talking to a lord/lady who you aren't under the command of. Allows to become one the leader's guards.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Invite listener to become a hearthperson}}&lt;br /&gt;
| Only appears when you are a leader. Allows to become one the leader's guards.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask to become a lieutenant}}&lt;br /&gt;
| Only appears when talking to a bandit leader who you aren't under the command of. Allows to become one the leader's lieutenants.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Invite listener to become a lieutenant}}&lt;br /&gt;
| Only appears when you are a bandit leader. Allows to become one the leader's lieutenants.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask to be made a performer for group}}&lt;br /&gt;
| Only appears when you are talking to a leader. Allows you to become a performer for the group. Usually, you need to prove your performing capabilities to be accepted.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask for your performance troupe to become performers for group}}&lt;br /&gt;
| Only appears when you are talking to a leader. Allows your performance troupe to become performers for the group.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Request duty or advice pertaining to service as a hearthperson}}&lt;br /&gt;
| Only appears when talking to a leader who are under the command of. You will receive some task to accomplish for the group, if there is anything that needs doing. In 42.xx, these will include killing monsters and bandits, or causing trouble for other groups. Completing these tasks will allow you to gain fame as a loyal soldier in addition to the fame from slaying the beast or killing the bandits.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Request duty or advice pertaining to service as a lieutenant}}&lt;br /&gt;
| Only appears when talking to a bandit leader who you are under the command of. You will receive some task to accomplish for the group, if there is anything that needs doing. In 42.xx, these will include killing monsters but not  bandits, or causing trouble for other groups. Completing these tasks will allow you to gain fame as a loyal soldier in addition to the fame from slaying the beast.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Bring up the journey together}}&lt;br /&gt;
| Only appears when talking to a companion. The next step of the conversation will allow you to cancel the agreement you made with that person, if you so choose.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Inquire about any troubles}}&lt;br /&gt;
| Asks the listener what things in the world are bothering them and their people.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask for directions (new menu)}}&lt;br /&gt;
| Allows you to ask for the location of a specific creature or site. People aren't guaranteed to know, and may instead direct you to someone who does.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about the local ruler}}&lt;br /&gt;
| As you might imagine, this gets you some information on who controls this particular area.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Trade or settle debts}}&lt;br /&gt;
| Allows you to trade with a merchant or pay for your drink from a tavern keeper. Note that you have to be right next to them for this to work.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about available services, drinks, rooms, etc.}}&lt;br /&gt;
| Appears when in a structure, but only works with tavern keepers. Allows you to purchase drinks and rent rooms in a tavern.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Exchange, give, or take personal items}}&lt;br /&gt;
| Like {{DFtext|Trade}}, only that it works with non-merchants.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask favor, place request, make demand or issue order (new menu)}}&lt;br /&gt;
| Takes to a menu of various request you can make, including asking the listener to yield, stay put, or pay homage to your group. The options available depends on who you're talking to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask listener to join you (new menu)}}&lt;br /&gt;
| This is how you get companions. You can either ask them to join you on an adventure, to lead you to some location, or to join your performance troupe if they are convinced of your skills.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Claim this site for yourself (group naming menu)}}&lt;br /&gt;
| This option allows you to stake a claim on the site you are in. You need to retire or be Hearthperson or Lieutenant to be able to claim as Outsider.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask for permission to stay a day}}&lt;br /&gt;
| Allows you to sleep in the listener's building for the night.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about the structure you are in}}&lt;br /&gt;
| Tells you about whatever structure you are standing in, if you are standing in one.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about this site's neighbors and trade partners}}&lt;br /&gt;
| Lets you learn what sites this site is neighboring and/or trading with.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about the surrounding area}}&lt;br /&gt;
| Choosing this will tell you about some location nearby, and why it's significant.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Express your emotions (new menu)}}&lt;br /&gt;
| Brings you to a menu where you can state your feelings about an event (such as improving a skill), or say something general about your emotions or thoughts.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|State your values (new menu)}}&lt;br /&gt;
| Lets you state one of your [[Personality_trait|value]]s. Doing so will start an argument with the listener if they have differing values, and can train your Persuader, Judge of Intent, Flatterer, Intimidator, and Pacifier [[social skill]]s depending on how you argue. If you win the argument your opposition's [[Personality_trait|values]] will change to match yours if you give in, yours will change.This can result in your needs changing. {{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Comment on weather}}&lt;br /&gt;
| Small talk about the weather. Really.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Comment on natural surroundings}}&lt;br /&gt;
| Same as the weather, only about the nature around you.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Accuse listener of being a night creature}} &lt;br /&gt;
| If chosen against a night creature, such as a vampire, it will expose them. Normal individuals will just think you're losing it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Inquire about listener's profession}}&lt;br /&gt;
| Learn what it is the listener does. Useful for lords and ladies and anyone else whose profession isn't listed next to them. This can also potentially oust bandits if they aren't hostile, if you aren't sure you have the right &amp;lt;strike&amp;gt;victim&amp;lt;/strike&amp;gt; suspect.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about listener's family}}&lt;br /&gt;
| Discover what family the listener has, as expected.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Brag about your past violent acts}}&lt;br /&gt;
| Causes you to brag about whatever last violent act you did. Doesn't seem to have an effect, or at least severely less impactful than summarizing the conflict.{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Say goodbye}}&lt;br /&gt;
| Ends the conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that you can press {{k|Esc}} to not choose anything. The conversation is still ongoing, you have to explicitly say goodbye to end it. Pressing {{k|Esc}} is useful if you need to double-check something before talking.&lt;br /&gt;
&lt;br /&gt;
=== Companions ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| View companion interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Companions are the guys who follow you around after you've asked them to join you and they've accepted. Your character will have a limit on the maximum number of companions that is based on fame/reputation level and the ''Social Awareness'' attribute. With average social awareness and the maximum level of fame, the limit is 19 companions. Note that people with no military skills are unlikely to agree to join you, and people with military skills higher than yours will also be unlikely to join you.&lt;br /&gt;
&lt;br /&gt;
You can use the {{k|c}} key to open up a list showing your companions and their relative position to you. This can be useful if one of them runs off somewhere and you want to find them. You can select specific companions who are in visual range in order to view them. This is the same as viewing them with {{k|l}}ook.&lt;br /&gt;
&lt;br /&gt;
You can give or take equipment with a companion by choosing to talk to them and selecting {{DFtext|Exchange, give or take personal items}}. An evil and arguably inefficient way to get equipment is to intentionally get your companions killed and then take their stuff. If you are trying to help your companions, it is important to note that they prefer to store exchanged items in a personal container rather than to equip said items. You must convince your companions to trade away any containers (pouches, quivers, backpacks, etc.) as well as the equipment that you are attempting to replace. Once you have given your companions almost no choice in the matter, they will equip the new items and a message like {{DFtext|The Swordsman reorganizes his possessions.|6:1}} will be displayed.&lt;br /&gt;
&lt;br /&gt;
If they survive long enough/are trained well enough then companions are capable of leveling stats and skills. Thus they are susceptible to gaining a title or having a job title change as well. &lt;br /&gt;
&lt;br /&gt;
Your companions will continue to follow you and fight hostile creatures around you until they die (if you asked them to join you on an adventure) or get you to the proper location (if you asked them to guide you some place). If you want to get rid of your companions at any time, the safe way is to talk to each one of them, ask them about their journey with you, and then cancel the agreement.&lt;br /&gt;
&lt;br /&gt;
If your companions are too far away from you when you enter fast travel, they will become an asterisk on the map where you started fast travel from. This asterisk may try to join up with you during travel. If you keep losing your companions while traveling through rivers, try going to a spot where the river becomes a &amp;quot;minor river&amp;quot; (shown by a single dark blue line). Brooks are obviously also safe to cross.&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
In v0.42, you can have companions join you as performers after you convince them of your skills. This can be used to recruit people you normally couldn't recruit, such as civilians and stronger soldiers. The maximum on this is also much easier to obtain, allowing players to bring a mob of dancing civilians along with you.&lt;br /&gt;
&lt;br /&gt;
=== Personal finance ===&lt;br /&gt;
&lt;br /&gt;
==== Trading (barter) ====&lt;br /&gt;
&lt;br /&gt;
In human towns (not hamlets or castles), you can find shops,in Elven Trading trees you can find markets and at depots in dwarven fortresses you can encounter brokers. Once you're inside of a [[shop]] and right next to any of the NPCs, you can use {{K|k}} to {{DFtext|Trade}} with them. Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists. You can also either {{k|a}}sk for or {{k|o}}ffer currency as part of the process. Once done, press {{K|t}} to trade. The shopkeeper won't get angry if you're not offering enough in trade, so you can start offering just a few items, keep trying again with a little more until the trade is accepted. Once the trade is accepted all of the items you offered will be on the floor underneath you.&lt;br /&gt;
&lt;br /&gt;
After trading, you will find the stuff you gave on the floor at your feet, and the stuff you got in your inventory.&lt;br /&gt;
&lt;br /&gt;
==== Theft ====&lt;br /&gt;
&lt;br /&gt;
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft. It is punishable by death if you are caught, and excommunication if you are not. On any occasion when you have stolen goods from a store (indicated by dollar signs on either side of the item in your inventory), the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill response in another country.&lt;br /&gt;
&lt;br /&gt;
In some cases, the shop will be abandoned. This will be made clear by the presence of unbought items and the lack of any merchants in the area. You will not be considered a thief by the relevant entity for taking stuff from an abandoned shop, but you will still be withheld the privilege of fast-travel until you leave the site.&lt;br /&gt;
&lt;br /&gt;
If the item name is not surrounded by dollar signs, it is never considered stealing, even in situations where it would be in real life.&lt;br /&gt;
&lt;br /&gt;
==== Managing coins ====&lt;br /&gt;
&lt;br /&gt;
You will find that coins from one civilization are nearly worthless in other civilizations. This will typically result in adventurers carrying around lots of now useless coins. Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect you can try to exchange your copper and silver coins for gold ones as well as sell all of your loot directly for gold coins. Remember, merchants will always try to pay you in higher denomination currency first but will resort to lower value coins if they run out of anything higher. First, check the merchant's chest to see how much of each type of coins they have. &lt;br /&gt;
&lt;br /&gt;
Coin values are as follows:&lt;br /&gt;
* Copper Coin == 1☼&lt;br /&gt;
* Silver Coin == 5☼&lt;br /&gt;
* Gold Coin == 15☼&lt;br /&gt;
&lt;br /&gt;
To receive the maximum amount of gold coins from that merchant, make sure the amount &amp;quot;they owe you&amp;quot; during the trade is equal to (total amount of gold coins the shop has)*15☼ . If you are selling loot, simply make sure you only trade this worth of goods, and move on to other merchants for the rest. If you wish to exchange copper and silver coins for gold, buy random goods from the merchant until their price is around this value and then sell back all of the goods for their original value but in gold. &lt;br /&gt;
&lt;br /&gt;
Alternatively, you can take your excess coinage and use it to purchase [[Gem|large gems]] at a trinket shop. Large gems make good investments because they are 1) light, 2) variably priced, and 3) equally valuable between different civilizations.&lt;br /&gt;
&lt;br /&gt;
A few goods are strictly superior to all forms of coinage as a store of value, most notably giant cave spider silk items. A suitably sneaky (or powerful) adventurer can murder a few dwarves or goblins for such items for trade and sale for human goods. Giant cave spider silk is a non-renewable resource in a given world - please harvest responsibly.&lt;br /&gt;
&lt;br /&gt;
==== Where to get items to sell ====&lt;br /&gt;
&lt;br /&gt;
The best place to get items to sell is at bandit camps, after you've slaughtered all the bandits.  You can loot the clothes and equipment off of the corpses of the bandits (and off your fallen companions, too), plus at the very center of camp there'll be a few scattered weapons and a few bags/chests containing various goods.&lt;br /&gt;
&lt;br /&gt;
The next best way to get items to sell is to kill a creature, butcher their corpse (see below for how), and pick up the edible bits. Butchered bits from the corpses of people (dwarves, elves, humans, etc.) can sometimes be found in monster lairs and these seem to be just as desired by shopkeepers as the products you gain from your own butchering. Remember that you can also carve the bones of animals to make them desirable trading items.&lt;br /&gt;
&lt;br /&gt;
Another good early source of income can be bags left in houses and shops, which usually contain plants and food. No one will complain, and the plants inside can be sold at about 2☼ each plus the value of the bag.&lt;br /&gt;
&lt;br /&gt;
At the bottom of the list comes {{k|L}}ooking carefully and selling any small creatures you might find. However, shops will not accept live creatures unless they are in cages. Some rocks, piles of sand, and other things found on the ground nearly everywhere can also be sold for 1☼ each.&lt;br /&gt;
&lt;br /&gt;
You can also try filling your backpack from river - it can hold up to 100 units of water which is worth 100☼ total. After your sell it, water will drop to the floor as a pool, and backpack can be refilled instantly and for free from there. In fact, you can infinitely fill any container from any pool/pile of any liquid/powder, so if you happen to find some precious substance like [[sunshine]] or [[dwarven sugar]], money won't be a problem for you anymore. This is of course an [[exploit]], liable to be fixed at any time. It may be useful in a pinch, but don't rely on it.&lt;br /&gt;
&lt;br /&gt;
Another devious method is to go outside the shop, {{k|g}}rab handfuls of mud and throw it into your backpack, then sell them for 1☼ each. The merchants will gladly buy your rare and valuable mud despite the unlimited free mud just outside their shop.&lt;br /&gt;
&lt;br /&gt;
=== Quest log ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Q}}&lt;br /&gt;
| Open quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Esc}}&lt;br /&gt;
| Exit quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}} {{k|p}} {{k|a}} {{k|s}} {{k|r}} {{k|b}}&lt;br /&gt;
| Access various lists&lt;br /&gt;
|-&lt;br /&gt;
| {{k|m}}&lt;br /&gt;
| Switch between the world map and additional info&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}}&lt;br /&gt;
| Center cursor on location of selected list item, if known&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| Center cursor on your location&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Toggle the visibility of the line between you and some other point on the map.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}}&lt;br /&gt;
| Filter the list&lt;br /&gt;
|-&lt;br /&gt;
| {{k|+}} {{k|-}} {{k|*}} {{k|/}}&lt;br /&gt;
| Navigate the list&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The quest log contains everything you know about the world, such as various events going on, people you know, and various sites. The {{k|m}} key will alternate between a world map that you can navigate, and information on whatever item is highlighted in the list to the right.&lt;br /&gt;
&lt;br /&gt;
There are various kinds of lists you can check on the quest log:&lt;br /&gt;
&lt;br /&gt;
* '''Events''' — A list of events that are happening or have happened. Formatting of the list is {{DFtext|(type)/(description)}}. You can center on the location of the event if you know this. This list is the closest you'll get to some formal quest system.&lt;br /&gt;
* '''People''' — A list of people you know. At the start of the game, this list will contain people in your site.&lt;br /&gt;
* '''Sites''' — A list of various sites around the world.&lt;br /&gt;
* '''Groups''' — A list of groups you know of and your relation to them. Note that you have to press {{k|e}} when you're on the events list in order to reach this list, requiring you to press {{k|e}} at most twice.&lt;br /&gt;
* '''Agreements''' Your various agreements this includes tasks given to you by your lord and why people are traveling with you and the history of your agreements.&lt;br /&gt;
* '''Regions''' — A list of regions. The additional information will list the biomes a region possesses.&lt;br /&gt;
* '''Bestiary''' — A list of creatures, their characteristics, and where you could find them.&lt;br /&gt;
&lt;br /&gt;
=== Create ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|x}}&lt;br /&gt;
| Perform action (butcher, create item...)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can perform limited crafting, (also known as &amp;quot;reactions&amp;quot;). To access the crafting menu, press {{k|x}}. In addition to crafting, other actions can be performed.&lt;br /&gt;
&lt;br /&gt;
==== Crafting ====&lt;br /&gt;
&lt;br /&gt;
* '''[[Knapper|Knapping]]''' allows an adventurer to sharpen a rock. Knapping only works on stones on the ground or in your hands. Choose the {{k|c}}reate option and then select &amp;quot;Make sharp stone&amp;quot;. You will be prompted to choose a rock to sharpen (&amp;quot;tool stone&amp;quot;), and then the rock that is to be the hammerstone. The tool stone will be replaced in your hand by a sharp version.&lt;br /&gt;
&lt;br /&gt;
* '''Helves''' (hafts){{version|0.43.01}} are carved from branches, which can be pulled from trees. Doing so requires a sharp item, which can be anything from a weapon or arrow all the way to a sharpened rock. Helves are currently only used to make...&lt;br /&gt;
&lt;br /&gt;
* '''Stone Axes'''{{version|0.43.01}} - Assembling a stone axe requires a helve plus a sharp rock as components. Stone axes are inferior to battle axes, but are just as usable for cutting down trees.&lt;br /&gt;
&lt;br /&gt;
* '''[[Bone carver|Carve Bone]]''' acts similarly to Fortress Mode's [[Bone carver]] by allowing the adventurer to, well, carve bones into various objects and figurines. The bone carving options are contained in a subsection of the crafting menu, due to the number of options.&lt;br /&gt;
&lt;br /&gt;
* '''Carpentry'''{{version|0.43.01}} is another crafting menu, but using it requires one to stand on a carpenter's workshop. This can be one found in fortress, or it can be constructed by yourself. The menu includes various furniture (not all of which can be placed in the build menu) along with various containers, buckets, shields, and training weapons. All of these require a log and a sharp object.&lt;br /&gt;
&lt;br /&gt;
==== Butchery ====&lt;br /&gt;
&lt;br /&gt;
'''[[Butcher|Butcher]]''' acts similarly to Fortress Mode's [[Butchery]] by converting a corpse into edible products, bones, and skin. A corpse must be on the ground or in your hand. With a sharp object (such as a dagger or knapped stone or even a bolt/arrow) in your hand or on the same tile of the corpse, select the {{k|b}}utcher option, and then you can select the corpse and the sharp tool to butcher with. The corpse will be replaced by its butchering returns.&lt;br /&gt;
&lt;br /&gt;
==== Natural abilities and acquired powers ====&lt;br /&gt;
&lt;br /&gt;
* '''Spitting''' gives you spit(if you are a creature that can), which can be aimed at someone in much the same way as any projectile. To get this, choose natural ability and then spit in the reactions menu. Other natural abilities exist (such as breathing fire), but only some are usable, since some belong to creatures that are not playable.&lt;br /&gt;
&lt;br /&gt;
You may also gain acquired abilities when you become a creature of the night, such as a necromancer.&lt;br /&gt;
&lt;br /&gt;
==== Composing ====&lt;br /&gt;
&lt;br /&gt;
Composing allows you to select '''musical compositions''' or '''choreography''' to create new songs and dances. Upon selecting one of the two, you will then be able to select from one of the art forms already known to the adventurer, which the specific song or dance will be an example of.&lt;br /&gt;
&lt;br /&gt;
==== Writing ====&lt;br /&gt;
&lt;br /&gt;
'''[[Writer|Writing]]''' allows the adventurer to write books and scrolls, allowing one to create various types of literature. Writing requires reading or writing skill as a prerequisite, along with a blank scroll or quire available. Each option produces different results.&lt;br /&gt;
&lt;br /&gt;
* '''Guide''' - General writing about a specific site, generally described as &amp;quot;concerning&amp;quot; that town, dark pit, etc. without going into detail.&lt;br /&gt;
&lt;br /&gt;
* '''Essay''' - Writing about individual historical events, generally of personal relevance to the adventurer. The acension of that adventurer to lordship, companions joining the party, and other such events.&lt;br /&gt;
&lt;br /&gt;
* '''Manual''' - This will write down a randomly-selected form of knowledge the adventurer is aware of, to be learned by future readers. Most commonly this will be musical, poetic, and dance forms the adventurer knows or composed. This can also include scientific research the adventurer has learned, and necromancer adventurers can spread the secrets of life and death by writing manuals about them.&lt;br /&gt;
&lt;br /&gt;
* '''Chronicle''' - In-depth writing about a particular site, group, or civilization. This will be presented as multiple characters, each chapter relating to a historical event related to the writing's subject.&lt;br /&gt;
&lt;br /&gt;
* '''Letters''', '''short stories''', '''novels''', and '''plays''' will write generic prose, typically described as having no particular subject. In addition, letters will normally generate untitled.&lt;br /&gt;
&lt;br /&gt;
* '''Composition''' - Writes new songs. This functions similarly to composing new songs, with the added benefit of writing it down for others to learn. However, unlike normal composition you do not get to select which musical form to base the song in.&lt;br /&gt;
&lt;br /&gt;
* '''Choreography''' - As with compositions above, this writes down a new dance based on a randomly-selected dance form the adventurer knows.&lt;br /&gt;
&lt;br /&gt;
* You can also unlock even more types of writing by going to a library and reading books of different genres. Such as '''biographies'''.&lt;br /&gt;
&lt;br /&gt;
Additionally, at the bottom of the writing menu you have the option of writing down specific songs and dances known to the adventurer.&lt;br /&gt;
&lt;br /&gt;
== Woodcutting, building and site management ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|b}}&lt;br /&gt;
| Found a site and build&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As of version 43.01, adventurers can chop down trees for resources, and build their own personal sites to claim as their own. Neither of these can be performed on existing sites like towns.&lt;br /&gt;
&lt;br /&gt;
First one needs wooden logs, acquired by chopping down trees. With an axe in hand, hitting {{k|g}} while next to a tree allows you to chop it down.&lt;br /&gt;
As of version 43.03, wooden axes will not work to chop down trees.&lt;br /&gt;
&lt;br /&gt;
Any object that is being used in the construction process, must be on the ground within the borders of your site to be used in the construction. Logs and furniture in your inventory will need to be dropped before they show up in the build menu. Every item used in construction takes 1 hour to be built. Standing under a constructed floor or wall will prevent bogeymen from attacking when building at night. Constructions will be built starting from the top-left square and building from top to bottom, much like how a printer moves. It's advisable to start with a small construction to get a roof over your head before nightfall. Note that if there are any items located where you are building a construction, it will be permanently removed once you complete the construction.  &lt;br /&gt;
&lt;br /&gt;
Having companions with you will greatly speed up the build time as they can be recruited to help you. You can even make them do all the work if you don't want to get your hands dirty. If you assign them to build but don't build yourself you can leave the site whilst they work (they will follow you until you leave the site though if they are your companions but once off site they will stay)  After building your structure, you can designate zones for  {{DFtext|Mead Hall}},  {{DFtext|tavern}}, {{DFtext|library}}, or {{DFtext|temple}} locations and non-location {{DFtext|zones}} and you can assign people to these locations. &lt;br /&gt;
&lt;br /&gt;
Building a carpenter's workshop will give you access to wooden furniture. To build furniture, drop logs in the workshop and press {{k|x}} and use carpentry in the {{k|c}}reate menu. Furniture will be in your hands after you create it, so you'll need to drop the items before you can use them in your construction(the game will happily let you stand around for 6 hours and &amp;quot;build&amp;quot; the 6 cabinets you are holding in your hands, even though they don't show up and aren't used in the construction).&lt;br /&gt;
&lt;br /&gt;
==== Faction management ====&lt;br /&gt;
&lt;br /&gt;
After you create a mead hall zone you can claim it like you can claim any mead hall, you will get a text popup telling you you are in control now and your title will change to lord, you may then start hiring guards and assigning them to your sites zones. The guards will automatically patrol your site if they are not your companions, or will hang out in the zones you assign them.&lt;br /&gt;
&lt;br /&gt;
Note If they are not your companions they will not build for you.&lt;br /&gt;
&lt;br /&gt;
As with owning a town, you can force the leaders of nearby villages to pay you tribute via the&lt;br /&gt;
{{DFtext|submit and pay tribute}} demand if you create a site and claim its mead hall. However they are unlikely to submit under non-strenuous circumstances.&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
More information on each type of site can be found in the site's specific article.&lt;br /&gt;
&lt;br /&gt;
=== Civilization ===&lt;br /&gt;
&lt;br /&gt;
[[Civilization]]s are organized groups of creatures (generally of the same race) which build sites such as towns.&lt;br /&gt;
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==== Human sites ====&lt;br /&gt;
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===== Towns {{Raw Tile|+|7:0:0}} {{Raw Tile|*|7:0:0}} {{Raw Tile|#|7:0:0}} {{Raw Tile|☼|7:0:1}} =====&lt;br /&gt;
Humans live in towns comprised of buildings and often a paved road.  Human towns are highly modular, and are usually near some source of water, either the coast or a river.&lt;br /&gt;
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Towns appear on the fast travel map (when outside a site) as {{Tile|■|7:0:1}} or {{Tile|■|6:0:1}} symbols which are small collections of buildings. When you are near a human site, large yellow blocks indicate where various houses and shops are found (though not all houses and shops can be found in these blocks; sometimes you'll find a house or two out in a site's fields). You usually have to follow the roads in a yellow block on the fast travel map.&lt;br /&gt;
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Towns usually have lots of interesting structures which are described fully in the [[town]] article.&lt;br /&gt;
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===== Hamlets {{Raw Tile|æ|2:0:0}} {{Raw Tile|Æ|2:0:0}} {{Raw Tile|{{=}}|2:0:0}} {{Raw Tile|≡|2:0:0}} =====&lt;br /&gt;
Most of the time, the majority of a human civilization's population will live in small [[hamlet]]s, which tend to be sprawled out along coastlines and through river valleys. Like other sites, they can be invaded, and you'll sometimes find them captured by other civilizations, [[necromancer]]s, or criminal syndicates. Human adventurers usually spawn in hamlets.&lt;br /&gt;
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Note that hamlets are similar in structure to towns, only they have mead halls instead of keeps, and don't have any defensive walls.&lt;br /&gt;
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==== Dwarven sites ====&lt;br /&gt;
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===== Dwarf fortresses {{Raw Tile|Ω|7:0:1}} =====&lt;br /&gt;
These are the randomly generated equivalent of the sites you build in [[dwarf fortress mode]]. [[Fortress]]es are described in detail in the own article. Their main function for adventurers is that they have a central, spiraling ramp that connects the underground and above-ground worlds, particularly in that they connect the subterranean tunnel networks to the rest of the dwarf civilization. They are located at the edges of mountain ranges.&lt;br /&gt;
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Player-made fortresses are considered dwarf fortresses by the game, in addition to the randomly-generated ones.&lt;br /&gt;
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===== Mountain halls {{Raw Tile|Ω|0:0:1}} =====&lt;br /&gt;
[[Mountain halls]] are the sites of the &amp;quot;deep dwarves,&amp;quot; located far beneath the mountains. They can be accessed via down-stairs found in underground tunnels, and are comprised of a couple of levels that contain bedrooms and large halls filled with smelters or forges.&lt;br /&gt;
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===== Hillocks {{Raw Tile|Ω|7:0:0}} =====&lt;br /&gt;
[[Hillocks]] are the dwarf equivalent to human hamlets. They consist of a few circular mounds filled with dwarf citizens. There doesn't seem to be any settlement pattern for them; they are equally likely to be found in any land [[biome]].&lt;br /&gt;
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==== Elven sites ====&lt;br /&gt;
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===== Forest retreats {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}} =====&lt;br /&gt;
Elves live in [[forest retreat]]s located, unsurprisingly, in [[forest]] biomes. They are essentially clusters of huge [[tree]]s with elves standing in and around them.&lt;br /&gt;
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==== Goblin sites ====&lt;br /&gt;
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===== Dark fortresses {{Raw Tile|π|0:0:1}} {{Raw Tile|π|5:0:1}} =====&lt;br /&gt;
These are the main goblin sites. [[Dark fortress]]es contain a [[underworld spire|certain spoiler]].&lt;br /&gt;
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===== Dark pits {{Raw Tile|º|5:0:0}}=====&lt;br /&gt;
These are the goblin equivalent of hamlets and hillocks. [[Dark pits]] are essentially canyons lined with wooden guard towers. They tend to be built in huge clusters around the dark fortresses, such that large chunks of the map may be covered with them.&lt;br /&gt;
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==== Kobold sites ====&lt;br /&gt;
===== Caves {{Raw Tile|•|0:0:1}}=====&lt;br /&gt;
[[Cave]]s are sometimes home to [[kobold]] groups. They are mounds filled with narrow tunnels leading to the [[caverns]] and usually contain piles of random loot resulting from kobold [[Thief|thieving]] incursions. Some caves are inhabited by [[bandit]]s or [[megabeast]]s instead.&lt;br /&gt;
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==== Beast and night creature sites ====&lt;br /&gt;
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===== Necromancer's towers {{Raw Tile|I|5:0:0}} =====&lt;br /&gt;
[[Necromancer]]'s Towers are built by necromancers who have at least 50 followers; younger necromancers may take over towns or camps instead. Usually you can find [[book]]s written by the necromancer, some of which contain [[Necromancer#Adventurer_Mode|the secret to life and death]]. Towers require abundant human populations (low savagery, large tracts of neutral land) and a high number of secrets to be generated in world generation, as necromancers cannot be elf or goblin.&lt;br /&gt;
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===== Lairs {{Raw Tile|•|0:0:1}}=====&lt;br /&gt;
[[Lair]]s are the homes of [[animal|predatory animals]], [[megabeast]]s, or [[night troll]]s. Lairs are mounds or holes in the ground. Night troll lairs have [[door]]s or [[hatch cover]]s. Most lairs are inhabited by a single creature, but sometimes you'll encounter entire families of them.&lt;br /&gt;
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===== Minotaur's labyrinths {{Raw Tile|#|0:7:0}}=====&lt;br /&gt;
A [[Labyrinth]] is an intricate network of tunnels often filled with the bodies of previous adventurers slain in [[World generation|worldgen]] by its resident [[minotaur]]. Each labyrinth contains a hidden chamber filled with treasures. As you explore the labyrinth, you will hear the minotaur taunting you.&lt;br /&gt;
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===== Shrines {{Raw Tile|Å|7:0:0}} =====&lt;br /&gt;
Shrines are huge stone structures surrounded by pillars that are the homes of [[Bronze colossus|bronze colossi]] and [[titan]]s. Several of them can be found on a single site, making its exploration particularly hazardous. [[Clowns|Clowns]] have also been reported to inhabit them.&lt;br /&gt;
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== FAQ ==&lt;br /&gt;
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=== How do I cut down a tree? ===&lt;br /&gt;
To cut down a tree in adventure mode you must be outside of a previously existent site (adventure mode sites not included).&lt;br /&gt;
Then walk up to the tree and press &amp;quot;g&amp;quot; select the fell tree option. {{version|0.43.01}}&lt;br /&gt;
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=== How do I find an entrance to the underworld? ===&lt;br /&gt;
Method 1: Most [[Cave|caves]] lead directly into the first [[cavern]] layer. Although it may be possible to learn of some trouble which originates from a cave{{verify}}, your best bet is to ask people about the surroundings, and hope that they mention a cave at some point. If they don't, travel to another site a fair bit away from where you are and ask someone else.&lt;br /&gt;
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Method 2: Dwarf [[Fortress|fortresses]] are connected to the [[tunnel]] system, which usually connects to the caverns.&lt;br /&gt;
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Method 3: You can start a [[dwarf fortress mode]] game, dig to the first cavern layer, retire or abandon the fortress, and then return with your adventurer.&lt;br /&gt;
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The three cavern layers are connected to each other in [[Deep pit|various]] [[Passage|places]], although they are rather spread out and extremely difficult to find with an adventurer.&lt;br /&gt;
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Additionally, [[Underworld spire|a certain spoiler]] can be found which leads to [[Hell|another spoiler]], deep underground.&lt;br /&gt;
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=== I keep getting maimed! How can I fight without getting seriously hurt? ===&lt;br /&gt;
The best defense is a good offense. If you let your enemies attack you, you're (unsurprisingly) likely to get hurt eventually.&lt;br /&gt;
* Try to '''avoid fighting difficult enemies until you get some armor'''. Don't fight enemies at all unless you're sure you can beat them. If you're unsure, you're probably going to get hurt.&lt;br /&gt;
* Increase your speed! The most immediate way to do this is to raise your walking pace to Jog. Until your endurance is high enough this may be exhausting, but active dodging and blocking will recover energy.&lt;br /&gt;
* If you have good speed, try to '''fight enemies one-by-one''' — keep dodging away and only attack when you're within range of just one enemy. Maneuvering around charging opponents can cause them to collide with each other and become prone and/or stunned. Above all, don't let yourself get flanked by an enemy, much less surrounded. &lt;br /&gt;
* If you have a slashing weapon, try to '''chop body parts off of your enemy''' — it makes them stop fighting for a turn, allowing you to keep attacking them without being attacked in exchange. Chopping off limbs will also weaken your enemies - taking their arms can prevent them from using weapons, taking their legs can make them slow and knock them down. Chopping off their heads will instantly kill them, but it may take a few (or, with larger enemies such as [[troll]]s, it may take more than fifteen) slashes before the head is severed.&lt;br /&gt;
* Remember that '''it's better to let your enemy come to you, than to go to your enemy'''. You have to either move or attack. If you move, you can't attack, so if you move within range to attack your enemy, you allow them to have the first strike (unless you're much faster than them). On the other hand, if you let them move within range of you, then you get to have the first strike. If your enemy is one space away from you, use that as an opportunity to throw a knife or a rock at them; worst case, they will get a bruise or a cut; best case, they will start the melee severely crippled. If you're fast enough, then you can simply step back after getting in that first hit, and they'll have to spend their turn approaching you again. Lather, rinse, repeat.&lt;br /&gt;
* Follow the advice under [[#Combat Preferences|Combat Preferences]].&lt;br /&gt;
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=== How can I obtain armor as quickly as possible? ===&lt;br /&gt;
* The best way would be to rummage through mead halls, keeps, and fortresses, or whatever other strongholds your race makes use of. Not all places will be stocked with equipment, but usually they have something.&lt;br /&gt;
** There are also underground locations, such as the dungeons underneath keeps, or the catacombs under temples, that contain plenty of equipment. These underground places are liable to be populated with unfriendly creatures, so beware.&lt;br /&gt;
* You can also take along companions and have them killed, or just plainly murder people and loot their corpses for stuff. &lt;br /&gt;
* You can earn some money by exchanging some loot with the local populace for coins, and then buy equipment off of soldiers you might meet in towns. Use the exchange personal item option, as only shopkeepers accept the straight trade option. Remember that coins only have nominal value in the civilization they've been minted, but gems are equally valuable anywhere. You can also trade your own crafts or clothing in exchange for the armor the soldiers are wearing. &lt;br /&gt;
* Warehouses in Human towns tend to have items in them, including, weaponry, food, Items of high value, and along them is armor. Though a cheeky way to get equipment, it works if you want to have a fast adventure.&lt;br /&gt;
* If you don't mind extra time, you can also start a &amp;quot;temporary&amp;quot; fortress, make as much armor as you could and then abandon/retire to return there as an adventurer later.&lt;br /&gt;
** Although this may take a while, with this method your adventurer may obtain quite precious, powerful and nearly unobtainable otherwise items like a full set ☼Adamantium armor☼.&lt;br /&gt;
** You can also make some other items quite important to an adventurer, such as ☼weapons☼ or a huge amount of lightweight trade goods, like platinum rings encrusted with diamonds. This may provide an even better alternative to coins than just simple cut gems, depending on the skills of your dwarves.&lt;br /&gt;
** If you choose to abandon the fortress instead of retiring, remember to put your precious preserved goods to some [[Lead|heavy]] bin or an [[Bridge|inaccessible]] place, as items tend to scarce all over the fortress if they have a walkable path from an edge of the map (see [[Abandon]]).&lt;br /&gt;
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=== How do I increase my skills and attributes? ===&lt;br /&gt;
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Here are some techniques for raising your skills; very rapidly in some cases.&lt;br /&gt;
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Most of these skill-raising techniques involve repeatedly entering the same keystrokes. To assist with this you can use a [[DF2014:Macro|macro]] to make entering the same sequence of keystrokes over and over again much easier.&lt;br /&gt;
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Increasing skills increases associated attributes which may in turn benefit other skills. For example, sharpening rocks using {{k|x}} will increase Knapping which will increase a number of attributes that help with combat skills. See [[Attribute#Skills_by_Associated_Attributes|Skills and Associated Attributes]] for a mostly complete list.&lt;br /&gt;
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*'''Fighting and Wrestling''' — A good way to raise your Fighting and Wrestling skills and related attributes is to go find a small, relatively harmless animal and wrestle with it repeatedly. You can wrestle hitting {{k|b}} for the wrestling option after selecting the creature to fight. Continually grabbing and releasing a creature is sufficient to raise your skill, and you can do it indefinitely with the same animal as it won't be injured (unless you auto-wrestle it). Wrestling will increase Kinesthetic Sense, Spatial Sense, and to a lesser extent, Endurance. You may also somewhat increase Dodging and Shield User this way as the creature takes swipes at you.&amp;lt;p&amp;gt;It's possible to change your {{k|C}}ombat preferences for attacking and dodging to ''Close Combat'' and ''Stand Ground'', respectively, allowing you to simply walk into the helpless critter to wrestle it. (Standing your ground prevents you from moving to dodge attacks, so your wrestling can continue almost uninterrupted.) You will, however, perform occasional throws and take-downs as long as the creature remains standing, which may result in their eventual bleeding to death. Strangulation is also a repeated concern, as it will render the victim unconscious, thus making you have to wait until it regains consciousness before you can continue auto-wrestling it (though you may still raise your Wrestler and Fighter skills by 10 points for every time you ''release'' a limb - though this must be done manually and must be repeatedly confirmed, once the creature is rendered unconscious). Another concern with auto-wrestling some animals is that you will perform joint locks, and break hips, knees, and ankles in the process, which can cause the creature to bleed to death. If you can wrangle a creature incapable of blood-loss and strangulation in a high-FPS area (such as a crab on a frozen beach), you can easily raise all associated skills and attributes to Legendary and Superhuman in the course of a few minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Shield User, Armor User, and Dodging''' - In addition to wrestling the creature, you can also sit back and let it attack you to raise your defensive skills. If you have metal armor, then a small animal like a gopher can't do any real damage to you when it hits. Also, to place emphasis more heavily on shield blocking, you can change your attack {{K|C}}ombat preference to ''Stand Ground''. The wrestling-a-crab-on-a-frozen-beach method also works fantastically for this.&lt;br /&gt;
*'''Weapon Skills and Fighting''' — Once your defensive skills are getting up there and your agility is high enough, you might want to try fighting [[bogeyman|bogeymen]] to increase your weapon skill. Just make sure to fight them one at a time while running away. If you don't know what a bogeyman is yet then you are probably not ready to try this. Also, doing difficult targeted shots will gain more experience and keep the training dummy alive longer.&lt;br /&gt;
*'''Throwing and Archery''' — Throwing rocks with {{k|t}} will raise your Throwing and Archery skills. Throwing objects at creatures, while not terribly effective, can still be a quite handy skill. Although throwing is a way to raise Archery without wasting ammunition, there is a non-wasteful method that additionally increases bow/crossbow skills.&amp;lt;p&amp;gt;The most efficient way to level via throwing is to forgo using a macro and separate training into two phases: {{k|g}}etting and {{k|t}}hrowing. First, find a tile with an indefinite amount of throwable objects (e.g., snow, rocks, mud, etc.). Then, sequentially mash {{k|g}} and whatever key the rocks are assigned to until both your forearms explode. Rest. Then, sequentially mash {{k|t}}, followed by some consistent key assigned to your rocks, then {{k|Enter}}, until you've emptied your inventory. Rest. Rinse and repeat. (You may wish to empty your inventory beforehand such that the rocks are assigned to a key close to {{k|t}}, allowing you to keep one hand on {{k|Enter}} and another on {{k|t}}.)&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Marksman, Bowman, and Archery''' — Raising the bow and crossbow weapon-specific skills is best done by shooting at a wall or cliff with no floor directly beneath it. If bolts or arrows hit a wall that has floor/ground on the same z-level, then the ammunition will be destroyed. ''However'', ammunition that falls at least one z-level after hitting a wall will remain intact. So, simply find something like a hill inside a castle, stand on it, then shoot at a wall which is on the same z-level you are. The arrows will hit the wall and fall one z-level to the ground, remaining intact. You can then {{k|g}}et the arrows and {{k|f}}ire them at the wall again from the hill, ad infinitum. You can also stand next to a wall that's two or more z-levels high, aiming at the wall one z-level up by hitting {{k|&amp;lt;}} after hitting {{k|f}}. Whatever method you employ, the key is that the arrow needs to fall at least one z-level after hitting a wall to remain intact. Using a macro will speed this up greatly.&amp;lt;p&amp;gt;An alternative and much easier way to train any ranged attack is to simply shoot one or more z-levels straight above into the air, by using {{k|f}} than {{k|&amp;lt;}} , any ammunition used seems incapable of causing harm to the one launching it and lands undamaged under their feet for easy retrieval, however this may be considered a bug and/or exploit.&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Ambushing and Swimming''' — An efficient way to raise Ambushing is to sneak over large stretches of land. Ideally, this would be done in a biome containing sparse vegetation and few threatening creatures to blunder into and reduce FPS (e.g., a frozen beach). Sneaking on fast travel will not raise Ambushing.&amp;lt;p&amp;gt;Although less efficient for raising only Ambushing, it's also possible to sneak and swim at the same time, thus combining their training. '''Just make sure you start with at least Novice in swimming''', or you'll find swimming practically impossible to train. Swimming can very quickly improve your Strength, Agility, and Endurance. Additionally, if you can safely drown and then recover (e.g., by moving under a bridge and then back before suffocating), this will raise both Toughness and Endurance at a ''ridiculous'' pace— a single step spent drowning will raise both attributes by a fifth of a point apiece.&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Observer''' — You can't really power-level this skill as it is slow and difficult to train, which is why you're advised to sink some points into it during character creation. However, one way to train it appears to be sleeping or walking around in the wilderness, allowing yourself to be repeatedly ambushed. This is, however, inherently dangerous. Running away from these encounters would probably be faster than slaying your assailants, if not generally safer for your character (but not for your companions, hoh boy).&amp;lt;p&amp;gt;Successfully detecting traps found in tombs and catacombs (performed automatically) will also raise Observer. However, without decent skill to begin with, you'll be torn to pieces by the many traps you'll fail to see. Otherwise, once you've found one or more traps, it's possible to grind experience by sleeping/waiting an hour, thus resetting the traps. Rinse and repeat.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;As of version 0.40.23, one seems to acquire skill in Observer from regular combat, as it's used to tell what weapon an enemy is using to attack you.&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Spatial and Kinesthetic Sense''' - While sharpening rocks with {{k|x}} will improve your Knapping skill, it more importantly increases your Spatial Sense and Kinesthetic Sense attributes, which affect a number of other skills. Knapping can be combined with throwing via a macro to keep your inventory from filling up.&lt;br /&gt;
*'''Other Stats''' - Other useful stats like Strength, Agility, and Toughness will increase significantly as the fighting and defense skills increase, so you don't need to do anything other than what you'd normally be doing to increase these.&lt;br /&gt;
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=== I managed to escape but my limbs are chopped off. Now what? ===&lt;br /&gt;
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'Tis but a scratch!&lt;br /&gt;
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Unfortunately, there is only one way to get them back, and that is by becoming a [[werebeast]] and surviving until the next full moon. But as long as you have at least one leg and one arm left you can actually do pretty well. First, get a crutch from somewhere, such as a general store, and make sure it's in one of your hands. Once you do that you should be able to {{k|s}}tand back up again. (However, if spinal nervous tissue damage is what has disabled your ability to stand, crutches ''will not'' help you in that regard.) You will notice that your speed is now much slower than before.&lt;br /&gt;
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Now go find someplace reasonably safe and walk back and forth until your Crutch Walking skill gets up to Legendary or above. You will notice your speed increasing as your skill levels up until your speed is completely back to normal. As a bonus you'll probably see some stat increases as well. You can continue to dodge with a crutch just as well as before.&lt;br /&gt;
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You can wield a sword, shield, and crutch all in one hand, so even if you are missing an arm then you're all set. If you are missing both arms but still have both legs then unfortunately you'll be limited to biting, dodging, and wrestling with legs. If you're missing both arms and one leg then your movement will be limited and you'll be limited to biting and wrestling with your one remaining leg. And if all limbs are missing then you'll be limited to rolling around on the ground biting things.&lt;br /&gt;
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Though you might actually be able to do surprisingly well as a Legendary Biter, especially if you powerlevel your strength to the point where you can shake things around by the teeth ripping limbs off, if you lose both legs then your character is going to be severely limited just due to the poor movement rate, so at that point it's probably best to opt for retirement or a glorious death in battle.&lt;br /&gt;
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=== What creatures of night can I become? ===&lt;br /&gt;
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You basically have four different choices.&lt;br /&gt;
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Firstly, you can become a [[necromancer|'''necromancer''']].&lt;br /&gt;
* That gives you some traits of an undead. Namely, you don't need to eat, sleep or drink, don't tire or age, zombies or mummies don't attack you and your physical stats are permanently fixed.&lt;br /&gt;
* The last one means it's wise to train them beforehand.&lt;br /&gt;
* You also can raise dead from the {{K|x}} menu. Depending on the flavor of your spell, zombies can be slow, very slow or not slow at all. They will be listed as companions.&lt;br /&gt;
* Undead minions are extremely useful, but will cause problems if you intend to interact with civilization ever again. They are however an easy way to gain manpower for construction.&lt;br /&gt;
* To become a necromancer, find a necromancer tower and obtain a book or slab containing secrets of life and death from there, then read it. Note that most of the books are useless. In younger worlds necromancers may not have built their towers yet, in which case they'll be hanging at a zombie bandit camp, slab under the arm.&lt;br /&gt;
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Secondly, you can become a [[vampire|'''vampire''']].&lt;br /&gt;
* That gives you most traits of an undead. In addition to the listed above, you don't feel pain, don't breathe and are immune to most syndromes.&lt;br /&gt;
* Your strength, agility and toughness are doubled.&lt;br /&gt;
* They're still fixed forever, so, again, be prepared.&lt;br /&gt;
* You gain blood vision, in which all creatures with blood not in your field of view will be represented with {{Tile|☼|4:0:1}}.&lt;br /&gt;
* Despite not needing to drink water, you have a hunger for warm blood. To satisfy it, beat someone or something unconscious and {{K|e}}at their blood.&lt;br /&gt;
* Anyone that witnesses you feeding on blood will turn hostile, unlike in older versions where companions would only care if you drained someone they cared about.&lt;br /&gt;
* To become a vampire, defeat one in combat and drink his blood.&lt;br /&gt;
* In version 0.42.01, it is now possible to be &amp;quot;cursed&amp;quot; by a god into becoming a vampire by desecrating statues/totems/altars dedicated to them. This can be done by pressing {{k|u}} while adjacent to interact with them, and toppling them. {{version|0.42.01}}&lt;br /&gt;
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Thirdly, you can become a [[werebeast|'''werebeast''']].&lt;br /&gt;
* This gives you the (uncontrolled) ability to transform into a powerful half-man, half-beast on a full moon.&lt;br /&gt;
* There's a fixed list of animals on which the werebeast is based, including goat, llama, lizard, horse, monitor, buffalo, moose, tortoise, camel, kangaroo, ape, gecko, bear, hyena, warthog, iguana, skink, shrew, elk, skunk, pig, raccoon, panda, mole, badger, armadillo, mammoth and more.&lt;br /&gt;
* Most importantly, upon transformation (both ways) all your wounds, including missing limbs, are instantly healed.&lt;br /&gt;
* You don't show any abnormalcy outside of beast form. You are still mortal.&lt;br /&gt;
* When in beast form, everything is hostile to you, you don't need to drink, eat, sleep or breathe, don't feel pain, don't tire and are immune to some syndromes.&lt;br /&gt;
* One randomly chosen metal is ten times as deadly to you than usual. All other materials deal you half damage.&lt;br /&gt;
* Werebeast's size is several times their base animal size, but no less than 80000. This means all armor will be too small for you while in beast form. But you can still use a shield.&lt;br /&gt;
* Also, some werebeasts are truly gigantic — weremammoth has a size of 9000000, on par with demons.&lt;br /&gt;
* To become a werebeast, make one bite you. It has to be in the beast form.&lt;br /&gt;
* In version 0.42.01, it is now possible to be &amp;quot;cursed&amp;quot; by a god into becoming a werebeast by desecrating statues/totems/altars dedicated to them. This can be done by pressing {{k|u}} while adjacent to interact with them, and toppling them.{{version|0.42.01}}&lt;br /&gt;
* You cannot be a werebeast and a vampire at the same time.&lt;br /&gt;
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And finally, you can become a mist [[zombie|'''zombie''']].&lt;br /&gt;
* This makes you undead. In addition to vampire traits, you can see without eyes and can't die via blood loss or beheading. Note that you don't have health point limit raised zombies have.&lt;br /&gt;
* You become permanently hostile to everyone except other undead.&lt;br /&gt;
* Your strength and toughness are tripled and fixed. Train beforehand.&lt;br /&gt;
* Depending on the flavor of zombie virus, your speed may or may not drop to 20% or 60% of its normal value.&lt;br /&gt;
* To become a mist zombie, find a mist/fog cloud that zombifies creatures and run into it.&lt;br /&gt;
* You cannot become a vampire or a werebeast if you are already a zombie. The other way, however, is fine.&lt;br /&gt;
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==See also==&lt;br /&gt;
*[[Adventure mode quick reference]]&lt;br /&gt;
*[[Adventure mode quick start]]&lt;br /&gt;
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==A glimpse into the Future==&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
* Passage from &amp;quot;Shooting &amp;lt;s&amp;gt;for&amp;lt;/s&amp;gt; the sky&amp;quot;, the giant toad bone bound book by Nefil Blackbone the human necromancer :&lt;br /&gt;
&lt;br /&gt;
{{Quote|align=left|&lt;br /&gt;
... While seemingly absurd, the practice of ones abilities with a ranged weapon can be furthered by directing said weapon towards the sky. &lt;br /&gt;
After all, during day time the sky has one giant target that might even seem so large that it's impossible to miss, and the night sky has many smaller ones. &lt;br /&gt;
It has been well documented that hitting the target may not be necessary to achieve improvement in ones skill with said arms, thus it is reasonable to expect every subsequent shot after the first will hit a tad closer to it's intended target, this has further lead me to believe in the possibility of sky exploration, for with this logic at some point the projectile will actually hit it's target and could subsequently be replaced with a test [[goblin|dummy]] to further resolve survival issues and empty ones [[invader|guest]] [[stockpile|accommodations]] in one go. &lt;br /&gt;
Finally with said preparations accomplished it would be possible to explore whatever is beyond that great blue/black border above. &lt;br /&gt;
However some skeptical dwarven scholars suggest this to be impossible and rather place their bets on the tried and tested dwarven [[bridge|launch system]], while notable human scholars propose using bigger [[catapult|armaments]] to accomplish the goal. &lt;br /&gt;
This is how the great space race between the Elves, Dwarves and Humans began, which would later on lead to massive intergalactic conflicts, space goblin invasions, immortal human emperors, elven space gates, interplanetary clown-storms all under the name of the humble dwarven hammer of war ...}}&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Island&amp;diff=232739</id>
		<title>Island</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Island&amp;diff=232739"/>
		<updated>2017-09-11T11:42:37Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Adventure Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|18:31, 21 November 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Islands''' are geographical features distinguished by isolation from main continents. Island fortresses are characterized by inaccessibility to most [[trader]]s and [[invader]]s. Only civilizations located on the island, and your parent dwarf civilizations, will be able to make it to an island fortress. The only exception to this is if the island is in close enough proximity to land, and in a Cold or Freezing biome, so that the ocean is able to freeze and caravans are able to cross.&lt;br /&gt;
&lt;br /&gt;
==Advantages of islands==&lt;br /&gt;
*The lack of [[goblin]] and [[kobold]] civilization access makes your fortress a peaceful location to learn how to manage the game's less military aspects.&lt;br /&gt;
*No military interruptions makes it easy to build mega-projects.&lt;br /&gt;
*Easy access to a large body of water for underwater mega-projects&lt;br /&gt;
&lt;br /&gt;
==Disadvantages of islands==&lt;br /&gt;
*The lack of invasions can get dull. An idyllic island paradise is all very well and good, but without constant slaughter your dwarves will have nothing to engrave about except the [[vermin]] they like least. &lt;br /&gt;
*No non-dwarven [[caravan]]s on most smaller islands. You won't be able to collect [[bin]]s of crappy [[cloth]] nearly as effectively, and won't be able to collect large [[bronze]] helmets at all.&lt;br /&gt;
*[[Megabeast]]s, [[titan]]s, and [[forgotten beast]]s can still arrive on an island. This can be exceedingly [[fun]] if a lack of other invaders led you to get complacent.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode==&lt;br /&gt;
Reaching islands can be a difficult challenge. One way would be to swim it, and brave the hazards of the [[ocean]] and [[climate]]. Another way would be to find a [[subterranean]] layer to cross it, but that may present another set of obstructions and dangers. You may also try to establish your own camps to build a bridge across the ocean tile, making the return trip much easier.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = gulnas&lt;br /&gt;
| elvish  = elifa&lt;br /&gt;
| goblin  = bungmo&lt;br /&gt;
| human   = ethra&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wrestling&amp;diff=232724</id>
		<title>Wrestling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wrestling&amp;diff=232724"/>
		<updated>2017-09-10T15:55:24Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:31, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
The '''Wrestler''' skill pertains to incapacitating enemies by grabbing a hold of limbs and other body parts. This is distinct from [[Striker]], [[Kicker]], and [[Biter]] which are separate skills that pertain to punching/scratching, kicking, and biting attacks respectively. Note that the skill for [[Thrower]] is used for throwing miscellaneous objects at creatures, not throwing the opponents themselves. &lt;br /&gt;
&lt;br /&gt;
While striking and kicking are basic one-shot attacks like weapon attacks, biting can be used in conjunction with wrestling even though it uses a different skill to determine if the bite &amp;quot;hits&amp;quot; (see [[#Biting and ripping off body parts|Biting and Ripping Off Body Parts]] below).&lt;br /&gt;
&lt;br /&gt;
Wrestling maneuvers include:&lt;br /&gt;
*'''Grabbing''' is the basic wrestling move—a grabbed body part cannot be used to attack you, and the opponent will be unable to dodge to a different square or move until it breaks all your grabs (though you will also be unable to move without releasing it). Grabbing is required to use the more advanced maneuvers.&lt;br /&gt;
*'''Take-down''' maneuvers that render an opponent prone&lt;br /&gt;
*'''Throws''' (as in throwing a creature, not an object) which render an opponent prone and stunned&lt;br /&gt;
*'''Choke Holds''' and '''Strangling''' which can render an opponent unconscious and eventually kill&lt;br /&gt;
*'''Joint Locks''' and '''Breaking Bones''' which can break limbs&lt;br /&gt;
*'''Shaking''' around by the teeth, after latching on from biting, which can do extra damage or sever body parts&lt;br /&gt;
*'''Gouging''' (eyes, for example) and '''Pinching''', yes, PINCHING, which can damage, destroy, or even sever body parts&lt;br /&gt;
*'''Disarming''' maneuvers which can remove weapons, shields, clothing, or armor from an opponent.&lt;br /&gt;
&lt;br /&gt;
When wrestling the advantage always goes to the creature with greater mass. A stronger wrestler's moves will fail against larger opponents, and they will be unable to break holds. Blood loss will cause a proportionate reduction in a creature's mass, so a sufficiently injured Minotaur can become vulnerable to a dwarven wrestler. Wrestling skill also improves defense against wrestling moves, so even a relatively light creature can benefit from developing it. &lt;br /&gt;
&lt;br /&gt;
See [[Combat skill]] for more information on other combat skills.&lt;br /&gt;
&lt;br /&gt;
== Fortress Mode ==&lt;br /&gt;
While the same wrestling &amp;quot;moves&amp;quot; described here can be used by dwarves in [[Dwarf fortress mode]], it isn't possible to force particular wrestling maneuvers to be used. About all you can do is take away a dwarf's weapons to encourage wrestling and hope that he picks effective wrestling tactics in combat.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, wrestlers are generally unable to kill very effectively, but they may make killing easier for their armed comrades. Unfortunately, the AI is rather unlikely to do some of the more elaborate moves even if they are possible.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Wrestling in [[Adventure mode]] can be performed by standing next to an enemy and pressing {{k|A}}, selecting (and perhaps confirming) the enemy you wish to fight, and then {{k|b}} to select a wrestling move. You can wrestle any enemy, but the effectiveness of your wrestling attempts will be limited by relative size and strength differences. For example, a dwarf is unlikely to be able to throw or choke hold an elephant or dragon. Unconsciousness renders a creature vulnerable to wrestling regardless of size differences.&lt;br /&gt;
&lt;br /&gt;
Wrestling works somewhat like a targeted attack. Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a more elaborate and useful move. You may have to press {{k|,}} once or twice before you can do a second wrestling maneuver.&lt;br /&gt;
&lt;br /&gt;
Below are instructions on how to perform various wrestling moves in adventure mode.&lt;br /&gt;
&lt;br /&gt;
In many of the moves that require two steps, auto-attacking after the first step will default to the secondary action. For example, after biting someone and &amp;quot;latching on firmly,&amp;quot; moving into your opponent(auto-attacking) will cause you to shake the part with your teeth. This can be useful to quickly remove your lodged weapon or choke your opponent without manually performing each attack. &lt;br /&gt;
&lt;br /&gt;
See [[Status icon]] for a legend of icons used when creatures are prone, thrown, stunned, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Take-down ===&lt;br /&gt;
&lt;br /&gt;
This knocks an opponent to the ground similar to how they fall to the ground when charged, though without stunning them. Once on the ground, they'll have to take time to stand back up, or their movement rate will be limited as they try to crawl. This move can only be performed if the opponent is standing up.&lt;br /&gt;
&lt;br /&gt;
To perform a takedown:&lt;br /&gt;
#Select {{DFtext|Grab with right upper arm|7:1}} or with some other body part&lt;br /&gt;
#Select {{DFtext|Grab upper body with right upper arm |7:1}} or some other part of the body. If the grab is successful you will see:&lt;br /&gt;
#*{{DFtext| You grab the Xxxx by the upper body with your right upper arm! |3:1}} and you and your opponent's icons will change to indicate that you are wrestling.&lt;br /&gt;
#Select the enemy for wrestling again.&lt;br /&gt;
#Select {{DFtext|Wrestle using right upper arm|3:1}}&lt;br /&gt;
#Select {{DFtext|Take-down by upper body with right upper arm|3:1}}&lt;br /&gt;
#You will then see one of:&lt;br /&gt;
#*{{DFtext|You take the Xxxxx down by the upper body with Your right upper arm!|5:1}}&amp;lt;br/&amp;gt;Success! The creature's [[status icon]] will change to indicate prone.&lt;br /&gt;
#*{{DFtext|You adjust the grip of Your right upper arm on The Xxxxx's upper body.|5:1}}&amp;lt;br/&amp;gt;Failure. You have not lost your grip but you will have to try the takedown again.&lt;br /&gt;
#*{{DFtext|The Xxxxx breaks the grip of Your right upper arm from The Xxxxx's upper body!|5:1}}&amp;lt;br/&amp;gt;Total failure. You have completely lost your grip on your opponent and will have to start over from the beginning.&lt;br /&gt;
&lt;br /&gt;
=== Throw ===&lt;br /&gt;
&lt;br /&gt;
You perform a throw the same way as a take-down, using the same procedure as above, except that you select {{DFtext|Throw by x with y|3:1}} when the opponent is not on the ground. A throw will cause an opponent to become stunned and prone, with the possibility of throwing them back a certain distance (depending on your strength and relative size). However, it is more difficult to successfully throw a creature than it is to perform a take-down on one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Chokehold and strangling ===&lt;br /&gt;
&lt;br /&gt;
Choke holds can be extremely effective, if you can pull them off. A choke hold will cause an opponent to become unconscious making it extremely easy to kill them with a followup shot.&lt;br /&gt;
&lt;br /&gt;
To perform a choke hold:&lt;br /&gt;
#Select {{DFtext|Grab with right upper arm|7:1}} or some other body part&lt;br /&gt;
#Select {{DFtext|Grab '''throat''' with right upper arm|7:1}}. Choking requires grabbing the throat, ''not'' the neck.&lt;br /&gt;
#Choose the enemy for wrestling again.&lt;br /&gt;
#Select {{DFtext|Wrestle with right upper arm|3:1}}&lt;br /&gt;
#Select {{DFtext|Choke throat with right upper arm|3:1}}&lt;br /&gt;
#You will then see:&lt;br /&gt;
#*{{DFtext|You place a chokehold on The Xxxxx's throat with Your right upper arm!|5:1}}&amp;lt;br/&amp;gt;Success, so far anyway.&lt;br /&gt;
#*{{DFtext|You adjust the grip of Your right upper arm on The Xxxxx's throat.|5:1}}&amp;lt;br/&amp;gt;Failure. You have not lost your grip but you will have to try the chokehold again.&lt;br /&gt;
#Choose the enemy for wrestling yet again.&lt;br /&gt;
#Select {{DFtext|Wrestle with right upper arm|3:1}}&lt;br /&gt;
#Select {{DFtext|Strangle throat with right upper arm|3:1}}&lt;br /&gt;
#If successful you will see:&lt;br /&gt;
#*{{DFtext|You strangle Xxxxx's throat!|5:1}}&lt;br /&gt;
#*{{DFtext|The Xxxxx passes out.|6:0}} (not necessarily on the first try)&lt;br /&gt;
#If the creature passes out (some are immune to strangling) the next attack will hit very easily, so followup with a targeted headshot or, if you want to be more gruesome, a bite to the throat. (See below.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Joint locks and breaking limbs ===&lt;br /&gt;
&lt;br /&gt;
With some body parts it's possible to put them into joint locks and break them. This works almost exactly like strangling.&lt;br /&gt;
&lt;br /&gt;
#Select {{DFtext|Grab with right upper arm|7:1}}&lt;br /&gt;
#Select {{DFtext|Grab right upper arm with right upper arm|7:1}}&lt;br /&gt;
#Choose to wrestle the enemy again.&lt;br /&gt;
#Select {{DFtext|Wrestle with right upper arm|3:1}}&lt;br /&gt;
#Select {{DFtext|Lock right shoulder with right upper arm|3:1}}. If successful you will see:&lt;br /&gt;
#*{{DFtext|You lock The Xxxxx's right shoulder with Your right upper arm!|5:1}}&lt;br /&gt;
#Choose to wrestle the enemy yet again.&lt;br /&gt;
#Select {{DFtext|Wrestle with right upper arm|3:1}}&lt;br /&gt;
#Select {{DFtext|Break right shoulder with right upper arm|3:1}} If successful you will see&lt;br /&gt;
#*{{DFtext|You bend The Xxxxx's right upper arm with Your right upper arm, shattering the right shoulder's bone!|5:1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Biting and ripping off body parts ===&lt;br /&gt;
&lt;br /&gt;
When biting a creature you will usually get a message saying {{DFtext|You latch on firmly!|5:1}}. If you have latched on with a bite, you can enter the wrestling menu and shake the creature around with your teeth. This can be extremely effective.&lt;br /&gt;
&lt;br /&gt;
To bite down on and attempt to rip off a body part with your teeth:&lt;br /&gt;
#After selecting an enemy, choose to strike ('''not''' to wrestle!).&lt;br /&gt;
#Select a body part, preferably one you can actually hit&lt;br /&gt;
#Select &amp;quot;bite&amp;quot; as the attack type&lt;br /&gt;
#If the attack hits, you should do some damage and see {{DFtext|You latch on firmly!|5:1}}&lt;br /&gt;
#Choose your enemy, this time opting to wrestle.&lt;br /&gt;
#You will now see an option like {{DFtext|Wrestle with upper front tooth|3:1}}. Select that option.&lt;br /&gt;
#Select {{DFtext|Shake &amp;lt;nowiki&amp;gt;&amp;lt;part&amp;gt;&amp;lt;/nowiki&amp;gt; with upper front tooth|3:1}}&lt;br /&gt;
#This should do some amount of damage ranging from tissue layer damage to ripping the body part completely off. If you bit down on the throat, for example, and were very successful you will see:&lt;br /&gt;
#*{{DFtext|You shake The Xxxxx around by the throat, tearing apart the throat!|3:1}}&lt;br /&gt;
#*{{DFtext|A major artery in the throat has been opened by the attack!|3:1}}&lt;br /&gt;
&lt;br /&gt;
=== Pinching and gouging ===&lt;br /&gt;
&lt;br /&gt;
To pinch or gouge you have to have at least one hand free, meaning that it can't be holding something like a weapon or shield.&lt;br /&gt;
&lt;br /&gt;
#Select {{DFtext|Grab with left hand|7:1}}&lt;br /&gt;
#Select {{DFtext|Grab head with left hand|7:1}}&lt;br /&gt;
#If this succeeds, choose to wrestle the enemy again.&lt;br /&gt;
#Select {{DFtext|Wrestle with left hand|3:1}}&lt;br /&gt;
#Select {{DFtext|Gouge left eye with left hand|3:1}} or {{DFtext|Pinch &amp;lt;nowiki&amp;gt;&amp;lt;part&amp;gt;&amp;lt;/nowiki&amp;gt; with left hand|3:1}}, or whatever seems good. If successful you will see something like:&lt;br /&gt;
#*{{DFtext|You gouge The Xxxxx's left eye with Your left hand, tearing it apart!|3:1}}&lt;br /&gt;
&lt;br /&gt;
Pinching can do anything from tissue damage to severing the body part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Disarming ===&lt;br /&gt;
&lt;br /&gt;
To disarm a creature you must have a hand free (Use {{k|q}} to strap any weapons you're holding to your upper body, if necessary).&lt;br /&gt;
&lt;br /&gt;
#Select {{DFtext|Grab with left hand|7:1}}&lt;br /&gt;
#Now, scroll down toward the bottom of the list of body parts and you will see items that you can grab a hold of. Select {{DFtext|Grab &amp;lt;nowiki&amp;gt;&amp;lt;item&amp;gt;&amp;lt;/nowiki&amp;gt; with left hand|7:1}}&lt;br /&gt;
#Assuming you hit, press {{k|I}} (advanced interaction) and scroll through your inventory until you see the item in your left hand listed in red. Select it.&lt;br /&gt;
#Select {{DFtext|Gain possession}}&lt;br /&gt;
#If successful you will now have sole possession of the item in your left hand. You may now do whatever you want with it.&lt;br /&gt;
&lt;br /&gt;
You can remove weapons, shields, armor, clothing, or anything that shows up in the list of things to grab.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [[Adventurer_mode#Combat|adventurer mode combat]] for more information on combat in adventure mode.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Currently most creatures (everything except humans, goblins, kobolds, elves, dwarves, and some creatures like birds who use parts of the humanoid body plan) do not have joints, which means they are immune to joint locks and breaking limbs through wrestling.&lt;br /&gt;
&lt;br /&gt;
* {{bug|6715}} If you attack a creature, and your blade lodges firmly in the wound, you can use wrestling to put a weapon in both hands. Attack a creature, and have the weapon you wish to duplicate lodge in the wound. Then enter wrestling and grab that weapon with your free hand, and move away. You will now appear to have two distinct weapons in your inventory, and you will get a list of attack choices for the weapon twice. '''''However''''', you do not actually get two distinct weapons. You are merely holding one weapon in two hands, it's just that the game doesn't properly handle this.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Skills}}&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Minecart&amp;diff=232712</id>
		<title>DF2014 Talk:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Minecart&amp;diff=232712"/>
		<updated>2017-09-09T21:44:59Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page created automatically - requested by 72.47.0.142 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Track stops===&lt;br /&gt;
&lt;br /&gt;
Since this has needed scrubbing three times already:&lt;br /&gt;
&lt;br /&gt;
In the game as is, track stops can only be edited at build time. Once the order has been placed, the player can no longer directly see or change the parameters. To change the settings of a track stop, you have to deconstruct it and re-build it with the desired settings. I've verified this as behaviour of unmodded DF 40.24.&lt;br /&gt;
&lt;br /&gt;
There's apparently a DFHack command that allows editing existing track stops. This is ''not'' standard functionality and should be mentioned as DFHack-specific, if at all.--[[User:Larix|Larix]] ([[User talk:Larix|talk]]) 13:48, 28 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Physics, &amp;quot;numbers behind the scenes&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Since dwarven pushes ''demonstrably'' 'port carts to the middle of the next tile, and the checkpoint effect to the very end of them, i'm reasonably certain that the various &amp;quot;middle of the previous/current/next tile&amp;quot; effects mentioned are simple misinterpretations of the game's data dumps: &lt;br /&gt;
&lt;br /&gt;
I suspect that in the data dumps cited in the thread about the minecart speed spreadsheet, an exact-number tile location of, say &amp;quot;120&amp;quot; is not the &amp;quot;start&amp;quot; but the ''middle'' of a tile, and the sub-locations that are actually part of the tile are those which &amp;quot;round&amp;quot; to 120, i.e. those from 119,50001 to 120,5. I find this much more intuitive than talking about how ramps/holes/rollers affect carts from the &amp;quot;middle of the previous tile&amp;quot;, when a closer inspection would show that the carts are actually ''displayed'' in the relevant feature's tile at that point. Since this is really a question of interpretation of programme-internal data which are invisible in the game proper, i've taken the liberty to only mention the observable effects.--[[User:Larix|Larix]] ([[User talk:Larix|talk]]) 20:15, 9 October 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pragmatic calculations ==&lt;br /&gt;
&lt;br /&gt;
Classic high school physics effectively analyzes a lot of minecart problems. This is already casually alluded to in the article, but IMO could be spelled out more blatantly for those who might not find the connections obvious. DF minecart physics approximate ds/dt = v and dv/dt = a from which follows energy conservation dE/dt = 0 where E = ∫ a ds - v&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;/2. --[[User:Crcr|Crcr]] ([[User talk:Crcr|talk]]) 13:24, 30 October 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Movement of large items like furniture? ==&lt;br /&gt;
&lt;br /&gt;
I'm planning my next fortress and wanted to make a sort of 'service elevator' that moves items up and down floors en-masse.&lt;br /&gt;
&lt;br /&gt;
I was wondering how this would work with furniture. How many beds, for example, will fit in a minecart? What about mechanisms etc? I wouldn't want to bottleneck the whole system with large furniture items.&lt;br /&gt;
&lt;br /&gt;
I could work it out myself if I had the volume value for each item, but I can't find them. I've had a really good dig through the raws.&lt;br /&gt;
&lt;br /&gt;
I can't test it right now because I'm at work, daydreaming and doodling about the next chance I'll get to play...&lt;br /&gt;
&lt;br /&gt;
== Landing Cradle == &lt;br /&gt;
&lt;br /&gt;
I've figured out a way to negate falling damage, but this needs independent verification and a clearer explanation of the physics behind it before it can be organized into the article. I have a cart with a forward velocity of 180k falling from 23 tiles landing on a valid down ramp followed immediately by a valid up ramp. Friction is added only from the up ramp, z vel becomes positive, and the next tile becomes checkpointed. Placing a floor over the checkpoint tile will level out z vel, and the cart will continue horizontally at derailing speed. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 21:44, 9 September 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Minecart&amp;diff=232662</id>
		<title>Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Minecart&amp;diff=232662"/>
		<updated>2017-09-05T20:43:51Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Adventure mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|08:15, 19 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Leitnagel Hund.png|thumb|Minecarts]]&lt;br /&gt;
A '''minecart''' is a [[tool]] intended for [[hauling]], introduced in version 0.34.08. It can be made of [[wood]] at a [[carpenter's workshop]] or [[metal]] at a [[metalsmith's forge]] (using the [[Metal crafter|metalcrafting]] labor.) Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite a bit faster than dwarves hauling objects by hand, but have the disadvantages of requiring a dedicated track network, a complex route planning phase, and the possibility of dwarves [[Fun|blundering into the path of carts filled with lead ore]]. Tracks may be carved into stone, or [[Construction|constructed]]; the latter allows above-ground routes, but these are more difficult to set up due to their additional [[building material|material requirements]].&lt;br /&gt;
&lt;br /&gt;
Just like wheelbarrows, minecarts are considered [[item]]s and are stored in a [[furniture]] [[stockpile]]. Despite their five-times-greater capacity, they are only 33% larger than wheelbarrows and are identical in base [[item value|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). [[thief|Thieves]] or even mischievous animals can steal minecarts, even when they are moving on a track{{cite forum|109460/3289070}}. However, minecarts moving fast enough or being ridden cannot be stolen.&lt;br /&gt;
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Although most of the utility of minecarts is in [[fortress mode]], an [[adventure mode|adventurer]] can also ride in a minecart. Adventurers can also pick up and relocate minecarts.&lt;br /&gt;
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The invention of minecarts revolutionized the [[minecart logic|Science of Dwarfputing]] by enabling smaller, faster logic systems to be built.&lt;br /&gt;
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== Basic Minecart Usage ==&lt;br /&gt;
Minecarts can be used to swiftly transport dwarves, [[flow|fluids]], and/or large amounts of items, but before you have a functional minecart there are several preconditions that need to be met. First of all you need an actual minecart, constructed either in a [[carpenter's workshop]] or [[metalsmith's forge]]. For the minecart to be able to move you also need to carve (with {{k|d}} {{k|T}}) or construct (with {{k|b}} {{k|C}} {{k|T}}) a track, which could be as simple as a straight line. Finally you need to construct stops on your track (with {{k|b}} {{k|C}} {{k|S}}) where the minecart will start and stop.&lt;br /&gt;
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After you have created the stops and assigned a cart to the track, you must create logic routes connecting several stops and designate starting conditions for each stop. This is done with the {{k|h}}auling key. The most basic conditions are how the cart's movement is initiated and in which direction the cart should start moving. Carts can be either pushed (a dwarf stands at a stop and gives the cart a single push) or guided (a dwarf continually pushes the cart forward, guiding it along the track). The [[hauling]] [[labor]] required for pushing and guiding carts is called &amp;quot;Push/Haul Vehicles&amp;quot; and is turned on by default.&lt;br /&gt;
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To control which items to transport you can add conditions specifying: (1) which kind of items to be loaded, and unloaded, (2) stockpile links to define which stockpile(s) the items should be un/loaded to and from.&lt;br /&gt;
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===Capacity and weights ===&lt;br /&gt;
Minecarts have five times the [[Weight|capacity]] of [[wheelbarrow]]s. &lt;br /&gt;
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'''Examples of the capacity of one cart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| [[stone]]&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| [[wood|log]]&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[block]]/[[bar]]&lt;br /&gt;
| 83&lt;br /&gt;
|-&lt;br /&gt;
| [[Kitchen|prepared meals]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Trap_component#Spiked_ball|spiked balls]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|mace]]&lt;br /&gt;
| 625&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|spears]]&lt;br /&gt;
| 1250&lt;br /&gt;
|-&lt;br /&gt;
| [[cloth]]&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The weight of the loaded minecart does not affect the initial velocity received from pushing or launching from a roller. However, the load of a minecart ''does'' affect whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
'''Weights of different carts'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type of cart&lt;br /&gt;
! Empty cart&lt;br /&gt;
! Fully loaded (items)&lt;br /&gt;
|-&lt;br /&gt;
| oaken minecart &lt;br /&gt;
| 28Γ&lt;br /&gt;
| 378Γ (10 oak logs)&lt;br /&gt;
|- &lt;br /&gt;
| iron minecart&lt;br /&gt;
| 314Γ&lt;br /&gt;
| 1698Γ (83 marble blocks)&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| copper minecart&lt;br /&gt;
| 357Γ&lt;br /&gt;
| 1682Γ (10 obsidian boulders)&lt;br /&gt;
|-&lt;br /&gt;
| platinum minecart&lt;br /&gt;
| 856Γ&lt;br /&gt;
| 10482Γ (83 gold bars)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The weight of a minecart is one twenty-fifth (1/25) the [[density]] of its material in Urists. Because pressure plates can be set to trigger at intervals of 50 Urists, minecarts with weights just under a multiple of 50 are ideal for switching based on whether they're full or empty. The best minecart materials for full/empty switching are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material !! Minecart weight !! Content weight required to trigger !! Banana roasts required to trigger (for scale)&lt;br /&gt;
|-&lt;br /&gt;
| [[Glumprong]] || 48 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Electrum]] || 596 || 4 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Nickel silver]] || 346 || 4 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Brass]] || 342 || 8 || 14&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuth]] (moods only) || 391 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Fine pewter]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Lay pewter]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Tin]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Trifle pewter]] || 291 || 9 || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Creating tracks ===&lt;br /&gt;
Minecart tracks are made up of contiguous track, tracked ramp, or bridge tiles. Track tiles and tracked ramp tiles have a direction or series of directions associated with them. These directions dictate which directions a minecart on a given tile may move from that tile. For example, a Track NE (northeast) tile allows a minecart on it to move either north or east from its present position. Therefore, if you want your minecart to move east along a straight piece of track, then return west using that same track, you would need to use EW tracks so that the cart could travel east initially, then return west over the same track. Excluding designs in which the cart will &amp;quot;jump&amp;quot; tracks via a drop or other ramp, tracks must be valid end to end to work for most looped or straight-track applications. A single east only track tile in your line of east-west tracks will cause any route using the track to fail the moment it tries to go the wrong way over that tile. Minecart tracks can be built in two ways: Engraved/carved or constructed. A given minecart track need not use engraved or constructed elements exclusively, as the two methods can be used interchangeably depending on the needs of a given section of track. The way the tracks are built is slightly different between the two, as explained below.&lt;br /&gt;
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====Simple tracks====&lt;br /&gt;
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'''Carved'''&lt;br /&gt;
&lt;br /&gt;
A single-tile wide strip of natural stone can be designated to be [[Engraver|carved]] (with {{K|d}} {{k|T}}), which will create a straight two-way track. The creation of corners, crossings, and T-junctions is as simple as designating another strip of track that overlaps an existent or newly designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor (that can be re-engraved if necessary), or by building a [[floor]] on top and subsequently removing it.  Dwarves can carve corner tracks in one pass by designating the track carving twice and canceling unwanted carvings (with {{K|d}} {{K|x}}). Tracks can be engraved in any natural floor tile, rough, smooth and even over engravings, providing an easy method to remove low-quality or undesired floor engravings. Once a track has been engraved, it's important to check the track directions for each tile in the route carefully to make sure no mistakes were made by yourself or the game's track engraving logic. &lt;br /&gt;
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'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
Tracks can also be built as regular [[construction]]s (through {{K|b}} {{K|C}} {{K|T}}). This method is resource-expensive, since each track tile requires one stone, [[bar]], or [[block]] for construction, and time-consuming, since you can't designate strips longer than 10 tiles at a time. Corners, crossings, T-junctions, and ramps also have to be designated individually. However, it is usually the only way to build tracks above ground or on soil (barring the [[Obsidian farming|creation of obsidian]]). Constructed tracks are designated for removal like any regular construction; be aware that removing track ramps built on top of natural ones will also remove the original ramp, leaving a flat floor.&lt;br /&gt;
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====Ramps====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
The carving of natural ramps is a little more confusing: to carve a two-way track on a ramp (natural only, does not work on constructed ramps), you must designate the track '''starting on the ramp and one square beyond''' in the direction you want the track to go. For the side of the ramp square you want to head upward, there '''must''' be either a natural or constructed wall in the square next to it, otherwise the game assumes you are trying to carve it on the same level -- this can result in the track being carved underneath a door or other object. If you have accidentally done this, you can correct it by smoothing the ramp and constructing a single square of wall next to it, then re-carving the ramp correctly. (However, the wall must stay there permanently; removing it will disconnect the track.)&lt;br /&gt;
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'''Constructed'''&lt;br /&gt;
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The track and ramp must be constructed together as a Track/Ramp from the construct track menu. When constructing track ramps, the stated direction should be the same as the connected tracks. For example, a track going up from West to East would require, starting from the West, a Track (EW), a Track/Ramp (EW) and a Wall behind the ramp, underneath the section of track above it. Incorrectly placed ramps result in minecarts ignoring the ramp and crashing into the supporting wall. They will not, however, display as unusable as when the supporting wall is missing.&lt;br /&gt;
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'''Examples of ramps'''&lt;br /&gt;
&lt;br /&gt;
A simple ramp would look like this: &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0   z +1&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
 ═▲o    ░▼═&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
o : wall&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Carving track corners into ramps is rather unintuitive and complicated. Since engraving tracks always requires two tiles to connect in a straight line as input, you have to give two separate designations for a single job: a track bit from the ramp tile to the &amp;quot;below&amp;quot; direction and another one to the wall of the &amp;quot;upward&amp;quot; direction. If you wanted to change direction on a ramp from east to north:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1  &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
 ░░░░░   ══╗░░ &lt;br /&gt;
 ══▲░░   ░░▼░░ &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
you would need to connect the ramp on z +0 both to the west and to the north by issuing two &amp;quot;carve track&amp;quot; commands, one selecting the ramp and the track tile to the west, and another connecting the ramp tile with the wall to the north. An engraver would then carve a NW track corner into the ramp, allowing carts to pass the corner correctly both going up and down. Such track corners are perfectly serviceable for guided carts, but moving down a route of several of them by pushed or ridden cart is problematic - ramps on corners behave very counter-intuitively, resulting in loss of speed when going down and diagonal movement when going up.&lt;br /&gt;
&lt;br /&gt;
Moving to and from ramps (or between ramps &amp;quot;pointing&amp;quot; in different directions) causes some non-trivial adjustments to speed and even moving along the tiles at a fixed speed ''unrelated to the entry/exit velocity values'', because transitions to/from ramps are processed differently and are not to be &amp;quot;skipped&amp;quot;. This affects compact track/ramp combinations (such as e.g. a simple 2x2 ramp spiral) most, and combined with bouncing often makes them work not in the way one could expect. {{cite forum|144328/5705102}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Tracks}}&lt;br /&gt;
&lt;br /&gt;
=== Hauling route ===&lt;br /&gt;
A hauling route is a list of directions describing how and under what conditions a minecart will move. The proper setting up of routes is essential for a working rail system. Routes, stops, departure conditions and stockpile links are managed from the {{k|h}}auling menu.&lt;br /&gt;
&lt;br /&gt;
==== Route ====&lt;br /&gt;
A route defines the path a minecart will take along a track, as well as under what conditions it will move or stop moving. A route is made up of stops. Stops are precisely what they sound like, a position on the track at which you want a minecart to stop. A minecart track might use as little as a single stop for a looped track, which will serve as both a starting and stopping point for the cart, or it could contain many stops, perhaps to load supplies or wait for a bridge to be manually lowered, before reaching its destination or returning to its starting point. It is important to note that you only need to place stops on a route where you actually want the cart to stop and wait for some action to occur. They are not needed to help navigate the cart along the track beyond telling it where on the track to stop.&lt;br /&gt;
&lt;br /&gt;
New routes are created with the {{k|h}}auling key. Existing ones can be removed (without confirmation) with the {{k|x}} key, and also {{k|n}}icknamed. Before operating, the route must have a {{k|v}}ehicle assigned to it (this can be done with either the route or a stop selected). Assigning a full minecart to a route may result in a slow hauling job if the contents are heavy.&lt;br /&gt;
&lt;br /&gt;
==== Stops ====&lt;br /&gt;
Stops are the individual waypoints that make up a hauling route. A given stop consists of the location of a tile, as well as conditions describing when, where, and how a cart should be moved after being stopped at that tile. Stops can be created from within the {{k|h}}auling menu, by placing the cursor over a tile and hitting {{k|s}} while highlighting the route (or a stop within) you've already designated. A minecart will begin its route at the first stop created, and continue through each subsequent stop, being guided, pushed, or ridden from each stop to the next depending on the conditions specified. In many basic minecart applications, the cart will end up at the same stop it began at, though this is not always the case. It is important to note that hauling stop order is enforced, even if there is no track.  A dwarf will drag the cart overland back to a skipped stop in the route's list if your tracks bypass it somehow.&lt;br /&gt;
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Once a stop has been placed, it is given a default set of conditions under which to move the minecart if it is stopped there. Each new stop gets the same default conditions regardless of the track it is placed upon (e.g. guide the cart to the north). For this reason new stops might get marked by yellow exclamation marks ({{DFtext|!|#ff0}}) due to invalid directions. One important thing to note is that as you place additional stops, the display will show paths between the stops you have defined. However, this is '''not''' necessarily the actual route the minecart will take once the route is in operation. For example, if a route were defined with two stops at opposite ends of a track with many twists and turns, a line will be drawn directly between those stops to show the order in which they will be visited. These route lines may crisscross all over the tracks, but so long as the track is valid end to end, the cart will follow the track from one stop to the next, even across twists, turns, and z-level changes. Route stops, which are the steps that make up a route, should not be confused with physical Track Stops, described below.&lt;br /&gt;
&lt;br /&gt;
===== Stockpile links =====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links while defining a hauling stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}. The cart will then be filled by items present in its various linked stockpiles in preference to other items. Note that bins should be used with caution in stockpiles that are linked to minecarts. Bins cause problems when used with the &amp;quot;Desired Items&amp;quot; list in a stop's conditions. For example, if a minecart is set to accept only granite blocks, and to depart north when it is 100% full of granite blocks, it will not depart if any of those granite blocks are in bins, even if bins are also included in the desired items list. Two solutions to this problem exist as of v0.40.24. First, bins can be disallowed in stockpiles that are linked to stops. Alternatively, bins '''can''' be used in conjunction with minecarts provided that the minecart's departure conditions use only &amp;quot;any items&amp;quot; instead of &amp;quot;desired items.&amp;quot; This option can be toggled in the advanced conditions menu for a stop, accessible via the {{key|C|}} key. The cart's contents can still be controlled by specifying what items are allowed in the linked stockpile.&lt;br /&gt;
&lt;br /&gt;
===== Departure condition =====&lt;br /&gt;
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes:&lt;br /&gt;
# A departure mode (Guide, Ride or Push).&lt;br /&gt;
# An initial departure direction (NSEW). Note that this defines the initial direction of movement only. Even if a track includes many turns, as long as the initial movement direction is valid the cart will follow the minecart track thereafter.&lt;br /&gt;
# A timer, before which the departure condition cannot be met.&lt;br /&gt;
# Conditions on the amount of items in the cart.&lt;br /&gt;
Departure conditions are created with the {{k|n}} key. A new departure condition will read: &amp;quot;guide north immediately when empty of desired items&amp;quot;. This condition can be changed between basic presets with {{k|c}}. &amp;quot;Advanced&amp;quot; mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options.&lt;br /&gt;
&lt;br /&gt;
To have a cart only carry a specific set of items, the stop can be set to only carry &amp;quot;desired&amp;quot; items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a stockpile and set to depart once it is full of items from its linked stockpiles, regardless of type.&lt;br /&gt;
&lt;br /&gt;
=== Track Stops ===&lt;br /&gt;
A Track Stop, not to be confused with a route stop, is an optional, single-tile construction which serves two purposes. First, it can be used to cancel a cart's momentum in order to slow or stop it as it passes over the Track Stop. This might be necessary if a cart were pushed down a series of ramps to its destination. Second, a Track Stop can cause a cart to automatically dump its contents as it passes over the Track Stop. Track Stops are constructed via {{k|b}} {{k|C}} {{k|S}}, and must be constructed atop an existing piece of track. If a Track Stop has been set to automatically dump a cart's contents, the cart will dump its contents in the direction indicated when it passes over the Track Stop. Depending on the friction settings chosen for the Track Stop, the cart might then stop after dumping, or it might continue on its route to another destination.&lt;br /&gt;
&lt;br /&gt;
Track Stops are not mandatory; in fact, their main use is in automated rail systems. However, even in basic rail systems it can be useful to set a Track Stop to dump items: this saves time that dwarves would otherwise spend in removing items from the cart, time that is better spent driving the cart back to where it's needed. Dumping will occur even with a guided cart.  '''Take care not to set Track Stops at a loading site to dump their contents''', or dwarves will never be able to fill the cart. It will dump any contents the moment they are loaded.&lt;br /&gt;
&lt;br /&gt;
Counter-intuitive to their construction method, Track Stops are considered [[building]]s and must be removed by {{k|q}} {{k|x}}.&lt;br /&gt;
* See [[#More_on_Track_stop |More on Track Stops]]&lt;br /&gt;
&lt;br /&gt;
=== Step-by-step tutorial ===&lt;br /&gt;
&lt;br /&gt;
Let's construct a simple minecart route.  This route will move stone blocks from an input stockpile to an output stockpile.  We'll begin by creating the stockpiles:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-1.png|Stockpiles designated.]]&lt;br /&gt;
&lt;br /&gt;
The input stockpile is on the left; the output stockpile is on the right.  We'll be moving blocks from left to right.  Disable bins in both stockpiles, and set the input stockpile to accept only from links.  Then make the stockpile take from the mason's workshop where the blocks are being produced.&lt;br /&gt;
&lt;br /&gt;
Next, carve the track:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-2.png|Track carving designation.]]&lt;br /&gt;
&lt;br /&gt;
Note that the ends of the designation are uniquely shaped; this is automatic, and not anything you need to control.  Now, wait for your engravers to come along and carve the track into the stone.  (Your haulers will probably also fill up the input stockpile while you wait.)&lt;br /&gt;
&lt;br /&gt;
In addition, while we're waiting for that to happen, we'll build an iron minecart in the forge.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-3.png|Track carved.]]&lt;br /&gt;
&lt;br /&gt;
When the track has been carved, it will look like the above (the track will be solid instead of flashing).  Now, order a track stop to be constructed next to the output stockpile:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-4.png|Track stop designation.]]&lt;br /&gt;
| [[File:minecart-example-5.png|Select dumping direction.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You must press {{k|d}} three times to select the dumping direction ''before'' placing the track stop.  We want our blocks to be dumped into the output stockpile east of the track stop.  Then wait for a mechanic to come along and build the track stop.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-6.png|Track stop constructed.]]&lt;br /&gt;
&lt;br /&gt;
Now we'll define the actual ''route''.  This is done in the {{k|h}}auling menu.  Press {{k|r}} to begin defining a route.  Next, move the cursor to the input end of the track, and then press {{k|s}} to define the first stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-7.png|Stop 1 designation.]]&lt;br /&gt;
| [[File:minecart-example-8.png|Route definition, in progress.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Move the cursor again, to the output end of the track, and press {{k|s}} again to define the second stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-9.png|Stop 2 designation.]]&lt;br /&gt;
| [[File:minecart-example-10.png|Route definition, two stops.]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| [[File:minecart-example-11.png|Stops are not defined yet.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are several user interface features to note at this point.  The stops have been positioned, but they haven't been ''defined'' yet, so there is a warning {{DFtext|!|#ff0}} symbol by each of them.  In the lower right corner, we see what the {{DFtext|!|#ff0}} means.  Also, note that the second stop is labeled in white, while the other two lines are grey.  The white text is a selection indicator, and can be moved up and down by pressing {{k|+}}/{{k|-}}.&lt;br /&gt;
&lt;br /&gt;
Next we need to define what our stops do.  We want the minecart to be filled with blocks at the first stop, then travel to the second stop where it will dump its cargo, and then return.  Press {{k|-}} to move the selection up to stop 1, and {{k|Enter}} to open it up.  By default, the stop has three conditions:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-12.png|Default stop definition.]]&lt;br /&gt;
&lt;br /&gt;
We don't want any of these, so press {{k|x}} three times to delete them.  This leaves us with a blank stop.  Now we can add the conditions we actually want.  Press {{k|n}} to begin adding the first condition, then {{k|d}} twice to change the direction from north to east.  Then press {{k|c}} to change the condition from empty to full.  This will instruct the minecart to be guided east when full of desired items.&lt;br /&gt;
&lt;br /&gt;
To set the desired items, we create a stockpile link.  Press {{k|s}}, then move the cursor to the input stockpile, then press {{k|p}} to select that stockpile.  Now press {{k|Enter}}; this opens up a selection screen that resembles the stockpile customization screen.  Move down to Blocks, {{k|e}}nable them, then (if you wish) restrict it to stone blocks.&lt;br /&gt;
&lt;br /&gt;
When you've done all that, stop 1 should look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-13.png|Stop 1, defined.]]&lt;br /&gt;
&lt;br /&gt;
Stop 2 is much simpler.  All we need to do is have the minecart return to the input stop.  So, make a condition and change the direction:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-14.png|Stop 2, defined.]]&lt;br /&gt;
&lt;br /&gt;
Finally, we just have to assign our minecart.  Go back to the route definition screen, and press {{k|v}}.  Select the minecart, and press {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Now we've got everything set up:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-15.png|Route, fully defined.]]&lt;br /&gt;
&lt;br /&gt;
The V is red because the minecart hasn't been moved onto the track yet.  Some dwarf will have to haul it from the forge to the first stop, by hand; this will take a while, especially if the forge is far away.&lt;br /&gt;
&lt;br /&gt;
Once the minecart is in place, dwarves should fill it with blocks from the input stockpile, which will in turn be filled with blocks from the workshop where your mason has been toiling dutifully.  When the minecart is full, the blocks will be dumped into the 1x1 stockpile on the right.  Automatic quantum dumping!&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|h}}auling menu.  &lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' {{DFtext|! Set dir/connect track|6:1}} message appears to the right of one or more stops &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:'''&lt;br /&gt;
* In basic terms, the game checks if there is a valid path for a cart along the rails to reach the next stop in the route, and whether a dwarf ''guiding'' a cart would be able to find a path to the destination without carrying the cart.  This warning pops up if the cart can't find a valid path based upon guided carts.&lt;br /&gt;
** If your cart path relies upon advanced tricks like deliberate falling into pits or ignoring floor types, even a path designed entirely as you intended will still trigger the yellow warning. (But double-check to make sure it's fine...)&lt;br /&gt;
* The departure direction of the stop might be invalid. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction.&lt;br /&gt;
* The track stop might not be built on top of a track. The track stop must be deconstructed to remedy this issue.&lt;br /&gt;
* Your track might not be built correctly. Make sure all connected tracks between destinations are not one-way tracks.&lt;br /&gt;
** This can be especially confusing with ramps. To carve a two-way track on a (natural) ramp, you must designate the ramp &amp;lt;b&amp;gt;and one square beyond&amp;lt;/b&amp;gt; in the direction you want the track to go.&lt;br /&gt;
** Ramps '''must''' have a solid block on the side opposite to the track, or they will neither work nor be marked as &amp;quot;unusable&amp;quot;. The solid block can be natural or constructed.&lt;br /&gt;
* The desired/kept items might not be configured correctly.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' The status '''0% &amp;lt;span style=&amp;quot;color:#00dd00;&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt;''' always appears to the right of one stop.  &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:''' &lt;br /&gt;
* The stop may not be set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like &amp;quot;Take from Stockpile #1&amp;quot;.&lt;br /&gt;
* The take conditions must correspond with the contents of the stockpile.&lt;br /&gt;
* The track stop may be set to dump. A track stop set to dump cannot be filled. You must either set the stop to a time-based departure or deconstruct the track stop and rebuild it without dumping. (Alternatively, with [[DFHack]] you can modify &amp;quot;Dump on arrival&amp;quot; to &amp;quot;No&amp;quot; using the {{key|q}} menu without rebuilding the stop.)&lt;br /&gt;
* Make sure the minecart itself has not been designated to be dumped (such as when using mass-dump).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' Dwarves fill the minecart properly, but will not move it thereafter.&lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:''' &lt;br /&gt;
* The minecart may contain items which are not included in its current stop's desired items. Check inside the minecart using the {{key|k}} and {{key|z}} keys and ensure that all items in the cart are desired items.&lt;br /&gt;
* The minecart may contain desired items in bins. Minecarts seem to have problems realizing that they are in fact full of desired items if some of those items are in bins, even if bins are also among the desired items for that stop. '''This cannot be solved by adding the appropriate bins to the stop's desired items.''' Either disallow bins in stockpiles you intend to load minecarts from, or set the departure conditions to rely only on percentage of total load rather than percentage of desired items using the advanced conditions menu ({{key|C}} key).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' Dwarves repeatedly attempt to load the minecart, but no items are ever loaded into it.&lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:''' &lt;br /&gt;
* This can be caused by using a Track Stop with autodumping enabled at a loading site. Every time a dwarf places an item into a cart resting on such a track stop, the item will be immediately dumped, causing unlimited, useless cart loading jobs. Autodumping Track Stops should never be used at a loading site.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' A dwarf picks up the minecart and carries it to its destination.&lt;br /&gt;
* See [[#Quirks|Quirks]]&lt;br /&gt;
&lt;br /&gt;
=== Danger ===&lt;br /&gt;
Minecarts are not without &amp;lt;strike&amp;gt;danger&amp;lt;/strike&amp;gt; [[fun]]. Although designating a track automatically sets the [[traffic]] designation to low, dwarves ''may'' still walk on them, and [[creature]]s ignore traffic designations altogether. If an unlucky dwarf or creature fails to [[dodger|dodge]] a minecart, they can be injured. Most of this danger can be avoided by setting the minecart {{k|h}}auling commands to guide instead of push or ride (dwarves guiding minecarts will ignore traffic restrictions), as well as by [[pasture|pasturing]] domestic animals and preventing the access of other creatures to the tracks. Note that removing the track doesn't reset that tile back to normal traffic priority, so you may wish to manually clean up traffic designation afterward. Also note that bridges that are used as tracks don't have their traffic priority changed automatically (since they're just normal bridges), which could cause dwarves to pathfind normally through dangerous minecart entrances in your fort's walls if you're not careful.&lt;br /&gt;
&lt;br /&gt;
The only &amp;lt;s&amp;gt;fool&amp;lt;/s&amp;gt;''dwarf''-proof method is to make the tracks inaccessible. There are several ways to create a track which works for minecarts but doesn't allow creature-traversal; the simplest is perhaps building a [[statue]] on the tracks. Other options include adding single-tile holes (minecarts moving at reasonable speed will jump the gap), vertical drops, minecart-triggered doors, small pools of liquid (4/7 water or 2/7 magma), and hostile creatures overlooking the tracks. For safety, both ends of the track should be isolated, making the dangerous center sections completely inaccessible (though maintenance access can be provided by a locked door).&lt;br /&gt;
&lt;br /&gt;
Danger does not always involve living victims: careless route designation can also result in minecarts careening off tracks or colliding with each other. If this occurs, the [[item]]s may be scattered; this can cause even more hauling jobs than the minecart aimed to eliminate. Even &amp;lt;s&amp;gt;better&amp;lt;/s&amp;gt; worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, &amp;quot;Accidental grapeshotting of the dining room should be possible now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course, the danger of using minecarts means they can also be [[Trap_design#Minecarts|used as weapons]] by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Advanced usage and automation ==&lt;br /&gt;
Minecart-specific effects are implemented via track stops, rollers and [[pressure plate]]s with &amp;quot;track&amp;quot; condition set. Since all three are considered [[building]]s, they can't be built on the same square (however convenient track stop + pressure plate would be) nor a simple ramp, and are removed by {{k|q}} {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
=== More on Track stop === &lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as braking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction and dumping On or Off (trigger state is inverted: switch On = track stop Off). &lt;br /&gt;
&lt;br /&gt;
If a [[stockpile]] is placed on the tile that a track stop is set to dump to, it can act as a [[Exploit#Quantum_stockpiles|quantum stockpile]] and any items dumped from a minecart that match the storage settings of the stockpile will remain there and accumulate.  Normally trackstops are built on top of existing track to operate on moving minecarts, but they can also be used without tracks to create [[Exploit#The_Minecart_Stop|automatic quantum stockpiles]] (see also [[#Step-by-step_tutorial|step-by-step tutorial]]).  It is not always desirable to collect ALL of certain items into one quantum stockpile, such as when distributing a material to multiple separate industries. You can link your quantum stockpile to various other stockpiles, ensuring that your dwarves will keep them supplied as necessary. Because quantum stockpiles never fill up like regular stockpiles, it may be a good idea to add a switch to turn them off.  &lt;br /&gt;
&lt;br /&gt;
Items dumped from a minecart at a track stop (or dumped by any other means) into open space fall through z-levels until they land on a solid surface.  Items falling onto a designated [[stockpile]] will automatically be considered part of that stockpile, even if the stockpile is set to disallow those items (they will, however, be automatically moved to a more appropriate stockpile, if available).  Items falling on top of a minecart will '''not''' fall &amp;quot;inside&amp;quot; the minecart.  Use with caution; dwarves have fragile skulls.{{bug|5945}}&lt;br /&gt;
&lt;br /&gt;
=== Automated propulsion ===&lt;br /&gt;
==== Roller ====&lt;br /&gt;
{{Main|Roller}}&lt;br /&gt;
&lt;br /&gt;
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built over the top of existing tracks with {{K|b|M|r}}, requiring a [[mechanic]], ''(length/4)+1'' [[mechanism]]s and a [[rope]]. Rollers may also be placed directly on ramps to help pull carts up Z levels. Rollers are very useful to maintain a cart's momentum along long routes, to get them to climb Z-levels without dwarfpower involved, and to get them to reach speeds unattainable by guiding dwarves. These devices are variable-length (1-10), variable-direction and variable-speed ([[Minecart#Numbers_behind_the_scene|see below]]), all traits that can be set at construction time; a roller uses two units of power per tile it is long.&lt;br /&gt;
&lt;br /&gt;
Single-tile rollers transfer power in all four cardinal directions, while other rollers generally only transfer power perpendicular to their activity direction. Longer rollers can also transfer power along their activity direction if built in the correct order, although this can be hard to accomplish and is easily broken. Rollers cannot be powered from above.&lt;br /&gt;
&lt;br /&gt;
Rollers have great acceleration and capped speed. Carts going faster than the roller are unaffected. If a cart moves across an active roller in the direction the roller works and moves slower than the roller's specified speed, the cart will be set to the roller's speed. A cart going against a roller's movement direction will be sent back the way it came (once again at the roller's speed), unless it was moving extremely fast: speed increment of 100000 allows to reverse carts from the full &amp;quot;highest&amp;quot; (50000) speed roller to full &amp;quot;highest&amp;quot; speed back, but ramps can accelerate a cart beyond this. {{cite forum|144328/5702453}}&lt;br /&gt;
A cart crossing over a roller perpendicular to its current movement direction will gain the roller's amount of speed in the perpendicular direction without directly changing its forward motion. Without an adjacent wall to constrict its movement, this will typically send a cart off the rails on a diagonal path, completely unable to follow any tracks until it collides with a wall or is otherwise brought to rest. However, if the roller is placed over a track turn and pushes ''from'' the direction of that turn's track, the turn affects carts ''after'' the roller, so they will be forced into the turn rather than derailed in a diagonal direction. {{cite forum|144328/5702453}}&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
tracks: full:&lt;br /&gt;
  ║       ║&lt;br /&gt;
 ═╗═     ═╢═&lt;br /&gt;
  ║       ║ &lt;br /&gt;
&lt;br /&gt;
╢ : roller pushing from W to E&lt;br /&gt;
}}&lt;br /&gt;
If the roller is powered, carts from ''all'' directions (unless too fast) exit S, because speed imparted by the roller forces carts toward E and ''then'' into the turn.&lt;br /&gt;
If not powered, carts from W and N exit S, carts from E and S exit W. Carts above derail speed will ignore the turn, of course.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ║     ║ &lt;br /&gt;
═╗═   ═╟═&lt;br /&gt;
 ║     ║&lt;br /&gt;
&lt;br /&gt;
╟ : Roller pushing from E to W&lt;br /&gt;
}}&lt;br /&gt;
Carts from the E or W: exit W.&lt;br /&gt;
Carts from N: derailed diagonally, exit SW.&lt;br /&gt;
Carts from S: derailed diagonally, exit NW.&lt;br /&gt;
&lt;br /&gt;
Rollers affects carts on a track - if placed on a floor or ramp without any tracks, they are ignored. Depowered rollers are also ignored, friction is determined by the tiles underneath.&lt;br /&gt;
&lt;br /&gt;
Because of their one-way nature, rollers are unsuitable for most two-way minecart tracks (unless you set gears toggling roller A-&amp;gt;B off while toggling A&amp;lt;-B rollers on). However, a minecart set to be ''guided'' is not affected by rollers at all{{cite forum|109460/3286235}} &amp;amp;mdash; this allows a one-way track to be used in both directions. In addition, unpowered rollers do not affect minecarts.&lt;br /&gt;
&lt;br /&gt;
Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers (and the machinery used to power them) will not operate when constructed on natural [[ice]] floors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Impulse ramps ====&lt;br /&gt;
Carts can be given momentum without rollers or changing z-level by exploiting a design oversight in a phenomenon called &amp;quot;impulse ramps&amp;quot;. A track ramp which is connected both to a wall and to a floor will ''always'' accelerate a cart towards the connected floor tile, no matter where the cart enters the tile from. This means carts can be accelerated as though dropping z-levels, even if the cart doesn't actually change z-level at all. If a track ramp faces three directions such as ╩, then two of those directions need to be facing walls for the cart to be accelerated towards the remaining direction.&lt;br /&gt;
&lt;br /&gt;
Example of straight impulse acceleration:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒     ▒▒▒▒▒▒▒▒▒▒ &lt;br /&gt;
═▲▲▲▲▲▲▲▲▲▲═   ═╚╚╚╚╚╚╚╚╚╚═ &lt;br /&gt;
▒   : Wall&lt;br /&gt;
  ═ : Normal track &lt;br /&gt;
▲/╚ : N/E Track/Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a cart enters from the left, it will speed up on every track/ramp and exit to the right going very very fast - more than one tile every step. If it enters from the right then it will bounce back impulsed by the ramp if it's going slow enough.&lt;br /&gt;
&lt;br /&gt;
As another oddity, carts coming from ramps will in some cases &amp;quot;teleport&amp;quot; through most of the next tile. This is called the &amp;quot;checkpoint effect&amp;quot;, and is explained in detail in the Physics section, below. This negates the deceleration of the next tile if it is a ramp &amp;quot;angled&amp;quot; in a different direction. You can just make an upward spiral alternating impulse ramps and regular upward ramps. It takes no power, is quick and cheap to build, requiring only channeling and track carving, and the cart goes up fast, but not so fast that it launches its contents.&lt;br /&gt;
&lt;br /&gt;
Example of an impulse elevator:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1    z +2    z +3&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
 ░╔░░░   ░▼╚╗░   ░░▼▼░   ░░░░░&lt;br /&gt;
 ░╝░░░   ░▼░░░   ░░░╔░   ░░░▼░&lt;br /&gt;
 ░▼▼░░   ░░░░░   ░░░╝░   ░╚╗▼░&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
╔,╚,╗,╝ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Note that this impulse elevator, due to the checkpoint effect and upward curved ramp effect, will not actually result in carts traveling straight up the ramp.  They will lose speed, bounce off a ramp, then be accelerated back into the spiral after a 9-turn delay on both tiles on the floor where they are stopped.  This is because the checkpoint effect allows carts to travel up the ramps in a single turn, but also prevents the impulse ramps from adding acceleration unless the cart is slowed to staying on the ramp for more than one turn.  Initial acceleration will carry the cart up a variable number of floors before this effect occurs, but this bouncing back and forth will occur every 5 z-levels after the first time the cart stops.  When the cart ''is'' traveling upwards, it will pass every tile at a rate of one tile per turn regardless of its actual speed, due to the checkpoint effect.  In tracks with only a single cart, this is negligible, but when multiple carts are on the same track (such as when you place multiple carts on a magma cart lift) this can cause collisions which derail carts or cause other unexpected or undesired behaviors.&lt;br /&gt;
&lt;br /&gt;
The following impulse ramp (while larger) should alleviate these problems by using a straight ramp to go upwards, preceded by an impulse ramp to exploit the checkpoint effect and negate up ramp costs.  Corners still decelerate carts, so the cart will tend towards a velocity of 72k, which is derail speed.  Derail speed breaks (see Controlling Speed, below) may be necessary at the top.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z +0     z +1     z +2     z +3&lt;br /&gt;
 ░░░░░░   ░░░░░░   ░░░░░░   ░░░░░░&lt;br /&gt;
 ░░░░░░   ░╔╔═░░   ░░▼▼╗░   ░░░░░░&lt;br /&gt;
 ░║░░░░   ░▼░░░░   ░░░░╗░   ░░░░▼░&lt;br /&gt;
 ░╚░░░░   ░▼░░░░   ░░░░║░   ░░░░▼░&lt;br /&gt;
 ░╚▼▼░░   ░░░░░░   ░░░░░░   ░░═╝╝░&lt;br /&gt;
 ░░░░░░   ░░░░░░   ░░░░░░   ░░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
║,═,╔,╚,╗,╝ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Also, if you want to have a cart following a below-derail speed, the following track works well:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z +0    z +1    z +2    z +3&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
 ░░░░░   ░══░░   ░▼▼║░   ░░░▼░&lt;br /&gt;
 ░║░░░   ░▼░░░   ░░░║░   ░░░▼░&lt;br /&gt;
 ░║▼▼░   ░▼░░░   ░░░░░   ░░══░&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
║,═ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
In this elevator, the cart collides with the walls in the corners, but then realigns on the ramp, picks up speed, checkpoints through the next ramp, and slams into the next wall.  It is slower (10 ticks per floor) but produces reliable speeds, and will exit the impulse elevator at little more than push speeds.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A sort of opposite effect to impulse ramps also exists: ramps lacking the proper &amp;quot;up&amp;quot; and &amp;quot;down&amp;quot; connections are treated as flat track, even if they actually go up or down z-levels. This allows building &amp;quot;anti-impulse&amp;quot; slopes consisting entirely of ramps only connected up, which a minecart can travel up forty levels and more, needing no more than a single push.&lt;br /&gt;
&lt;br /&gt;
=== Controlling traffic ===&lt;br /&gt;
&lt;br /&gt;
==== Switching ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
As constructions or tile features, [[door]]s and other furniture can be built on tracks. A [[door]] or [[floodgate]] can be turned on or off by a [[lever]], effectively controlling the flow of automated minecarts. This may be &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however. &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
       -&amp;gt;&lt;br /&gt;
 A ════┤≡════ B&lt;br /&gt;
┤ : roller pushing to East&lt;br /&gt;
≡ : door&lt;br /&gt;
}}&lt;br /&gt;
The roller pushes the cart east, but until the &amp;quot;departure condition&amp;quot; is fulfilled, the door remains closed and blocks the path. &lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s can also act as tracks, but only if they're lowered or not retracted. This property can enable levers to turn tracks on and off. However, care should be taken to ensure that such bridges are never operated while a cart is on top of them, as the cart will be flung off the track. It's worth noting that it's often faster, and cheaper, to construct large bridges than long sections of constructed track.&lt;br /&gt;
&lt;br /&gt;
A powered track switch can be constructed by building an &amp;quot;inverted&amp;quot; corner as illustrated below.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
      B             B&lt;br /&gt;
      ║     -&amp;gt;      ║&lt;br /&gt;
      ║             ║&lt;br /&gt;
  ════╚═══      ════├════&lt;br /&gt;
 A        C    A         C&lt;br /&gt;
├ : roller pushing to West.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If the cart is pushed East from the stop at 'A' while the roller is activated, it will arrive at 'B'. If the roller is not running, it will arrive at 'C'. The switch works by the roller first reversing the incoming cart's movement and the cart ''then'' following the track corner.&lt;br /&gt;
&lt;br /&gt;
This switch is very reliable, reacts instantly to on/off signals, and carts of any speed can be switched by this design, although very fast carts will require rollers that are several tiles long, up to three. The requirement for power can be inconvenient or impractical.  Non-powered solutions may use controlled derailment, or a connecting bridge.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
    B ╥&lt;br /&gt;
      ║&lt;br /&gt;
      ║&lt;br /&gt;
 ╞════╝ ════╡&lt;br /&gt;
 A     D    C&lt;br /&gt;
}}&lt;br /&gt;
Here the track between A and C is not continuous. The only continuous track is A-&amp;gt;B, with a corner (not a T section). Fast moving carts will tend to derail at D and rejoin the track to C. Placing a door at D will prevent the derailment, so the cart continues to B. The door is operated by mechanisms elsewhere (typically, a lever, but some fun can be had with pressure plates).&lt;br /&gt;
&lt;br /&gt;
Since it depends on derailing, this switch requires a very fast cart, faster than what can be achieved with rollers alone. To gain sufficient speed, a cart must be accelerated further, usually by descending several levels or through impulse ramps. The high speed makes the cart much more dangerous and harder to control.&lt;br /&gt;
&lt;br /&gt;
If carts are moving too slowly to derail at the corner, a retractable bridge may be used as a connector between A and C.  &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════bbb════╡C&lt;br /&gt;
}}&lt;br /&gt;
The bridge must overlap the corner. Bridges behave like a track crossing, allowing carts to pass in a straight line. When retracted, the corner reappears, so the carts will continue to B. Bridges take 100 steps to react to a signal, necessitating rather long &amp;quot;lead times&amp;quot; when switching tracks via bridge.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, special care must be taken to make sure the bridge doesn't change state while the cart is passing over it. Retracting bridges will throw the cart, causing it to stop dead. Raising bridges can even crush the cart.&lt;br /&gt;
&lt;br /&gt;
==== Controlling Speed ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecarts can reach extremely high speeds, especially when descending multiple Z-levels. A minecart will derail at a track corner if its speed exceeds 0.5 t/st (tiles per step), '''unless''' the route in the direction of travel is blocked:&lt;br /&gt;
&lt;br /&gt;
Will derail at &amp;gt; 0.5 t/st:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 in ══╗ -&amp;gt; derailing&lt;br /&gt;
      ║&lt;br /&gt;
     out&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Will not derail at &amp;gt; 0.5 t/st:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 in ══╗O&lt;br /&gt;
      ║&lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
O : wall/column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to build a &amp;quot;speed limiter&amp;quot;, that will ensure that when a minecart exits it is traveling below derail speed:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
      ░░░░     ░░░░░        ░░░░░&lt;br /&gt;
 in  ═╔═╗░     ░╔S╗░        ░╔S╗░&lt;br /&gt;
 out ═╬═╝░ out ═╗═╝░    out ═╗═╝░&lt;br /&gt;
     ░╚S╝░     ░╚═╝═ in     ░╚S╝░&lt;br /&gt;
     ░░░░░     ░░░░          ║░░░&lt;br /&gt;
                              in&lt;br /&gt;
░ : wall&lt;br /&gt;
S : Track Stop (High Friction or lower)&lt;br /&gt;
}}&lt;br /&gt;
If the minecart is traveling below derailment speed, it will not be affected; if above, will be slowed down and checked again. Granted, you could do the same just with track turns, but it may take a lot of turns and time.&lt;br /&gt;
&lt;br /&gt;
Since all the derailings, bounces and ramps can impart a sideway component of speed small enough to start visible drift many tiles away (say, [[Fun|in the middle of a bridge]]), track turns have one more use: forcing the carts to move strictly along the grid directions. Carts passing a turn below derailing speed convert one component of velocity into another, thus eliminating the drift.&lt;br /&gt;
&lt;br /&gt;
=== Loading liquids ===&lt;br /&gt;
[[Water]] and [[magma]] can also be loaded into minecarts by submerging them to a depth of at least 6/7 while standing still or moving at speeds of at most 10000. Loading fluids onto minecarts can be difficult because the added friction provided by fluids can stop a cart in a submerged tile. Curiously, filling a minecart with magma does not injure a dwarf ''riding'' it. A minecart will hold enough fluid to increase the depth of a single tile by 2. This amount is listed as 833 units, which weigh 459Γ (water) or 999Γ (magma). An iron or steel cart filled with magma weighs 1313Γ, while an adamantine cart filled with magma weighs 1007Γ. Since you need a minecart above the liquid's level, possible arrangements may include pressure-activated sluices, rollers (with magma-safe chains for magma), pouring from above to &amp;quot;submerge&amp;quot; it briefly on the same level and drain excess away (dig deeper and leave a vaporizer, though if you could have power for rollers, may as well use a pump) and exploits with ramps (not necessarily impulse ramps, &amp;quot;same height&amp;quot; passing dip does it).&lt;br /&gt;
The liquids can be dumped by a constructed track stop.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
This little quirk concerns dwarf-managed minecarts. If a track which was previously open becomes blocked (ex. flipping a switch connected to a floodgate you've built on the track to raise it) and the conditions for departure are met, instead of refusing to ride/guide the minecart or ride/guide it until it reaches the obstacle, the dwarf will pick up the minecart off the tracks and haul it to its scheduled destination on foot. If the distance is long enough and the weight of the cart heavy enough (due to being filled with heavy items such as stones), the dwarf may drop the cart because of fatigue/hunger/thirst before reaching the destination. This will cancel that vehicle setting job and make another dwarf come by and attempt to haul the cart to the nearest appropriate stockpile where another dwarf will pick up the cart and attempt to haul it to its initial stop. If the stockpile is far enough from initial stop, this second dwarf who is attempting to place the minecart on its tracks may also drop the minecart out of fatigue/hunger/thirst creating a loop that will go on until a dwarf with enough endurance manages to place the minecart where it belongs.&lt;br /&gt;
&lt;br /&gt;
In fact, it seems dwarves are more than happy to attempt to carry a minecart from one stop to another even if just waiting until the track is open again would be the more sane option.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also carry a minecart to its next stop if the direction specified is incorrect (or invalid). This can often occur when using the default departure settings and forgetting to set the direction of each condition.&lt;br /&gt;
&lt;br /&gt;
Dwarves can admire buildings while riding mine carts. Dwarves will not fall asleep during a ride (at least not from being drowsy). If riding on a continuous powered track loop, the dwarf will die of dehydration/starvation as they can not jump off to get sustenance{{cite forum|109460/3377228}}. Dwarves riding in submerged minecarts will gain experience in [[swimming]].{{cite forum|129889}}&lt;br /&gt;
&lt;br /&gt;
Tracks block wagon access to trade depots, unless they're on a ramp. [[Bridge]]s can also be used, as they function as tracks but do not block wagons.&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecart physics depend greatly on the departure mode set in the route stop conditions.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Push&amp;quot; or &amp;quot;Ride&amp;quot;, minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it slowly due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move in a straight line until they either are brought to a stop by friction or an obstacle, or until they encounter a turn. A minecart will roll straight past &amp;quot;blocked&amp;quot; ends of T-junctions or track ends, they have no power to restrict a cart's movement. The cart's behavior is largely independent of the weight of its contents (including fluids and dwarves): heavily loaded carts gain more momentum when accelerating, but this only plays a role in collisions: a heavy cart gains just as much speed and is as easy to stop as a light one. In either case, dwarves can not push nor ride an unpowered cart up a ramp, bouncing back the direction it came. At best, this is a waste of time; at worst, it will give your cart-pushing dwarf a [[fun|fun surprise]]. To solve this, the player can either use Rollers (see below) or set the cart to be Guided.&lt;br /&gt;
&lt;br /&gt;
The difference between &amp;quot;Push&amp;quot; and &amp;quot;Ride&amp;quot; is whether the dwarf will go along with the cart or not.&lt;br /&gt;
{{DFtext|Push}}: the dwarf will give the cart an initial push, not enough to go up a ramp, but enough to go some way along flat track, and the dwarf will remain at the first stop, ready for a new job.&lt;br /&gt;
{{DFtext|Ride}}: the dwarf will give the cart the same initial push and then hop aboard the cart riding with it to the next stop.&lt;br /&gt;
{{DFtext|Guide}}: minecarts seem to ignore all laws of physics. That is:&lt;br /&gt;
*Ignore the weight of any and all items inside. Therefore:&lt;br /&gt;
**Move at the speed of the dwarf that is guiding them. It is thus recommended to pick the most [[attribute#Agility|agile]] of your dwarves for cart-guiding tasks.&lt;br /&gt;
*Ignore working rollers.&lt;br /&gt;
*Will ''not'' collide with other guided carts even when a full frontal collision would be expected.&lt;br /&gt;
*Will go up ramps like nobody's business.&lt;br /&gt;
This is therefore the recommended method of transport for simple non-powered rail systems, despite it diverting a dwarf from other, potentially more important tasks.&lt;br /&gt;
&lt;br /&gt;
Some samples with behavior:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 A &amp;lt;-&amp;gt; B    A &amp;lt;-&amp;gt; C               A &amp;lt;-&amp;gt; B&lt;br /&gt;
    B          B                     B &lt;br /&gt;
    ║          ║                     ║ &lt;br /&gt;
 A══╝       A══╩══C               A══╬╗&lt;br /&gt;
            You can only go A-&amp;gt;B     ╚╝&lt;br /&gt;
  Works     when the cart          Works     &lt;br /&gt;
            is in Guide mode.       &lt;br /&gt;
}}&lt;br /&gt;
In the second example above, a cart &amp;quot;pushed&amp;quot; from B will go over the junction and roll off into the unknown south.&lt;br /&gt;
&lt;br /&gt;
=== Numbers behind the scene ===&lt;br /&gt;
&lt;br /&gt;
According to early research by '''expwnent'''{{cite forum|112831/3536975}}:&lt;br /&gt;
&lt;br /&gt;
The minecart has 3 variables for velocity. Velocity can be thought of as tiles per 100000 ticks, so a velocity of one hundred thousand means a cart travels one tile per tick. By going down a large number of ramps, a maximum velocity of 270,000 can be reached, which presents the limit for most practical applications. Short bursts of (much) higher speeds are possible through carefully planned collisions of high-speed carts {{cite forum|137557/5145499}}. (See [[#Perfectly Elastic Collisions|Perfectly Elastic Collisions]].)&lt;br /&gt;
&lt;br /&gt;
Every tick the cart adjusts sub-tile position units by the amount of their velocity, as well as adjusts velocity depending on current tile (speed is reduced by the &amp;quot;friction&amp;quot; of the tile, or accelerated if going &amp;quot;down&amp;quot; a ramp). On flat (non-ramp) tiles, the cart will move to the next tile when the sub-tile position goes 50000 away from the centre of the tile, denoted by the no-fraction integer value - tile 15 e.g. has its centre at the exact value 15 and its borders at co-ordinates 14.5 and 15.5. &lt;br /&gt;
&lt;br /&gt;
Since most deceleration and acceleration is applied per step, with the notable exception of corners, a cart going at twice the speed of another one can travel about four times the distance before coming to a stop when going in a straight line, but only twice the distance along a winding track with very many corners.&lt;br /&gt;
&lt;br /&gt;
A push will teleport a cart to the middle of the next tile in one tick with 19990 speed (10 speed is lost due to track friction), while a roller will directly give a cart the roller's set speed (minus friction) and the cart starts accumulating distance from its standing position. When a cart leaves a ramp it will emerge after one tick at the very end of the next regular tile. &lt;br /&gt;
&lt;br /&gt;
Friction of tiles:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile&lt;br /&gt;
! Friction&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| Tracks&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Ground/Floor&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| Unusable ramp&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Upwards ramp&lt;br /&gt;
| 4910 (10+4900)&lt;br /&gt;
|-&lt;br /&gt;
| Downwards ramp&lt;br /&gt;
| -4890 (10-4900)&lt;br /&gt;
|-&lt;br /&gt;
| Roller&lt;br /&gt;
| ±100000 (but capped by the set speed)&lt;br /&gt;
|-&lt;br /&gt;
| Corner track &lt;br /&gt;
| 10&lt;br /&gt;
| Speed reduced by 1000 upon leaving the corner tile&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (highest)&lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (high)&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (medium)&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (low)&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (lowest)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Water 1-6&lt;br /&gt;
| Additional (WaterLevel - 1) * 100&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Magma 1-6&lt;br /&gt;
| Additional (WaterLevel - 1) * 500&lt;br /&gt;
|-&lt;br /&gt;
| Empty space&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Water of depth 7/7 provides a friction of about 10000 per step. Maximum-depth magma causes at least as much friction, possibly more. This higher friction may not apply to very slow-moving carts.&lt;br /&gt;
&lt;br /&gt;
Impulse sources:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature&lt;br /&gt;
! Speed&lt;br /&gt;
|-&lt;br /&gt;
| Push&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller lowest&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Roller low&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller medium&lt;br /&gt;
| 30000&lt;br /&gt;
|-&lt;br /&gt;
| Roller high&lt;br /&gt;
| 40000&lt;br /&gt;
|-&lt;br /&gt;
| Roller Highest &lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note, again, that nearly all of these values are applied ''per tick'', rather than ''per tile''.  The exceptions are curves, which is 1k deceleration per direction change at the end of the tile, and rollers, which ''set'' the speed every tick. This makes rollers particularly useful in high-deceleration situations, such as underwater, but require that ''nearly every tile'' in such high-deceleration situations have a roller.&lt;br /&gt;
&lt;br /&gt;
A cart heading up a ramp can experience deceleration on multiple ticks, (and stays on the tile more ticks the slower it is going, resulting in greater deceleration,) and as such, a cart leaving a &amp;quot;Highest Speed&amp;quot; roller with 50k velocity will not be able to climb 10 consecutive straight ramps, since they are ''not'' &amp;quot;5k deceleration each&amp;quot;.  In fact, the first ramp not on a roller will be -15k velocity, and, depending slightly upon other factors of &amp;quot;remainder&amp;quot; x position, the second may completely cancel forward momentum, and send it rolling back down, where it will bounce off the roller repeatedly.  Using rollers to power carts up ramps reliably requires rollers every other un-rollered ramp.   Fortunately, rollers can be built upon ramps, themselves, which allows for rollers to only need to be built every other floor.  (Exploiting the [[#Checkpoint Effect|checkpoint effect]] can allow one to bypass this requirement.)&lt;br /&gt;
&lt;br /&gt;
There are two important speed values which affect carts' behaviour:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Derailing&amp;quot; can happen when a cart moves at speeds in excess of 50000 - carts will ignore track corners unless forced to obey them by walls or other obstacles blocking the straight path.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;shotgun&amp;quot; effect takes place when a collision changes a cart's movement speed by more than 55000: loaded carts subject to such a change eject their contents, which then keep on moving in a ballistic trajectory, in the direction and at the speed the cart had before the collision (with a small random vector added). This effect entirely rides on the amount of speed ''change'' - a speeding cart crashing into a wall can be subject to it just as well as a standing cart accelerated by a speedy cart smacking into it. It can even happen when two relatively slow-moving carts (down to speeds below 20000 in extreme cases) collide head-on.&lt;br /&gt;
&lt;br /&gt;
=== Sub-tile Positions and Velocity ===&lt;br /&gt;
Carts store six values that are unique to them.  Three sub-tile position values, and three velocity values.  (X, Y, and Z.)&lt;br /&gt;
&lt;br /&gt;
Note that the Z position and velocity only matter when a cart is in flight.  (See [[#Falling|Falling]] and [[#Cart Jumps|Cart Jumps]].)&lt;br /&gt;
&lt;br /&gt;
Each non-ramp tile is functionally composed of 100,000 individual minimal-length positions ''within'' the tile in both dimensions. When a cart has velocity, it is added or subtracted from the current position every tick, and then a friction force is applied to the cart.  &lt;br /&gt;
&lt;br /&gt;
In essence, every sub-tile position unit is a decimal value of a tile, 0.00001 tiles, in a game that largely prefers integer values.  &lt;br /&gt;
&lt;br /&gt;
The exact cart coordinates shown e.g. by a DFHack script must be rounded arithmetically (up or down to the nearest integer) to find the current tile: a cart in the centre of a tile will be at sub-tile zero in all directions, and it will cross into the next tile when subtile value is more than 50 000 higher or lower than the full number.&lt;br /&gt;
&lt;br /&gt;
When carts move beyond the borders of a tile, they physically move a tile on the map, and start at the far end of the sub-tile position the next tile. (I.E., traveling West, a cart that starts a tick 15,000 X away from the border and has an X velocity of -20,000 will move -5000 X past the adjacent border of the next tile in direction -X. It will also lose 10 velocity in that tick due to friction with the track if it is on a track, or 100 velocity if it is on regular ground, or no velocity if it is airborne.) &lt;br /&gt;
&lt;br /&gt;
Ramp tiles are longer, approximately 141,420{{cite forum|157627/0}} in the direction where it &amp;quot;slants downward&amp;quot;, (to approximate a 45 degree slope, it is square root of two times longer,) with a centre-to-border distance of 70,710.  Because of this, a cart with no velocity dropped from a hatch will land at the center of a tile, 70,710 away from the tile's borders in both directions, and will start rolling in the ramp's &amp;quot;downward&amp;quot; direction, picking up the ramp's acceleration (4890 per tick in the direction of the ramp's &amp;quot;downward&amp;quot; direction) every single tick, then moving that sub-tile amount every tick. (This results in a cart that takes 5 ticks of acceleration to leave its ramp - 6 ticks overall - and to leave the ramp with about 23k velocity, slightly more than a push.) When it enters another ramp ''facing the same direction downwards'', a cart will start at the -70710 or +70710 position, and have twice as far to travel.  This means that if a cart enters a ramp from the side, it will gain twice the momentum of simply starting at the midpoint of a ramp.  &lt;br /&gt;
&lt;br /&gt;
Note that passing from one direction of ramp to another or to flat terrain causes unintuitive behavior, &amp;quot;teleporting&amp;quot; to the end of another tile in what is called the &amp;quot;[[#Checkpoint Effect|checkpoint effect]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note, however, that all sub-tile positions are carried over from tile-to-tile.  This separate tracking of velocity and position between X and Y can lead to problems with diagonal motion:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z0  z-1&lt;br /&gt;
▒║▒ ▒▒▒&lt;br /&gt;
═▼═ ▒╬▒&lt;br /&gt;
▒ ▒ ▒║▒&lt;br /&gt;
▒   : Wall&lt;br /&gt;
═, ║ : Track &lt;br /&gt;
╬  : Track and Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a cart is passing West-to-East over this setup, the valid ramp to the South will apply &amp;quot;Southward&amp;quot; acceleration to the cart (-Y velocity) as it passes through the ramp tile.  Assuming it only spends two ticks in that tile, it will have gained a lasting -5k Y velocity, which will still apply motion Southward.  If the cart continues travelling over straight track for another ten steps, it will have accumulated enough Southward motion to try to move a tile South, even if all tracks are facing East-West. &lt;br /&gt;
&lt;br /&gt;
A single tile spent on the ramp will not grant lasting southward motion, because the acceleration will be neutralised through the checkpoint effect when the cart leaves the ramp again, but the cart will be displaced about 5k sub-tiles southward, which can cause it to gain more or less speed than an undisplaced cart when meeting another south- or north-accelerating ramp.&lt;br /&gt;
&lt;br /&gt;
'''Non-curving tracks do not correct this motion'''.  &lt;br /&gt;
&lt;br /&gt;
They don't &amp;quot;tip back over&amp;quot; without adjustments in the track.  Any value of sideways motion on tracks larger than 990 will lead to a derailment. (Lower values will be nullified by friction before they are enough to lead to derailment, but there is currently no way to apply such a small amount of velocity.)  &lt;br /&gt;
&lt;br /&gt;
If the tile to the South is a wall at that point, it will be considered a collision with a wall that ''halts all motion''.  If the tile is open, the cart will simply leave the track and travel over the terrain beside it. In almost any circumstance, this is undesirable behavior.  &lt;br /&gt;
&lt;br /&gt;
The only way to appropriately deal with this is to either cancel out this behavior with an equal amount of acceleration in the opposite direction, or to take a curve. &lt;br /&gt;
&lt;br /&gt;
Note, again, that sub-track position is saved in both directions, so when a cart approaches a curve, it will already have a shorter or longer distance past the curve when it makes the turn.  &lt;br /&gt;
&lt;br /&gt;
Curves are applied at the end of a tile.  If a cart is moving East, and approaches a North-West track corner at 30k velocity, and friction is eliminated for the purposes of a cleaner demonstration, then when it enters the tile on the western (X coordinate) border of the tile, but in a central North-South (Y) orientation (sub-tile -50k X and 0 Y due to arithmetic rounding), it will then move 30k East (+X) the next tick, and be at -20k X sub-tile position, and 0 Y sub-tile position.  Next tick, it is at +10k X sub-tile position, and 0k Y sub-tile position.  Two more ticks would take it to +70k X, but that's past the tile border, so it stops at 50k, turns (and thus loses 1k velocity, but translates the rest from X-velocity to Y-velocity) and travels another 20k.  It is now at 0k X sub-tile position, and -20k Y sub-tile position (i.e. it's re-set from the end to the middle of the tile with respect to the X co-ordinate).  Next tick, it travels at 29k velocity North, and so moves to 0k X sub-tile position, and +9k Y sub-tile position.  Then in two more turns, it leaves to the North.  &lt;br /&gt;
&lt;br /&gt;
In the case of diagonal motion due to having velocities in X and Y at the same time, it is critical which tile the cart actually tries to enter next. Only if the path into that tile is blocked by the corner branches will the cart take the corner and rewrite its velocity, otherwise it leaves the corner tile without changes to its motion. If the cart is redirected by the corner, all sideways velocity is lost, as forwards velocity ''overwrites'' sideways velocity in a curve.  If, in that example in the paragraph above, the cart entered at -50k X sub-tile position with 30k X velocity, and 40k Y sub-tile position and -1k Y velocity, it would take that &amp;quot;curve&amp;quot; (or rather, redirection of velocity) on the fourth turn, while it is at 37k Y sub-tile position to start with, and then move to -53k Y sub-tile position at the end of that tick.  It would then move to -26k Y sub-tile position in the following turn, and take 3 turns to clear the tile.&lt;br /&gt;
&lt;br /&gt;
But, most importantly, it would be centered in the X sub-tile position, and all sideways velocity is safely removed.&lt;br /&gt;
&lt;br /&gt;
There are two common ways to gain sideways velocity: Rollers facing perpendicular to the cart's travel path (which, as covered above, are almost always a bad idea, as it is easier to push ''against'' the travel direction of a cart into a curve, which redirects all velocity in the new direction,) and [[#Corner Ramp Derail|corner ramps]], and require a curved track to compensate for sideways velocity within a few tiles.&lt;br /&gt;
&lt;br /&gt;
=== Track Direction Irrelevance ===&lt;br /&gt;
Carts that are traveling independently, (that is, not guided,) only care that tracks ''are'' on the tile, not which direction the tracks actually move.  Tracks respect only curves (with two exits) and ramps.  &lt;br /&gt;
&lt;br /&gt;
This means, for example, that the following tracks, when a (non-guided) cart travels from West-to-East, are functionally identical in effect:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
A════════════B    A╬║╚╔╣╩╦╠╥╨╞╡B&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is because so far as the cart is concerned, only valid ramps and curves with two exits where there is no exit in the path they are traveling matters.  &lt;br /&gt;
&lt;br /&gt;
Hence, if a minecart encounters the end of the track or a T junction with no &amp;quot;exit&amp;quot; in its movement direction, it will simply leave the track and continue on its course in a straight line until it encounters an obstacle, slows to a stop, or encounters another track even if the tile at which it joins the new track instantly sends it around a corner.&lt;br /&gt;
&lt;br /&gt;
In fact, in a track designed for pushes or rides, a &amp;quot;║&amp;quot;, a &amp;quot;╦&amp;quot;, a &amp;quot;╬&amp;quot;, and a &amp;quot;╥&amp;quot; are ''only different in appearance'', and are ignored by an unguided cart, which will continue in its current direction, regardless of the track.  For any purpose but guided tracks, ''only curves and ramps matter at all''.  &lt;br /&gt;
&lt;br /&gt;
Tracks like T-junctions, however, ''are'' respected by dwarves guiding carts, who will lift and carry carts if they cannot find a valid track to their destination, and can choose to follow any orthogonal direction at a four-way junction in much the same way as they normally pathfind.  What this functionally means is that T and four-way junctions ''only guide dwarves hauling a cart, not carts, themselves''.&lt;br /&gt;
&lt;br /&gt;
Carts only check for curves when they are halfway through a tile.  When they get there, they look to see if their path has no exit.  (That is, if it is traveling East, it checks if there is an East exit.) If there is, it ignores all other track directions, and keeps traveling.  If there is not, it checks to see if there are only two exits to the track, and if one of those directions was the direction it &amp;quot;came from&amp;quot;.  (That is, if traveling West from the East, it checks if there is a valid exit to the West, and if not, if there is an East exit and EITHER a North or South exit.) If there is not, it ignores the track anyway, and keeps on traveling as though it were still on track.  &lt;br /&gt;
&lt;br /&gt;
If there is a curve the cart will respect, it checks for derailment.  Carts derail if their speed is higher than 50k.  Carts at this critical speed will then check for blockages of their forward path.  If there is an obstacle to their path, which may be a wall or even furniture or buildings like a door, they will not derail and respect the curve, anyway.  Derailing carts do not &amp;quot;[[#Cart Jumps|jump]]&amp;quot; unless they hit completely untracked tile or an invalid ramp, but simply ignore the layout of the tracks entirely.  With invalid ramps, this means not respecting the ramp, and likely results in collision with a wall, zeroing of all velocity, and a cart that requires manual retrieval. &lt;br /&gt;
&lt;br /&gt;
If the cart is traveling at a speed that will not derail, or is forced to turn by a supporting wall, it will subtract 1000 from the &amp;quot;forwards&amp;quot; velocity of the cart, and redirect all forward velocity to the direction of the curve.  This change in the direction of velocity ''overwrites'' any &amp;quot;diagonal&amp;quot; velocity, which can prevent diagonal velocity derailments, but any perpendicular velocity is not preserved, and is instead discarded.&lt;br /&gt;
&lt;br /&gt;
=== Valid and Invalid Ramps ===&lt;br /&gt;
Ramps are functionally defined for cart purposes as being a tile which exerts an acceleration force upon its &amp;quot;downward slope&amp;quot;, and which allows connection to tracks a z-level above or below.  This downward slope requires a cart to have at least one track branch touching a wall tile and one ''and exactly one'' carved exit to the tile that is the &amp;quot;bottom&amp;quot; of the ramp. Ramps accelerate carts in this &amp;quot;downward&amp;quot; direction (possibly leading to [[#Corner Ramp Derail|diagonal movement]]), and the deceleration of an &amp;quot;uphill&amp;quot; ramp is actually just the acceleration being applied against the direction of a cart's movement.  &lt;br /&gt;
&lt;br /&gt;
This is where players can find an exploit in the behavior of ramps - if there are ''two'' &amp;quot;downhill&amp;quot; exits to a ramp (such as a &amp;quot;T junction&amp;quot; on a ramp where only one exit faces a wall), then the ramp provides no acceleration ''or'' deceleration, allowing carts to travel up ramps without any loss of momentum except for the standard &amp;quot;flat track&amp;quot; deceleration, because as far as the cart is concerned, the track ''is'' flat.  (A T junction is also not a curve, so the track is considered flat and straight no matter what direction the cart is traveling.) &lt;br /&gt;
&lt;br /&gt;
Similar effects can be achieved when there are ''no'' &amp;quot;downhill&amp;quot; exits to a ramp.  This may be the case if you have, for example, an East-West track with a one-tile channel with a ramp in it.  The cart will travel through the &amp;quot;dip&amp;quot; with no change in velocity.  It can also be the case if you abuse the [[#Track Direction Irrelevance|Track Direction Irrelevance]], and set only exits ''up'' the ramp, and none leading ''down'' the ramp.  For example, if a cart is traveling from West to East up a slope, only carving East exits on each tile of ramp will make the cart travel up the ramp, and then recognize the tile it is on as being a &amp;quot;flat&amp;quot; tile, thus ignoring any deceleration from traveling uphill.  &lt;br /&gt;
&lt;br /&gt;
Note that this effect only reliably occurs at below-derail speeds as the cart will treat the ramp as an invitation for a ramp jump otherwise. (This almost always results in a collision with a wall that will stop forward progress.)&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision, possibly to allow cart &amp;quot;stacking&amp;quot; across Z-levels.{{cite devlog|2012|04|06}} A dwarf riding in a minecart that is dropped multiple z-levels suffers normal fall damage. Minecarts can fall through up/down stairs.&lt;br /&gt;
&lt;br /&gt;
While airborne, carts do not feel the effects of friction in any horizontal direction, and will continue until they strike an obstacle.  Carts that land on tracks instantly re-rail themselves regardless of track directionality.  &lt;br /&gt;
&lt;br /&gt;
Falling carts accelerate similarly to the way that a ramp will accelerate a cart in a special z-only velocity that only applies to airborne carts. (Actually, since a tile is notionally 1.5 times as high as it is wide/long, acceleration due to gravity in freefall appears slightly ''slower'' than ramp acceleration, since it has to move the cart (or any other object) a greater distance.) Ramp acceleration, while it logically should be partially z-directional, is only recorded as x- or y-directional, and there is no translation of z-directional velocity upon landing.  Landing carts zero out their vertical velocity upon landing, even when landing on ramps, although carts that had horizontal momentum while falling preserve it.&lt;br /&gt;
&lt;br /&gt;
This means a cart falling (from a hatch, thus with no horizontal speed) onto a track ramp is accelerated as if starting from the middle of the ramp - i.e. to the same speed, no matter how many Z-levels it was dropped, vertical velocity is negated. {{cite forum|144328/5701211}}&lt;br /&gt;
&lt;br /&gt;
Carts falling onto a floor can, however, cause damage to creatures ''one tile below the floor''.  This can be used in an [[exploit]] called a &amp;quot;thumper&amp;quot;, where carts are caused to repeatedly fall on a floor above an entrance to the fort, inflicting significant damage (as though it were a collision) on those below the cart.&lt;br /&gt;
&lt;br /&gt;
=== Cart Jumps ===&lt;br /&gt;
Carts that cross off of &amp;quot;up&amp;quot; ramps relative to their current direction of travel, which do not have a ceiling above them, are traveling above derail speed, and do not have valid ramp track before them can translate a portion of their horizontal velocity into vertical velocity, causing a cart to be projected into the air until vertical velocity is negated and overcome by the gravitational acceleration. Because downwards acceleration is applied per-tick, this creates a reasonable facsimile of the parabolic motion of an actual object rolled up a ramp and launched with significant speed. &lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
z0             z0 hiding ramps  z+1 A          z+1 B (hidden ramp)&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒   ▒▒▒▒▒▒▒▒▒▒▒▒     ▒▒▒▒▒▒▒▒▒▒▒▒     ▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
═▲▲▲▲▲══▲▒▲═   ═╚╚╚╚╚═══▒══      ▼▼▼▼▼  ▼═▼       ▼▼▼▼▼  ▼╚▼ &lt;br /&gt;
▒   : Wall&lt;br /&gt;
═ : track &lt;br /&gt;
▲  : Ramp&lt;br /&gt;
}}&lt;br /&gt;
In this diagram, if there is no ceiling above it, the track in z+1 A will launch its carts airborne when they travel across the ramp.  z+1 B (with a ramp on the tile on the hill) will not launch the cart.  The cart would also not be launched with ''any'' valid ramp, even if it does not travel in an appropriate direction, such as North/South (which the cart will ignore, as it is not a curve, anyway, although it may produce acceleration that may cause diagonal movement.) &lt;br /&gt;
&lt;br /&gt;
Carts that are traveling at derail velocity will also start &amp;quot;jumping&amp;quot; from the track if it hits an un-tracked tile, flying over and ignoring any tracks until it is ready to land.  Carts that land upon tracked tiles re-rail themselves, and clever designers use this feature to jump over curved track sections in one direction or another. (Retracting bridges over untracked tiles can cause jumps or not cause jumps depending upon the status of the bridge.)  Minecart speed must be carefully regulated to ensure reliability of jump length. &lt;br /&gt;
&lt;br /&gt;
Hitting untracked tiles at around 70k velocity creates a vertical component to acceleration that allows for jumps of around 6 (horizontal) tiles that do not actually leave the z-level the cart is on, but which do apply z-direction velocity on the cart, as per falling.&lt;br /&gt;
&lt;br /&gt;
Carts that approach a downward slope at a high enough velocity will also make a jump, (or rather, ignore the ramp and fly forwards) but will not do so if the [[#Checkpoint Effect|Checkpoint Effect]] is exploited through an impulse ramp before the actual downhill as the impulse ramp &amp;quot;tricks&amp;quot; the cart into thinking it has already started going downhill. &lt;br /&gt;
&lt;br /&gt;
=== Skipping ===&lt;br /&gt;
If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]].&lt;br /&gt;
&lt;br /&gt;
Skipping causes significant friction on the cart, and even a cart going at max speed from ramps can only make about 50 tiles without requiring re-acceleration.  (Carts that decelerate enough that they do not trigger the skipping effect will, of course, sink.)&lt;br /&gt;
&lt;br /&gt;
=== Corner Ramp Derail ===&lt;br /&gt;
&lt;br /&gt;
Corners on upward ramps can cause diagonal movement, forcing a derail even if the cart has a wall next to it, which will force a stop when it touches a wall that forces dwarves to manually reset the cart.  &lt;br /&gt;
&lt;br /&gt;
This is caused by the fact that a cart, after turning the bend in the track and entering e.g. a flat tile, will be subject to the checkpoint effect which applies 5k acceleration opposed to the last amount of ramp acceleration it received. Since the cart has just passed a corner, this compensatory speed adjustment now goes to the &amp;quot;outside&amp;quot; of the corner and creates enough lateral velocity to carry the cart off the track after eleven steps. (Down corner ramps do not have this problem, as the downward direction is in line with the past-corner movement direction and the checkpoint effect works on the only remaining movement vector.) &lt;br /&gt;
&lt;br /&gt;
There are two fixes to this problem.  One is to simply not put corners on up ramps.  The other is to &amp;quot;cancel&amp;quot; the lateral speed after a cart has passed the ramp, either by sending the cart through another corner or by putting a high-friction track stop on the exit tile. In the latter case, the cart will lose 10000 speed in the desired direction, but the same speed loss will apply to the undesired lateral speed, nullifying it.&lt;br /&gt;
&lt;br /&gt;
=== Checkpoint Effect ===&lt;br /&gt;
The checkpoint effect, [http://www.bay12forums.com/smf/index.php?topic=144328.0 explained in depth by Larix], is an odd and highly exploitable feature of ramps where minecarts &amp;quot;teleport&amp;quot; through the next tile of track, ignoring nearly all minecart physics (except that they stop at all walls or other obstacles and only respect curves with no backing wall and invalid ramps if they are below derail speed) and passing through that tile in just a single tick, and to the very end of the next tile.&lt;br /&gt;
&lt;br /&gt;
This effect occurs when a cart leaves a downward ramp for any other direction of tile. (This includes ramps which accelerate in different directions, even a ramp which goes from accelerating East to accelerating North due to a bend in a chain of standard down ramps in a curve.) This allows, for example, two valid straight ramps directly next to one another with a cart dropped onto one or the other with no momentum to have the cart pick up acceleration going &amp;quot;down&amp;quot; the ramp as normal, but then flying up through the &amp;quot;up&amp;quot; ramp it travels into with no loss of momentum, as though it had come from an impulse ramp.  If the two ramps had at least one space of distance between them, and then a cart were dropped in, the cart would instead &amp;quot;rock&amp;quot; back and forth between the two ramps.  &lt;br /&gt;
&lt;br /&gt;
This seems to be because ramps have a slightly longer length than regular tiles - 141,420, rather than 100,000 distance. When this &amp;quot;snaps back&amp;quot; after a ramp, it seems to project the cart suddenly further along the track, making it jump a tile ahead even when otherwise moving at relatively low speeds.&lt;br /&gt;
&lt;br /&gt;
This [[bug]] is the cause of a ''wide array'' of unexpected behavior among people who do not take this bug into account.  It causes derailments or failure to climb up seemingly valid impulse elevators.  In general, it makes a system that behaves extremely counter-intuitively, and operates ''any time a cart encounters a valid ramp''.  At the same time, when its effect is accounted for, it is highly exploitable: It causes &amp;quot;perpetual motion devices&amp;quot; using no power when two opposing ramps are placed next to one another, since the &amp;quot;uphill&amp;quot; effect of the opposing ramp is ignored, preventing deceleration.&lt;br /&gt;
&lt;br /&gt;
Another useful thing to note about this exploit is that carts traveling at no less than 71,000 or so speed (enough to travel half a ramp tile in a single tick) can travel through every tile in just one tick at no change in velocity as long as the tiles alternate between impulse ramp or actual down ramp and any other tile type.  The cart checkpoints through the non-down-ramp tiles, and can pass through the (impulse) down ramp tiles in a single tick, before they can actually start gaining momentum.  &lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒    ▒▒▒▒▒▒▒▒▒▒ &lt;br /&gt;
═▲═▲═▲═▲═▲═   ═╚═╚═╚═╚═╚═ &lt;br /&gt;
▒   : Wall&lt;br /&gt;
  ═ : Normal track &lt;br /&gt;
▲/╚ : N/E Track/Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If the cart enters from the West at less than 72,000 speed, some of those ramps will cause Eastward acceleration.  &lt;br /&gt;
&lt;br /&gt;
This means that an impulse ramp not contiguous to other impulse ramps has a top speed of around 75k:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
▒▒▒▒▒ ▒▒▒▒▒&lt;br /&gt;
▒╔═╗▒ ▒╔═╗▒&lt;br /&gt;
▒╚▲╝▒ ▒╚╗╝▒&lt;br /&gt;
▒▒▒▒▒ ▒▒▒▒▒&lt;br /&gt;
}}&lt;br /&gt;
This setup makes a cart that travels clockwise at a speed that fluctuates around 75k velocity.  If the cart has more than 72k velocity, it fails to accelerate in the ramp, as it leaves the ramp in a single turn due to checkpointing to the halfway point.  After that, the curves sap 1k velocity, and every tick saps 10 velocity.  &lt;br /&gt;
&lt;br /&gt;
Two contiguous impulse ramps with a same-facing &amp;quot;downwards slope&amp;quot;, however, do not suffer the checkpoint effect in the second tile, giving functionally triple the space to accelerate.  This means it will add velocity (at the standard rate of 4.9k per tick) up to a maximum speed of 216k. &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
▒▒▒▒▒▒ ▒▒▒▒▒▒&lt;br /&gt;
▒╔══╗▒ ▒╔══╗▒&lt;br /&gt;
▒╚▲▲╝▒ ▒╚╗╗╝▒&lt;br /&gt;
▒▒▒▒▒▒ ▒▒▒▒▒▒&lt;br /&gt;
}}&lt;br /&gt;
This example results in a cart moving three times as fast as the previous cart.&lt;br /&gt;
&lt;br /&gt;
Three successive ramps results in the highest attainable speeds.&lt;br /&gt;
&lt;br /&gt;
In practical terms, this means that only consecutive ramps should be used for high acceleration, but singleton ramps can be used to have speeds that are somewhat regulated.&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
If a minecart lands on top of another minecart, they may form a stack, with the upper cart on the z-level above the lower. Subsequent carts do not form a stack, but rather quantum stockpile in the same space. This behaviour is useful for [[megaprojects]] and [[trap design]] with minecarts as the weaponry. Moderation should still be exercised: carts take longer to fall into a &amp;quot;stacking&amp;quot; tile already occupied by other carts and will spend that time &amp;quot;hanging&amp;quot; in the air above the stack. This can lead to following carts striking them, which can cause all kinds of malfunctions. The extra time is two game steps for every cart already in the stack, which doesn't hurt stacks of ten carts very much but makes stacks of 100+ rather impractical.&lt;br /&gt;
&lt;br /&gt;
These minecarts on the upper level generally need to be struck with another minecart to move out, or have their support removed. The latter option is safest done by shooting it away with another minecart, manual removal of a stack-supporting cart typically causes the next cart from the stack to [[fun|fall on top]] of the hauler.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Perfectly Elastic Collisions ===&lt;br /&gt;
Minecart collisions are perfectly elastic, meaning that not only do minecarts not take damage, but that two carts that are rolling which have frontal collisions of near-similar speed, and where one cart is no more than twice the mass of the other cart, will result in a billiard-ball-like effect of the lighter cart bouncing off the heavier cart with a proportional speed increase dependent upon the relative momentum behind the heavier cart.  &lt;br /&gt;
&lt;br /&gt;
Using this trick with carts already at the 270,000 maximum speed from ramps can result in &amp;quot;supersonic&amp;quot; carts traveling at speeds in the millions (travelling a dozen tiles per tick), but where they are suddenly subject to 10,000 units of &amp;quot;terminal velocity&amp;quot; friction per tick.  [http://www.bay12forums.com/smf/index.php?topic=137557.0 Thread with SCIENCE here].&lt;br /&gt;
&lt;br /&gt;
While hypothetically capable of launching a minecart into orbit when used in conjunction with a ramp, no cargo can be contained in the launched cart, as the collisions will force ejections of the cargo.  Your &amp;quot;unwilling volunteer&amp;quot; [[goblin]] space pioneers will simply become paste underneath the wheels of an extreme high-speed cart.&lt;br /&gt;
&lt;br /&gt;
== Non-standard uses ==&lt;br /&gt;
Minecarts include some interesting characteristics that have motivated uses beyond hauling. They can be useful for creating fully-automated [[exploit|quantum stockpiles]] and [[garbage disposal]]s. Storing perishable goods (meat, meals, etc.) inside a minecart appears to guard against rot and vermin.&lt;br /&gt;
Minecarts can be [[Trap_design#Minecarts|used as weapons]], or as (hopefully non-fatal) triggers to restart stalled [[healthcare]]. They can also  be used to time/control game events, either using a basic [[repeater]] or much more advanced [[minecart logic]].&lt;br /&gt;
Minecarts trigger [[pressure plate]]s, which means a trap can be designed to trigger when a thief attempts to steal a minecart.&lt;br /&gt;
A pressure plate can be used as automatic and more precise custom &amp;quot;launch when full enough&amp;quot; system - as long as weight of your minecarts stays the same. You cannot build a hatch or roller on the same tile, so launch by bumping with another cart. {{cite forum|15096/4580050}}&lt;br /&gt;
Dwarves riding minecarts can attack enemies within reach (which goes back to dev log). This applies to shooting, and they actually can hit targets while riding by.{{cite forum|109460/5266119}} Whether a minecart protects the rider and how it interacts with dodging is not known yet. Minecart riders can also [[Swimming#Minecart_training|train swimming]] and [[Megaprojects#Surveillance_Track|detect ambushers]].&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
In addition to being used for hauling, minecarts can also be ridden in [[adventure mode]]. (Adapted from forum thread {{cite forum|122903/4258212}})&lt;br /&gt;
&lt;br /&gt;
# If the minecart is in your inventory, drop it. If it is already on the ground, proceed to step 2.&lt;br /&gt;
# Press {{k|u}} when you are 1 tile away from the minecart (or standing on the same tile as the minecart).&lt;br /&gt;
# You will be presented with the following options:&lt;br /&gt;
[[File:minecart adventure mode menu.png|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
* If you {{DFtext|Push}} the minecart, it will move a few tiles in the direction you chose. Physics comes into play here, so it will gain/lose speed depending on the usual factors. &lt;br /&gt;
* If you {{DFtext|Ride}} the minecart, you will hop into the minecart, even if you were a tile away, and it will move in the chosen direction with you in it. It will gain/lose speed depending on the usual factors. Whilst the minecart is in motion, you should press {{k|.}} to skip your turn; if you attempt to move whilst the minecart is still in motion, the laws of physics come into play, and you will take [[wound|damage]]. However, it is currently possible to jump out of a moving minecart safely {{bug|10104}}. Alternatively, you can push the minecart whilst it's still in motion (although it's unclear how one can bend [[physics]] so as to push a moving minecart whilst inside the minecart). If you push it in the same direction you are already travelling in, you will greatly increase the minecart's velocity. You can also push it in different directions, and this will cause it to gradually change direction-the amount of pushes this requires depends on the minecart's velocity. Once the minecart has stopped moving, you may move out of it safely, or you may want to give it another push. Note that if you push a minecart right after having ridden it (still on the same tile as the minecart), it will act as though you chose to ''ride'' it.&lt;br /&gt;
* When the minecart is on a track, options appear to {{DFtext|Guide}} it in directions that the tracks lead. This moves the cart 1 tile in the direction it is guided. Guiding the cart is the only way to move a minecart from a maximum friction track stop (other than taking it into inventory.)&lt;br /&gt;
&lt;br /&gt;
Minecarts in adventure mode are not restricted by a lack of tracks. However, they are hindered by natural ramps. Attempting to go up a slope will lead up the cart slamming into the wall. The good news is you'll make it over the ramp. The bad news is you likely won't stick the landing.&lt;br /&gt;
&lt;br /&gt;
Note that while carts are a powerful weapon if heavy and fast enough, they have their limits, and a collision can sharply reduce the speed of a cart depending on what you hit, potentially enough to eject the rider. Trying to run over a human will send them flying, while trying to ram a dragon will not end well.&lt;br /&gt;
&lt;br /&gt;
If you want to test this out without creating an adventurer, the [[object testing arena]] allows you to spawn minecarts ({{k|k}}-{{k|c}}-{{k|n}})&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
* Metal minecarts cost '''two''' [[metal]] bars to forge, or '''six''' [[adamantine]] wafers. &lt;br /&gt;
* When a non-adamantine metal minecart is melted down, it will return '''1.8''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
* When an adamantine minecart is melted down, it will produce '''1.8''' wafers, for an '''efficiency of 30%'''.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=109460.0 The &amp;quot;How Does Minecart&amp;quot; Thread] by '''Girlinhat''' et al.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=112831.0 SCIENCE: Quantifying minecart physics] by '''Snaake''' et al.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=129676.0 How to build a Multi-cart Ore to Magma Minecart Project without needing power] by '''WanderingKid'''.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=144328.0 My very own Minecart Education Thread. Ten Lessons, now complete.] by '''Larix'''.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*A dwarf will drop her [[child|baby]], if she has one, when boarding a minecart set to be ridden.&lt;br /&gt;
*Dwarves have no concept of traffic safety and will walk into busy minecart lines to retrieve objects, often with deadly consequences. This is especially problematic in [[Swimming#Minecart_training|clever applications]] depending on dwarves riding the carts very frequently, because they have a bad habit of dumping their worn clothes on the tracks after a minecart ride. Adding an automatically-operated [[hatch cover]] at the end of such a ride can help prevent [[unfortunate accident]]s.&lt;br /&gt;
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door.{{bug|6056}}&lt;br /&gt;
*It is possible for a creature and minecart moving towards each other to pass without collision if they exchange tiles in the same tick.&lt;br /&gt;
*After a minecart ride, a dwarf will sometimes haul the minecart to a storage stockpile, leaving another dwarf to haul the vehicle back to the route.&lt;br /&gt;
*Minecarts falling onto a floor injure creatures in the tile below the floor.{{bug|6068}}&lt;br /&gt;
*A minecart's initial velocity is not affected by weight, when pushed or launched from rollers.{{bug|6296}}&lt;br /&gt;
*Removing a stop that has a vehicle waiting on it may cause the game to crash.{{bug|5980}}&lt;br /&gt;
*Jumping out of a minecart in motion does not lead to injury.{{bug|10104}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_MINECART}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote/list&amp;diff=232653</id>
		<title>Main Page/Quote/list</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote/list&amp;diff=232653"/>
		<updated>2017-09-04T17:40:47Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- ADD QUOTES AT THE BOTTOM OF THIS LIST, NOT HERE --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
To add a quote to this list, place it on its own line above the last line.&lt;br /&gt;
#{{#rreplace:&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
Toady withdraws from society. Toady has begun a [[Strange mood|mysterious]] [[Dwarf Fortress|construction]]!&lt;br /&gt;
Let us never forget the last words of Inod the Stoker, &amp;quot;Aaah! Gorillas!&amp;quot;&lt;br /&gt;
[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
The critical question is this: do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
&amp;quot;Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
[[Booze]] does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
I can just imagine a [[wagon]] throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere'' &lt;br /&gt;
&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--AlienChickenPie&lt;br /&gt;
&amp;quot;[B]oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
Endok Cerolneth has begun a mysterious construction!&amp;lt;br&amp;gt;Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://www.bay12forums.com/smf/index.php?topic=21449.msg239558#msg239558 Soup_alex]&lt;br /&gt;
&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
&amp;quot;Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
Bug 000780 [adventure mode][crime] - town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body&lt;br /&gt;
&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; Ben jamm1n&lt;br /&gt;
Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
There are 5 articles in category Lore: [[Armok]], [[Cave Adaptation]], [[Elephant]], [[Philosopher]], and [[Vomit]].&lt;br /&gt;
There is nothing to catch in the magma pipe.&lt;br /&gt;
Bug 000563 [dwarf mode][justice] - mayor ordered himself beaten for failing to make crystal glass objects&lt;br /&gt;
If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
&amp;quot;You know, Urist, you've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
'''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&amp;lt;br&amp;gt;'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
An animal trainer just suddenly stopped working and hid himself in a workshop. He's probably going to make a wardog out of rock and goblin skulls.&lt;br /&gt;
Bug 000597 [creatures] - flying creatures give birth in midair, leading to tragedy.&lt;br /&gt;
'''Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!''' &amp;lt;br&amp;gt; Urdim, you are a freaking idiot.&lt;br /&gt;
&amp;lt;Forkez&amp;gt; I don't get the game, but I do get that tunnels flooded with water is a bad thing.&lt;br /&gt;
&amp;quot;If you give a dwarf a fire, he will be warm for a night. If you set a dwarf on fire, he will be warm for the rest of his life.&amp;quot;&lt;br /&gt;
&amp;quot;Since the Elves said they won't let me cut down any trees, I bought 50 of their logs instead.&amp;quot;&lt;br /&gt;
Do not make a trading race that breathes fire.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I REPEAT, DON'T!! EVER!! &lt;br /&gt;
Dwarf Fortress: Because burning elves are funny.&lt;br /&gt;
The carp has drowned.&lt;br /&gt;
There's one thing a dwarf needs, and that's stones.  And alcohol... and magma... but mainly stones.&lt;br /&gt;
&amp;quot;I swear to god once I saw a dwarf who was labeled as being Strong, Very Agile, Very Tough... and ''Clean''. But it was probably just a bad dream.&amp;quot;&lt;br /&gt;
Urist McRandy has been ecstatic lately. He brought somebody to bed lately.&lt;br /&gt;
&amp;quot;Dwarven children kidnapped and incorporated into goblin society might sh... shave.&amp;quot;&amp;lt;br&amp;gt; -- [[Toady One]]&lt;br /&gt;
Bug 000871 [projectiles] - babies fall to death when born on stairs&lt;br /&gt;
Bug 001031 [adventure mode][inventory] - a merchant pack animal caught at an old dwarf site during adv mode was wearing a full set of clothes&lt;br /&gt;
&amp;quot;[[Magma]] solves everything. [[Fire]] just ruins the [[booze]].&amp;quot; -sonerohi&lt;br /&gt;
You can't yet strangle people with the exposed guts, though I suppose that's now within reach. -- [[Toady One]]&lt;br /&gt;
Look, there are roving clumps of sentient lava outside, ... This isn't going to get better. --PTTG??&lt;br /&gt;
...and the only surviving dwarf is a noble who has mandated the construction of crowns and clear glass items to the empty halls. --PTTG??&lt;br /&gt;
Adil Idenlocun is conflicted: &amp;quot;When possible he prefers to consume purring maggot, Dwarven ale and Dwarven syrup.  He absolutely detests purring maggots.&amp;quot;&lt;br /&gt;
&amp;quot;I had to leave just before I tested the dwarf with the boiling gold blood.&amp;quot; -- [[Toady One|Toady the Great One]]&lt;br /&gt;
Urdim Zatinod has been quite content lately. She has lost an annoying friend to tragedy lately.&lt;br /&gt;
I added two levers.  One opens the magma.  The other sets free all the cats.  --Someone in Headshoots&lt;br /&gt;
&amp;quot;As Manbaspecut, Human Merchant is stricken by melancholy!&amp;quot; &amp;quot;Muskox has gone stark raving mad!&amp;quot; I think something is wrong with the human caravan...&lt;br /&gt;
&amp;quot;Somebody needs to build an active volcano inside a fortress inside an active volcano.&amp;quot; --Boksi&lt;br /&gt;
It has stats. It can be killed.&lt;br /&gt;
Bug 000432 [dwarf mode][items] - Bones pop out of coffins.&lt;br /&gt;
Thanks. I wish I had known that about three forts ago.&lt;br /&gt;
If I ''remembered'' what the damn lever did, I'd ''pull'' it! &amp;lt;...pulls lever anyway...&amp;gt;&lt;br /&gt;
Sarvesh Ralrubal likes olivine, olivine and olivine. &lt;br /&gt;
&amp;quot;So let me get this straight. We managed to destroy a dwarven civilization while only managing a single town??&amp;quot;&lt;br /&gt;
Kara Mase, the Glory of Amusing: Engraved on the wall is an image of a dwarf and an elf. The dwarf is committing a depraved act on the elf. &lt;br /&gt;
Once saw a water skin with red beryl spikes.  I still wonder how you would drink from that. &lt;br /&gt;
Watching a kobold thief be chased by batman is very satisfying.&lt;br /&gt;
Kol Tölunimush has been ecstatic lately.  He killed somebody by accident while sparring recently.  He took joy in slaughter lately.  He has lost a lover to tragedy lately.  He has witnessed death.  He had a satisfying sparring session recently.&lt;br /&gt;
There was kind of a violent explosion of boiling human blood when I was testing a human vs a magma man in the arena... it was a little weird, but I guess that's okay. -- [[Toady One]]&lt;br /&gt;
Mew? &amp;lt;br /&amp;gt;Chop!&lt;br /&gt;
&amp;quot;If Dwarf Fortress geology is to be believed, then the Earth's core is made of microcline and demons.&amp;quot;&lt;br /&gt;
'They're firing arrows at us! Quickly! Raise the babies!!' -Urdim McSquadLeader, mother of 8&lt;br /&gt;
It started raining, then all my dwarves outside started bleeding to death. On inspection their upper bodies were missing.&lt;br /&gt;
It seems that a fresh recruit given a crossbow and a quiver with ammo in it will opt to run up to the enemy and bash them with the crossbow.&lt;br /&gt;
Bug introduced in the latest version: Firemen can have their flames severed. These flames then just lie around the place.&lt;br /&gt;
You stab Iron Man in the right leg from behind with your adamantine short sword, breaking away a piece of the gas and shattering the iron!&amp;lt;br&amp;gt;The Beak Dog is caught in a burst of Iron Man gas!&amp;lt;br&amp;gt;Beak Dog vomits into the Iron Man gas.&lt;br /&gt;
Urist McDairy, Milker cancels store item in stockpile: handling dangerous creature&lt;br /&gt;
Ildomushat, Fish Cleaner, cancels Clean Self: Could not find path.&lt;br /&gt;
Losing is [[Fun]]!!!&amp;lt;br&amp;gt;--The Motto of Dwarf Fortress&lt;br /&gt;
I hate walking under dwarven archways. You never know how many mechanized crossbows they have hidden underneath those damn things.&lt;br /&gt;
&amp;quot;Bibo ergo sum. I drink, therefore I am.&amp;quot;&amp;lt;br /&amp;gt;-- Dwarven Philosopher&lt;br /&gt;
This is a menacing iron spike. This object menaces with spikes of iron.&lt;br /&gt;
Kogsak is a deity of The Helpful Diamond. Kogsak most often takes the form of a dwarf and is associated with fortresses.&lt;br /&gt;
The Forgotten Beast pushes The Wrestler in the head, bruising the muscle, driving the skull through the brain, and tearing apart the brain! The Wrestler has been struck down!&lt;br /&gt;
Goblin Chops at the Diagnostician in the right leg, damaging the muscle! Urist McHouse is Unconscious!&lt;br /&gt;
Limul Itebdesis, trader has been Possessed. Limul Itebdesis, trader has created Stodir Isethlolor, a Mortgage-Backed Security!&lt;br /&gt;
The heart wound ended up being a guy getting shot in the arm, dropping his crossbow, running over to the opposing line, and jabbing his stack of bolts into somebody's chest. &lt;br /&gt;
Giant mole has stolen a preserved prepared giant mole lung!&amp;lt;br&amp;gt;''&amp;quot;Hey, I want my grandfather back!&amp;quot;''&lt;br /&gt;
&amp;quot;You must construct additional barrels!&amp;quot; - [[User:Speed112]]&lt;br /&gt;
All I want is a major river next to a volcano with flux, sand and bituminous coal.&lt;br /&gt;
Do not taunt magma.&lt;br /&gt;
I bury my pets in gold coffins and my nobles in wood coffins. Pets before people, I say.--KingAuggie&lt;br /&gt;
[the cavern] is basically like the surface, except underground&lt;br /&gt;
The fortress' randomly generated name was &amp;quot;Greatestfailure&amp;quot;. &lt;br /&gt;
&amp;quot;You stab the Human Thresher in the mouth with your large copper dagger, tearing the left cheek!&amp;quot; &amp;quot;The large copper dagger has lodged firmly in the wound!&amp;quot;&lt;br /&gt;
&amp;quot;The best way to determine how dangerous a fortress is, is to make only one dwarf with the burial job, and nothing else: the lower his social skills, the more dangerous the fortress is - [[User:Rhenaya|Rhenaya]]&amp;quot;&lt;br /&gt;
&amp;quot;Before retiring in the evening, heed my words and give yourself to volcanos&amp;quot; - Ted Usmokatra, law-giver&lt;br /&gt;
Upon coming of age, about 8, Urist McYoung Made an artifact, became mayor and promptly mandated the construction of slade goods.&lt;br /&gt;
Dwarf Fortress: You've already lost.&lt;br /&gt;
A sober fortress makes even a mental hospital seem like a pleasant place to live.&lt;br /&gt;
A typical Dwarven nightmare consists of running out of booze or getting a beard lopped off in an accident.&lt;br /&gt;
There are two ways of dealing with goblins in a tree. One is by marksdwarves. The other is by flooding the world with magma.&lt;br /&gt;
Portal and Dwarf Fortress share a mystical trend. It is !!Science!!.&lt;br /&gt;
The were-capybara is only one of the myriad lunatic monsters that terrorize the living. -- Threetoe&lt;br /&gt;
The only time I ever saw the stupid thing fly, was to cross the aqueduct, to the beer hall. -- Fredd&lt;br /&gt;
(On artifacts) I got a flint door, called The Noiseless Odors. -- Nyxalinth&lt;br /&gt;
So apparently she became queen before becoming a twilight freak wife. Fascinating. -- Samuel&lt;br /&gt;
The zombies in a necromancer's tower became suspicious after the necromancer failed to age -- [[Toady One]]&lt;br /&gt;
Got a few barrels of beetle ichor and duck blood, gave some pig cheese in exchange. Made a present of three coffins to the queen.&lt;br /&gt;
I'd have to look back to see if it wants the physical or metaphysical id on the corpse. -- [[Toady One]]&lt;br /&gt;
The Sasquatch corpse has lodged firmly in the wound! The goblin has been struck down!&lt;br /&gt;
[22:57:46] &amp;lt;Dik_&amp;gt; How do I wash myself up from blood?&amp;lt;br&amp;gt;[23:06:20] &amp;lt;Dik_&amp;gt; How the fuck do I get out of the river?&lt;br /&gt;
No, you're not getting that leg back. In fact, that creature over there is going to pick your leg up and beat you to death with it. You won't respawn.&lt;br /&gt;
My refuse pile just woke up and ate my dwarves, who in turn got up themselves and started eating the other dwarves.&lt;br /&gt;
{{bugl|2264|cat=nocat}} - Adv. Mode travel (near oceans) teleports player underground and turns them into an underground creature&lt;br /&gt;
{{bugl|5921|cat=nocat}} - Biting dwarves in minecarts infinitely increases combat range&lt;br /&gt;
Fort flooded. So that's what an aquifer is. -- Exelixi&lt;br /&gt;
Axedwarf looks surprised by the ferocity of Spearmasters onslaught. Spearmaster charges at Axedwarf. Spearmaster stabs axedwarf in the left eye with his +Adamantine spear+, lightly tapping the target.&lt;br /&gt;
In 4, the Castle of Fortune of the Tombs of Gold constructed the Hell of Taxing in Entrancedcrafts.&lt;br /&gt;
I also got started on jumping. My first jump was off by a factor of 100, so I flew against a cliff and blew apart. I'm still working on it. -- [[Toady One]]&lt;br /&gt;
Mukca: Seek this place and kill Cenäth Certaindrives the giant.&amp;lt;br&amp;gt;Knowing no mercy, Cenäth stole Fisher berry wine!&lt;br /&gt;
We shall build a tower so tall, we will mine the very stars themselves!&lt;br /&gt;
Ingish Såkzulbomrek, Miner cancels Report Crime: Dangerous terrain.&lt;br /&gt;
You have struck limonite! Oddom Nishdanman, Furnace Operator cancels Smelt Limonite Ore: needs limonite.&lt;br /&gt;
{{bugl|4753|cat=nocat}} [Creatures]: Rodent men have no skin&lt;br /&gt;
{{bugl|0040|cat=nocat}} [Dwarf Mode -- Jobs, Items]: &amp;quot;Dwarf cancels Make Cloth Item: Needs 10000 plant cloth&amp;quot;&lt;br /&gt;
{{bugl|5531|cat=nocat}} [Creatures]: Legless animal men can kick&lt;br /&gt;
{{bugl|1588|cat=nocat}} [Creatures]: Creature with 1 eye and 2 eyelids&lt;br /&gt;
&amp;quot;This is my reward for not letting us all die. I have to deal with the Nobility.&amp;quot;&amp;lt;br /&amp;gt;-- Captain Ironblood, the mayor of Nist Akath&lt;br /&gt;
The king of my dwarves appointed a visiting merchant's yak as the general of the army while I was trading. -- [[Toady One]]&lt;br /&gt;
I'd like to think they bonded over their sinister ancestors (or the strange childhood coincidence of having younger siblings gobbled up by different werebuffalo in the same year).&lt;br /&gt;
They just walk around without a head until they realize that they should suffocate. -- Urist Da Vinci&lt;br /&gt;
Most of yesterday I spent trying to be robbed by bandits, but they kept looking away from me and forgetting I was there. -- [[Toady One]]&lt;br /&gt;
Today's success was to have a crying mother spit on me and call me a murderer. -- [[Toady One]]&lt;br /&gt;
You monster! Killing too many children at once will make everyone sad. You need to kill them slowly so nobody notices.&lt;br /&gt;
Dwarven... &amp;quot;Child Care&amp;quot;: It's like regular childcare, except with more dogs, and less care.&lt;br /&gt;
You: How have things been? Tulon Tunlikot, Mayor: Well, let's see... we've got the army on the march, beasts, bandits and bone-chilling horror.&lt;br /&gt;
{{bugl|6722|cat=nocat}}: Manager climbs a tree instead of going to office when management jobs are assigned&lt;br /&gt;
{{bugl|5971|cat=nocat}}: Fat dwarves eating causes lag&lt;br /&gt;
{{bugl|6817|cat=nocat}}: &amp;quot;Behold, mortal. I am a diving being.&amp;quot;&lt;br /&gt;
It was inevitable.&lt;br /&gt;
Weresquirrel Ceru Uzushimdo has come! A large Squirrel twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow orange. Its sandy taupe hair is very curly. Now you will know why you fear the night. &lt;br /&gt;
I don't think the Elves in my DF game are too happy... I've modded them so that their body temperature causes nearby trees to burst into flames. --Evil One&lt;br /&gt;
Dwarf Fortress: Teaching methods of genocide against merpeople because their bones are worth 6000{{db}}.&lt;br /&gt;
No one has gone missing or died. The year is still young.&lt;br /&gt;
From release notes 0.40.11: Stopped overuse of plant structure tag causing people to say they preferred to eat trees&lt;br /&gt;
Stopped dwarves from trying to clean their own missing or internal body parts. --[[Toady One]]&lt;br /&gt;
The game actually has a first-person message about being scuttled, just in case you should happen to be playing as a wagon. --Halfling&lt;br /&gt;
Engraved on the wall is a well-designed image of a dwarf and hamsters. The dwarf is surrounded by the hamsters. The dwarf looks terrified.&lt;br /&gt;
Spring is coming, oh no, prepare the coffins! --Garath&lt;br /&gt;
Welcome to Dwarf Fortress. Where peaceful death of old age is something nobody sees coming. --Sirbug&lt;br /&gt;
Stopped zombies from interrupting your sleep to ask if they can help you with something. -- [[Toady One]]&lt;br /&gt;
&amp;quot;I died.&amp;quot; &amp;quot;The Weather looks to be fine today.&amp;quot; &amp;quot;I heard that I died.&amp;quot;&lt;br /&gt;
I had a dwarven hero try to kill a bronze colossus seven times, and each time he lost.... After the third duel, he began worshipping his enemy. -- [[Toady One]]&lt;br /&gt;
I also grabbed somebody's exposed guts and did the only thing you can do with them currently, which is pinch them. -- [[Toady One]]&lt;br /&gt;
The dabbling surgeon moved between repairing the compound fracture and trying to stop bleeding from malpractice. -- [[Toady One]]&lt;br /&gt;
Large mobs of groundhogs can still kill things they wouldn't normally kill.&lt;br /&gt;
The poor thing died with the message &amp;quot;&amp;lt;name&amp;gt; has condensed.&amp;quot; -- [[Toady One]]&lt;br /&gt;
In addition, Atheli devoured three cows, four horses, five mules, a donkey, six dogs, two cats, and a rhesus macaque and fox while tormenting the elves. -- [[Toady One]]&lt;br /&gt;
The titan was given a position in their pantheon, though it would still show up every few years to kick down somebody's house. -- [[Toady One]]&lt;br /&gt;
Large animals can put an unskilled [[gelder]] in the hospital. --[[Toady One]]&lt;br /&gt;
I have my little invisible help-wanted ads for [the dwarves] to look through now, followed by a little invisible pick-best-applicants procedure. --[[Toady One]]&lt;br /&gt;
You punch Human 2 in the right eye from behind with your left hand and the injured part explodes into gore! &amp;lt;br&amp;gt;Human 2: Greetings. My name is Human 2.&lt;br /&gt;
It seems I've just delivered you into the arms of crashing and despair. --[[Toady One]]&lt;br /&gt;
Chopping down the tree [is] effective, insofar as you do not care whether the dwarves live or die.&lt;br /&gt;
Knowing no mercy, [http://imgur.com/hoGQZoX Nikot] stole a cherry! This vile fiend even murdered Mafi Fanggorge!&lt;br /&gt;
[[Scamps]] added two lines of code today. They didn't compile. --[[Toady One]]&lt;br /&gt;
The crash happened when the night creature tried to come up with things to say to potential shoppers. --[[Toady One]]&lt;br /&gt;
Obok Kelzokum is interested near his own fine [[Bed]]. &amp;quot;I was near to my own Bed. How incredibly interesting!&amp;quot;&lt;br /&gt;
Wait, wait, wait. Why the hell do you have a raven stockpile? --[http://www.bay12forums.com/smf/index.php?topic=108371.msg3235825#msg3235825 peskyninja]&lt;br /&gt;
You can modify chickens so that, instead of laying eggs, they lay ''live bees''. Dwarf Fortress: crimes against nature simulator. --[http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/DwarfFortress TVTropes]&lt;br /&gt;
Ah well. Who knew the first Dwarf to go to space was a useless [[fisherdwarf]].&lt;br /&gt;
I launched 4 dwarves into the air with a bridge and only 3 came down.&lt;br /&gt;
If you are working with [[magma|central heating]], make sure the &amp;quot;hot&amp;quot; pipe and the &amp;quot;cold&amp;quot; pipe don't mix, or your heating system will likely not work as intended.&lt;br /&gt;
It's no longer called magma when it reaches the surface... and melts a hundred goblins.&lt;br /&gt;
Dwarves are like squirrels, but instead of acorns it's booze.&lt;br /&gt;
Carp are to be feared, worshipped, and roasted with magma.&lt;br /&gt;
It's easier to buy out a caravan than it is to take the time to shop.&lt;br /&gt;
I had a fortress where roughly 90% of the engravings were of buckets, buckets surrounded by dwarves, and buckets surrounded by screaming dwarves. --[http://dfstories.com/buckets/ taran]&lt;br /&gt;
Led Zanzustash dove into the rapids, and climbed out a day later. He had several injuries, some broken bones, and a missing finger, but he had done it: he saved a barrel of booze that was nearly destroyed (the baby died).&lt;br /&gt;
&amp;quot;In a time before time, I killed me.&amp;quot; -Human with nothing else to [[Adventurer_mode#Talking|gossip]] about&lt;br /&gt;
There is currently a minor problem in that the veteran demons fighting in the corpse factory have failed to die in the 2 year battle and have become legendary unkillable gods of war. I may have misjudged this possible outcome. -- Loud Whispers&lt;br /&gt;
Added the Giant Adder to dwarven menu.  --TheCrazyHamsteR&lt;br /&gt;
&amp;quot;What's the purpose of adding [[feather tree]]s to the game? To make good pillows&amp;quot;, I think.  --TheCrazyHamsteR&lt;br /&gt;
In a time before time, somebody attacked somebody.&lt;br /&gt;
Dwarf Fortress: [[Undead|Respawning after death]] is even more [[fun]].&lt;br /&gt;
&amp;quot;I tried to carve 'god hates this place' into the mountain.  Unfortunately, Athlete's footnote got stuck in the 'a' of 'place' and starved to death&amp;quot; &lt;br /&gt;
The resulting party killed 20 dwarves, crippled 2 more and the remaining 9 managed to get along and have a nice party.&lt;br /&gt;
If your dwarves start melting or slugmen explode whenever it rains, then it's a good indication it's too hot. --UberNube&lt;br /&gt;
What you see as an increase in population, the surrounding beasts simply see as a more stable food supply. --Taupe, [http://www.bay12forums.com/smf/index.php?topic=144852.0/ DoomForests]&lt;br /&gt;
That's right, the undead ravens killed the entirety of the hidden fun stuff.  --Loud Whispers&lt;br /&gt;
&amp;quot;Astesh Savotsazir, Stray Kitten (Tame) has adopted Ingish Rimtaruzol, Siege Engineer.&amp;quot;&lt;br /&gt;
Dwarf Fortress, flinging dwarves into space using a drawbridge since 2006.&lt;br /&gt;
Sometimes the best trophy is your own head.&lt;br /&gt;
I like to think that the other pole [of the world] was destroyed by a dwarven experiment gone right. --GMDev&lt;br /&gt;
Unfortunately for Urist McDeadman, the budget no longer allowed for personal mausoleums for every dwarf, as had previously been standard.&lt;br /&gt;
Nil Aliscatten cancels make Charcoal: dangerous terrain.&lt;br /&gt;
A Kobold Thief has made off with +Kobold Cage+!&lt;br /&gt;
OH GOD I'M BEING EATEN BY A SNAIL, WHAT AN UNEXPECTED AND SORT OF IRONIC TWIST! --Max, [http://www.bay12forums.com/smf/index.php?topic=144852.0/ DoomForests]&lt;br /&gt;
&amp;quot;In the early spring of 500, the rain monster was struck down by the banshee of drought Scrapedrent in The Hellish Marshes.&amp;quot;&lt;br /&gt;
Deler Kulinkeskal, Weaver is exhilarated after being attacked. &amp;quot;I was attacked. How exhilarating!&amp;quot;&lt;br /&gt;
I wonder how the elves can eat these... *licks a leaf*&lt;br /&gt;
Well, someone already managed to drink their sword.&lt;br /&gt;
How is my dining room possibly this full of badgers? -Skid&lt;br /&gt;
I just drafted a Llama into my army and it already killed a [[roc]] by itself. -Ashameron&lt;br /&gt;
Stopped cats from dying of alcohol poisoning after walking over damp tavern floors and cleaning themselves.  --[[Toady One]]&lt;br /&gt;
{{bugl|8977|cat=nocat}} [Diplomacy] -- Merchant caravans get stuck in tree.&lt;br /&gt;
Each time a pile of wool becomes alive and attacks my dwarves I think it doesn't want to end as worn clothes. --TheCrazyHamsteR&lt;br /&gt;
Erith also gets kudos for killing a demon by eating it to death. --Loud Whispers&lt;br /&gt;
I (somehow) wield a marble coffin that I fill with the corpses of all I have slain (to make an already heavy object even heavier) in one hand, and the other holds a book made out out of fucking platinum. The book can crush skulls, and the coffin grows ever stronger and now that is has a few dead dragons in it, it sends people flying a mile backwards to explode in a pile of gore. Gore which I then place into the coffin. -- Wwolin&lt;br /&gt;
Jump into a deep pit and let your body experience overwhelming kinetic energy. --TheCrazyHamsteR&lt;br /&gt;
The Herbalist has become enraged!&amp;lt;br&amp;gt;Kadol Imushothil, Herbalist: &amp;quot;I got into an argumnent with Kol Kissrazors. I am so angry!&amp;quot;&lt;br /&gt;
Stozu Ägusnodub, Goblin Woodcutter (to Dang Kutsmobnozam, Goblin Diagnoser): &amp;quot;Not a half hour ago I attacked me.&amp;quot;&lt;br /&gt;
Some migrants have arrived, despite the danger.&lt;br /&gt;
&amp;quot;Mestthos Savotsazir, baby, has been mising for weeks!&amp;quot; And the babysitter still got paid.&lt;br /&gt;
My miner gets scared by a ghost, climbs a tree, the ghost cuts off his arm, he's stuck in the tree, my woodcutter cuts down the tree, and then my miner is crippled for the rest of his life.&lt;br /&gt;
Guys seriously, no food in the library! I'm mainly talking to you Urist McDonothingbutdrinkmyboozeandeatmyfood!&lt;br /&gt;
Losing is fun they said, it's the whole point they said.&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=15096.msg6724410#msg6724410 martinuzz] (on the election of his sole elven-citizen to the position of mayor): 'I think I just lost the game. EDIT: wow, just wow. Her only social skill is &amp;quot;Master Intimidator&amp;quot; all other social skills are dabbling. &amp;quot;ELECT ME OR I EAT YOU AND EXCRETE YOUR DIGESTED REMAINS ON MY ANCESTRAL TREE AS FERTILIZER&amp;quot;'&lt;br /&gt;
Zebna ámbekat Rashedezif Ethba, Werecoyote: *kills a dwarf* &amp;quot;Death... This is truly horrifying...&amp;quot; *kills another dwarf*&lt;br /&gt;
Spearman: Greetings. My name is Kakpoth. This servant of TRANS_NAME] greets you.&lt;br /&gt;
&amp;quot;ERMAHGAWD IM SO DRUNK&amp;quot; - Some sober human in my tavern&lt;br /&gt;
Human Farmer: Is that a weapon? What's going on?!&amp;lt;br&amp;gt;Human Animal Caretaker (to Human Farmer): Just now Dur Leaderevens was slain by Olum Senserampaged the Fords of Passing.&lt;br /&gt;
Where did all of these chinchilla corpses come from?&lt;br /&gt;
Are bar brawls typically lethal? 15 dead already. --flabort&lt;br /&gt;
The mechanics and logistics of milking a kangaroo sound excruciatingly painful for everyone involved.&lt;br /&gt;
The Carpenter 'Jesus Christ' Thikutdesis and The Farmer 'Moses' Ezumethab have married!&lt;br /&gt;
In the early summer of 129, Ducim Stafftender married a hen.&lt;br /&gt;
OH GOD! THE BABIES ARE DEHYDRATING!&lt;br /&gt;
'David' Vabokkubuk felt euphoric due to inebriation.&lt;br /&gt;
I visited a town to kill a vampire with 98 kills. Every time I attempted to kill him he would run away and return after about 5 minutes. Every attempt caused locals to attack me and I ended up killing 12 people before getting my head impaled by a sword and died. The vampire was unharmed.&lt;br /&gt;
The mayor has made 9 mandates in a row requesting the construction of catapult parts. Now he is prohibiting the export of all catapult parts. &lt;br /&gt;
One of the children in my fortress became a legendary wood crafter due to a fey mood. He is also only 2 years old.&lt;br /&gt;
&amp;quot;Necromancy is sort of like Jaywalking. It's not illegal, just frowned upon.&amp;quot; - [http://www.bay12forums.com/smf/index.php?topic=136384.1785 Dwarfy]&lt;br /&gt;
Urist McWimp, Hunter cancels Return Kill: Interrupted by a chinchilla.&lt;br /&gt;
Dear Urist McEngineer, If you become drowsy, please wait to finish constructing your hallway of large serrated disc death BEFORE you take a nap. Your bloody, gibbed corpse will be stowed away in the refuse stockpile. --bigjaredmonkey, in the &amp;quot;[http://www.bay12forums.com/smf/index.php?topic=63417.msg6961519#msg6961519 Note to Urist]&amp;quot; topic.&lt;br /&gt;
I've got a fort that has an export industry centered entirely around little commemorative dacite figurines of the starting seven dwarves in different poses. Eventually we'll have to make the merchants more discerning -- [[Toady One]]&lt;br /&gt;
I filled my fortress's temple with statues and tantruming dwarves to test out the desecration code. -- [[Toady One]]&lt;br /&gt;
I once got sieged by an army of toads lead by a pyromancer.  Not toadmen, not giant toads, but toads.  The kind cats murder. -- [http://www.bay12forums.com/smf/index.php?topic=34430.msg6961973#msg6961973 Splint]&lt;br /&gt;
Giant cave toads may appear as mounts during a goblin attack, where they will happily swim their way into your fortress via any unprotected waterways. If the underwater path is short enough sometimes their goblin riders even survive the trip.&lt;br /&gt;
Is that npc humping a table?&lt;br /&gt;
Spill the intestines of your enemy, cut them off and keep as a stinking trophy. The smell makes you feel nausea? You are not even a half as nauseous as your victim is now.&lt;br /&gt;
a migrant with skills in surgery, butchery and bonecarving.&amp;lt;br&amp;gt;i can see how thos skills suppliment each other. synergies --Scruffy, [http://www.bay12forums.com/smf/index.php?topic=116045.msg6027592;topicseen#msg6027592 !!DRUNK FORTRESS!!]&lt;br /&gt;
A Goblin Siege? Good, we were starting to run out of clothes.&lt;br /&gt;
Prepared food! What do you mean prepared food?! You mean you aren't content with squatting in a dank cavern gnawing on a cold uncooked mushroom?&lt;br /&gt;
A book called ''Into the Elf,'' sounds like a rip off of ''Fifty Shades of Gabbro.''&lt;br /&gt;
As a necromancer, I realize not many people try cocaine, most of those people reincarnate for that very reason.&lt;br /&gt;
{{bugl|9371|cat=nocat}} [Adventure Mode -- Eating/Drinking] The Human Pikeman Necromancer drinks the «≡steel toy hammer≡».&lt;br /&gt;
{{bugl|2484|cat=nocat}}: Eight-legged quadruped&lt;br /&gt;
{{bugl|9832|cat=nocat}}: Overuse of casesura and reversal in poetic forms&lt;br /&gt;
BAHAHAHA, a goblin just got gelded by a copper mace, this game is the best.&lt;br /&gt;
[Bug fix] Made gorlaks able to open doors, stopped desizing of their heads.&lt;br /&gt;
{{bugl|4681|cat=nocat}}: A dwarf with a [[Strange mood|fell mood]] grabbed a ghost. It didn't get the required materials, so it grabbed another one.&lt;br /&gt;
&amp;quot;You read Misconceptions About Reproduction.&amp;quot;&amp;lt;br&amp;gt;The written portion consists of a 69 page manual entitled Misconceptions About Reproduction, authored by Lali Mobblazes.&amp;lt;br&amp;gt;It concerns the reproductive behavior of creatures. The writing is quite self-indulgent. Overall, the prose is not awful, but not very good either. --[https://youtu.be/OYnl4S10MTw?t=33m22s HUMAN ECHOES]&lt;br /&gt;
My adventurer found a horse. I knew you couldn't ride horses so I decided to attack it for its meat. {The horse hoof strikes Ehil Casketfrgrance in the head, and the severed part sails off in arc!}&lt;br /&gt;
Acik Citudubmith, Werewarthog: I have improved my wrestling. That was very satisfying! (...) The speardwarf stabs the werewarthog in the neck with her ({bismuth bronze spear}) and the severed part sails off in an arc! ~instant karma&lt;br /&gt;
Pre-alpha in-dev release. &amp;lt;br&amp;gt;&amp;quot;Nobody on the DFHack team accepts any responsibility for anything that this program causes. It is liable to be very unstable.&amp;quot; --japa&lt;br /&gt;
It is terrifying.&lt;br /&gt;
&amp;quot;Can you tell me where I can find me?&amp;quot; &amp;lt;br&amp;gt;&amp;quot;I don't know, and I don't know anybody that could tell you.&amp;quot;&lt;br /&gt;
While getting ground and pounded by a ranger, I seize him by the throat and place a chokehold, his response being to frantically punch and scratch me. Then, as we sit in a pool of our own blood frantically trying to kill one another, my opponent then looks me in the eyes and says: &amp;quot;Greetings. My name is Kamven Trustsystem. Let's not hurt anybody.&amp;quot;&lt;br /&gt;
A horse just grabbed me by the nose with it's front leg and threw me. I wish I knew horse Judo...&lt;br /&gt;
Throwing a coat at an enemy tears their leg apart, bruising ligaments and tendons and forcing him to the ground, effectively doing more damage then if I had hacked him with an axe. Eh, seems legit.&lt;br /&gt;
Human 2 (to Human 1): I died. It was inevitable.&lt;br /&gt;
Dwarf Fortress isn't Dwarf Fortress unless your Trade Depot is inexplicably covered in vomit&lt;br /&gt;
[[Tantrum]]: If you can't stand your life anymore, come for treatment to the elephants. [[Unfortunate accident|They'll gladly understand.]]&lt;br /&gt;
These secret agents are overdoing it... &amp;quot;What can you tell me about yourself?&amp;quot; &amp;quot;Me?  Who's that?  I don't know myself.&amp;quot; -- [[Toady One]]&lt;br /&gt;
Gelu Blossomedstenches the Ripe Sucker of Sacks is a marsh titan. It is the only one of its kind. A great one-eyed six-legged ankylosaurid, it has an austere look about it. Its periwinkle scales are round and close-set. Beware its fire! Gelu is associated with water, plants, nature, muck and animals.&lt;br /&gt;
{{bugl|3299|cat=nocat}} - [Animal Populations] Blind cave bears have front toes on both front and rear feet&lt;br /&gt;
{{bugl|2790|cat=nocat}} - [Creatures] Alligators needlessly use specific toes&lt;br /&gt;
{{bugl|6498|cat=nocat}} - [Adventure Mode -- Conversation] Zombies start conversation with necromancer adventurer who tries to sleep in their house&lt;br /&gt;
There's a cost to this movement, and the cost is, 'how much do I value my blood? -- [[Toady One|Tarn Adams]]&lt;br /&gt;
It's still a shock. People are playing a text game. That's weird. -- [[Toady One|Tarn Adams]]&lt;br /&gt;
[http://i.imgur.com/1A5Au.jpg You get used to it. I, I don't even see the ASCII. All I see is dwarf, *floodgate*, plump helmet spawn...]&lt;br /&gt;
{{bugl|9763|cat=nocat}} - [Dwarf Mode -- Immigration] Dwarf missing upper body, but still alive.&lt;br /&gt;
&amp;quot;I plan on breeding an entire race of subservient animal people, who will comprise the main workforce of my fortress (not to mention the military).&amp;quot; --[http://www.reddit.com/r/dwarffortress/comments/416gqb/eugenics_a_proposal_for_breeding_a_slave_race/ High_king_of_Numenor]&lt;br /&gt;
&amp;quot;Whenever I torture someone [in Adventure Mode], I like to 'slug' them. I remove their ears, nose, teeth, and tongue, and break both of their legs. I call it &amp;quot;slugging&amp;quot; because all they can do is crawl around on the floor and cry. Then I like to follow them around and talk to them about the weather.&amp;quot; -- [http://www.reddit.com/r/dwarffortress/comments/2zilxr/the_treefondling_hippie_certainly_deserves_it/cpjoxa9/?context=1  paroonshark]&lt;br /&gt;
&amp;quot;My dorfs leave this world the way they came into it: naked, screaming, and on fire.&amp;quot; -- [http://www.reddit.com/r/dwarffortress/comments/4ci1l8/ive_been_playing_the_best_game_in_the_world_for/d1iqlbg/?context=4 speedster217]&lt;br /&gt;
PROTIP: Make sure to melt all the fat off your body so fire-spewing enemies can't hurt you.&lt;br /&gt;
&amp;quot;I see no downside towards making your own child execution chamber.&amp;quot; -- [http://www.reddit.com/r/dwarffortress/comments/43180m/roomcarnage_the_consequences_of_mourning_spoilers/czesj2t/?context=2 aidantheman18]&lt;br /&gt;
&amp;quot;I feel like in DF that beating an elf to death with his own infant is considered polite discussion.&amp;quot; -- [http://www.reddit.com/r/dwarffortress/comments/4rlr6y/my_mayor_became_king_of_a_different_civilization/d52qn1s/ loercase]&lt;br /&gt;
&amp;quot;My mayor just punched 20 zombies to death&amp;quot; -- [http://www.reddit.com/r/dwarffortress/comments/61zadj/my_mayor_just_punched_20_zombies_to_death_he/ Madrawn]&lt;br /&gt;
&amp;quot;What's the easiest way to murder children?&amp;quot; -- [http://www.reddit.com/r/dwarffortress/comments/pveuj/whats_the_easiest_way_to_murder_children/ Russki]&lt;br /&gt;
&amp;quot;I like to play with my food, starting with the fingers, toes, lips, ears, teeth, eyes, nose, then just randomly stabbing them until they bleed out&amp;quot; -- [http://www.reddit.com/r/dwarffortress/comments/4b5lw8/bandits_controlling_hillocks/d16qkym/?context=10000 DwarfTower]&lt;br /&gt;
Death... I am not upset by this.&lt;br /&gt;
An impressionable child, she inherited the goblin ethics of valuing power over others and her personal dream is to take over the world. I'm sure it'll be fine. -- [[Toady One]]&lt;br /&gt;
&amp;quot;I made a giant statue of a dog entirely out of dog soap. It took nearly 10 years.&amp;quot; -- [http://www.bay12forums.com/smf/index.php?topic=163866.0 Ironfang]&lt;br /&gt;
&amp;quot;A mix between Children of Men, City of Ember, and, uh, magma.&amp;quot;&lt;br /&gt;
&amp;quot;If a sieging army wants to talk, there's an initial petition to arrange a parley, which is not delivered physically -- they hang back outside in relative safety, since you people have a tendency to drop magma on things.&amp;quot; -- [[Toady One]]&lt;br /&gt;
&amp;quot;Spearmaster stabs the Troglodyte in the left eyelid from behind with his -bronze spear-, tearing the skin!&amp;quot;&lt;br /&gt;
This is a stack of 20 masterfully prepared plump helmet roast. The ingredients are masterfully minced plump helmet, masterfully minced plump helmet, masterfully minced plump helmet and masterfully minced plump helmet.&lt;br /&gt;
Once you have entire squads of legendary axedwarves, the game changes. When a forgotten beast attacks your fortress, your first thought is: 'Ooh, we're gonna get some NICE bone bracelets outta this!'&lt;br /&gt;
&amp;quot;So I embark. Immediately upon unpausing, the wagon bursts into flames and kills one of my miners.&amp;quot; --_Naptune_&lt;br /&gt;
{{bugl|9267|cat=nocat}}: Traders bring magma in bags&lt;br /&gt;
{{bugl|1701|cat=nocat}}: HFS Critters attempting to clean self&lt;br /&gt;
My imprisoned expedition leader just walked home while still considered a prisoner due to some erroneous travel code exclusive to position holders. -- [[Toady One]]&lt;br /&gt;
If your vision of dwarves is less about crafting in the mountains, and more about a lone dwarf descending from the hills to attack a village with a pack of a dozen hounds, your vision is now a reality. That's how I tested it, anyway. Five of the dogs were struck down, but the humans will now think twice about whatever it was they were thinking about, that's for sure. -- [[Toady One]]&lt;br /&gt;
&amp;quot;Those rivers are out to get you. Why do you think you can't fast travel across them? Because it's an ambush!&amp;quot; -- [http://www.bay12forums.com/smf/index.php?topic=164558.msg7555694#msg7555694 Uzu Bash]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&amp;lt;!-- ADD QUOTES DIRECTLY ABOVE THIS LINE. Each quote goes on a separate line by itself with nothing else (do not copy this line or remove the blank line above) --&amp;gt;|(\n)|$1#}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Uzu_Bash&amp;diff=232646</id>
		<title>User talk:Uzu Bash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Uzu_Bash&amp;diff=232646"/>
		<updated>2017-09-03T03:06:02Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Composed/Authored */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bal Adv Notes ==&lt;br /&gt;
Unit ID: 22114      Nemesis ID: 23463      Hist Figure ID: 184104&lt;br /&gt;
[[File:Bal-stats.png|left|thumb|upright 1.7]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Str 2000&lt;br /&gt;
* Agi 2200&lt;br /&gt;
* End 2200&lt;br /&gt;
* Tou 2000&lt;br /&gt;
* Rec 1000&lt;br /&gt;
* Dis 1000&lt;br /&gt;
* Foc, Wil, Spa/Kin all 2200&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
wereform maximums  &lt;br /&gt;
str: 2815 / agi: 4414 / tou: 2242 / end: 2188 / rec: 1495/2990 / dis: 1380/2880&lt;br /&gt;
&lt;br /&gt;
=== Poetic Forms ===&lt;br /&gt;
'''By Topic'''&lt;br /&gt;
{| style=&amp;quot;border-spacing:0 padding:0px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Character ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Droplet of Knowing || ribald ||  || Auras*, Perishment*, *Malodorous*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Flutes of Glittering || solemn apology ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Oracular Focus || solemn apology|| historic || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Silken Wonder || dramatic complaint || historic || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Scholars of Style ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Velvety Petal || dramatic || retired || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Sweetness of Brides || riddle ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || The Fancy Blossom || light satire || deceased || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Velvety Sister ||  || retired || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Luxurious Mother ||  || historical || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; |  &lt;br /&gt;
==== Location ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Beloved Blossom of Intricacies || pleasure || region || Wish Ever*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Amethyst Larks || ribald grief || place || Pastime*&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  ||&lt;br /&gt;
  |-&lt;br /&gt;
  |} &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Times ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Wise Prophecies || solemn || current || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Wise Letter || reflective || past || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Euphoric Silks || ribald || future || *Carnality, *Buzzard, Covers*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Watchful Prophecy || ribald || past || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  ||&lt;br /&gt;
  |-&lt;br /&gt;
  |} &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Values ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Fair Clearing || light || peace, moral || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Pristine Tresses || light || moral || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Legendary Prophecies || dramatic || moral || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Earthen Mountain || light || moral || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Lesson of Intricacy || solemn || moral || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Truthful Covers || solemn praise || loyalty || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Convenient Grower of Business || solemn || family || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Fresh Beginning || reflective || family || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Tile of Bushes || pleasure || family || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Sculpted Esteem || narrative || war || Eggs Early, *See Joys&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Hunt ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Glens of Autumn || reflective ||  || Feasts Misty, *Immoral Leopards, *Grief*, *Juggler, &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Grizzly Hawk || pleasure ||  || *Friend Rings&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Livid Tribe || reflective complaint ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Lover ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Tenderness of Suitors || reflective grief ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Fabulous Butterfly || riddle grief ||  || *Wraths&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Tulips of Smiling ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Alcohol ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Jesters of Cavorting || solemn || renounce || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Fruit of Contesting || riddle ||  || *Birth of Cage, *Grasp and Houses&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Industry ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Umber Turqoise || narrative complaint || mining || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Boulders of Amethyst || || mining || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Gold ofAmethyst  || riddle || mining || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Ape of Lakes || light || agriculture || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Journey ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Way of Wheels ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Wheel of Wanderers ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Guilds of Pricing || narrative complaint ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || East Stranger || solemn ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Death/(im)mortality ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Skull of Bone || light || amuse || My Friend Dabbler, *Pale Fealties, Winnowers*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Ashen Burial ||  ||  || *Dirt Fortells, *Helmet Wart*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Fated Dust || satire ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== General ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
general ==== &lt;br /&gt;
** Zephyr of Poets (reflective praise)&lt;br /&gt;
** Silken Savant (narrative) egs: *Sets on Luster, &lt;br /&gt;
** Scholars of Silkiness (solemn) egs: You Sang Letters!, &lt;br /&gt;
** Style of Pregnancy (light)&lt;br /&gt;
** Knowledge of Tresses (general) egs: Clasps and the Circle, &lt;br /&gt;
** Lark of Flowers (amuse audience) egs: Confusion*, Creation, Mightiness*, *Hideous Cup*, Wave*, *Weasels, &lt;br /&gt;
** Learned Prophet (general) egs: Cusps, Skinny Cross, *Romantic Candle, &lt;br /&gt;
** Poetic Glitter (light)&lt;br /&gt;
** Queen of Wonder (general) egs: Devourer: It Knows, *Legends, &lt;br /&gt;
** Prophecies of Poetry (dramatic) egs: Dirts and the Ferocious Church, Fiends and the Rainy Strings, &lt;br /&gt;
** Chartreuse Queen (narrative) egs: Doom Laborious, &lt;br /&gt;
&lt;br /&gt;
** Insightful Orbs (reflective)&lt;br /&gt;
** Embraces of Reasoning (complain subject)&lt;br /&gt;
** Skirt of Sisters (light)&lt;br /&gt;
** Musics of Reticence (light express pleasure)&lt;br /&gt;
** Mindful Suitor (light)&lt;br /&gt;
** Pregnancy of Reticence (riddle)&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;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Devotional ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Accidental Lovers || pleasure || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Humble Meditation || reflective praise || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Island of Hail || riddle || Ume || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Symmetric Peace || narrative plea || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Mellow Butterfly || riddle praise || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Clear Sun || reflective plea || QUabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Mountainous Paddles || riddle pleasure || Mame || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Peaceful Glens || pleasure || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Balance of Stabilizing || dramatic || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Music Forms ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! id !! Form !! Purpose !! Instruments !! Vocals !! Lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || Umber Skirts || commemorate || shama, quoshas, cadi || singers || The Fancy Blossom&lt;br /&gt;
|-&lt;br /&gt;
| 97 || Lace of Verse || commemorate || bortu || singer || Zephyr of Poets&lt;br /&gt;
|-&lt;br /&gt;
|  || Fragrant Rhythm  || entertain || kul || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || Fragrances of Veneration || entertain ||  || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Azure Veneration || entertain  || tashem, kul || chanters || Tenderness of Suitors&lt;br /&gt;
|-&lt;br /&gt;
|  || The Embraced Tresses  || devotional || tulo, uzur ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Incense of Sweetness || entertain || obxog, xuststu || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Rhythmic Larks || march  || quoshas, cadi || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || Flute of Pantomimes || commemorate ||  || singer || Earthen Mountain&lt;br /&gt;
|-&lt;br /&gt;
|  || Umber Luxury || entertainment ||  || chanter || The Goldenrod Dawn&lt;br /&gt;
|-&lt;br /&gt;
|  || Rhythmic Intricacy || devotional || musod || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Satiny Cardinal Blossoms || commemorate || || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Pregnant Rhyme || march || tomsu ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|  || Poem of Bells || commemorate ||  || singer || any selection&lt;br /&gt;
|-&lt;br /&gt;
|  || The Fabulous Phrase || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Droplet of Lilacs || entertainment || tusm || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Wispy Lace || march || cilom, nermums(s) || speaker || Skirt of Sisters&lt;br /&gt;
|-&lt;br /&gt;
|  || Fuchsia Rhythm || entertainment || totsmab, ungu || chanters || Musics of Reticence&lt;br /&gt;
|-&lt;br /&gt;
|  || Rhymes of Playing || march || sponsmost || speaker || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Saffron Pantomime || entertainment || cadeni || chanters || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Trumpets of Scintillating || entertainment || obxog, xuststu || chanters || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Sparkle of Silkiness || entertainment || lam, morul, tozor ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Droplet of Styling || entertainment || bor, tashem(s), tozor ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Rhythmic Lyrics || entertainment || bebda(s) tekud || chanter || Legendary Prophecies&lt;br /&gt;
|-&lt;br /&gt;
|  || Intricate Mother || devotional ||  || chanters || &lt;br /&gt;
|-&lt;br /&gt;
|  || Sienna Sparkle || devotional ||  || singer || Luxurious Mother&lt;br /&gt;
|-&lt;br /&gt;
|  || Sheen of Bewildering || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Vermilion Plays || devotional || macetha, icala, cacame, mase ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Glittery Luxuries || devotional || budo, quoshas, bortu ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Mellow Humility || devotional) || chanter, bortu, gibam, sloro ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Pregnant Glosses || entertainment || nazweng, enthep ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Queen of Wisps || march || mor, gamil || chanters || The Mindful Suitor&lt;br /&gt;
|-&lt;br /&gt;
|  || The Sable Drums || entertainment || firili || speaker || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Satiny Cardinal Blossom || commemorate ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Scintillating Music || entertainment || hustra || speaker || Knowledge of Tresses&lt;br /&gt;
|-&lt;br /&gt;
|  || The Suitor of Lilacs || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Instruments&lt;br /&gt;
** Played: cadi, bortu[id#232], shama, lam, nermum, ostu, obxog&lt;br /&gt;
** Required: quoshas, kul, tashem+kan, tulo+uzur, obxog+xuststu, tomsu, tusm, cilom, nermum, totsmab+ungu, sponsmost, cadeni, lam, morul, tozor, bor, bebda, tekud, macetha, icala, cacame, mase, budo, gibam, sloro, nazweng, enthep, mor, gamil, hustra&lt;br /&gt;
** Stationary: quoshas, kul, tomsu, tusm, cilom, ungu, tozor, sloro&lt;br /&gt;
&lt;br /&gt;
=== Dance === &lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! id !! Form !! Participants !! Purpose !! Music&lt;br /&gt;
|-&lt;br /&gt;
| || Fragrant Tresses || group || perform || The Azure Veneration&lt;br /&gt;
|-&lt;br /&gt;
| || Songs of Glittering || solo || perform || The Incense of Sweetness&lt;br /&gt;
|-&lt;br /&gt;
| || The Cyclopean Sweetnesses || solo || sacred || Rhythmic Intricacy (req chanter, musod)&lt;br /&gt;
|-&lt;br /&gt;
| || The Styles of Lathering || solo || sacred || The Embraced Tresses&lt;br /&gt;
|-&lt;br /&gt;
| || Goldenrod Style || group || perform || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || Laconic Song || partner || perform || Wispy Lace&lt;br /&gt;
|-&lt;br /&gt;
| || Fragrant Festival || solo || perform || Droplet of Lilacs&lt;br /&gt;
|-&lt;br /&gt;
| || Beige Droplet || group  || perform || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || Saturnity of Brides || solo || perform || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || Cyclopean Poem || partner  || perform  || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || The Amethyst of Satin || solo || sacred || Intricate Mother&lt;br /&gt;
|-&lt;br /&gt;
| || The Aquamarine Musics || solo || sacred || Tenebrous Satin&lt;br /&gt;
|-&lt;br /&gt;
| || The Cerulean Song || solo || celebrate || Earthen Mountain&lt;br /&gt;
|-&lt;br /&gt;
| || The Embraced Quiescence || group || war || The Satiny Cardinal Blossom&lt;br /&gt;
|-&lt;br /&gt;
|  || The Luxury of Wisps || group  || perform  || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || The Meandering Periwinkle || group || war || The Pregnant Rhyme&lt;br /&gt;
|-&lt;br /&gt;
| || The Saturnity of Lace || group  || celebration  || Flute of Pantomimes&lt;br /&gt;
|-&lt;br /&gt;
| || The Zephyr of Bewildering || group  || social  || The Fabulous Phrase&lt;br /&gt;
|-&lt;br /&gt;
| || Luxury of Gloss || solo || perform || Fuchsia Rhythm&lt;br /&gt;
|-&lt;br /&gt;
| || The Adorable Couple || group || war || Flute of Pantomimes&lt;br /&gt;
|-&lt;br /&gt;
| || The Adorable Velvet || group || war || The Sable Drums&lt;br /&gt;
|-&lt;br /&gt;
| || The Blossom of Embracing || group || war || The Queen of Wisps&lt;br /&gt;
|-&lt;br /&gt;
| || The Dead of Bone || solo || sacred || Ghost of Bone&lt;br /&gt;
|-&lt;br /&gt;
| || The Festival of Plays || group || social || Droplet of Styling&lt;br /&gt;
|-&lt;br /&gt;
| || The Meandering Wonders || group || participation || Sparkle of Silkiness&lt;br /&gt;
|-&lt;br /&gt;
| || The Pantomime of Cherishing || group || war || Rhymes of Playing&lt;br /&gt;
|-&lt;br /&gt;
| || The Pantomime of Quiescence || group || war || Lace of Verse&lt;br /&gt;
|-&lt;br /&gt;
| || The Poem of Periwinkles || solo || sacred || The Sienna Sparkle&lt;br /&gt;
|-&lt;br /&gt;
| || The Poet of Tulips || solo || sacred || Vermilion Plays&lt;br /&gt;
|-&lt;br /&gt;
| || The Queen of Styling || group || war || Lace of Verse&lt;br /&gt;
|-&lt;br /&gt;
| || The Sparkles of Lace || group || social || Sheen of Bewildering&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Composed/Authored ===&lt;br /&gt;
* The Subtle Glows: Choreography - Fragrant Tresses&lt;br /&gt;
* Horn: Surely Nothing Happens: Poetry - Lark of Flowers&lt;br /&gt;
* We See Combination: Poetry - Droplet of Knowing&lt;br /&gt;
* The Climates and Anguish: Music - Lace of Verse&lt;br /&gt;
** The Birth of Brand: Lyrics - Zephyr of Poets&lt;br /&gt;
* Spring: Music - Lace of Verse&lt;br /&gt;
** And I Sang &amp;quot;Ring&amp;quot;!: Lyrics - Zephyr of Poets&lt;br /&gt;
* Pranks: The Night Weeps: Music - Fragrances of Veneration&lt;br /&gt;
* Charity: Nobody Can Say: Music - Rhythmic Intricacy&lt;br /&gt;
** The Birth of Cream: Lyrics - Glens of Autumn&lt;br /&gt;
* Complexity and the Bloody Rippers: Music - Umber Luxury&lt;br /&gt;
* Surely The Fool Laughs: Music - Fragrances of Veneration&lt;br /&gt;
** Spring Aquamarine: Lyrics - Island of Hail&lt;br /&gt;
* The Birth of Plots: Poetry - Grizzly Hawk&lt;br /&gt;
* And He Sang &amp;quot;Defenders&amp;quot;!: Poetry - Skull of Bone&lt;br /&gt;
* Moist Blight: Poetry - Droplet of Knowing&lt;br /&gt;
* We See Spike: Choreography - Songs of Glittering&lt;br /&gt;
* Lightnings and Depressions: Poetry - Amethyst Larks&lt;br /&gt;
* Treason and Nothing More: Music - Flutes of Pantomimes&lt;br /&gt;
** Socketed Leisure: Lyrics - Earthen Mountain&lt;br /&gt;
* Whiskers and the Strapping Berries: Choreography - Saturnity of Lace&lt;br /&gt;
* Assembly and the Hopeful Thrower: Choreography - Laconic Song&lt;br /&gt;
** Hatchets and Nothing More: Music - Wispy Lace&lt;br /&gt;
*** Beard Ever Onward: Lyrics - Skirt of Sisters&lt;br /&gt;
* The Stinky Flash: Music - Lace of Verse&lt;br /&gt;
** Saviors: Slowly The Sands Mourn There: Lyrics - Zephyr of Poets&lt;br /&gt;
* The Birth of Creek: Ashen Burial&lt;br /&gt;
* Aches: Fated Dust&lt;br /&gt;
* Mastery: Then The Sea Mourns: Poetry - Euphoric Silks&lt;br /&gt;
* Confederacies and the Diminishment: Choreography  Laconic Song&lt;br /&gt;
** We See Braid: Music - Wispy Lace&lt;br /&gt;
*** The Scaly Cudgel: Lyrics - Skirt of Sisters&lt;br /&gt;
* Pokers and the Worthless Butcher: Choreography - Luxury of Gloss&lt;br /&gt;
** Legends: Music - Fushcia Rhythm&lt;br /&gt;
*** Oily Eagle and Oblivions: Lyrics - Musics of Reticence&lt;br /&gt;
* Bitterness: Poetry - Watchful Prophet&lt;br /&gt;
* The Fist and Profanity: Choreography - Fragrant Festival&lt;br /&gt;
** Trifle and the Trim Stability: Music - Droplet of Lilacs&lt;br /&gt;
*** We See Hex: Lyrics - Tulips of Smiling&lt;br /&gt;
*** Prestige and the Bulwark: Lyrics - Euphoric Silks&lt;br /&gt;
* Abatement Disloyal: Choreography - Cyclopean Poem&lt;br /&gt;
** Creature: Slowly The Day Foretells There: Music - Poem of Bells&lt;br /&gt;
*** The New Nobles: Lyrics - Queen of Wonder&lt;br /&gt;
*** My Friend Dominions: Lyrics - Amethyst Larks&lt;br /&gt;
*** Funerals: Lyrics - Queen of Wonder&lt;br /&gt;
* We See Fleas: Choreography - Beige Droplet&lt;br /&gt;
** Sorcerer and the Dwelling: Music - Poem of Bells&lt;br /&gt;
*** The Sea Will Tell: Lyrics - Queen of Wonder&lt;br /&gt;
*** Only The Day Knows Afterward: Lyrics - Amethyst Larks&lt;br /&gt;
*** The Birth of Scorn: Lyrics - Queen of Wonder&lt;br /&gt;
* The Blockaded Quietness and Silk: Music - Rhymes of Playing&lt;br /&gt;
** Controls and the Sick Bulwarks: Lyrics - Guilds of Pricing&lt;br /&gt;
** Birth of Portal: Lyrics - Droplet of Knowing&lt;br /&gt;
* The Sun Sets on Gluttons: Music - Saffron Pantomime&lt;br /&gt;
** Intensity and the Insightful Dive: Lyrics - Pregnancy of Reticence&lt;br /&gt;
** We See Iron: Lyrics - Silken Savant&lt;br /&gt;
* The Birth of Mud: Music - Trumpets of Scintillating&lt;br /&gt;
** Clinch and Nothing More: Lyrics - Prophecies of Poetry&lt;br /&gt;
** Birth of Watches: Lyrics - Guilds of Pricing&lt;br /&gt;
** Failed Lull and Anguish: Lyrics - Guilds of Pricing&lt;br /&gt;
** Dents and Enchantments: Lyrics - Droplet of Knowing&lt;br /&gt;
* Sun Sets on Boot: Music - Sparkle of Silkiness&lt;br /&gt;
* The Sun Sets on Riders: Music - Rhythmic Lyrics&lt;br /&gt;
** Decorum: Then The Sands Laugh: Lyrics - Legendary Prophecies&lt;br /&gt;
* Pine Ruthless: Music - Intricate Mother&lt;br /&gt;
* Tightnesses: The Wind Will Tell: Music - Droplet of Styling&lt;br /&gt;
* My Friend Enchantments: Music - Sienna Sparkle&lt;br /&gt;
** Harshness and the Depression: Lyrics - Luxurious Mother&lt;br /&gt;
* Lance and Comedy: Music - Sheen of Bewildering&lt;br /&gt;
* Maligned Spring: Music - Flute of Pantomimes&lt;br /&gt;
** Crazy Creation: Lyrics - Earthen Mountain&lt;br /&gt;
* My Friend Poets: Music - Flute of Pantomimes&lt;br /&gt;
* The Fondled Pulps and Hurricane: Music - Mellow Humility&lt;br /&gt;
* Jaundiced Murk: Music - Sheen of Bewildering&lt;br /&gt;
* Acts and the Considerate Apogee: Music - Lace of Verse&lt;br /&gt;
* My Friend Lard: Music - Vermillion Plays&lt;br /&gt;
* The Sun Sets on Order: Music - The Satiny Cardinal Blossom&lt;br /&gt;
* Future Ever Onward: Choreography - Luxury of Gloss&lt;br /&gt;
* Rainy Wanderers: Music - Rhythmic Lyrics&lt;br /&gt;
** It Must Have Been Law: Lyrics - Legendary Prophecies&lt;br /&gt;
* Words: Poetry - Legendary Prophecies&lt;br /&gt;
&lt;br /&gt;
== Re: Werebeast raws ==&lt;br /&gt;
&lt;br /&gt;
I disabled compressed saves in init.txt, then generated a new world, opened world.dat with text editor, and rewritten the raws to a text file by hand, since it wasn't possible for me to copy-and-paste the whole thing. So you may find a few typos in what I have written, but this shouldn't make much a difference. ~ [[User:TheCrazyHamsteR|TheCrazyHamsteR]] ([[User talk:TheCrazyHamsteR|talk]]) 21:49, 20 August 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Werebeast&amp;diff=232578</id>
		<title>DF2014 Talk:Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Werebeast&amp;diff=232578"/>
		<updated>2017-08-29T17:31:39Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* adv mod times and durations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bite Mechanics ==&lt;br /&gt;
Has anyone figured out the exact details of when a werebite infects someone? I recently had a mechanic bitten and shaken horribly before a friendly lumberjack disemboweled the werewombat assailant. The shaking inflicted massive injuries, but the bite itself only bruised the skin before grasping. The mechanic did not turn, and (barely) managed to survive the recovery process. Can anyone confirm a case in which a werebite both:&lt;br /&gt;
&lt;br /&gt;
1) Failed to break the skin, and&lt;br /&gt;
&lt;br /&gt;
2) Succeeded in infecting the victim?&lt;br /&gt;
&lt;br /&gt;
It'd be VERY nice to know if your dwarves are going to go postal in a month immediately after the battle, rather than AFTER putting them through surgery and carrying out lengthy quarantine procedures.&lt;br /&gt;
&lt;br /&gt;
== adv mod times and durations ==&lt;br /&gt;
&lt;br /&gt;
It's difficult to be precise, but the full phase appears to last 1.75 days. On 25th Granite it begins immediately at midnight and continues to sunset of the 26th. On 13th Limestone it appears to start around 03:00 and end around 21:00 the 14th. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 05:49, 20 July 2017 (UTC)&lt;br /&gt;
* Sandstone 10 at sunset until Sandstone 12,  ~3 hrs before sunset.  [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 04:11, 29 July 2017 (UTC)&lt;br /&gt;
* Timber 8, 3hrs to sunset until noon of Timber 10. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 09:37, 10 August 2017 (UTC)&lt;br /&gt;
* Moonstone 6 at noon until ~3 hrs after dawn on Moonstone 8. Start transformations appear to occur at the same time as the previous end transformation. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 00:55, 18 August 2017 (UTC)&lt;br /&gt;
* Opal 4 3 hrs after dawn until Opal 6, 3 hrs before dawn. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 00:21, 23 August 2017 (UTC)&lt;br /&gt;
** That was probably off. Without better precision I can only estimate the hrs. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 17:31, 29 August 2017 (UTC)&lt;br /&gt;
* Obsidian 2nd a little after dawn, til Obsidian 4th a little after midnight. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 17:31, 29 August 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Uzu_Bash&amp;diff=232573</id>
		<title>User:Uzu Bash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Uzu_Bash&amp;diff=232573"/>
		<updated>2017-08-28T20:53:09Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Arena/Adventurer Limits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Exp/attr gains====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||Read a book||+20 Analytical, Focus; +10 Linguistic||+30 Reading, Student (first time only)&lt;br /&gt;
|-&lt;br /&gt;
||Compose dance w/mus+lyrics||+1000 Creativity, +500 Linguistic and Music||+110 Writing, +50 Poetry, Musician and Dance&lt;br /&gt;
|-&lt;br /&gt;
||Write letter||+1 Analytical||+12 Writing, +50 Prose&lt;br /&gt;
|-&lt;br /&gt;
||play string (per turn)|| agil +10, crea +10, music +10||make music +1, play string +1, specific instrument +1, music form +1&lt;br /&gt;
|-&lt;br /&gt;
||sing (per turn)||foc +10, crea +10, music +10||make music +1, sing +1, music form +1&lt;br /&gt;
|-&lt;br /&gt;
||simulate (per turn)||foc +10, crea +10, music +10||make music +1, sing +1, music form +1 (+0 to instrument)&lt;br /&gt;
|}&lt;br /&gt;
double gain on 1st turn&lt;br /&gt;
singing doesn't increase speaking, poetry or poetic form&lt;br /&gt;
speaking doesn't increase ANYTHING and always bombs&lt;br /&gt;
&lt;br /&gt;
dance +10 str, agi, end, spa, kin&lt;br /&gt;
&lt;br /&gt;
====biped gaits====&lt;br /&gt;
elf&lt;br /&gt;
          : 214:428:642:900:1900:2900&lt;br /&gt;
      swim: 731:1525:2257:2990:4300:6100&lt;br /&gt;
     crawl: 675:1409:2069:2728:4000:5700&lt;br /&gt;
     climb: 585:1178:1692:2206:3400:4900&lt;br /&gt;
human&lt;br /&gt;
          : 225:450:6754:900:2900&lt;br /&gt;
      swim: 1254:4112:4723:5341:6433:7900&lt;br /&gt;
     crawl: 731:1525:2257:2990:4300:6100&lt;br /&gt;
     climb: 1755:-8567&lt;br /&gt;
&lt;br /&gt;
all beastfolk (as of 43.05, biped conversion scales to percentage difference; req more examination)&lt;br /&gt;
          : 293:521:711:900:1900:2900&lt;br /&gt;
 swim/crawl/&lt;br /&gt;
      climb: 731:1525:2257:2990:4300:6100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Food, energy, fat ===&lt;br /&gt;
[[File:unit.counters2.png|left|thumb|upright 2.0]]&lt;br /&gt;
* Hunger, Thirst and Sleepiness timers increment 1/tick, Stomach and Food Contents decrement 1/tick&lt;br /&gt;
* Each consumable unit increases Stomach Contents by 50k.&lt;br /&gt;
* A unit of food increases Food Contents and reduces Hunger equally. A unit of drink decreases Thirst.&lt;br /&gt;
** Some drinks (incl alcohol) increase Food Content as well.&lt;br /&gt;
** Not all Food Contents decrease Hunger (incl alcohol.)&lt;br /&gt;
* Food Contents are converted to Stored Fat 1/tick.&lt;br /&gt;
* Exhaustion increases and Stored Fat decreases at the rate of Energy usage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There isn't a stamina capacity, instead Exhaustion is increased until reaching limits of Tiredness (2k Exhaustion,) Over-Extertion (4k,) to Unconsciousness. These are determined by physical attributes and possibly the body plan of the unit. Exhaustion decreases at a rate most certainly determined by Endurance, and possibly other attributes and body plan factors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fat tissue layer thickness scales to Stored Fat, so it will modify speed gradually. Death by starvation won't occur until Stored Fat is completely depleted, so you can survive hunger as long as you have some. As of 43.05 layer insulation properties aren't used, but I expect that to change in future updates.&lt;br /&gt;
&lt;br /&gt;
As with muscle mass, fat mass scales to a creature's base size and fat percentage. A kobold could pig out until pot-bellied without dragging down his activity level, but a fattening bear man could slow down so much that he may as well sleep off the rest of the season.&lt;br /&gt;
&lt;br /&gt;
When a unit offloads from the local map, all counters are reset except Hunger/Thirst/Sleep timers and Stored Fat, so an adventurer has much more control over fat gains. If you wanted to add on the mass, you could sit around feasting and guzzling booze. If you wanted to trim down, you could offload the map immediately after consuming food or drinking alcohol, then return to local map to engage in any activity; even standing around talking has an Energy cost.&lt;br /&gt;
&lt;br /&gt;
==== Arena/Adventurer Limits ====&lt;br /&gt;
Arena, avg attr - These appear consistent for all races and body sizes. scale 86400 ticks/day, 50000 per unit consumed&lt;br /&gt;
&lt;br /&gt;
* Thirst - 57600, 115200, 172800 -9.1% gaits, 345600 Dehydrated -16.7% gaits, 864k Dead&lt;br /&gt;
* Hunger - 57600, 172800, 1209600 -9.1% gaits (-16.7% w/extreme thirst,) 2592000 Starving -16.7% gaits (23.1% w/ext thirst) stored fat burns 10x faster, 5184000 terminal&lt;br /&gt;
&lt;br /&gt;
5184000 is the highest you can survive without stored fat, but so long as you do, there's no further penalty. Max stored fat = 999999; 2,060.2k ticks between starving and terminal, burn rate effectively divides fat by 10.&lt;br /&gt;
&lt;br /&gt;
Stomach capacity of 300k (6 units) appears to be constant for all body sizes, from giant elephants to capybara, so presumably a unit of consumption scales to whatever creature is consuming it. But over 250k, the stomach will eject total Content into a pool-sized splatter of vomit. Hunger/Thirst timers won't increase though, so you can fill back up to max, and when vomit counter times out, it'll be ejected again. If you're unable to sleep/wait/travel, this would be the quickest way to bring your Hunger/Thirst down to tolerable amounts. And if severely starving, the acidic green puddle between your boots becomes an unlimited food supply.&lt;br /&gt;
&lt;br /&gt;
to do test fat counter in fast travel.&lt;br /&gt;
&lt;br /&gt;
* Sleep - 115200, 172800, 259200 (-7% gaits), 345600 (-9.1% gaits), 864000 (-16.7% gaits), max 5184000&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Uzu_Bash&amp;diff=232544</id>
		<title>User talk:Uzu Bash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Uzu_Bash&amp;diff=232544"/>
		<updated>2017-08-27T16:01:57Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Poetic Forms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bal Adv Notes ==&lt;br /&gt;
Unit ID: 22114      Nemesis ID: 23463      Hist Figure ID: 184104&lt;br /&gt;
[[File:Bal-stats.png|left|thumb|upright 1.7]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Str 2000&lt;br /&gt;
* Agi 2200&lt;br /&gt;
* End 2200&lt;br /&gt;
* Tou 2000&lt;br /&gt;
* Rec 1000&lt;br /&gt;
* Dis 1000&lt;br /&gt;
* Foc, Wil, Spa/Kin all 2200&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
wereform maximums  &lt;br /&gt;
str: 2815 / agi: 4414 / tou: 2242 / end: 2188 / rec: 1495/2990 / dis: 1380/2880&lt;br /&gt;
&lt;br /&gt;
=== Poetic Forms ===&lt;br /&gt;
'''By Topic'''&lt;br /&gt;
{| style=&amp;quot;border-spacing:0 padding:0px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Character ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Droplet of Knowing || ribald ||  || Auras*, Perishment*, *Malodorous*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Flutes of Glittering || solemn apology ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Oracular Focus || solemn apology|| historic || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Silken Wonder || dramatic complaint || historic || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Scholars of Style ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Velvety Petal || dramatic || retired || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Sweetness of Brides || riddle ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || The Fancy Blossom || light satire || deceased || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Velvety Sister ||  || retired || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Luxurious Mother ||  || historical || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; |  &lt;br /&gt;
==== Location ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Beloved Blossom of Intricacies || pleasure || region || Wish Ever*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Amethyst Larks || ribald grief || place || Pastime*&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  ||&lt;br /&gt;
  |-&lt;br /&gt;
  |} &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Times ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Wise Prophecies || solemn || current || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Wise Letter || reflective || past || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Euphoric Silks || ribald || future || *Carnality, *Buzzard, Covers*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Watchful Prophecy || ribald || past || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  ||&lt;br /&gt;
  |-&lt;br /&gt;
  |} &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Values ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Fair Clearing || light || peace, moral || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Pristine Tresses || light || moral || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Legendary Prophecies || dramatic || moral || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Earthen Mountain || light || moral || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Lesson of Intricacy || solemn || moral || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Truthful Covers || solemn praise || loyalty || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Convenient Grower of Business || solemn || family || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Fresh Beginning || reflective || family || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Tile of Bushes || pleasure || family || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Sculpted Esteem || narrative || war || Eggs Early, *See Joys&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Hunt ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Glens of Autumn || reflective ||  || Feasts Misty, *Immoral Leopards, *Grief*, *Juggler, &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Grizzly Hawk || pleasure ||  || *Friend Rings&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Livid Tribe || reflective complaint ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Lover ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Tenderness of Suitors || reflective grief ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Fabulous Butterfly || riddle grief ||  || *Wraths&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Tulips of Smiling ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Alcohol ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Jesters of Cavorting || solemn || renounce || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Fruit of Contesting || riddle ||  || *Birth of Cage, *Grasp and Houses&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Industry ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Umber Turqoise || narrative complaint || mining || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Boulders of Amethyst || || mining || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Gold ofAmethyst  || riddle || mining || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Ape of Lakes || light || agriculture || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Journey ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Way of Wheels ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Wheel of Wanderers ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Guilds of Pricing || narrative complaint ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || East Stranger || solemn ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Death/(im)mortality ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Skull of Bone || light || amuse || My Friend Dabbler, *Pale Fealties, Winnowers*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Ashen Burial ||  ||  || *Dirt Fortells, *Helmet Wart*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Fated Dust || satire ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== General ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
general ==== &lt;br /&gt;
** Zephyr of Poets (reflective praise)&lt;br /&gt;
** Silken Savant (narrative) egs: *Sets on Luster, &lt;br /&gt;
** Scholars of Silkiness (solemn) egs: You Sang Letters!, &lt;br /&gt;
** Style of Pregnancy (light)&lt;br /&gt;
** Knowledge of Tresses (general) egs: Clasps and the Circle, &lt;br /&gt;
** Lark of Flowers (amuse audience) egs: Confusion*, Creation, Mightiness*, *Hideous Cup*, Wave*, *Weasels, &lt;br /&gt;
** Learned Prophet (general) egs: Cusps, Skinny Cross, *Romantic Candle, &lt;br /&gt;
** Poetic Glitter (light)&lt;br /&gt;
** Queen of Wonder (general) egs: Devourer: It Knows, *Legends, &lt;br /&gt;
** Prophecies of Poetry (dramatic) egs: Dirts and the Ferocious Church, Fiends and the Rainy Strings, &lt;br /&gt;
** Chartreuse Queen (narrative) egs: Doom Laborious, &lt;br /&gt;
&lt;br /&gt;
** Insightful Orbs (reflective)&lt;br /&gt;
** Embraces of Reasoning (complain subject)&lt;br /&gt;
** Skirt of Sisters (light)&lt;br /&gt;
** Musics of Reticence (light express pleasure)&lt;br /&gt;
** Mindful Suitor (light)&lt;br /&gt;
** Pregnancy of Reticence (riddle)&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;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Devotional ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Accidental Lovers || pleasure || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Humble Meditation || reflective praise || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Island of Hail || riddle || Ume || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Symmetric Peace || narrative plea || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Mellow Butterfly || riddle praise || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Clear Sun || reflective plea || QUabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Mountainous Paddles || riddle pleasure || Mame || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Peaceful Glens || pleasure || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Balance of Stabilizing || dramatic || Quabu || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Music Forms ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! id !! Form !! Purpose !! Instruments !! Vocals !! Lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || Umber Skirts || commemorate || shama, quoshas, cadi || singers || The Fancy Blossom&lt;br /&gt;
|-&lt;br /&gt;
| 97 || Lace of Verse || commemorate || bortu || singer || Zephyr of Poets&lt;br /&gt;
|-&lt;br /&gt;
|  || Fragrant Rhythm  || entertain || kul || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || Fragrances of Veneration || entertain ||  || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Azure Veneration || entertain  || tashem, kul || chanters || Tenderness of Suitors&lt;br /&gt;
|-&lt;br /&gt;
|  || The Embraced Tresses  || devotional || tulo, uzur ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Incense of Sweetness || entertain || obxog, xuststu || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Rhythmic Larks || march  || quoshas, cadi || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || Flute of Pantomimes || commemorate ||  || singer || Earthen Mountain&lt;br /&gt;
|-&lt;br /&gt;
|  || Umber Luxury || entertainment ||  || chanter || The Goldenrod Dawn&lt;br /&gt;
|-&lt;br /&gt;
|  || Rhythmic Intricacy || devotional || musod || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Satiny Cardinal Blossoms || commemorate || || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Pregnant Rhyme || march || tomsu ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|  || Poem of Bells || commemorate ||  || singer || any selection&lt;br /&gt;
|-&lt;br /&gt;
|  || The Fabulous Phrase || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Droplet of Lilacs || entertainment || tusm || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Wispy Lace || march || cilom, nermums(s) || speaker || Skirt of Sisters&lt;br /&gt;
|-&lt;br /&gt;
|  || Fuchsia Rhythm || entertainment || totsmab, ungu || chanters || Musics of Reticence&lt;br /&gt;
|-&lt;br /&gt;
|  || Rhymes of Playing || march || sponsmost || speaker || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Saffron Pantomime || entertainment || cadeni || chanters || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Trumpets of Scintillating || entertainment || obxog, xuststu || chanters || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Sparkle of Silkiness || entertainment || lam, morul, tozor ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Droplet of Styling || entertainment || bor, tashem(s), tozor ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Rhythmic Lyrics || entertainment || bebda(s) tekud || chanter || Legendary Prophecies&lt;br /&gt;
|-&lt;br /&gt;
|  || Intricate Mother || devotional ||  || chanters || &lt;br /&gt;
|-&lt;br /&gt;
|  || Sienna Sparkle || devotional ||  || singer || Luxurious Mother&lt;br /&gt;
|-&lt;br /&gt;
|  || Sheen of Bewildering || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Vermilion Plays || devotional || macetha, icala, cacame, mase ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Glittery Luxuries || devotional || budo, quoshas, bortu ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Mellow Humility || devotional) || chanter, bortu, gibam, sloro ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Pregnant Glosses || entertainment || nazweng, enthep ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Queen of Wisps || march || mor, gamil || chanters || The Mindful Suitor&lt;br /&gt;
|-&lt;br /&gt;
|  || The Sable Drums || entertainment || firili || speaker || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Satiny Cardinal Blossom || commemorate ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Scintillating Music || entertainment || hustra || speaker || Knowledge of Tresses&lt;br /&gt;
|-&lt;br /&gt;
|  || The Suitor of Lilacs || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Instruments&lt;br /&gt;
** Played: cadi, bortu[id#232], shama, lam, nermum, ostu, obxog&lt;br /&gt;
** Required: quoshas, kul, tashem+kan, tulo+uzur, obxog+xuststu, tomsu, tusm, cilom, nermum, totsmab+ungu, sponsmost, cadeni, lam, morul, tozor, bor, bebda, tekud, macetha, icala, cacame, mase, budo, gibam, sloro, nazweng, enthep, mor, gamil, hustra&lt;br /&gt;
** Stationary: quoshas, kul, tomsu, tusm, cilom, ungu, tozor, sloro&lt;br /&gt;
&lt;br /&gt;
=== Dance === &lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! id !! Form !! Participants !! Purpose !! Music&lt;br /&gt;
|-&lt;br /&gt;
| || Fragrant Tresses || group || perform || The Azure Veneration&lt;br /&gt;
|-&lt;br /&gt;
| || Songs of Glittering || solo || perform || The Incense of Sweetness&lt;br /&gt;
|-&lt;br /&gt;
| || The Cyclopean Sweetnesses || solo || sacred || Rhythmic Intricacy (req chanter, musod)&lt;br /&gt;
|-&lt;br /&gt;
| || The Styles of Lathering || solo || sacred || The Embraced Tresses&lt;br /&gt;
|-&lt;br /&gt;
| || Goldenrod Style || group || perform || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || Laconic Song || partner || perform || Wispy Lace&lt;br /&gt;
|-&lt;br /&gt;
| || Fragrant Festival || solo || perform || Droplet of Lilacs&lt;br /&gt;
|-&lt;br /&gt;
| || Beige Droplet || group  || perform || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || Saturnity of Brides || solo || perform || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || Cyclopean Poem || partner  || perform  || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || The Amethyst of Satin || solo || sacred || Intricate Mother&lt;br /&gt;
|-&lt;br /&gt;
| || The Aquamarine Musics || solo || sacred || Tenebrous Satin&lt;br /&gt;
|-&lt;br /&gt;
| || The Cerulean Song || solo || celebrate || Earthen Mountain&lt;br /&gt;
|-&lt;br /&gt;
| || The Embraced Quiescence || group || war || The Satiny Cardinal Blossom&lt;br /&gt;
|-&lt;br /&gt;
|  || The Luxury of Wisps || group  || perform  || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || The Meandering Periwinkle || group || war || The Pregnant Rhyme&lt;br /&gt;
|-&lt;br /&gt;
| || The Saturnity of Lace || group  || celebration  || Flute of Pantomimes&lt;br /&gt;
|-&lt;br /&gt;
| || The Zephyr of Bewildering || group  || social  || The Fabulous Phrase&lt;br /&gt;
|-&lt;br /&gt;
| || Luxury of Gloss || solo || perform || Fuchsia Rhythm&lt;br /&gt;
|-&lt;br /&gt;
| || The Adorable Couple || group || war || Flute of Pantomimes&lt;br /&gt;
|-&lt;br /&gt;
| || The Adorable Velvet || group || war || The Sable Drums&lt;br /&gt;
|-&lt;br /&gt;
| || The Blossom of Embracing || group || war || The Queen of Wisps&lt;br /&gt;
|-&lt;br /&gt;
| || The Dead of Bone || solo || sacred || Ghost of Bone&lt;br /&gt;
|-&lt;br /&gt;
| || The Festival of Plays || group || social || Droplet of Styling&lt;br /&gt;
|-&lt;br /&gt;
| || The Meandering Wonders || group || participation || Sparkle of Silkiness&lt;br /&gt;
|-&lt;br /&gt;
| || The Pantomime of Cherishing || group || war || Rhymes of Playing&lt;br /&gt;
|-&lt;br /&gt;
| || The Pantomime of Quiescence || group || war || Lace of Verse&lt;br /&gt;
|-&lt;br /&gt;
| || The Poem of Periwinkles || solo || sacred || The Sienna Sparkle&lt;br /&gt;
|-&lt;br /&gt;
| || The Poet of Tulips || solo || sacred || Vermilion Plays&lt;br /&gt;
|-&lt;br /&gt;
| || The Queen of Styling || group || war || Lace of Verse&lt;br /&gt;
|-&lt;br /&gt;
| || The Sparkles of Lace || group || social || Sheen of Bewildering&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Composed/Authored ===&lt;br /&gt;
* The Subtle Glows: Choreography - Fragrant Tresses&lt;br /&gt;
* Horn: Surely Nothing Happens: Poetry - Lark of Flowers&lt;br /&gt;
* We See Combination: Poetry - Droplet of Knowing&lt;br /&gt;
* The Climates and Anguish: Music - Lace of Verse&lt;br /&gt;
** The Birth of Brand: Lyrics - Zephyr of Poets&lt;br /&gt;
* Spring: Music - Lace of Verse&lt;br /&gt;
** And I Sang &amp;quot;Ring&amp;quot;!: Lyrics - Zephyr of Poets&lt;br /&gt;
* Pranks: The Night Weeps: Music - Fragrances of Veneration&lt;br /&gt;
* Charity: Nobody Can Say: Music - Rhythmic Intricacy&lt;br /&gt;
** The Birth of Cream: Lyrics - Glens of Autumn&lt;br /&gt;
* Complexity and the Bloody Rippers: Music - Umber Luxury&lt;br /&gt;
* Surely The Fool Laughs: Music - Fragrances of Veneration&lt;br /&gt;
** Spring Aquamarine: Lyrics - Island of Hail&lt;br /&gt;
* The Birth of Plots: Poetry - Grizzly Hawk&lt;br /&gt;
* And He Sang &amp;quot;Defenders&amp;quot;!: Poetry - Skull of Bone&lt;br /&gt;
* Moist Blight: Poetry - Droplet of Knowing&lt;br /&gt;
* We See Spike: Choreography - Songs of Glittering&lt;br /&gt;
* Lightnings and Depressions: Poetry - Amethyst Larks&lt;br /&gt;
* Treason and Nothing More: Music - Flutes of Pantomimes&lt;br /&gt;
** Socketed Leisure: Lyrics - Earthen Mountain&lt;br /&gt;
* Whiskers and the Strapping Berries: Choreography - Saturnity of Lace&lt;br /&gt;
* Assembly and the Hopeful Thrower: Choreography - Laconic Song&lt;br /&gt;
** Hatchets and Nothing More: Music - Wispy Lace&lt;br /&gt;
*** Beard Ever Onward: Lyrics - Skirt of Sisters&lt;br /&gt;
* The Stinky Flash: Music - Lace of Verse&lt;br /&gt;
** Saviors: Slowly The Sands Mourn There: Lyrics - Zephyr of Poets&lt;br /&gt;
* The Birth of Creek: Ashen Burial&lt;br /&gt;
* Aches: Fated Dust&lt;br /&gt;
* Mastery: Then The Sea Mourns: Poetry - Euphoric Silks&lt;br /&gt;
* Confederacies and the Diminishment: Choreography  Laconic Song&lt;br /&gt;
** We See Braid: Music - Wispy Lace&lt;br /&gt;
*** The Scaly Cudgel: Lyrics - Skirt of Sisters&lt;br /&gt;
* Pokers and the Worthless Butcher: Choreography - Luxury of Gloss&lt;br /&gt;
** Legends: Music - Fushcia Rhythm&lt;br /&gt;
*** Oily Eagle and Oblivions: Lyrics - Musics of Reticence&lt;br /&gt;
* Bitterness: Poetry - Watchful Prophet&lt;br /&gt;
* The Fist and Profanity: Choreography - Fragrant Festival&lt;br /&gt;
** Trifle and the Trim Stability: Music - Droplet of Lilacs&lt;br /&gt;
*** We See Hex: Lyrics - Tulips of Smiling&lt;br /&gt;
*** Prestige and the Bulwark: Lyrics - Euphoric Silks&lt;br /&gt;
* Abatement Disloyal: Choreography - Cyclopean Poem&lt;br /&gt;
** Creature: Slowly The Day Foretells There: Music - Poem of Bells&lt;br /&gt;
*** The New Nobles: Lyrics - Queen of Wonder&lt;br /&gt;
*** My Friend Dominions: Lyrics - Amethyst Larks&lt;br /&gt;
*** Funerals: Lyrics - Queen of Wonder&lt;br /&gt;
* We See Fleas: Choreography - Beige Droplet&lt;br /&gt;
** Sorcerer and the Dwelling: Music - Poem of Bells&lt;br /&gt;
*** The Sea Will Tell: Lyrics - Queen of Wonder&lt;br /&gt;
*** Only The Day Knows Afterward: Lyrics - Amethyst Larks&lt;br /&gt;
*** The Birth of Scorn: Lyrics - Queen of Wonder&lt;br /&gt;
* The Blockaded Quietness and Silk: Music - Rhymes of Playing&lt;br /&gt;
** Controls and the Sick Bulwarks: Lyrics - Guilds of Pricing&lt;br /&gt;
** Birth of Portal: Lyrics - Droplet of Knowing&lt;br /&gt;
* The Sun Sets on Gluttons: Music - Saffron Pantomime&lt;br /&gt;
** Intensity and the Insightful Dive: Lyrics - Pregnancy of Reticence&lt;br /&gt;
** We See Iron: Lyrics - Silken Savant&lt;br /&gt;
* The Birth of Mud: Music - Trumpets of Scintillating&lt;br /&gt;
** Clinch and Nothing More: Lyrics - Prophecies of Poetry&lt;br /&gt;
** Birth of Watches: Lyrics - Guilds of Pricing&lt;br /&gt;
** Failed Lull and Anguish: Lyrics - Guilds of Pricing&lt;br /&gt;
** Dents and Enchantments: Lyrics - Droplet of Knowing&lt;br /&gt;
* Sun Sets on Boot: Music - Sparkle of Silkiness&lt;br /&gt;
* The Sun Sets on Riders: Music - Rhythmic Lyrics&lt;br /&gt;
** Decorum: Then The Sands Laugh: Lyrics - Legendary Prophecies&lt;br /&gt;
* Pine Ruthless: Music - Intricate Mother&lt;br /&gt;
* Tightnesses: The Wind Will Tell: Music - Droplet of Styling&lt;br /&gt;
* My Friend Enchantments: Music - Sienna Sparkle&lt;br /&gt;
** Harshness and the Depression: Lyrics - Luxurious Mother&lt;br /&gt;
* Lance and Comedy: Music - Sheen of Bewildering&lt;br /&gt;
* Maligned Spring: Music - Flute of Pantomimes&lt;br /&gt;
** Crazy Creation: Lyrics - Earthen Mountain&lt;br /&gt;
* My Friend Poets: Music - Flute of Pantomimes&lt;br /&gt;
* The Fondled Pulps and Hurricane: Music - Mellow Humility&lt;br /&gt;
* Jaundiced Murk: Music - Sheen of Bewildering&lt;br /&gt;
* Acts and the Considerate Apogee: Music - Lace of Verse&lt;br /&gt;
* My Friend Lard: Music - Vermillion Plays&lt;br /&gt;
&lt;br /&gt;
== Re: Werebeast raws ==&lt;br /&gt;
&lt;br /&gt;
I disabled compressed saves in init.txt, then generated a new world, opened world.dat with text editor, and rewritten the raws to a text file by hand, since it wasn't possible for me to copy-and-paste the whole thing. So you may find a few typos in what I have written, but this shouldn't make much a difference. ~ [[User:TheCrazyHamsteR|TheCrazyHamsteR]] ([[User talk:TheCrazyHamsteR|talk]]) 21:49, 20 August 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tutorial_Talk:Powerplay_Guide&amp;diff=232542</id>
		<title>Tutorial Talk:Powerplay Guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tutorial_Talk:Powerplay_Guide&amp;diff=232542"/>
		<updated>2017-08-27T12:23:32Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: Undo revision 232541 by Uzu Bash (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discussion:&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tutorial_Talk:Powerplay_Guide&amp;diff=232541</id>
		<title>Tutorial Talk:Powerplay Guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tutorial_Talk:Powerplay_Guide&amp;diff=232541"/>
		<updated>2017-08-27T12:10:59Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Another one of these? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discussion:&lt;br /&gt;
&lt;br /&gt;
== Another one of these? ==&lt;br /&gt;
&lt;br /&gt;
Another guide from a semi-experienced player giving instructions without explanations, full of presumption that should be challenged. The from the first section your advice reflects your preferences without supporting fact, or supporting personal experience. This makes it less suitable for all players, and should be taken with a grain of salt. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 12:10, 27 August 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Natural_weapon&amp;diff=232537</id>
		<title>Natural weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Natural_weapon&amp;diff=232537"/>
		<updated>2017-08-27T01:50:34Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Striking */ combatant size is indirectly a factor, but not a 'greatly dependent' one&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|07:16, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''For manufactured weapons, see [[Weapon]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Natural weapons''' are innate attacks that can be used to hurt other creatures. They are distinct from [[weapon|manufactured weapons]], which are items used (along with [[armor]]) by [[:Category:DF2012:Humanoids|sentient]] [[creature]]s to improve their ability to attack and defend in combat. However, all creatures have natural weapons of some sort, some more deadly than others: arms can punch, [[horn]]s can gore, talons can rip, fangs can bite, and hooves can smash heads in. Even creatures that you wouldn't expect to be able to put up a fight have default &amp;quot;push&amp;quot; attacks, which is simultaneously amusing and deadly in the case of the [[giant sponge]]. A description of the various types of natural weapons and their damage considerations follows.&lt;br /&gt;
&lt;br /&gt;
==Striking==&lt;br /&gt;
Every creature has basic natural weapons, most commonly biting and kicking. The damage done by these attacks depends greatly on the mass and density of the body part attacking, the strength of the attacker, and the striking/kicking/biting skill of the attacker. These are basic attacks and work as you might expect: a [[lion]] is certainly more dangerous than a [[badger]]. Attacks in this category include but are not limited to punching with fists, biting with the teeth, goring with the horns, scratching with nails, and kicking with feet.&lt;br /&gt;
&lt;br /&gt;
Striking comes into play in unarmed combat, when creatures grapple with one another. However it also comes into play in armed combat, as punches and kicks (but usually kicks) are still valid attacks when the combatants lock blades. Here, the striker and kicker [[combat skill]]s comes into play.&lt;br /&gt;
&lt;br /&gt;
==Ranged weapons==&lt;br /&gt;
Some particularly dangerous creatures also have innate ranged attacks, usually some sort of &amp;quot;breath weapon&amp;quot;. This might take the form of a [[dragon]]'s fire, a [[magma crab]]'s [[basalt]]-spewing, a [[giant cave spider]]'s [[web]]-spraying, or a [[forgotten beast]]'s [[syndrome|poisonous]] spittle. &lt;br /&gt;
&lt;br /&gt;
==Syndromes==&lt;br /&gt;
{{main|Syndrome}}&lt;br /&gt;
Natural attacks are far more deadly when there are [[syndrome]]s attached. [[Giant desert scorpion]]s are so incredibly dangerous not because they have big stingers (although that always helps) but because a single sting dooms anything organic it injects, be it a cat, a dwarf, or a dragon. Similarly, much of the danger in fighting [[forgotten beast]]s comes in their syndrome-causing attacks, including breath weapons, poisonous blood, area dusting, venomous bites, and so on. With the exception of some breath weapons, these attacks do not rely on size for damage calculation. What these attacks entail is covered extensively by the [[syndrome]] page.&lt;br /&gt;
&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Uzu_Bash&amp;diff=232533</id>
		<title>User talk:Uzu Bash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Uzu_Bash&amp;diff=232533"/>
		<updated>2017-08-26T20:13:46Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Poetic Forms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bal Adv Notes ==&lt;br /&gt;
Unit ID: 22114      Nemesis ID: 23463      Hist Figure ID: 184104&lt;br /&gt;
[[File:Bal-stats.png|left|thumb|upright 1.7]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Str 2000&lt;br /&gt;
* Agi 2200&lt;br /&gt;
* End 2200&lt;br /&gt;
* Tou 2000&lt;br /&gt;
* Rec 1000&lt;br /&gt;
* Dis 1000&lt;br /&gt;
* Foc, Wil, Spa/Kin all 2200&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
wereform maximums  &lt;br /&gt;
str: 2815 / agi: 4414 / tou: 2242 / end: 2188 / rec: 1495/2990 / dis: 1380/2880&lt;br /&gt;
&lt;br /&gt;
=== Poetic Forms ===&lt;br /&gt;
'''By Topic'''&lt;br /&gt;
{| style=&amp;quot;border-spacing:0 padding:0px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | &lt;br /&gt;
==== Character ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Droplet of Knowing || ribald ||  || Auras*, Perishment*, *Malodorous*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Flutes of Glittering || solemn apology ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Oracular Focus || solemn apology|| historic || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Silken Wonder || dramatic complaint || historic || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Scholars of Style ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Velvety Petal || dramatic || retired || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Sweetness of Brides || riddle ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || The Fancy Blossom || light satire || deceased || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Velvety Sister ||  || retired || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Luxurious Mother ||  || historical || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
==== Location ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Beloved Blossom of Intricacies || pleasure || region || Wish Ever*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Amethyst Larks || ribald grief || place || Pastime*&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |} &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
==== Times ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |} &lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
==== Morals ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
==== Hunt ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
==== Lover ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
==== Family ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
==== Alcohol ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
==== Loyalty ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
==== Industry ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
==== Journey ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
==== Death/(im)mortality ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
==== General ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
==== Devotional ====&lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
times&lt;br /&gt;
** Wise Prophecies (solemn current)&lt;br /&gt;
** Wise Letter (reflective past)&lt;br /&gt;
&lt;br /&gt;
** Euphoric Silks (ribald future) egs: *Carnality, *Buzzard, Covers*&lt;br /&gt;
** Watchful Prophecy (ribald past) egs: Tulip*&lt;br /&gt;
&lt;br /&gt;
morals ====&lt;br /&gt;
** Fair Clearing (light moral re peace) &lt;br /&gt;
** Pristine Tresses (light teach moral) egs: Independence*, Introspection*, &lt;br /&gt;
** Legendary Prophecies (dramatic teach moral) egs: *Harmony, &lt;br /&gt;
** Earthen Mountain (light moral) egs: *Commerce, &lt;br /&gt;
** Lesson of Intricacy (solemn moral) egs: *Individual*, &lt;br /&gt;
* loyalty &lt;br /&gt;
** Truthful Covers (solemn praise loyalty)&lt;br /&gt;
hunt ====&lt;br /&gt;
** Glens of Autumn (reflective re hunt) egs: Feasts Misty, *Immoral Leopards, *Grief*, *Juggler, &lt;br /&gt;
** Grizzly Hawk (pleasure hunt) egs: *Friend Rings, &lt;br /&gt;
** Livid Tribe (reflective complaint hunt)&lt;br /&gt;
lover ====&lt;br /&gt;
** Tenderness of Suitors (reflective grief re lover) &lt;br /&gt;
** Fabulous Butterfly (riddle grief lover) egs: Helm and the Wraths, &lt;br /&gt;
&lt;br /&gt;
** Tulips of Smiling (general)&lt;br /&gt;
family ====&lt;br /&gt;
** Convenient Grower (solemn re family)&lt;br /&gt;
** Fresh Beginning (reflective re family)&lt;br /&gt;
** Tile of Bushels (pleasure re family)&lt;br /&gt;
alcohol ====&lt;br /&gt;
** Jesters of Cavorting (solemn renounce alcohol)&lt;br /&gt;
** Fruit of Contesting (riddle alcohol) egs: *Birth of Cage, *Grasp and Houses, &lt;br /&gt;
industry ====&lt;br /&gt;
* mining&lt;br /&gt;
** Umber Turquoise (narrative complaint re mining)&lt;br /&gt;
** Boulders of Amethyst (re mining)&lt;br /&gt;
** Gold of Amethyst (riddle re mining)&lt;br /&gt;
*agriculture&lt;br /&gt;
** Ape of Lakes (light re agriculture)&lt;br /&gt;
journey ====&lt;br /&gt;
** Way of Wheels (re journey)&lt;br /&gt;
** Wheel of Wanderers (re journey)&lt;br /&gt;
** Guilds of Pricing (narrative complaint journey)&lt;br /&gt;
** East Stranger (solemn re journey)&lt;br /&gt;
death/(im)mortality ====&lt;br /&gt;
** Skull of Bone (light amuse re death) egs: My Friend Dabbler, *Pale Fealties, Winnowers*, &lt;br /&gt;
** Ashen Burial (death) egs: *Dirt Fortells, *Helmet Wart*, &lt;br /&gt;
&lt;br /&gt;
** Fated Dust (satirize death)&lt;br /&gt;
war ====&lt;br /&gt;
** Sculpted Esteem (narrative re war) egs: Eggs Early, *See Joys, &lt;br /&gt;
general ==== &lt;br /&gt;
** Zephyr of Poets (reflective praise)&lt;br /&gt;
** Silken Savant (narrative) egs: *Sets on Luster, &lt;br /&gt;
** Scholars of Silkiness (solemn) egs: You Sang Letters!, &lt;br /&gt;
** Style of Pregnancy (light)&lt;br /&gt;
** Knowledge of Tresses (general) egs: Clasps and the Circle, &lt;br /&gt;
** Lark of Flowers (amuse audience) egs: Confusion*, Creation, Mightiness*, *Hideous Cup*, Wave*, *Weasels, &lt;br /&gt;
** Learned Prophet (general) egs: Cusps, Skinny Cross, *Romantic Candle, &lt;br /&gt;
** Poetic Glitter (light)&lt;br /&gt;
** Queen of Wonder (general) egs: Devourer: It Knows, *Legends, &lt;br /&gt;
** Prophecies of Poetry (dramatic) egs: Dirts and the Ferocious Church, Fiends and the Rainy Strings, &lt;br /&gt;
** Chartreuse Queen (narrative) egs: Doom Laborious, &lt;br /&gt;
&lt;br /&gt;
** Insightful Orbs (reflective)&lt;br /&gt;
** Embraces of Reasoning (complain subject)&lt;br /&gt;
** Skirt of Sisters (light)&lt;br /&gt;
** Musics of Reticence (light express pleasure)&lt;br /&gt;
** Mindful Suitor (light)&lt;br /&gt;
** Pregnancy of Reticence (riddle)&lt;br /&gt;
&lt;br /&gt;
devotional ====&lt;br /&gt;
** Accidental Lovers (devotional pleasure to Quabu)&lt;br /&gt;
** Humble Meditation (reflective praise Quabu)&lt;br /&gt;
** Island of Hail (riddle re Ume)&lt;br /&gt;
** Equity of Meditation (pleasure to Quabu)&lt;br /&gt;
** Symmetric Peace (narrative beseech Quabu)&lt;br /&gt;
** Mellow Butterfly (riddle praise Quabu)&lt;br /&gt;
** Clear Sun (reflective beseech Quabu)&lt;br /&gt;
** Mountainous Paddles (riddle pleasure w Mame)&lt;br /&gt;
** Peaceful Glens (pleasure Quabu)&lt;br /&gt;
** Balance of Stabilizing (dramatic re Quabu)&lt;br /&gt;
&lt;br /&gt;
=== Music Forms ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! id !! Form !! Purpose !! Instruments !! Vocals !! Lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || Umber Skirts || commemorate || shama, quoshas, cadi || singers || The Fancy Blossom&lt;br /&gt;
|-&lt;br /&gt;
| 97 || Lace of Verse || commemorate || bortu || singer || Zephyr of Poets&lt;br /&gt;
|-&lt;br /&gt;
|  || Fragrant Rhythm  || entertain || kul || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || Fragrances of Veneration || entertain ||  || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Azure Veneration || entertain  || tashem, kul || chanters || Tenderness of Suitors&lt;br /&gt;
|-&lt;br /&gt;
|  || The Embraced Tresses  || devotional || tulo, uzur ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Incense of Sweetness || entertain || obxog, xuststu || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Rhythmic Larks || march  || quoshas, cadi || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || Flute of Pantomimes || commemorate ||  || singer || Earthen Mountain&lt;br /&gt;
|-&lt;br /&gt;
|  || Umber Luxury || entertainment ||  || chanter || The Goldenrod Dawn&lt;br /&gt;
|-&lt;br /&gt;
|  || Rhythmic Intricacy || devotional || musod || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Satiny Cardinal Blossoms || commemorate || || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Pregnant Rhyme || march || tomsu ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|  || Poem of Bells || commemorate ||  || singer || any selection&lt;br /&gt;
|-&lt;br /&gt;
|  || The Fabulous Phrase || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Droplet of Lilacs || entertainment || tusm || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Wispy Lace || march || cilom, nermums(s) || speaker || Skirt of Sisters&lt;br /&gt;
|-&lt;br /&gt;
|  || Fuchsia Rhythm || entertainment || totsmab, ungu || chanters || Musics of Reticence&lt;br /&gt;
|-&lt;br /&gt;
|  || Rhymes of Playing || march || sponsmost || speaker || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Saffron Pantomime || entertainment || cadeni || chanters || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Trumpets of Scintillating || entertainment || obxog, xuststu || chanters || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Sparkle of Silkiness || entertainment || lam, morul, tozor ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Droplet of Styling || entertainment || bor, tashem(s), tozor ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Rhythmic Lyrics || entertainment || bebda(s) tekud || chanter || Legendary Prophecies&lt;br /&gt;
|-&lt;br /&gt;
|  || Intricate Mother || devotional ||  || chanters || &lt;br /&gt;
|-&lt;br /&gt;
|  || Sienna Sparkle || devotional ||  || singer || Luxurious Mother&lt;br /&gt;
|-&lt;br /&gt;
|  || Sheen of Bewildering || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Vermilion Plays || devotional || macetha, icala, cacame, mase ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Glittery Luxuries || devotional || budo, quoshas, bortu ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Mellow Humility || devotional) || chanter, bortu, gibam, sloro ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Pregnant Glosses || entertainment || nazweng, enthep ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Queen of Wisps || march || mor, gamil || chanters || The Mindful Suitor&lt;br /&gt;
|-&lt;br /&gt;
|  || The Sable Drums || entertainment || firili || speaker || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Satiny Cardinal Blossom || commemorate ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Scintillating Music || entertainment || hustra || speaker || Knowledge of Tresses&lt;br /&gt;
|-&lt;br /&gt;
|  || The Suitor of Lilacs || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Instruments&lt;br /&gt;
** Played: cadi, bortu[id#232], shama, lam, nermum, ostu, obxog&lt;br /&gt;
** Required: quoshas, kul, tashem+kan, tulo+uzur, obxog+xuststu, tomsu, tusm, cilom, nermum, totsmab+ungu, sponsmost, cadeni, lam, morul, tozor, bor, bebda, tekud, macetha, icala, cacame, mase, budo, gibam, sloro, nazweng, enthep, mor, gamil, hustra&lt;br /&gt;
** Stationary: quoshas, kul, tomsu, tusm, cilom, ungu, tozor, sloro&lt;br /&gt;
&lt;br /&gt;
=== Dance === &lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! id !! Form !! Participants !! Purpose !! Music&lt;br /&gt;
|-&lt;br /&gt;
| || Fragrant Tresses || group || perform || The Azure Veneration&lt;br /&gt;
|-&lt;br /&gt;
| || Songs of Glittering || solo || perform || The Incense of Sweetness&lt;br /&gt;
|-&lt;br /&gt;
| || The Cyclopean Sweetnesses || solo || sacred || Rhythmic Intricacy (req chanter, musod)&lt;br /&gt;
|-&lt;br /&gt;
| || The Styles of Lathering || solo || sacred || The Embraced Tresses&lt;br /&gt;
|-&lt;br /&gt;
| || Goldenrod Style || group || perform || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || Laconic Song || partner || perform || Wispy Lace&lt;br /&gt;
|-&lt;br /&gt;
| || Fragrant Festival || solo || perform || Droplet of Lilacs&lt;br /&gt;
|-&lt;br /&gt;
| || Beige Droplet || group  || perform || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || Saturnity of Brides || solo || perform || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || Cyclopean Poem || partner  || perform  || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || The Amethyst of Satin || solo || sacred || Intricate Mother&lt;br /&gt;
|-&lt;br /&gt;
| || The Aquamarine Musics || solo || sacred || Tenebrous Satin&lt;br /&gt;
|-&lt;br /&gt;
| || The Cerulean Song || solo || celebrate || Earthen Mountain&lt;br /&gt;
|-&lt;br /&gt;
| || The Embraced Quiescence || group || war || The Satiny Cardinal Blossom&lt;br /&gt;
|-&lt;br /&gt;
|  || The Luxury of Wisps || group  || perform  || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || The Meandering Periwinkle || group || war || The Pregnant Rhyme&lt;br /&gt;
|-&lt;br /&gt;
| || The Saturnity of Lace || group  || celebration  || Flute of Pantomimes&lt;br /&gt;
|-&lt;br /&gt;
| || The Zephyr of Bewildering || group  || social  || The Fabulous Phrase&lt;br /&gt;
|-&lt;br /&gt;
| || Luxury of Gloss || solo || perform || Fuchsia Rhythm&lt;br /&gt;
|-&lt;br /&gt;
| || The Adorable Couple || group || war || Flute of Pantomimes&lt;br /&gt;
|-&lt;br /&gt;
| || The Adorable Velvet || group || war || The Sable Drums&lt;br /&gt;
|-&lt;br /&gt;
| || The Blossom of Embracing || group || war || The Queen of Wisps&lt;br /&gt;
|-&lt;br /&gt;
| || The Dead of Bone || solo || sacred || Ghost of Bone&lt;br /&gt;
|-&lt;br /&gt;
| || The Festival of Plays || group || social || Droplet of Styling&lt;br /&gt;
|-&lt;br /&gt;
| || The Meandering Wonders || group || participation || Sparkle of Silkiness&lt;br /&gt;
|-&lt;br /&gt;
| || The Pantomime of Cherishing || group || war || Rhymes of Playing&lt;br /&gt;
|-&lt;br /&gt;
| || The Pantomime of Quiescence || group || war || Lace of Verse&lt;br /&gt;
|-&lt;br /&gt;
| || The Poem of Periwinkles || solo || sacred || The Sienna Sparkle&lt;br /&gt;
|-&lt;br /&gt;
| || The Poet of Tulips || solo || sacred || Vermilion Plays&lt;br /&gt;
|-&lt;br /&gt;
| || The Queen of Styling || group || war || Lace of Verse&lt;br /&gt;
|-&lt;br /&gt;
| || The Sparkles of Lace || group || social || Sheen of Bewildering&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Composed/Authored ===&lt;br /&gt;
* The Subtle Glows: Choreography - Fragrant Tresses&lt;br /&gt;
* Horn: Surely Nothing Happens: Poetry - Lark of Flowers&lt;br /&gt;
* We See Combination: Poetry - Droplet of Knowing&lt;br /&gt;
* The Climates and Anguish: Music - Lace of Verse&lt;br /&gt;
** The Birth of Brand: Lyrics - Zephyr of Poets&lt;br /&gt;
* Spring: Music - Lace of Verse&lt;br /&gt;
** And I Sang &amp;quot;Ring&amp;quot;!: Lyrics - Zephyr of Poets&lt;br /&gt;
* Pranks: The Night Weeps: Music - Fragrances of Veneration&lt;br /&gt;
* Charity: Nobody Can Say: Music - Rhythmic Intricacy&lt;br /&gt;
** The Birth of Cream: Lyrics - Glens of Autumn&lt;br /&gt;
* Complexity and the Bloody Rippers: Music - Umber Luxury&lt;br /&gt;
* Surely The Fool Laughs: Music - Fragrances of Veneration&lt;br /&gt;
** Spring Aquamarine: Lyrics - Island of Hail&lt;br /&gt;
* The Birth of Plots: Poetry - Grizzly Hawk&lt;br /&gt;
* And He Sang &amp;quot;Defenders&amp;quot;!: Poetry - Skull of Bone&lt;br /&gt;
* Moist Blight: Poetry - Droplet of Knowing&lt;br /&gt;
* We See Spike: Choreography - Songs of Glittering&lt;br /&gt;
* Lightnings and Depressions: Poetry - Amethyst Larks&lt;br /&gt;
* Treason and Nothing More: Music - Flutes of Pantomimes&lt;br /&gt;
** Socketed Leisure: Lyrics - Earthen Mountain&lt;br /&gt;
* Whiskers and the Strapping Berries: Choreography - Saturnity of Lace&lt;br /&gt;
* Assembly and the Hopeful Thrower: Choreography - Laconic Song&lt;br /&gt;
** Hatchets and Nothing More: Music - Wispy Lace&lt;br /&gt;
*** Beard Ever Onward: Lyrics - Skirt of Sisters&lt;br /&gt;
* The Stinky Flash: Music - Lace of Verse&lt;br /&gt;
** Saviors: Slowly The Sands Mourn There: Lyrics - Zephyr of Poets&lt;br /&gt;
* The Birth of Creek: Ashen Burial&lt;br /&gt;
* Aches: Fated Dust&lt;br /&gt;
* Mastery: Then The Sea Mourns: Poetry - Euphoric Silks&lt;br /&gt;
* Confederacies and the Diminishment: Choreography  Laconic Song&lt;br /&gt;
** We See Braid: Music - Wispy Lace&lt;br /&gt;
*** The Scaly Cudgel: Lyrics - Skirt of Sisters&lt;br /&gt;
* Pokers and the Worthless Butcher: Choreography - Luxury of Gloss&lt;br /&gt;
** Legends: Music - Fushcia Rhythm&lt;br /&gt;
*** Oily Eagle and Oblivions: Lyrics - Musics of Reticence&lt;br /&gt;
* Bitterness: Poetry - Watchful Prophet&lt;br /&gt;
* The Fist and Profanity: Choreography - Fragrant Festival&lt;br /&gt;
** Trifle and the Trim Stability: Music - Droplet of Lilacs&lt;br /&gt;
*** We See Hex: Lyrics - Tulips of Smiling&lt;br /&gt;
*** Prestige and the Bulwark: Lyrics - Euphoric Silks&lt;br /&gt;
* Abatement Disloyal: Choreography - Cyclopean Poem&lt;br /&gt;
** Creature: Slowly The Day Foretells There: Music - Poem of Bells&lt;br /&gt;
*** The New Nobles: Lyrics - Queen of Wonder&lt;br /&gt;
*** My Friend Dominions: Lyrics - Amethyst Larks&lt;br /&gt;
*** Funerals: Lyrics - Queen of Wonder&lt;br /&gt;
* We See Fleas: Choreography - Beige Droplet&lt;br /&gt;
** Sorcerer and the Dwelling: Music - Poem of Bells&lt;br /&gt;
*** The Sea Will Tell: Lyrics - Queen of Wonder&lt;br /&gt;
*** Only The Day Knows Afterward: Lyrics - Amethyst Larks&lt;br /&gt;
*** The Birth of Scorn: Lyrics - Queen of Wonder&lt;br /&gt;
* The Blockaded Quietness and Silk: Music - Rhymes of Playing&lt;br /&gt;
** Controls and the Sick Bulwarks: Lyrics - Guilds of Pricing&lt;br /&gt;
** Birth of Portal: Lyrics - Droplet of Knowing&lt;br /&gt;
* The Sun Sets on Gluttons: Music - Saffron Pantomime&lt;br /&gt;
** Intensity and the Insightful Dive: Lyrics - Pregnancy of Reticence&lt;br /&gt;
** We See Iron: Lyrics - Silken Savant&lt;br /&gt;
* The Birth of Mud: Music - Trumpets of Scintillating&lt;br /&gt;
** Clinch and Nothing More: Lyrics - Prophecies of Poetry&lt;br /&gt;
** Birth of Watches: Lyrics - Guilds of Pricing&lt;br /&gt;
** Failed Lull and Anguish: Lyrics - Guilds of Pricing&lt;br /&gt;
** Dents and Enchantments: Lyrics - Droplet of Knowing&lt;br /&gt;
* Sun Sets on Boot: Music - Sparkle of Silkiness&lt;br /&gt;
* The Sun Sets on Riders: Music - Rhythmic Lyrics&lt;br /&gt;
** Decorum: Then The Sands Laugh: Lyrics - Legendary Prophecies&lt;br /&gt;
* Pine Ruthless: Music - Intricate Mother&lt;br /&gt;
* Tightnesses: The Wind Will Tell: Music - Droplet of Styling&lt;br /&gt;
* My Friend Enchantments: Music - Sienna Sparkle&lt;br /&gt;
** Harshness and the Depression: Lyrics - Luxurious Mother&lt;br /&gt;
* Lance and Comedy: Music - Sheen of Bewildering&lt;br /&gt;
* Maligned Spring: Music - Flute of Pantomimes&lt;br /&gt;
** Crazy Creation: Lyrics - Earthen Mountain&lt;br /&gt;
* My Friend Poets: Music - Flute of Pantomimes&lt;br /&gt;
* The Fondled Pulps and Hurricane: Music - Mellow Humility&lt;br /&gt;
* Jaundiced Murk: Music - Sheen of Bewildering&lt;br /&gt;
* Acts and the Considerate Apogee: Music - Lace of Verse&lt;br /&gt;
* My Friend Lard: Music - Vermillion Plays&lt;br /&gt;
&lt;br /&gt;
== Re: Werebeast raws ==&lt;br /&gt;
&lt;br /&gt;
I disabled compressed saves in init.txt, then generated a new world, opened world.dat with text editor, and rewritten the raws to a text file by hand, since it wasn't possible for me to copy-and-paste the whole thing. So you may find a few typos in what I have written, but this shouldn't make much a difference. ~ [[User:TheCrazyHamsteR|TheCrazyHamsteR]] ([[User talk:TheCrazyHamsteR|talk]]) 21:49, 20 August 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Uzu_Bash&amp;diff=232532</id>
		<title>User talk:Uzu Bash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Uzu_Bash&amp;diff=232532"/>
		<updated>2017-08-26T19:52:57Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Poetic Forms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bal Adv Notes ==&lt;br /&gt;
Unit ID: 22114      Nemesis ID: 23463      Hist Figure ID: 184104&lt;br /&gt;
[[File:Bal-stats.png|left|thumb|upright 1.7]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Str 2000&lt;br /&gt;
* Agi 2200&lt;br /&gt;
* End 2200&lt;br /&gt;
* Tou 2000&lt;br /&gt;
* Rec 1000&lt;br /&gt;
* Dis 1000&lt;br /&gt;
* Foc, Wil, Spa/Kin all 2200&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
wereform maximums  &lt;br /&gt;
str: 2815 / agi: 4414 / tou: 2242 / end: 2188 / rec: 1495/2990 / dis: 1380/2880&lt;br /&gt;
&lt;br /&gt;
=== Poetic Forms ===&lt;br /&gt;
By Topic&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left&amp;quot; | Character &lt;br /&gt;
||&lt;br /&gt;
  {| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
  ! id !! Title !! Style !! Subject !! Examples&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Droplet of Knowing || ribald ||  || Auras*, Perishment*, *Malodorous*&lt;br /&gt;
  |-&lt;br /&gt;
  |  || Flutes of Glittering || solemn apology ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Oracular Focus || solemn apology|| historic || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Silken Wonder || dramatic complaint || historic || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Scholars of Style ||  ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Velvety Petal || dramatic || retired || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Sweetness of Brides || riddle ||  || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || The Fancy Blossom || light satire || deceased || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Velvety Sister ||  || retired || &lt;br /&gt;
  |-&lt;br /&gt;
  |  || Luxurious Mother ||  || historical || &lt;br /&gt;
  |-&lt;br /&gt;
  |  ||  ||  ||  || &lt;br /&gt;
  |}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==== location ====&lt;br /&gt;
** Beloved Blossom of Intricacies (pleasure region) egs: Wish Ever*, &lt;br /&gt;
** Amethyst Larks (ribald grief place) egs: Pastime*&lt;br /&gt;
==== times ====&lt;br /&gt;
** Wise Prophecies (solemn current)&lt;br /&gt;
** Wise Letter (reflective past)&lt;br /&gt;
&lt;br /&gt;
** Euphoric Silks (ribald future) egs: *Carnality, *Buzzard, Covers*&lt;br /&gt;
** Watchful Prophecy (ribald past) egs: Tulip*&lt;br /&gt;
&lt;br /&gt;
==== morals ====&lt;br /&gt;
** Fair Clearing (light moral re peace) &lt;br /&gt;
** Pristine Tresses (light teach moral) egs: Independence*, Introspection*, &lt;br /&gt;
** Legendary Prophecies (dramatic teach moral) egs: *Harmony, &lt;br /&gt;
** Earthen Mountain (light moral) egs: *Commerce, &lt;br /&gt;
** Lesson of Intricacy (solemn moral) egs: *Individual*, &lt;br /&gt;
==== hunt ====&lt;br /&gt;
** Glens of Autumn (reflective re hunt) egs: Feasts Misty, *Immoral Leopards, *Grief*, *Juggler, &lt;br /&gt;
** Grizzly Hawk (pleasure hunt) egs: *Friend Rings, &lt;br /&gt;
** Livid Tribe (reflective complaint hunt)&lt;br /&gt;
==== lover ====&lt;br /&gt;
** Tenderness of Suitors (reflective grief re lover) &lt;br /&gt;
** Fabulous Butterfly (riddle grief lover) egs: Helm and the Wraths, &lt;br /&gt;
&lt;br /&gt;
** Tulips of Smiling (general)&lt;br /&gt;
==== family ====&lt;br /&gt;
** Convenient Grower (solemn re family)&lt;br /&gt;
** Fresh Beginning (reflective re family)&lt;br /&gt;
** Tile of Bushels (pleasure re family)&lt;br /&gt;
==== alcohol ====&lt;br /&gt;
** Jesters of Cavorting (solemn renounce alcohol)&lt;br /&gt;
** Fruit of Contesting (riddle alcohol) egs: *Birth of Cage, *Grasp and Houses, &lt;br /&gt;
==== loyalty ====&lt;br /&gt;
** Truthful Covers (solemn praise loyalty)&lt;br /&gt;
==== mining ====&lt;br /&gt;
** Umber Turquoise (narrative complaint re mining)&lt;br /&gt;
** Boulders of Amethyst (re mining)&lt;br /&gt;
** Gold of Amethyst (riddle re mining)&lt;br /&gt;
==== agriculture ====&lt;br /&gt;
** Ape of Lakes (light re agriculture)&lt;br /&gt;
==== journey ====&lt;br /&gt;
** Way of Wheels (re journey)&lt;br /&gt;
** Wheel of Wanderers (re journey)&lt;br /&gt;
** Guilds of Pricing (narrative complaint journey)&lt;br /&gt;
** East Stranger (solemn re journey)&lt;br /&gt;
==== death/(im)mortality ====&lt;br /&gt;
** Skull of Bone (light amuse re death) egs: My Friend Dabbler, *Pale Fealties, Winnowers*, &lt;br /&gt;
** Ashen Burial (death) egs: *Dirt Fortells, *Helmet Wart*, &lt;br /&gt;
&lt;br /&gt;
** Fated Dust (satirize death)&lt;br /&gt;
==== war ====&lt;br /&gt;
** Sculpted Esteem (narrative re war) egs: Eggs Early, *See Joys, &lt;br /&gt;
==== general ==== &lt;br /&gt;
** Zephyr of Poets (reflective praise)&lt;br /&gt;
** Silken Savant (narrative) egs: *Sets on Luster, &lt;br /&gt;
** Scholars of Silkiness (solemn) egs: You Sang Letters!, &lt;br /&gt;
** Style of Pregnancy (light)&lt;br /&gt;
** Knowledge of Tresses (general) egs: Clasps and the Circle, &lt;br /&gt;
** Lark of Flowers (amuse audience) egs: Confusion*, Creation, Mightiness*, *Hideous Cup*, Wave*, *Weasels, &lt;br /&gt;
** Learned Prophet (general) egs: Cusps, Skinny Cross, *Romantic Candle, &lt;br /&gt;
** Poetic Glitter (light)&lt;br /&gt;
** Queen of Wonder (general) egs: Devourer: It Knows, *Legends, &lt;br /&gt;
** Prophecies of Poetry (dramatic) egs: Dirts and the Ferocious Church, Fiends and the Rainy Strings, &lt;br /&gt;
** Chartreuse Queen (narrative) egs: Doom Laborious, &lt;br /&gt;
&lt;br /&gt;
** Insightful Orbs (reflective)&lt;br /&gt;
** Embraces of Reasoning (complain subject)&lt;br /&gt;
** Skirt of Sisters (light)&lt;br /&gt;
** Musics of Reticence (light express pleasure)&lt;br /&gt;
** Mindful Suitor (light)&lt;br /&gt;
** Pregnancy of Reticence (riddle)&lt;br /&gt;
&lt;br /&gt;
==== devotional ====&lt;br /&gt;
** Accidental Lovers (devotional pleasure to Quabu)&lt;br /&gt;
** Humble Meditation (reflective praise Quabu)&lt;br /&gt;
** Island of Hail (riddle re Ume)&lt;br /&gt;
** Equity of Meditation (pleasure to Quabu)&lt;br /&gt;
** Symmetric Peace (narrative beseech Quabu)&lt;br /&gt;
** Mellow Butterfly (riddle praise Quabu)&lt;br /&gt;
** Clear Sun (reflective beseech Quabu)&lt;br /&gt;
** Mountainous Paddles (riddle pleasure w Mame)&lt;br /&gt;
** Peaceful Glens (pleasure Quabu)&lt;br /&gt;
** Balance of Stabilizing (dramatic re Quabu)&lt;br /&gt;
&lt;br /&gt;
=== Music Forms ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! id !! Form !! Purpose !! Instruments !! Vocals !! Lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || Umber Skirts || commemorate || shama, quoshas, cadi || singers || The Fancy Blossom&lt;br /&gt;
|-&lt;br /&gt;
| 97 || Lace of Verse || commemorate || bortu || singer || Zephyr of Poets&lt;br /&gt;
|-&lt;br /&gt;
|  || Fragrant Rhythm  || entertain || kul || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || Fragrances of Veneration || entertain ||  || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Azure Veneration || entertain  || tashem, kul || chanters || Tenderness of Suitors&lt;br /&gt;
|-&lt;br /&gt;
|  || The Embraced Tresses  || devotional || tulo, uzur ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Incense of Sweetness || entertain || obxog, xuststu || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Rhythmic Larks || march  || quoshas, cadi || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || Flute of Pantomimes || commemorate ||  || singer || Earthen Mountain&lt;br /&gt;
|-&lt;br /&gt;
|  || Umber Luxury || entertainment ||  || chanter || The Goldenrod Dawn&lt;br /&gt;
|-&lt;br /&gt;
|  || Rhythmic Intricacy || devotional || musod || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Satiny Cardinal Blossoms || commemorate || || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Pregnant Rhyme || march || tomsu ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|  || Poem of Bells || commemorate ||  || singer || any selection&lt;br /&gt;
|-&lt;br /&gt;
|  || The Fabulous Phrase || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Droplet of Lilacs || entertainment || tusm || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Wispy Lace || march || cilom, nermums(s) || speaker || Skirt of Sisters&lt;br /&gt;
|-&lt;br /&gt;
|  || Fuchsia Rhythm || entertainment || totsmab, ungu || chanters || Musics of Reticence&lt;br /&gt;
|-&lt;br /&gt;
|  || Rhymes of Playing || march || sponsmost || speaker || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Saffron Pantomime || entertainment || cadeni || chanters || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Trumpets of Scintillating || entertainment || obxog, xuststu || chanters || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Sparkle of Silkiness || entertainment || lam, morul, tozor ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Droplet of Styling || entertainment || bor, tashem(s), tozor ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Rhythmic Lyrics || entertainment || bebda(s) tekud || chanter || Legendary Prophecies&lt;br /&gt;
|-&lt;br /&gt;
|  || Intricate Mother || devotional ||  || chanters || &lt;br /&gt;
|-&lt;br /&gt;
|  || Sienna Sparkle || devotional ||  || singer || Luxurious Mother&lt;br /&gt;
|-&lt;br /&gt;
|  || Sheen of Bewildering || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Vermilion Plays || devotional || macetha, icala, cacame, mase ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Glittery Luxuries || devotional || budo, quoshas, bortu ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Mellow Humility || devotional) || chanter, bortu, gibam, sloro ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Pregnant Glosses || entertainment || nazweng, enthep ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Queen of Wisps || march || mor, gamil || chanters || The Mindful Suitor&lt;br /&gt;
|-&lt;br /&gt;
|  || The Sable Drums || entertainment || firili || speaker || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Satiny Cardinal Blossom || commemorate ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Scintillating Music || entertainment || hustra || speaker || Knowledge of Tresses&lt;br /&gt;
|-&lt;br /&gt;
|  || The Suitor of Lilacs || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Instruments&lt;br /&gt;
** Played: cadi, bortu[id#232], shama, lam, nermum, ostu, obxog&lt;br /&gt;
** Required: quoshas, kul, tashem+kan, tulo+uzur, obxog+xuststu, tomsu, tusm, cilom, nermum, totsmab+ungu, sponsmost, cadeni, lam, morul, tozor, bor, bebda, tekud, macetha, icala, cacame, mase, budo, gibam, sloro, nazweng, enthep, mor, gamil, hustra&lt;br /&gt;
** Stationary: quoshas, kul, tomsu, tusm, cilom, ungu, tozor, sloro&lt;br /&gt;
&lt;br /&gt;
=== Dance === &lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! id !! Form !! Participants !! Purpose !! Music&lt;br /&gt;
|-&lt;br /&gt;
| || Fragrant Tresses || group || perform || The Azure Veneration&lt;br /&gt;
|-&lt;br /&gt;
| || Songs of Glittering || solo || perform || The Incense of Sweetness&lt;br /&gt;
|-&lt;br /&gt;
| || The Cyclopean Sweetnesses || solo || sacred || Rhythmic Intricacy (req chanter, musod)&lt;br /&gt;
|-&lt;br /&gt;
| || The Styles of Lathering || solo || sacred || The Embraced Tresses&lt;br /&gt;
|-&lt;br /&gt;
| || Goldenrod Style || group || perform || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || Laconic Song || partner || perform || Wispy Lace&lt;br /&gt;
|-&lt;br /&gt;
| || Fragrant Festival || solo || perform || Droplet of Lilacs&lt;br /&gt;
|-&lt;br /&gt;
| || Beige Droplet || group  || perform || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || Saturnity of Brides || solo || perform || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || Cyclopean Poem || partner  || perform  || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || The Amethyst of Satin || solo || sacred || Intricate Mother&lt;br /&gt;
|-&lt;br /&gt;
| || The Aquamarine Musics || solo || sacred || Tenebrous Satin&lt;br /&gt;
|-&lt;br /&gt;
| || The Cerulean Song || solo || celebrate || Earthen Mountain&lt;br /&gt;
|-&lt;br /&gt;
| || The Embraced Quiescence || group || war || The Satiny Cardinal Blossom&lt;br /&gt;
|-&lt;br /&gt;
|  || The Luxury of Wisps || group  || perform  || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || The Meandering Periwinkle || group || war || The Pregnant Rhyme&lt;br /&gt;
|-&lt;br /&gt;
| || The Saturnity of Lace || group  || celebration  || Flute of Pantomimes&lt;br /&gt;
|-&lt;br /&gt;
| || The Zephyr of Bewildering || group  || social  || The Fabulous Phrase&lt;br /&gt;
|-&lt;br /&gt;
| || Luxury of Gloss || solo || perform || Fuchsia Rhythm&lt;br /&gt;
|-&lt;br /&gt;
| || The Adorable Couple || group || war || Flute of Pantomimes&lt;br /&gt;
|-&lt;br /&gt;
| || The Adorable Velvet || group || war || The Sable Drums&lt;br /&gt;
|-&lt;br /&gt;
| || The Blossom of Embracing || group || war || The Queen of Wisps&lt;br /&gt;
|-&lt;br /&gt;
| || The Dead of Bone || solo || sacred || Ghost of Bone&lt;br /&gt;
|-&lt;br /&gt;
| || The Festival of Plays || group || social || Droplet of Styling&lt;br /&gt;
|-&lt;br /&gt;
| || The Meandering Wonders || group || participation || Sparkle of Silkiness&lt;br /&gt;
|-&lt;br /&gt;
| || The Pantomime of Cherishing || group || war || Rhymes of Playing&lt;br /&gt;
|-&lt;br /&gt;
| || The Pantomime of Quiescence || group || war || Lace of Verse&lt;br /&gt;
|-&lt;br /&gt;
| || The Poem of Periwinkles || solo || sacred || The Sienna Sparkle&lt;br /&gt;
|-&lt;br /&gt;
| || The Poet of Tulips || solo || sacred || Vermilion Plays&lt;br /&gt;
|-&lt;br /&gt;
| || The Queen of Styling || group || war || Lace of Verse&lt;br /&gt;
|-&lt;br /&gt;
| || The Sparkles of Lace || group || social || Sheen of Bewildering&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Composed/Authored ===&lt;br /&gt;
* The Subtle Glows: Choreography - Fragrant Tresses&lt;br /&gt;
* Horn: Surely Nothing Happens: Poetry - Lark of Flowers&lt;br /&gt;
* We See Combination: Poetry - Droplet of Knowing&lt;br /&gt;
* The Climates and Anguish: Music - Lace of Verse&lt;br /&gt;
** The Birth of Brand: Lyrics - Zephyr of Poets&lt;br /&gt;
* Spring: Music - Lace of Verse&lt;br /&gt;
** And I Sang &amp;quot;Ring&amp;quot;!: Lyrics - Zephyr of Poets&lt;br /&gt;
* Pranks: The Night Weeps: Music - Fragrances of Veneration&lt;br /&gt;
* Charity: Nobody Can Say: Music - Rhythmic Intricacy&lt;br /&gt;
** The Birth of Cream: Lyrics - Glens of Autumn&lt;br /&gt;
* Complexity and the Bloody Rippers: Music - Umber Luxury&lt;br /&gt;
* Surely The Fool Laughs: Music - Fragrances of Veneration&lt;br /&gt;
** Spring Aquamarine: Lyrics - Island of Hail&lt;br /&gt;
* The Birth of Plots: Poetry - Grizzly Hawk&lt;br /&gt;
* And He Sang &amp;quot;Defenders&amp;quot;!: Poetry - Skull of Bone&lt;br /&gt;
* Moist Blight: Poetry - Droplet of Knowing&lt;br /&gt;
* We See Spike: Choreography - Songs of Glittering&lt;br /&gt;
* Lightnings and Depressions: Poetry - Amethyst Larks&lt;br /&gt;
* Treason and Nothing More: Music - Flutes of Pantomimes&lt;br /&gt;
** Socketed Leisure: Lyrics - Earthen Mountain&lt;br /&gt;
* Whiskers and the Strapping Berries: Choreography - Saturnity of Lace&lt;br /&gt;
* Assembly and the Hopeful Thrower: Choreography - Laconic Song&lt;br /&gt;
** Hatchets and Nothing More: Music - Wispy Lace&lt;br /&gt;
*** Beard Ever Onward: Lyrics - Skirt of Sisters&lt;br /&gt;
* The Stinky Flash: Music - Lace of Verse&lt;br /&gt;
** Saviors: Slowly The Sands Mourn There: Lyrics - Zephyr of Poets&lt;br /&gt;
* The Birth of Creek: Ashen Burial&lt;br /&gt;
* Aches: Fated Dust&lt;br /&gt;
* Mastery: Then The Sea Mourns: Poetry - Euphoric Silks&lt;br /&gt;
* Confederacies and the Diminishment: Choreography  Laconic Song&lt;br /&gt;
** We See Braid: Music - Wispy Lace&lt;br /&gt;
*** The Scaly Cudgel: Lyrics - Skirt of Sisters&lt;br /&gt;
* Pokers and the Worthless Butcher: Choreography - Luxury of Gloss&lt;br /&gt;
** Legends: Music - Fushcia Rhythm&lt;br /&gt;
*** Oily Eagle and Oblivions: Lyrics - Musics of Reticence&lt;br /&gt;
* Bitterness: Poetry - Watchful Prophet&lt;br /&gt;
* The Fist and Profanity: Choreography - Fragrant Festival&lt;br /&gt;
** Trifle and the Trim Stability: Music - Droplet of Lilacs&lt;br /&gt;
*** We See Hex: Lyrics - Tulips of Smiling&lt;br /&gt;
*** Prestige and the Bulwark: Lyrics - Euphoric Silks&lt;br /&gt;
* Abatement Disloyal: Choreography - Cyclopean Poem&lt;br /&gt;
** Creature: Slowly The Day Foretells There: Music - Poem of Bells&lt;br /&gt;
*** The New Nobles: Lyrics - Queen of Wonder&lt;br /&gt;
*** My Friend Dominions: Lyrics - Amethyst Larks&lt;br /&gt;
*** Funerals: Lyrics - Queen of Wonder&lt;br /&gt;
* We See Fleas: Choreography - Beige Droplet&lt;br /&gt;
** Sorcerer and the Dwelling: Music - Poem of Bells&lt;br /&gt;
*** The Sea Will Tell: Lyrics - Queen of Wonder&lt;br /&gt;
*** Only The Day Knows Afterward: Lyrics - Amethyst Larks&lt;br /&gt;
*** The Birth of Scorn: Lyrics - Queen of Wonder&lt;br /&gt;
* The Blockaded Quietness and Silk: Music - Rhymes of Playing&lt;br /&gt;
** Controls and the Sick Bulwarks: Lyrics - Guilds of Pricing&lt;br /&gt;
** Birth of Portal: Lyrics - Droplet of Knowing&lt;br /&gt;
* The Sun Sets on Gluttons: Music - Saffron Pantomime&lt;br /&gt;
** Intensity and the Insightful Dive: Lyrics - Pregnancy of Reticence&lt;br /&gt;
** We See Iron: Lyrics - Silken Savant&lt;br /&gt;
* The Birth of Mud: Music - Trumpets of Scintillating&lt;br /&gt;
** Clinch and Nothing More: Lyrics - Prophecies of Poetry&lt;br /&gt;
** Birth of Watches: Lyrics - Guilds of Pricing&lt;br /&gt;
** Failed Lull and Anguish: Lyrics - Guilds of Pricing&lt;br /&gt;
** Dents and Enchantments: Lyrics - Droplet of Knowing&lt;br /&gt;
* Sun Sets on Boot: Music - Sparkle of Silkiness&lt;br /&gt;
* The Sun Sets on Riders: Music - Rhythmic Lyrics&lt;br /&gt;
** Decorum: Then The Sands Laugh: Lyrics - Legendary Prophecies&lt;br /&gt;
* Pine Ruthless: Music - Intricate Mother&lt;br /&gt;
* Tightnesses: The Wind Will Tell: Music - Droplet of Styling&lt;br /&gt;
* My Friend Enchantments: Music - Sienna Sparkle&lt;br /&gt;
** Harshness and the Depression: Lyrics - Luxurious Mother&lt;br /&gt;
* Lance and Comedy: Music - Sheen of Bewildering&lt;br /&gt;
* Maligned Spring: Music - Flute of Pantomimes&lt;br /&gt;
** Crazy Creation: Lyrics - Earthen Mountain&lt;br /&gt;
* My Friend Poets: Music - Flute of Pantomimes&lt;br /&gt;
* The Fondled Pulps and Hurricane: Music - Mellow Humility&lt;br /&gt;
* Jaundiced Murk: Music - Sheen of Bewildering&lt;br /&gt;
* Acts and the Considerate Apogee: Music - Lace of Verse&lt;br /&gt;
* My Friend Lard: Music - Vermillion Plays&lt;br /&gt;
&lt;br /&gt;
== Re: Werebeast raws ==&lt;br /&gt;
&lt;br /&gt;
I disabled compressed saves in init.txt, then generated a new world, opened world.dat with text editor, and rewritten the raws to a text file by hand, since it wasn't possible for me to copy-and-paste the whole thing. So you may find a few typos in what I have written, but this shouldn't make much a difference. ~ [[User:TheCrazyHamsteR|TheCrazyHamsteR]] ([[User talk:TheCrazyHamsteR|talk]]) 21:49, 20 August 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Uzu_Bash&amp;diff=232523</id>
		<title>User:Uzu Bash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Uzu_Bash&amp;diff=232523"/>
		<updated>2017-08-26T16:12:18Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Arena/Adventurer Limits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Exp/attr gains====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||Read a book||+20 Analytical, Focus; +10 Linguistic||+30 Reading, Student (first time only)&lt;br /&gt;
|-&lt;br /&gt;
||Compose dance w/mus+lyrics||+1000 Creativity, +500 Linguistic and Music||+110 Writing, +50 Poetry, Musician and Dance&lt;br /&gt;
|-&lt;br /&gt;
||Write letter||+1 Analytical||+12 Writing, +50 Prose&lt;br /&gt;
|-&lt;br /&gt;
||play string (per turn)|| agil +10, crea +10, music +10||make music +1, play string +1, specific instrument +1, music form +1&lt;br /&gt;
|-&lt;br /&gt;
||sing (per turn)||foc +10, crea +10, music +10||make music +1, sing +1, music form +1&lt;br /&gt;
|-&lt;br /&gt;
||simulate (per turn)||foc +10, crea +10, music +10||make music +1, sing +1, music form +1 (+0 to instrument)&lt;br /&gt;
|}&lt;br /&gt;
double gain on 1st turn&lt;br /&gt;
singing doesn't increase speaking, poetry or poetic form&lt;br /&gt;
speaking doesn't increase ANYTHING and always bombs&lt;br /&gt;
&lt;br /&gt;
dance +10 str, agi, end, spa, kin&lt;br /&gt;
&lt;br /&gt;
====biped gaits====&lt;br /&gt;
elf&lt;br /&gt;
          : 214:428:642:900:1900:2900&lt;br /&gt;
      swim: 731:1525:2257:2990:4300:6100&lt;br /&gt;
     crawl: 675:1409:2069:2728:4000:5700&lt;br /&gt;
     climb: 585:1178:1692:2206:3400:4900&lt;br /&gt;
human&lt;br /&gt;
          : 225:450:6754:900:2900&lt;br /&gt;
      swim: 1254:4112:4723:5341:6433:7900&lt;br /&gt;
     crawl: 731:1525:2257:2990:4300:6100&lt;br /&gt;
     climb: 1755:-8567&lt;br /&gt;
&lt;br /&gt;
all beastfolk (as of 43.05, biped conversion scales to percentage difference; req more examination)&lt;br /&gt;
          : 293:521:711:900:1900:2900&lt;br /&gt;
 swim/crawl/&lt;br /&gt;
      climb: 731:1525:2257:2990:4300:6100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Food, energy, fat ===&lt;br /&gt;
[[File:unit.counters2.png|left|thumb|upright 2.0]]&lt;br /&gt;
* Hunger, Thirst and Sleepiness timers increment 1/tick, Stomach and Food Contents decrement 1/tick&lt;br /&gt;
* Each consumable unit increases Stomach Contents by 50k.&lt;br /&gt;
* A unit of food increases Food Contents and reduces Hunger equally. A unit of drink decreases Thirst.&lt;br /&gt;
** Some drinks (incl alcohol) increase Food Content as well.&lt;br /&gt;
** Not all Food Contents decrease Hunger (incl alcohol.)&lt;br /&gt;
* Food Contents are converted to Stored Fat 1/tick.&lt;br /&gt;
* Exhaustion increases and Stored Fat decreases at the rate of Energy usage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There isn't a stamina capacity, instead Exhaustion is increased until reaching limits of Tiredness (2k Exhaustion,) Over-Extertion (4k,) to Unconsciousness. These are determined by physical attributes and possibly the body plan of the unit. Exhaustion decreases at a rate most certainly determined by Endurance, and possibly other attributes and body plan factors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fat tissue layer thickness scales to Stored Fat, so it will modify speed gradually. Death by starvation won't occur until Stored Fat is completely depleted, so you can survive hunger as long as you have some. As of 43.05 layer insulation properties aren't used, but I expect that to change in future updates.&lt;br /&gt;
&lt;br /&gt;
As with muscle mass, fat mass scales to a creature's base size and fat percentage. A kobold could pig out until pot-bellied without dragging down his activity level, but a fattening bear man could slow down so much that he may as well sleep off the rest of the season.&lt;br /&gt;
&lt;br /&gt;
When a unit offloads from the local map, all counters are reset except Hunger/Thirst/Sleep timers and Stored Fat, so an adventurer has much more control over fat gains. If you wanted to add on the mass, you could sit around feasting and guzzling booze. If you wanted to trim down, you could offload the map immediately after consuming food or drinking alcohol, then return to local map to engage in any activity; even standing around talking has an Energy cost.&lt;br /&gt;
&lt;br /&gt;
==== Arena/Adventurer Limits ====&lt;br /&gt;
Arena, avg attr - These appear consistent for all races and body sizes. scale 86400 ticks/day, 50000 per unit consumed&lt;br /&gt;
&lt;br /&gt;
* Thirst - 57600, 115200, 172800 -9.1% gaits, 345600 Dehydrated -16.7% gaits, 864k Dead&lt;br /&gt;
* Hunger - 57600, 172800, 1209600 -9.11% gaits (-16.7% w/extreme thirst,) 2592000 Starving -16.7% gaits (23.1% w/ext thirst) stored fat burns 10x faster, 5184000 terminal&lt;br /&gt;
&lt;br /&gt;
5184000 is the highest you can survive without stored fat, but so long as you do, there's no further penalty. Max stored fat = 999999; 2,060.2k ticks between starving and terminal, burn rate effectively divides fat by 10.&lt;br /&gt;
&lt;br /&gt;
Stomach capacity of 300k (6 units) appears to be constant for all body sizes, from giant elephants to capybara, so presumably a unit of consumption scales to whatever creature is consuming it. But over 250k, the stomach will eject total Content into a pool-sized splatter of vomit. Hunger/Thirst timers won't increase though, so you can fill back up to max, and when vomit counter times out, it'll be ejected again. If you're unable to sleep/wait/travel, this would be the quickest way to bring your Hunger/Thirst down to tolerable amounts. And if severely starving, the acidic green puddle between your boots becomes an unlimited food supply.&lt;br /&gt;
&lt;br /&gt;
to do test fat counter in fast travel.&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Uzu_Bash&amp;diff=232522</id>
		<title>User talk:Uzu Bash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Uzu_Bash&amp;diff=232522"/>
		<updated>2017-08-26T00:38:23Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Bal Adv Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bal Adv Notes ==&lt;br /&gt;
Unit ID: 22114      Nemesis ID: 23463      Hist Figure ID: 184104&lt;br /&gt;
[[File:Bal-stats.png|left|thumb|upright 1.7]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Str 2000&lt;br /&gt;
* Agi 2200&lt;br /&gt;
* End 2200&lt;br /&gt;
* Tou 2000&lt;br /&gt;
* Rec 1000&lt;br /&gt;
* Dis 1000&lt;br /&gt;
* Foc, Wil, Spa/Kin all 2200&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
wereform maximums  &lt;br /&gt;
str: 2815 / agi: 4414 / tou: 2242 / end: 2188 / rec: 1495/2990 / dis: 1380/2880&lt;br /&gt;
&lt;br /&gt;
=== Poetic Forms ===&lt;br /&gt;
==== character ====&lt;br /&gt;
** Droplet of Knowing (ribald re character) egs: Auras*, Perishment*, Tick and Malodorous*, &lt;br /&gt;
** Flutes of Glittering (solemn apology for character)&lt;br /&gt;
** Oracular Focus (solemn apology re historical char)&lt;br /&gt;
** Silken Wonder (dramatic complaint re historic)&lt;br /&gt;
** Scholars of Style (re character)&lt;br /&gt;
** Velvety Petal (dramatic re retired)&lt;br /&gt;
** Sweetness of Brides (riddle re char)&lt;br /&gt;
** The Fancy Blossom (light satire deceased)&lt;br /&gt;
&lt;br /&gt;
** Velvety Sister (re retired)&lt;br /&gt;
** Luxurious Mother (re historical)&lt;br /&gt;
&lt;br /&gt;
==== location ====&lt;br /&gt;
** Beloved Blossom of Intricacies (pleasure region) egs: Wish Ever*, &lt;br /&gt;
** Amethyst Larks (ribald grief place) egs: Pastime*&lt;br /&gt;
==== times ====&lt;br /&gt;
** Wise Prophecies (solemn current)&lt;br /&gt;
** Wise Letter (reflective past)&lt;br /&gt;
&lt;br /&gt;
** Euphoric Silks (ribald future) egs: *Carnality, *Buzzard, Covers*&lt;br /&gt;
** Watchful Prophecy (ribald past) egs: Tulip*&lt;br /&gt;
&lt;br /&gt;
==== morals ====&lt;br /&gt;
** Fair Clearing (light moral re peace) &lt;br /&gt;
** Pristine Tresses (light teach moral) egs: Independence*, Introspection*, &lt;br /&gt;
** Legendary Prophecies (dramatic teach moral) egs: *Harmony, &lt;br /&gt;
** Earthen Mountain (light moral) egs: *Commerce, &lt;br /&gt;
** Lesson of Intricacy (solemn moral) egs: *Individual*, &lt;br /&gt;
==== hunt ====&lt;br /&gt;
** Glens of Autumn (reflective re hunt) egs: Feasts Misty, *Immoral Leopards, *Grief*, *Juggler, &lt;br /&gt;
** Grizzly Hawk (pleasure hunt) egs: *Friend Rings, &lt;br /&gt;
** Livid Tribe (reflective complaint hunt)&lt;br /&gt;
==== lover ====&lt;br /&gt;
** Tenderness of Suitors (reflective grief re lover) &lt;br /&gt;
** Fabulous Butterfly (riddle grief lover) egs: Helm and the Wraths, &lt;br /&gt;
&lt;br /&gt;
** Tulips of Smiling (general)&lt;br /&gt;
==== family ====&lt;br /&gt;
** Convenient Grower (solemn re family)&lt;br /&gt;
** Fresh Beginning (reflective re family)&lt;br /&gt;
** Tile of Bushels (pleasure re family)&lt;br /&gt;
==== alcohol ====&lt;br /&gt;
** Jesters of Cavorting (solemn renounce alcohol)&lt;br /&gt;
** Fruit of Contesting (riddle alcohol) egs: *Birth of Cage, *Grasp and Houses, &lt;br /&gt;
==== loyalty ====&lt;br /&gt;
** Truthful Covers (solemn praise loyalty)&lt;br /&gt;
==== mining ====&lt;br /&gt;
** Umber Turquoise (narrative complaint re mining)&lt;br /&gt;
** Boulders of Amethyst (re mining)&lt;br /&gt;
** Gold of Amethyst (riddle re mining)&lt;br /&gt;
==== agriculture ====&lt;br /&gt;
** Ape of Lakes (light re agriculture)&lt;br /&gt;
==== journey ====&lt;br /&gt;
** Way of Wheels (re journey)&lt;br /&gt;
** Wheel of Wanderers (re journey)&lt;br /&gt;
** Guilds of Pricing (narrative complaint journey)&lt;br /&gt;
** East Stranger (solemn re journey)&lt;br /&gt;
==== death/(im)mortality ====&lt;br /&gt;
** Skull of Bone (light amuse re death) egs: My Friend Dabbler, *Pale Fealties, Winnowers*, &lt;br /&gt;
** Ashen Burial (death) egs: *Dirt Fortells, *Helmet Wart*, &lt;br /&gt;
&lt;br /&gt;
** Fated Dust (satirize death)&lt;br /&gt;
==== war ====&lt;br /&gt;
** Sculpted Esteem (narrative re war) egs: Eggs Early, *See Joys, &lt;br /&gt;
==== general ==== &lt;br /&gt;
** Zephyr of Poets (reflective praise)&lt;br /&gt;
** Silken Savant (narrative) egs: *Sets on Luster, &lt;br /&gt;
** Scholars of Silkiness (solemn) egs: You Sang Letters!, &lt;br /&gt;
** Style of Pregnancy (light)&lt;br /&gt;
** Knowledge of Tresses (general) egs: Clasps and the Circle, &lt;br /&gt;
** Lark of Flowers (amuse audience) egs: Confusion*, Creation, Mightiness*, *Hideous Cup*, Wave*, *Weasels, &lt;br /&gt;
** Learned Prophet (general) egs: Cusps, Skinny Cross, *Romantic Candle, &lt;br /&gt;
** Poetic Glitter (light)&lt;br /&gt;
** Queen of Wonder (general) egs: Devourer: It Knows, *Legends, &lt;br /&gt;
** Prophecies of Poetry (dramatic) egs: Dirts and the Ferocious Church, Fiends and the Rainy Strings, &lt;br /&gt;
** Chartreuse Queen (narrative) egs: Doom Laborious, &lt;br /&gt;
&lt;br /&gt;
** Insightful Orbs (reflective)&lt;br /&gt;
** Embraces of Reasoning (complain subject)&lt;br /&gt;
** Skirt of Sisters (light)&lt;br /&gt;
** Musics of Reticence (light express pleasure)&lt;br /&gt;
** Mindful Suitor (light)&lt;br /&gt;
** Pregnancy of Reticence (riddle)&lt;br /&gt;
&lt;br /&gt;
==== devotional ====&lt;br /&gt;
** Accidental Lovers (devotional pleasure to Quabu)&lt;br /&gt;
** Humble Meditation (reflective praise Quabu)&lt;br /&gt;
** Island of Hail (riddle re Ume)&lt;br /&gt;
** Equity of Meditation (pleasure to Quabu)&lt;br /&gt;
** Symmetric Peace (narrative beseech Quabu)&lt;br /&gt;
** Mellow Butterfly (riddle praise Quabu)&lt;br /&gt;
** Clear Sun (reflective beseech Quabu)&lt;br /&gt;
** Mountainous Paddles (riddle pleasure w Mame)&lt;br /&gt;
** Peaceful Glens (pleasure Quabu)&lt;br /&gt;
** Balance of Stabilizing (dramatic re Quabu)&lt;br /&gt;
&lt;br /&gt;
=== Music Forms ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! id !! Form !! Purpose !! Instruments !! Vocals !! Lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || Umber Skirts || commemorate || shama, quoshas, cadi || singers || The Fancy Blossom&lt;br /&gt;
|-&lt;br /&gt;
| 97 || Lace of Verse || commemorate || bortu || singer || Zephyr of Poets&lt;br /&gt;
|-&lt;br /&gt;
|  || Fragrant Rhythm  || entertain || kul || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || Fragrances of Veneration || entertain ||  || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Azure Veneration || entertain  || tashem, kul || chanters || Tenderness of Suitors&lt;br /&gt;
|-&lt;br /&gt;
|  || The Embraced Tresses  || devotional || tulo, uzur ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Incense of Sweetness || entertain || obxog, xuststu || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Rhythmic Larks || march  || quoshas, cadi || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || Flute of Pantomimes || commemorate ||  || singer || Earthen Mountain&lt;br /&gt;
|-&lt;br /&gt;
|  || Umber Luxury || entertainment ||  || chanter || The Goldenrod Dawn&lt;br /&gt;
|-&lt;br /&gt;
|  || Rhythmic Intricacy || devotional || musod || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Satiny Cardinal Blossoms || commemorate || || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Pregnant Rhyme || march || tomsu ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|  || Poem of Bells || commemorate ||  || singer || any selection&lt;br /&gt;
|-&lt;br /&gt;
|  || The Fabulous Phrase || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Droplet of Lilacs || entertainment || tusm || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Wispy Lace || march || cilom, nermums(s) || speaker || Skirt of Sisters&lt;br /&gt;
|-&lt;br /&gt;
|  || Fuchsia Rhythm || entertainment || totsmab, ungu || chanters || Musics of Reticence&lt;br /&gt;
|-&lt;br /&gt;
|  || Rhymes of Playing || march || sponsmost || speaker || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Saffron Pantomime || entertainment || cadeni || chanters || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Trumpets of Scintillating || entertainment || obxog, xuststu || chanters || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Sparkle of Silkiness || entertainment || lam, morul, tozor ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Droplet of Styling || entertainment || bor, tashem(s), tozor ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Rhythmic Lyrics || entertainment || bebda(s) tekud || chanter || Legendary Prophecies&lt;br /&gt;
|-&lt;br /&gt;
|  || Intricate Mother || devotional ||  || chanters || &lt;br /&gt;
|-&lt;br /&gt;
|  || Sienna Sparkle || devotional ||  || singer || Luxurious Mother&lt;br /&gt;
|-&lt;br /&gt;
|  || Sheen of Bewildering || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Vermilion Plays || devotional || macetha, icala, cacame, mase ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Glittery Luxuries || devotional || budo, quoshas, bortu ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Mellow Humility || devotional) || chanter, bortu, gibam, sloro ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Pregnant Glosses || entertainment || nazweng, enthep ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Queen of Wisps || march || mor, gamil || chanters || The Mindful Suitor&lt;br /&gt;
|-&lt;br /&gt;
|  || The Sable Drums || entertainment || firili || speaker || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Satiny Cardinal Blossom || commemorate ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Scintillating Music || entertainment || hustra || speaker || Knowledge of Tresses&lt;br /&gt;
|-&lt;br /&gt;
|  || The Suitor of Lilacs || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Instruments&lt;br /&gt;
** Played: cadi, bortu[id#232], shama, lam, nermum, ostu, obxog&lt;br /&gt;
** Required: quoshas, kul, tashem+kan, tulo+uzur, obxog+xuststu, tomsu, tusm, cilom, nermum, totsmab+ungu, sponsmost, cadeni, lam, morul, tozor, bor, bebda, tekud, macetha, icala, cacame, mase, budo, gibam, sloro, nazweng, enthep, mor, gamil, hustra&lt;br /&gt;
** Stationary: quoshas, kul, tomsu, tusm, cilom, ungu, tozor, sloro&lt;br /&gt;
&lt;br /&gt;
=== Dance === &lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! id !! Form !! Participants !! Purpose !! Music&lt;br /&gt;
|-&lt;br /&gt;
| || Fragrant Tresses || group || perform || The Azure Veneration&lt;br /&gt;
|-&lt;br /&gt;
| || Songs of Glittering || solo || perform || The Incense of Sweetness&lt;br /&gt;
|-&lt;br /&gt;
| || The Cyclopean Sweetnesses || solo || sacred || Rhythmic Intricacy (req chanter, musod)&lt;br /&gt;
|-&lt;br /&gt;
| || The Styles of Lathering || solo || sacred || The Embraced Tresses&lt;br /&gt;
|-&lt;br /&gt;
| || Goldenrod Style || group || perform || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || Laconic Song || partner || perform || Wispy Lace&lt;br /&gt;
|-&lt;br /&gt;
| || Fragrant Festival || solo || perform || Droplet of Lilacs&lt;br /&gt;
|-&lt;br /&gt;
| || Beige Droplet || group  || perform || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || Saturnity of Brides || solo || perform || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || Cyclopean Poem || partner  || perform  || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || The Amethyst of Satin || solo || sacred || Intricate Mother&lt;br /&gt;
|-&lt;br /&gt;
| || The Aquamarine Musics || solo || sacred || Tenebrous Satin&lt;br /&gt;
|-&lt;br /&gt;
| || The Cerulean Song || solo || celebrate || Earthen Mountain&lt;br /&gt;
|-&lt;br /&gt;
| || The Embraced Quiescence || group || war || The Satiny Cardinal Blossom&lt;br /&gt;
|-&lt;br /&gt;
|  || The Luxury of Wisps || group  || perform  || Poem of Bells&lt;br /&gt;
|-&lt;br /&gt;
| || The Meandering Periwinkle || group || war || The Pregnant Rhyme&lt;br /&gt;
|-&lt;br /&gt;
| || The Saturnity of Lace || group  || celebration  || Flute of Pantomimes&lt;br /&gt;
|-&lt;br /&gt;
| || The Zephyr of Bewildering || group  || social  || The Fabulous Phrase&lt;br /&gt;
|-&lt;br /&gt;
| || Luxury of Gloss || solo || perform || Fuchsia Rhythm&lt;br /&gt;
|-&lt;br /&gt;
| || The Adorable Couple || group || war || Flute of Pantomimes&lt;br /&gt;
|-&lt;br /&gt;
| || The Adorable Velvet || group || war || The Sable Drums&lt;br /&gt;
|-&lt;br /&gt;
| || The Blossom of Embracing || group || war || The Queen of Wisps&lt;br /&gt;
|-&lt;br /&gt;
| || The Dead of Bone || solo || sacred || Ghost of Bone&lt;br /&gt;
|-&lt;br /&gt;
| || The Festival of Plays || group || social || Droplet of Styling&lt;br /&gt;
|-&lt;br /&gt;
| || The Meandering Wonders || group || participation || Sparkle of Silkiness&lt;br /&gt;
|-&lt;br /&gt;
| || The Pantomime of Cherishing || group || war || Rhymes of Playing&lt;br /&gt;
|-&lt;br /&gt;
| || The Pantomime of Quiescence || group || war || Lace of Verse&lt;br /&gt;
|-&lt;br /&gt;
| || The Poem of Periwinkles || solo || sacred || The Sienna Sparkle&lt;br /&gt;
|-&lt;br /&gt;
| || The Poet of Tulips || solo || sacred || Vermilion Plays&lt;br /&gt;
|-&lt;br /&gt;
| || The Queen of Styling || group || war || Lace of Verse&lt;br /&gt;
|-&lt;br /&gt;
| || The Sparkles of Lace || group || social || Sheen of Bewildering&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Composed/Authored ===&lt;br /&gt;
* The Subtle Glows: Choreography - Fragrant Tresses&lt;br /&gt;
* Horn: Surely Nothing Happens: Poetry - Lark of Flowers&lt;br /&gt;
* We See Combination: Poetry - Droplet of Knowing&lt;br /&gt;
* The Climates and Anguish: Music - Lace of Verse&lt;br /&gt;
** The Birth of Brand: Lyrics - Zephyr of Poets&lt;br /&gt;
* Spring: Music - Lace of Verse&lt;br /&gt;
** And I Sang &amp;quot;Ring&amp;quot;!: Lyrics - Zephyr of Poets&lt;br /&gt;
* Pranks: The Night Weeps: Music - Fragrances of Veneration&lt;br /&gt;
* Charity: Nobody Can Say: Music - Rhythmic Intricacy&lt;br /&gt;
** The Birth of Cream: Lyrics - Glens of Autumn&lt;br /&gt;
* Complexity and the Bloody Rippers: Music - Umber Luxury&lt;br /&gt;
* Surely The Fool Laughs: Music - Fragrances of Veneration&lt;br /&gt;
** Spring Aquamarine: Lyrics - Island of Hail&lt;br /&gt;
* The Birth of Plots: Poetry - Grizzly Hawk&lt;br /&gt;
* And He Sang &amp;quot;Defenders&amp;quot;!: Poetry - Skull of Bone&lt;br /&gt;
* Moist Blight: Poetry - Droplet of Knowing&lt;br /&gt;
* We See Spike: Choreography - Songs of Glittering&lt;br /&gt;
* Lightnings and Depressions: Poetry - Amethyst Larks&lt;br /&gt;
* Treason and Nothing More: Music - Flutes of Pantomimes&lt;br /&gt;
** Socketed Leisure: Lyrics - Earthen Mountain&lt;br /&gt;
* Whiskers and the Strapping Berries: Choreography - Saturnity of Lace&lt;br /&gt;
* Assembly and the Hopeful Thrower: Choreography - Laconic Song&lt;br /&gt;
** Hatchets and Nothing More: Music - Wispy Lace&lt;br /&gt;
*** Beard Ever Onward: Lyrics - Skirt of Sisters&lt;br /&gt;
* The Stinky Flash: Music - Lace of Verse&lt;br /&gt;
** Saviors: Slowly The Sands Mourn There: Lyrics - Zephyr of Poets&lt;br /&gt;
* The Birth of Creek: Ashen Burial&lt;br /&gt;
* Aches: Fated Dust&lt;br /&gt;
* Mastery: Then The Sea Mourns: Poetry - Euphoric Silks&lt;br /&gt;
* Confederacies and the Diminishment: Choreography  Laconic Song&lt;br /&gt;
** We See Braid: Music - Wispy Lace&lt;br /&gt;
*** The Scaly Cudgel: Lyrics - Skirt of Sisters&lt;br /&gt;
* Pokers and the Worthless Butcher: Choreography - Luxury of Gloss&lt;br /&gt;
** Legends: Music - Fushcia Rhythm&lt;br /&gt;
*** Oily Eagle and Oblivions: Lyrics - Musics of Reticence&lt;br /&gt;
* Bitterness: Poetry - Watchful Prophet&lt;br /&gt;
* The Fist and Profanity: Choreography - Fragrant Festival&lt;br /&gt;
** Trifle and the Trim Stability: Music - Droplet of Lilacs&lt;br /&gt;
*** We See Hex: Lyrics - Tulips of Smiling&lt;br /&gt;
*** Prestige and the Bulwark: Lyrics - Euphoric Silks&lt;br /&gt;
* Abatement Disloyal: Choreography - Cyclopean Poem&lt;br /&gt;
** Creature: Slowly The Day Foretells There: Music - Poem of Bells&lt;br /&gt;
*** The New Nobles: Lyrics - Queen of Wonder&lt;br /&gt;
*** My Friend Dominions: Lyrics - Amethyst Larks&lt;br /&gt;
*** Funerals: Lyrics - Queen of Wonder&lt;br /&gt;
* We See Fleas: Choreography - Beige Droplet&lt;br /&gt;
** Sorcerer and the Dwelling: Music - Poem of Bells&lt;br /&gt;
*** The Sea Will Tell: Lyrics - Queen of Wonder&lt;br /&gt;
*** Only The Day Knows Afterward: Lyrics - Amethyst Larks&lt;br /&gt;
*** The Birth of Scorn: Lyrics - Queen of Wonder&lt;br /&gt;
* The Blockaded Quietness and Silk: Music - Rhymes of Playing&lt;br /&gt;
** Controls and the Sick Bulwarks: Lyrics - Guilds of Pricing&lt;br /&gt;
** Birth of Portal: Lyrics - Droplet of Knowing&lt;br /&gt;
* The Sun Sets on Gluttons: Music - Saffron Pantomime&lt;br /&gt;
** Intensity and the Insightful Dive: Lyrics - Pregnancy of Reticence&lt;br /&gt;
** We See Iron: Lyrics - Silken Savant&lt;br /&gt;
* The Birth of Mud: Music - Trumpets of Scintillating&lt;br /&gt;
** Clinch and Nothing More: Lyrics - Prophecies of Poetry&lt;br /&gt;
** Birth of Watches: Lyrics - Guilds of Pricing&lt;br /&gt;
** Failed Lull and Anguish: Lyrics - Guilds of Pricing&lt;br /&gt;
** Dents and Enchantments: Lyrics - Droplet of Knowing&lt;br /&gt;
* Sun Sets on Boot: Music - Sparkle of Silkiness&lt;br /&gt;
* The Sun Sets on Riders: Music - Rhythmic Lyrics&lt;br /&gt;
** Decorum: Then The Sands Laugh: Lyrics - Legendary Prophecies&lt;br /&gt;
* Pine Ruthless: Music - Intricate Mother&lt;br /&gt;
* Tightnesses: The Wind Will Tell: Music - Droplet of Styling&lt;br /&gt;
* My Friend Enchantments: Music - Sienna Sparkle&lt;br /&gt;
** Harshness and the Depression: Lyrics - Luxurious Mother&lt;br /&gt;
* Lance and Comedy: Music - Sheen of Bewildering&lt;br /&gt;
* Maligned Spring: Music - Flute of Pantomimes&lt;br /&gt;
** Crazy Creation: Lyrics - Earthen Mountain&lt;br /&gt;
* My Friend Poets: Music - Flute of Pantomimes&lt;br /&gt;
* The Fondled Pulps and Hurricane: Music - Mellow Humility&lt;br /&gt;
* Jaundiced Murk: Music - Sheen of Bewildering&lt;br /&gt;
* Acts and the Considerate Apogee: Music - Lace of Verse&lt;br /&gt;
* My Friend Lard: Music - Vermillion Plays&lt;br /&gt;
&lt;br /&gt;
== Re: Werebeast raws ==&lt;br /&gt;
&lt;br /&gt;
I disabled compressed saves in init.txt, then generated a new world, opened world.dat with text editor, and rewritten the raws to a text file by hand, since it wasn't possible for me to copy-and-paste the whole thing. So you may find a few typos in what I have written, but this shouldn't make much a difference. ~ [[User:TheCrazyHamsteR|TheCrazyHamsteR]] ([[User talk:TheCrazyHamsteR|talk]]) 21:49, 20 August 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Uzu_Bash&amp;diff=232516</id>
		<title>User talk:Uzu Bash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Uzu_Bash&amp;diff=232516"/>
		<updated>2017-08-25T16:12:25Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Music Forms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bal Adv Notes ==&lt;br /&gt;
Unit ID: 22114      Nemesis ID: 23463      Hist Figure ID: 184104&lt;br /&gt;
[[File:Bal-stats.png|left|thumb|upright 1.7]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Str 2000&lt;br /&gt;
* Agi 2200&lt;br /&gt;
* End 2200&lt;br /&gt;
* Tou 2000&lt;br /&gt;
* Rec 1000&lt;br /&gt;
* Dis 1000&lt;br /&gt;
* Foc, Wil, Spa/Kin all 2200&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
wereform maximums  &lt;br /&gt;
str: 2815 / agi: 4414 / tou: 2242 / end: 2188 / rec: 1495/2990 / dis: 1380/2880&lt;br /&gt;
&lt;br /&gt;
=== Poetic Forms ===&lt;br /&gt;
==== character ====&lt;br /&gt;
** Droplet of Knowing (ribald re character) egs: Auras*, Perishment*, Tick and Malodorous*, &lt;br /&gt;
** Flutes of Glittering (solemn apology for character)&lt;br /&gt;
** Oracular Focus (solemn apology re historical char)&lt;br /&gt;
** Silken Wonder (dramatic complaint re historic)&lt;br /&gt;
** Scholars of Style (re character)&lt;br /&gt;
** Velvety Petal (dramatic re retired)&lt;br /&gt;
** Sweetness of Brides (riddle re char)&lt;br /&gt;
** The Fancy Blossom (light satire deceased)&lt;br /&gt;
&lt;br /&gt;
** Velvety Sister (re retired)&lt;br /&gt;
** Luxurious Mother (re historical)&lt;br /&gt;
&lt;br /&gt;
==== location ====&lt;br /&gt;
** Beloved Blossom of Intricacies (pleasure region) egs: Wish Ever*, &lt;br /&gt;
** Amethyst Larks (ribald grief place) egs: Pastime*&lt;br /&gt;
==== times ====&lt;br /&gt;
** Wise Prophecies (solemn current)&lt;br /&gt;
** Wise Letter (reflective past)&lt;br /&gt;
&lt;br /&gt;
** Euphoric Silks (ribald future) egs: *Carnality, *Buzzard, Covers*&lt;br /&gt;
** Watchful Prophecy (ribald past) egs: Tulip*&lt;br /&gt;
&lt;br /&gt;
==== morals ====&lt;br /&gt;
** Fair Clearing (light moral re peace) &lt;br /&gt;
** Pristine Tresses (light teach moral) egs: Independence*, Introspection*, &lt;br /&gt;
** Legendary Prophecies (dramatic teach moral) egs: *Harmony, &lt;br /&gt;
** Earthen Mountain (light moral) egs: *Commerce, &lt;br /&gt;
** Lesson of Intricacy (solemn moral) egs: *Individual*, &lt;br /&gt;
==== hunt ====&lt;br /&gt;
** Glens of Autumn (reflective re hunt) egs: Feasts Misty, *Immoral Leopards, *Grief*, *Juggler, &lt;br /&gt;
** Grizzly Hawk (pleasure hunt) egs: *Friend Rings, &lt;br /&gt;
** Livid Tribe (reflective complaint hunt)&lt;br /&gt;
==== lover ====&lt;br /&gt;
** Tenderness of Suitors (reflective grief re lover) &lt;br /&gt;
** Fabulous Butterfly (riddle grief lover) egs: Helm and the Wraths, &lt;br /&gt;
&lt;br /&gt;
** Tulips of Smiling (general)&lt;br /&gt;
==== family ====&lt;br /&gt;
** Convenient Grower (solemn re family)&lt;br /&gt;
** Fresh Beginning (reflective re family)&lt;br /&gt;
** Tile of Bushels (pleasure re family)&lt;br /&gt;
==== alcohol ====&lt;br /&gt;
** Jesters of Cavorting (solemn renounce alcohol)&lt;br /&gt;
** Fruit of Contesting (riddle alcohol) egs: *Birth of Cage, *Grasp and Houses, &lt;br /&gt;
==== loyalty ====&lt;br /&gt;
** Truthful Covers (solemn praise loyalty)&lt;br /&gt;
==== mining ====&lt;br /&gt;
** Umber Turquoise (narrative complaint re mining)&lt;br /&gt;
** Boulders of Amethyst (re mining)&lt;br /&gt;
** Gold of Amethyst (riddle re mining)&lt;br /&gt;
==== agriculture ====&lt;br /&gt;
** Ape of Lakes (light re agriculture)&lt;br /&gt;
==== journey ====&lt;br /&gt;
** Way of Wheels (re journey)&lt;br /&gt;
** Wheel of Wanderers (re journey)&lt;br /&gt;
** Guilds of Pricing (narrative complaint journey)&lt;br /&gt;
** East Stranger (solemn re journey)&lt;br /&gt;
==== death/(im)mortality ====&lt;br /&gt;
** Skull of Bone (light amuse re death) egs: My Friend Dabbler, *Pale Fealties, Winnowers*, &lt;br /&gt;
** Ashen Burial (death) egs: *Dirt Fortells, *Helmet Wart*, &lt;br /&gt;
&lt;br /&gt;
** Fated Dust (satirize death)&lt;br /&gt;
==== war ====&lt;br /&gt;
** Sculpted Esteem (narrative re war) egs: Eggs Early, *See Joys, &lt;br /&gt;
==== general ==== &lt;br /&gt;
** Zephyr of Poets (reflective praise)&lt;br /&gt;
** Silken Savant (narrative) egs: *Sets on Luster, &lt;br /&gt;
** Scholars of Silkiness (solemn) egs: You Sang Letters!, &lt;br /&gt;
** Style of Pregnancy (light)&lt;br /&gt;
** Knowledge of Tresses (general) egs: Clasps and the Circle, &lt;br /&gt;
** Lark of Flowers (amuse audience) egs: Confusion*, Creation, Mightiness*, *Hideous Cup*, Wave*, *Weasels, &lt;br /&gt;
** Learned Prophet (general) egs: Cusps, Skinny Cross, *Romantic Candle, &lt;br /&gt;
** Poetic Glitter (light)&lt;br /&gt;
** Queen of Wonder (general) egs: Devourer: It Knows, *Legends, &lt;br /&gt;
** Prophecies of Poetry (dramatic) egs: Dirts and the Ferocious Church, Fiends and the Rainy Strings, &lt;br /&gt;
** Chartreuse Queen (narrative) egs: Doom Laborious, &lt;br /&gt;
&lt;br /&gt;
** Insightful Orbs (reflective)&lt;br /&gt;
** Embraces of Reasoning (complain subject)&lt;br /&gt;
** Skirt of Sisters (light)&lt;br /&gt;
** Musics of Reticence (light express pleasure)&lt;br /&gt;
** Mindful Suitor (light)&lt;br /&gt;
** Pregnancy of Reticence (riddle)&lt;br /&gt;
&lt;br /&gt;
==== devotional ====&lt;br /&gt;
** Accidental Lovers (devotional pleasure to Quabu)&lt;br /&gt;
** Humble Meditation (reflective praise Quabu)&lt;br /&gt;
** Island of Hail (riddle re Ume)&lt;br /&gt;
** Equity of Meditation (pleasure to Quabu)&lt;br /&gt;
** Symmetric Peace (narrative beseech Quabu)&lt;br /&gt;
** Mellow Butterfly (riddle praise Quabu)&lt;br /&gt;
** Clear Sun (reflective beseech Quabu)&lt;br /&gt;
** Mountainous Paddles (riddle pleasure w Mame)&lt;br /&gt;
** Peaceful Glens (pleasure Quabu)&lt;br /&gt;
** Balance of Stabilizing (dramatic re Quabu)&lt;br /&gt;
&lt;br /&gt;
=== Music Forms ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed nowrap&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! id !! Form !! Purpose !! Instruments !! Vocals !! Lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || Umber Skirts || commemorate || shama, quoshas, cadi || singers || The Fancy Blossom&lt;br /&gt;
|-&lt;br /&gt;
| 97 || Lace of Verse || commemorate || bortu || singer || Zephyr of Poets&lt;br /&gt;
|-&lt;br /&gt;
|  || Fragrant Rhythm  || entertain || kul || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || Fragrances of Veneration || entertain ||  || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Azure Veneration || entertain  || tashem, kul || chanters || Tenderness of Suitors&lt;br /&gt;
|-&lt;br /&gt;
|  || The Embraced Tresses  || devotional || tulo, uzur ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Incense of Sweetness || entertain || obxog, xuststu || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Rhythmic Larks || march  || quoshas, cadi || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || Flute of Pantomimes || commemorate ||  || singer || Earthen Mountain&lt;br /&gt;
|-&lt;br /&gt;
|  || Umber Luxury || entertainment ||  || chanter || The Goldenrod Dawn&lt;br /&gt;
|-&lt;br /&gt;
|  || Rhythmic Intricacy || devotional || musod || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Satiny Cardinal Blossoms || commemorate || || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Pregnant Rhyme || march || tomsu ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|  || Poem of Bells || commemorate ||  || singer || any selection&lt;br /&gt;
|-&lt;br /&gt;
|  || The Fabulous Phrase || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Droplet of Lilacs || entertainment || tusm || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Wispy Lace || march || cilom, nermums(s) || speaker || Skirt of Sisters&lt;br /&gt;
|-&lt;br /&gt;
|  || Fuchsia Rhythm || entertainment || totsmab, ungu || chanters || Musics of Reticence&lt;br /&gt;
|-&lt;br /&gt;
|  || Rhymes of Playing || march || sponsmost || speaker || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Saffron Pantomime || entertainment || cadeni || chanters || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Trumpets of Scintillating || entertainment || obxog, xuststu || chanters || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Sparkle of Silkiness || entertainment || lam, morul, tozor ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Droplet of Styling || entertainment || bor, tashem(s), tozor ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Rhythmic Lyrics || entertainment || bebda(s) tekud || chanter || Legendary Prophecies&lt;br /&gt;
|-&lt;br /&gt;
|  || Intricate Mother || devotional ||  || chanters || &lt;br /&gt;
|-&lt;br /&gt;
|  || Sienna Sparkle || devotional ||  || singer || Luxurious Mother&lt;br /&gt;
|-&lt;br /&gt;
|  || Sheen of Bewildering || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Vermilion Plays || devotional || macetha, icala, cacame, mase ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Glittery Luxuries || devotional || budo, quoshas, bortu ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Mellow Humility || devotional) || chanter, bortu, gibam, sloro ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Pregnant Glosses || entertainment || nazweng, enthep ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Queen of Wisps || march || mor, gamil || chanters || The Mindful Suitor&lt;br /&gt;
|-&lt;br /&gt;
|  || The Sable Drums || entertainment || firili || speaker || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Satiny Cardinal Blossom || commemorate ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Scintillating Music || entertainment || hustra || speaker || Knowledge of Tresses&lt;br /&gt;
|-&lt;br /&gt;
|  || The Suitor of Lilacs || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  ||  ||  ||  ||  || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Instruments&lt;br /&gt;
** Played: cadi, bortu[id#232], shama, lam, nermum, ostu, obxog&lt;br /&gt;
** Required: quoshas, kul, tashem+kan, tulo+uzur, obxog+xuststu, tomsu, tusm, cilom, nermum, totsmab+ungu, sponsmost, cadeni, lam, morul, tozor, bor, bebda, tekud, macetha, icala, cacame, mase, budo, gibam, sloro, nazweng, enthep, mor, gamil, hustra&lt;br /&gt;
** Stationary: quoshas, kul, tomsu, tusm, cilom, ungu, tozor, sloro&lt;br /&gt;
&lt;br /&gt;
=== Dance === &lt;br /&gt;
* Fragrant Tresses (group perform) The Azure Veneration&lt;br /&gt;
* Songs of Glittering (solo perform) The Incense of Sweetness&lt;br /&gt;
* The Cyclopean Sweetnesses (sacred solo) Rhythmic Intricacy (req chanter, musod)&lt;br /&gt;
* The Styles of Lathering (sacred solo) The Embraced Tresses&lt;br /&gt;
&lt;br /&gt;
* Goldenrod Style (group perform) Poem of Bells&lt;br /&gt;
* Laconic Song (partner perform) Wispy Lace&lt;br /&gt;
* Fragrant Festival (solo perform) Droplet of Lilacs&lt;br /&gt;
* Beige Droplet (group perform) Poem of Bells&lt;br /&gt;
* Saturnity of Brides (solo perform) Poem of Bells&lt;br /&gt;
* Cyclopean Poem (partner perform) Poem of Bells&lt;br /&gt;
* The Amethyst of Satin (sacred solo) Intricate Mother&lt;br /&gt;
* The Aquamarine Musics (sacred solo) Tenebrous Satin&lt;br /&gt;
* The Cerulean Song (solo celebrate) Earthen Mountain&lt;br /&gt;
* The Embraced Quiescence (war dance) The Satiny Cardinal Blossom&lt;br /&gt;
* The Luxury of Wisps (group perform) Poem of Bells&lt;br /&gt;
* The Meandering Periwinkle (war dance) The Pregnant Rhyme&lt;br /&gt;
* The Saturnity of Lace (group celebration) Flute of Pantomimes&lt;br /&gt;
* The Zephyr of Bewildering (group social) The Fabulous Phrase&lt;br /&gt;
* Luxury of Gloss (solo perform) Fuchsia Rhythm&lt;br /&gt;
* The Adorable Couple (war) Flute of Pantomimes&lt;br /&gt;
* The Adorable Velvet (war) The Sable Drums&lt;br /&gt;
* The Blossom of Embracing (war) The Queen of Wisps&lt;br /&gt;
* The Dead of Bone (sacred solo) Ghost of Bone&lt;br /&gt;
* The Festival of Plays (social) Droplet of Styling&lt;br /&gt;
* The Meandering Wonders (participation) Sparkle of Silkiness&lt;br /&gt;
* The Pantomime of Cherishing (war) Rhymes of Playing&lt;br /&gt;
* The Pantomime of Quiescence (war) Lace of Verse&lt;br /&gt;
* The Poem of Periwinkles (sacred solo) The Sienna Sparkle&lt;br /&gt;
* The Poet of Tulips (sacred solo) Vermilion Plays&lt;br /&gt;
* The Queen of Styling (war) Lace of Verse&lt;br /&gt;
* The Sparkles of Lace (social) Sheen of Bewildering&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Composed/Authored ====&lt;br /&gt;
* The Subtle Glows: Choreography - Fragrant Tresses&lt;br /&gt;
* Horn: Surely Nothing Happens: Poetry - Lark of Flowers&lt;br /&gt;
* We See Combination: Poetry - Droplet of Knowing&lt;br /&gt;
* The Climates and Anguish: Music - Lace of Verse&lt;br /&gt;
** The Birth of Brand: Lyrics - Zephyr of Poets&lt;br /&gt;
* Spring: Music - Lace of Verse&lt;br /&gt;
** And I Sang &amp;quot;Ring&amp;quot;!: Lyrics - Zephyr of Poets&lt;br /&gt;
* Pranks: The Night Weeps: Music - Fragrances of Veneration&lt;br /&gt;
* Charity: Nobody Can Say: Music - Rhythmic Intricacy&lt;br /&gt;
** The Birth of Cream: Lyrics - Glens of Autumn&lt;br /&gt;
* Complexity and the Bloody Rippers: Music - Umber Luxury&lt;br /&gt;
* Surely The Fool Laughs: Music - Fragrances of Veneration&lt;br /&gt;
** Spring Aquamarine: Lyrics - Island of Hail&lt;br /&gt;
* The Birth of Plots: Poetry - Grizzly Hawk&lt;br /&gt;
* And He Sang &amp;quot;Defenders&amp;quot;!: Poetry - Skull of Bone&lt;br /&gt;
* Moist Blight: Poetry - Droplet of Knowing&lt;br /&gt;
* We See Spike: Choreography - Songs of Glittering&lt;br /&gt;
* Lightnings and Depressions: Poetry - Amethyst Larks&lt;br /&gt;
* Treason and Nothing More: Music - Flutes of Pantomimes&lt;br /&gt;
** Socketed Leisure: Lyrics - Earthen Mountain&lt;br /&gt;
* Whiskers and the Strapping Berries: Choreography - Saturnity of Lace&lt;br /&gt;
* Assembly and the Hopeful Thrower: Choreography - Laconic Song&lt;br /&gt;
** Hatchets and Nothing More: Music - Wispy Lace&lt;br /&gt;
*** Beard Ever Onward: Lyrics - Skirt of Sisters&lt;br /&gt;
* The Stinky Flash: Music - Lace of Verse&lt;br /&gt;
** Saviors: Slowly The Sands Mourn There: Lyrics - Zephyr of Poets&lt;br /&gt;
* The Birth of Creek: Ashen Burial&lt;br /&gt;
* Aches: Fated Dust&lt;br /&gt;
* Mastery: Then The Sea Mourns: Poetry - Euphoric Silks&lt;br /&gt;
* Confederacies and the Diminishment: Choreography  Laconic Song&lt;br /&gt;
** We See Braid: Music - Wispy Lace&lt;br /&gt;
*** The Scaly Cudgel: Lyrics - Skirt of Sisters&lt;br /&gt;
* Pokers and the Worthless Butcher: Choreography - Luxury of Gloss&lt;br /&gt;
** Legends: Music - Fushcia Rhythm&lt;br /&gt;
*** Oily Eagle and Oblivions: Lyrics - Musics of Reticence&lt;br /&gt;
* Bitterness: Poetry - Watchful Prophet&lt;br /&gt;
* The Fist and Profanity: Choreography - Fragrant Festival&lt;br /&gt;
** Trifle and the Trim Stability: Music - Droplet of Lilacs&lt;br /&gt;
*** We See Hex: Lyrics - Tulips of Smiling&lt;br /&gt;
*** Prestige and the Bulwark: Lyrics - Euphoric Silks&lt;br /&gt;
* Abatement Disloyal: Choreography - Cyclopean Poem&lt;br /&gt;
** Creature: Slowly The Day Foretells There: Music - Poem of Bells&lt;br /&gt;
*** The New Nobles: Lyrics - Queen of Wonder&lt;br /&gt;
*** My Friend Dominions: Lyrics - Amethyst Larks&lt;br /&gt;
*** Funerals: Lyrics - Queen of Wonder&lt;br /&gt;
* We See Fleas: Choreography - Beige Droplet&lt;br /&gt;
** Sorcerer and the Dwelling: Music - Poem of Bells&lt;br /&gt;
*** The Sea Will Tell: Lyrics - Queen of Wonder&lt;br /&gt;
*** Only The Day Knows Afterward: Lyrics - Amethyst Larks&lt;br /&gt;
*** The Birth of Scorn: Lyrics - Queen of Wonder&lt;br /&gt;
* The Blockaded Quietness and Silk: Music - Rhymes of Playing&lt;br /&gt;
** Controls and the Sick Bulwarks: Lyrics - Guilds of Pricing&lt;br /&gt;
** Birth of Portal: Lyrics - Droplet of Knowing&lt;br /&gt;
* The Sun Sets on Gluttons: Music - Saffron Pantomime&lt;br /&gt;
** Intensity and the Insightful Dive: Lyrics - Pregnancy of Reticence&lt;br /&gt;
** We See Iron: Lyrics - Silken Savant&lt;br /&gt;
* The Birth of Mud: Music - Trumpets of Scintillating&lt;br /&gt;
** Clinch and Nothing More: Lyrics - Prophecies of Poetry&lt;br /&gt;
** Birth of Watches: Lyrics - Guilds of Pricing&lt;br /&gt;
** Failed Lull and Anguish: Lyrics - Guilds of Pricing&lt;br /&gt;
** Dents and Enchantments: Lyrics - Droplet of Knowing&lt;br /&gt;
* Sun Sets on Boot: Music - Sparkle of Silkiness&lt;br /&gt;
* The Sun Sets on Riders: Music - Rhythmic Lyrics&lt;br /&gt;
** Decorum: Then The Sands Laugh: Lyrics - Legendary Prophecies&lt;br /&gt;
* Pine Ruthless: Music - Intricate Mother&lt;br /&gt;
* Tightnesses: The Wind Will Tell: Music - Droplet of Styling&lt;br /&gt;
* My Friend Enchantments: Music - Sienna Sparkle&lt;br /&gt;
** Harshness and the Depression: Lyrics - Luxurious Mother&lt;br /&gt;
* Lance and Comedy: Music - Sheen of Bewildering&lt;br /&gt;
* Maligned Spring: Music - Flute of Pantomimes&lt;br /&gt;
** Crazy Creation: Lyrics - Earthen Mountain&lt;br /&gt;
* My Friend Poets: Music - Flute of Pantomimes&lt;br /&gt;
* The Fondled Pulps and Hurricane: Music - Mellow Humility&lt;br /&gt;
* Jaundiced Murk: Music - Sheen of Bewildering&lt;br /&gt;
* Acts and the Considerate Apogee: Music - Lace of Verse&lt;br /&gt;
* My Friend Lard: Music - Vermillion Plays&lt;br /&gt;
&lt;br /&gt;
== Re: Werebeast raws ==&lt;br /&gt;
&lt;br /&gt;
I disabled compressed saves in init.txt, then generated a new world, opened world.dat with text editor, and rewritten the raws to a text file by hand, since it wasn't possible for me to copy-and-paste the whole thing. So you may find a few typos in what I have written, but this shouldn't make much a difference. ~ [[User:TheCrazyHamsteR|TheCrazyHamsteR]] ([[User talk:TheCrazyHamsteR|talk]]) 21:49, 20 August 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Uzu_Bash&amp;diff=232515</id>
		<title>User talk:Uzu Bash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Uzu_Bash&amp;diff=232515"/>
		<updated>2017-08-25T15:56:48Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Music Forms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bal Adv Notes ==&lt;br /&gt;
Unit ID: 22114      Nemesis ID: 23463      Hist Figure ID: 184104&lt;br /&gt;
[[File:Bal-stats.png|left|thumb|upright 1.7]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Str 2000&lt;br /&gt;
* Agi 2200&lt;br /&gt;
* End 2200&lt;br /&gt;
* Tou 2000&lt;br /&gt;
* Rec 1000&lt;br /&gt;
* Dis 1000&lt;br /&gt;
* Foc, Wil, Spa/Kin all 2200&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
wereform maximums  &lt;br /&gt;
str: 2815 / agi: 4414 / tou: 2242 / end: 2188 / rec: 1495/2990 / dis: 1380/2880&lt;br /&gt;
&lt;br /&gt;
=== Poetic Forms ===&lt;br /&gt;
==== character ====&lt;br /&gt;
** Droplet of Knowing (ribald re character) egs: Auras*, Perishment*, Tick and Malodorous*, &lt;br /&gt;
** Flutes of Glittering (solemn apology for character)&lt;br /&gt;
** Oracular Focus (solemn apology re historical char)&lt;br /&gt;
** Silken Wonder (dramatic complaint re historic)&lt;br /&gt;
** Scholars of Style (re character)&lt;br /&gt;
** Velvety Petal (dramatic re retired)&lt;br /&gt;
** Sweetness of Brides (riddle re char)&lt;br /&gt;
** The Fancy Blossom (light satire deceased)&lt;br /&gt;
&lt;br /&gt;
** Velvety Sister (re retired)&lt;br /&gt;
** Luxurious Mother (re historical)&lt;br /&gt;
&lt;br /&gt;
==== location ====&lt;br /&gt;
** Beloved Blossom of Intricacies (pleasure region) egs: Wish Ever*, &lt;br /&gt;
** Amethyst Larks (ribald grief place) egs: Pastime*&lt;br /&gt;
==== times ====&lt;br /&gt;
** Wise Prophecies (solemn current)&lt;br /&gt;
** Wise Letter (reflective past)&lt;br /&gt;
&lt;br /&gt;
** Euphoric Silks (ribald future) egs: *Carnality, *Buzzard, Covers*&lt;br /&gt;
** Watchful Prophecy (ribald past) egs: Tulip*&lt;br /&gt;
&lt;br /&gt;
==== morals ====&lt;br /&gt;
** Fair Clearing (light moral re peace) &lt;br /&gt;
** Pristine Tresses (light teach moral) egs: Independence*, Introspection*, &lt;br /&gt;
** Legendary Prophecies (dramatic teach moral) egs: *Harmony, &lt;br /&gt;
** Earthen Mountain (light moral) egs: *Commerce, &lt;br /&gt;
** Lesson of Intricacy (solemn moral) egs: *Individual*, &lt;br /&gt;
==== hunt ====&lt;br /&gt;
** Glens of Autumn (reflective re hunt) egs: Feasts Misty, *Immoral Leopards, *Grief*, *Juggler, &lt;br /&gt;
** Grizzly Hawk (pleasure hunt) egs: *Friend Rings, &lt;br /&gt;
** Livid Tribe (reflective complaint hunt)&lt;br /&gt;
==== lover ====&lt;br /&gt;
** Tenderness of Suitors (reflective grief re lover) &lt;br /&gt;
** Fabulous Butterfly (riddle grief lover) egs: Helm and the Wraths, &lt;br /&gt;
&lt;br /&gt;
** Tulips of Smiling (general)&lt;br /&gt;
==== family ====&lt;br /&gt;
** Convenient Grower (solemn re family)&lt;br /&gt;
** Fresh Beginning (reflective re family)&lt;br /&gt;
** Tile of Bushels (pleasure re family)&lt;br /&gt;
==== alcohol ====&lt;br /&gt;
** Jesters of Cavorting (solemn renounce alcohol)&lt;br /&gt;
** Fruit of Contesting (riddle alcohol) egs: *Birth of Cage, *Grasp and Houses, &lt;br /&gt;
==== loyalty ====&lt;br /&gt;
** Truthful Covers (solemn praise loyalty)&lt;br /&gt;
==== mining ====&lt;br /&gt;
** Umber Turquoise (narrative complaint re mining)&lt;br /&gt;
** Boulders of Amethyst (re mining)&lt;br /&gt;
** Gold of Amethyst (riddle re mining)&lt;br /&gt;
==== agriculture ====&lt;br /&gt;
** Ape of Lakes (light re agriculture)&lt;br /&gt;
==== journey ====&lt;br /&gt;
** Way of Wheels (re journey)&lt;br /&gt;
** Wheel of Wanderers (re journey)&lt;br /&gt;
** Guilds of Pricing (narrative complaint journey)&lt;br /&gt;
** East Stranger (solemn re journey)&lt;br /&gt;
==== death/(im)mortality ====&lt;br /&gt;
** Skull of Bone (light amuse re death) egs: My Friend Dabbler, *Pale Fealties, Winnowers*, &lt;br /&gt;
** Ashen Burial (death) egs: *Dirt Fortells, *Helmet Wart*, &lt;br /&gt;
&lt;br /&gt;
** Fated Dust (satirize death)&lt;br /&gt;
==== war ====&lt;br /&gt;
** Sculpted Esteem (narrative re war) egs: Eggs Early, *See Joys, &lt;br /&gt;
==== general ==== &lt;br /&gt;
** Zephyr of Poets (reflective praise)&lt;br /&gt;
** Silken Savant (narrative) egs: *Sets on Luster, &lt;br /&gt;
** Scholars of Silkiness (solemn) egs: You Sang Letters!, &lt;br /&gt;
** Style of Pregnancy (light)&lt;br /&gt;
** Knowledge of Tresses (general) egs: Clasps and the Circle, &lt;br /&gt;
** Lark of Flowers (amuse audience) egs: Confusion*, Creation, Mightiness*, *Hideous Cup*, Wave*, *Weasels, &lt;br /&gt;
** Learned Prophet (general) egs: Cusps, Skinny Cross, *Romantic Candle, &lt;br /&gt;
** Poetic Glitter (light)&lt;br /&gt;
** Queen of Wonder (general) egs: Devourer: It Knows, *Legends, &lt;br /&gt;
** Prophecies of Poetry (dramatic) egs: Dirts and the Ferocious Church, Fiends and the Rainy Strings, &lt;br /&gt;
** Chartreuse Queen (narrative) egs: Doom Laborious, &lt;br /&gt;
&lt;br /&gt;
** Insightful Orbs (reflective)&lt;br /&gt;
** Embraces of Reasoning (complain subject)&lt;br /&gt;
** Skirt of Sisters (light)&lt;br /&gt;
** Musics of Reticence (light express pleasure)&lt;br /&gt;
** Mindful Suitor (light)&lt;br /&gt;
** Pregnancy of Reticence (riddle)&lt;br /&gt;
&lt;br /&gt;
==== devotional ====&lt;br /&gt;
** Accidental Lovers (devotional pleasure to Quabu)&lt;br /&gt;
** Humble Meditation (reflective praise Quabu)&lt;br /&gt;
** Island of Hail (riddle re Ume)&lt;br /&gt;
** Equity of Meditation (pleasure to Quabu)&lt;br /&gt;
** Symmetric Peace (narrative beseech Quabu)&lt;br /&gt;
** Mellow Butterfly (riddle praise Quabu)&lt;br /&gt;
** Clear Sun (reflective beseech Quabu)&lt;br /&gt;
** Mountainous Paddles (riddle pleasure w Mame)&lt;br /&gt;
** Peaceful Glens (pleasure Quabu)&lt;br /&gt;
** Balance of Stabilizing (dramatic re Quabu)&lt;br /&gt;
&lt;br /&gt;
=== Music Forms ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! id !! title !! style !! instruments !! vocals !! lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || Umber Skirts || commemorate || shama, quoshas, cadi || singers || The Fancy Blossom&lt;br /&gt;
|-&lt;br /&gt;
| 97 || Lace of Verse || commemorate || bortu || singer || Zephyr of Poets&lt;br /&gt;
|-&lt;br /&gt;
|  || Fragrant Rhythm  || entertain || kul || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || Fragrances of Veneration || entertain ||  || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Azure Veneration || entertain  || tashem, kul || chanters || Tenderness of Suitors&lt;br /&gt;
|-&lt;br /&gt;
|  || The Embraced Tresses  || devotional || tulo, uzur ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Incense of Sweetness || entertain || obxog, xuststu || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Rhythmic Larks || march  || quoshas, cadi || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || Flute of Pantomimes || commemorate ||  || singer || Earthen Mountain&lt;br /&gt;
|-&lt;br /&gt;
|  || Umber Luxury || entertainment ||  || chanter || The Goldenrod Dawn&lt;br /&gt;
|-&lt;br /&gt;
|  || Rhythmic Intricacy || devotional || musod || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Satiny Cardinal Blossoms || commemorate || || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Pregnant Rhyme || march || tomsu ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|  || Poem of Bells || commemorate ||  || singer || any selection&lt;br /&gt;
|-&lt;br /&gt;
|  || The Fabulous Phrase || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Droplet of Lilacs || entertainment || tusm || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Wispy Lace || march || cilom, nermums(s) || speaker || Skirt of Sisters&lt;br /&gt;
|-&lt;br /&gt;
|  || Fuchsia Rhythm || entertainment || totsmab, ungu || chanters || Musics of Reticence&lt;br /&gt;
|-&lt;br /&gt;
|  || Rhymes of Playing || march || sponsmost || speaker || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Saffron Pantomime || entertainment || cadeni || chanters || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Trumpets of Scintillating || entertainment || obxog, xuststu || chanters || any lyric&lt;br /&gt;
|-&lt;br /&gt;
|  || Sparkle of Silkiness || entertainment || lam, morul, tozor ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Droplet of Styling || entertainment || bor, tashem(s), tozor ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Rhythmic Lyrics || entertainment || bebda(s) tekud || chanter || Legendary Prophecies&lt;br /&gt;
|-&lt;br /&gt;
|  || Intricate Mother || devotional ||  || chanters || &lt;br /&gt;
|-&lt;br /&gt;
|  || Sienna Sparkle || devotional ||  || singer || Luxurious Mother&lt;br /&gt;
|-&lt;br /&gt;
|  || Sheen of Bewildering || entertainment ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || Vermilion Plays || devotional || macetha, icala, cacame, mase ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Glittery Luxuries || devotional || budo, quoshas, bortu ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Mellow Humility || devotional) || chanter, bortu, gibam, sloro ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || Pregnant Glosses || entertainment || nazweng, enthep ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Queen of Wisps || march || mor, gamil || chanters || The Mindful Suitor&lt;br /&gt;
|-&lt;br /&gt;
|  || The Sable Drums || entertainment || firili || speaker || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Satiny Cardinal Blossom || commemorate ||  || chanter || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Scintillating Music || entertainment || hustra || speaker || Knowledge of Tresses&lt;br /&gt;
|-&lt;br /&gt;
|  || The Suitor of Lilacs || entertainment ||  || chanter || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Instruments&lt;br /&gt;
** Played: cadi, bortu[id#232], shama, lam, nermum, ostu, obxog&lt;br /&gt;
** Required: quoshas, kul, tashem+kan, tulo+uzur, obxog+xuststu, tomsu, tusm, cilom, nermum, totsmab+ungu, sponsmost, cadeni, lam, morul, tozor, bor, bebda, tekud, macetha, icala, cacame, mase, budo, gibam, sloro, nazweng, enthep, mor, gamil, hustra&lt;br /&gt;
** Stationary: quoshas, kul, tomsu, tusm, cilom, ungu, tozor, sloro&lt;br /&gt;
&lt;br /&gt;
=== Dance === &lt;br /&gt;
* Fragrant Tresses (group perform) The Azure Veneration&lt;br /&gt;
* Songs of Glittering (solo perform) The Incense of Sweetness&lt;br /&gt;
* The Cyclopean Sweetnesses (sacred solo) Rhythmic Intricacy (req chanter, musod)&lt;br /&gt;
* The Styles of Lathering (sacred solo) The Embraced Tresses&lt;br /&gt;
&lt;br /&gt;
* Goldenrod Style (group perform) Poem of Bells&lt;br /&gt;
* Laconic Song (partner perform) Wispy Lace&lt;br /&gt;
* Fragrant Festival (solo perform) Droplet of Lilacs&lt;br /&gt;
* Beige Droplet (group perform) Poem of Bells&lt;br /&gt;
* Saturnity of Brides (solo perform) Poem of Bells&lt;br /&gt;
* Cyclopean Poem (partner perform) Poem of Bells&lt;br /&gt;
* The Amethyst of Satin (sacred solo) Intricate Mother&lt;br /&gt;
* The Aquamarine Musics (sacred solo) Tenebrous Satin&lt;br /&gt;
* The Cerulean Song (solo celebrate) Earthen Mountain&lt;br /&gt;
* The Embraced Quiescence (war dance) The Satiny Cardinal Blossom&lt;br /&gt;
* The Luxury of Wisps (group perform) Poem of Bells&lt;br /&gt;
* The Meandering Periwinkle (war dance) The Pregnant Rhyme&lt;br /&gt;
* The Saturnity of Lace (group celebration) Flute of Pantomimes&lt;br /&gt;
* The Zephyr of Bewildering (group social) The Fabulous Phrase&lt;br /&gt;
* Luxury of Gloss (solo perform) Fuchsia Rhythm&lt;br /&gt;
* The Adorable Couple (war) Flute of Pantomimes&lt;br /&gt;
* The Adorable Velvet (war) The Sable Drums&lt;br /&gt;
* The Blossom of Embracing (war) The Queen of Wisps&lt;br /&gt;
* The Dead of Bone (sacred solo) Ghost of Bone&lt;br /&gt;
* The Festival of Plays (social) Droplet of Styling&lt;br /&gt;
* The Meandering Wonders (participation) Sparkle of Silkiness&lt;br /&gt;
* The Pantomime of Cherishing (war) Rhymes of Playing&lt;br /&gt;
* The Pantomime of Quiescence (war) Lace of Verse&lt;br /&gt;
* The Poem of Periwinkles (sacred solo) The Sienna Sparkle&lt;br /&gt;
* The Poet of Tulips (sacred solo) Vermilion Plays&lt;br /&gt;
* The Queen of Styling (war) Lace of Verse&lt;br /&gt;
* The Sparkles of Lace (social) Sheen of Bewildering&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Composed/Authored ====&lt;br /&gt;
* The Subtle Glows: Choreography - Fragrant Tresses&lt;br /&gt;
* Horn: Surely Nothing Happens: Poetry - Lark of Flowers&lt;br /&gt;
* We See Combination: Poetry - Droplet of Knowing&lt;br /&gt;
* The Climates and Anguish: Music - Lace of Verse&lt;br /&gt;
** The Birth of Brand: Lyrics - Zephyr of Poets&lt;br /&gt;
* Spring: Music - Lace of Verse&lt;br /&gt;
** And I Sang &amp;quot;Ring&amp;quot;!: Lyrics - Zephyr of Poets&lt;br /&gt;
* Pranks: The Night Weeps: Music - Fragrances of Veneration&lt;br /&gt;
* Charity: Nobody Can Say: Music - Rhythmic Intricacy&lt;br /&gt;
** The Birth of Cream: Lyrics - Glens of Autumn&lt;br /&gt;
* Complexity and the Bloody Rippers: Music - Umber Luxury&lt;br /&gt;
* Surely The Fool Laughs: Music - Fragrances of Veneration&lt;br /&gt;
** Spring Aquamarine: Lyrics - Island of Hail&lt;br /&gt;
* The Birth of Plots: Poetry - Grizzly Hawk&lt;br /&gt;
* And He Sang &amp;quot;Defenders&amp;quot;!: Poetry - Skull of Bone&lt;br /&gt;
* Moist Blight: Poetry - Droplet of Knowing&lt;br /&gt;
* We See Spike: Choreography - Songs of Glittering&lt;br /&gt;
* Lightnings and Depressions: Poetry - Amethyst Larks&lt;br /&gt;
* Treason and Nothing More: Music - Flutes of Pantomimes&lt;br /&gt;
** Socketed Leisure: Lyrics - Earthen Mountain&lt;br /&gt;
* Whiskers and the Strapping Berries: Choreography - Saturnity of Lace&lt;br /&gt;
* Assembly and the Hopeful Thrower: Choreography - Laconic Song&lt;br /&gt;
** Hatchets and Nothing More: Music - Wispy Lace&lt;br /&gt;
*** Beard Ever Onward: Lyrics - Skirt of Sisters&lt;br /&gt;
* The Stinky Flash: Music - Lace of Verse&lt;br /&gt;
** Saviors: Slowly The Sands Mourn There: Lyrics - Zephyr of Poets&lt;br /&gt;
* The Birth of Creek: Ashen Burial&lt;br /&gt;
* Aches: Fated Dust&lt;br /&gt;
* Mastery: Then The Sea Mourns: Poetry - Euphoric Silks&lt;br /&gt;
* Confederacies and the Diminishment: Choreography  Laconic Song&lt;br /&gt;
** We See Braid: Music - Wispy Lace&lt;br /&gt;
*** The Scaly Cudgel: Lyrics - Skirt of Sisters&lt;br /&gt;
* Pokers and the Worthless Butcher: Choreography - Luxury of Gloss&lt;br /&gt;
** Legends: Music - Fushcia Rhythm&lt;br /&gt;
*** Oily Eagle and Oblivions: Lyrics - Musics of Reticence&lt;br /&gt;
* Bitterness: Poetry - Watchful Prophet&lt;br /&gt;
* The Fist and Profanity: Choreography - Fragrant Festival&lt;br /&gt;
** Trifle and the Trim Stability: Music - Droplet of Lilacs&lt;br /&gt;
*** We See Hex: Lyrics - Tulips of Smiling&lt;br /&gt;
*** Prestige and the Bulwark: Lyrics - Euphoric Silks&lt;br /&gt;
* Abatement Disloyal: Choreography - Cyclopean Poem&lt;br /&gt;
** Creature: Slowly The Day Foretells There: Music - Poem of Bells&lt;br /&gt;
*** The New Nobles: Lyrics - Queen of Wonder&lt;br /&gt;
*** My Friend Dominions: Lyrics - Amethyst Larks&lt;br /&gt;
*** Funerals: Lyrics - Queen of Wonder&lt;br /&gt;
* We See Fleas: Choreography - Beige Droplet&lt;br /&gt;
** Sorcerer and the Dwelling: Music - Poem of Bells&lt;br /&gt;
*** The Sea Will Tell: Lyrics - Queen of Wonder&lt;br /&gt;
*** Only The Day Knows Afterward: Lyrics - Amethyst Larks&lt;br /&gt;
*** The Birth of Scorn: Lyrics - Queen of Wonder&lt;br /&gt;
* The Blockaded Quietness and Silk: Music - Rhymes of Playing&lt;br /&gt;
** Controls and the Sick Bulwarks: Lyrics - Guilds of Pricing&lt;br /&gt;
** Birth of Portal: Lyrics - Droplet of Knowing&lt;br /&gt;
* The Sun Sets on Gluttons: Music - Saffron Pantomime&lt;br /&gt;
** Intensity and the Insightful Dive: Lyrics - Pregnancy of Reticence&lt;br /&gt;
** We See Iron: Lyrics - Silken Savant&lt;br /&gt;
* The Birth of Mud: Music - Trumpets of Scintillating&lt;br /&gt;
** Clinch and Nothing More: Lyrics - Prophecies of Poetry&lt;br /&gt;
** Birth of Watches: Lyrics - Guilds of Pricing&lt;br /&gt;
** Failed Lull and Anguish: Lyrics - Guilds of Pricing&lt;br /&gt;
** Dents and Enchantments: Lyrics - Droplet of Knowing&lt;br /&gt;
* Sun Sets on Boot: Music - Sparkle of Silkiness&lt;br /&gt;
* The Sun Sets on Riders: Music - Rhythmic Lyrics&lt;br /&gt;
** Decorum: Then The Sands Laugh: Lyrics - Legendary Prophecies&lt;br /&gt;
* Pine Ruthless: Music - Intricate Mother&lt;br /&gt;
* Tightnesses: The Wind Will Tell: Music - Droplet of Styling&lt;br /&gt;
* My Friend Enchantments: Music - Sienna Sparkle&lt;br /&gt;
** Harshness and the Depression: Lyrics - Luxurious Mother&lt;br /&gt;
* Lance and Comedy: Music - Sheen of Bewildering&lt;br /&gt;
* Maligned Spring: Music - Flute of Pantomimes&lt;br /&gt;
** Crazy Creation: Lyrics - Earthen Mountain&lt;br /&gt;
* My Friend Poets: Music - Flute of Pantomimes&lt;br /&gt;
* The Fondled Pulps and Hurricane: Music - Mellow Humility&lt;br /&gt;
* Jaundiced Murk: Music - Sheen of Bewildering&lt;br /&gt;
* Acts and the Considerate Apogee: Music - Lace of Verse&lt;br /&gt;
* My Friend Lard: Music - Vermillion Plays&lt;br /&gt;
&lt;br /&gt;
== Re: Werebeast raws ==&lt;br /&gt;
&lt;br /&gt;
I disabled compressed saves in init.txt, then generated a new world, opened world.dat with text editor, and rewritten the raws to a text file by hand, since it wasn't possible for me to copy-and-paste the whole thing. So you may find a few typos in what I have written, but this shouldn't make much a difference. ~ [[User:TheCrazyHamsteR|TheCrazyHamsteR]] ([[User talk:TheCrazyHamsteR|talk]]) 21:49, 20 August 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Uzu_Bash&amp;diff=232514</id>
		<title>User talk:Uzu Bash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Uzu_Bash&amp;diff=232514"/>
		<updated>2017-08-25T15:26:49Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Bal Adv Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bal Adv Notes ==&lt;br /&gt;
Unit ID: 22114      Nemesis ID: 23463      Hist Figure ID: 184104&lt;br /&gt;
[[File:Bal-stats.png|left|thumb|upright 1.7]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Str 2000&lt;br /&gt;
* Agi 2200&lt;br /&gt;
* End 2200&lt;br /&gt;
* Tou 2000&lt;br /&gt;
* Rec 1000&lt;br /&gt;
* Dis 1000&lt;br /&gt;
* Foc, Wil, Spa/Kin all 2200&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
wereform maximums  &lt;br /&gt;
str: 2815 / agi: 4414 / tou: 2242 / end: 2188 / rec: 1495/2990 / dis: 1380/2880&lt;br /&gt;
&lt;br /&gt;
=== Poetic Forms ===&lt;br /&gt;
==== character ====&lt;br /&gt;
** Droplet of Knowing (ribald re character) egs: Auras*, Perishment*, Tick and Malodorous*, &lt;br /&gt;
** Flutes of Glittering (solemn apology for character)&lt;br /&gt;
** Oracular Focus (solemn apology re historical char)&lt;br /&gt;
** Silken Wonder (dramatic complaint re historic)&lt;br /&gt;
** Scholars of Style (re character)&lt;br /&gt;
** Velvety Petal (dramatic re retired)&lt;br /&gt;
** Sweetness of Brides (riddle re char)&lt;br /&gt;
** The Fancy Blossom (light satire deceased)&lt;br /&gt;
&lt;br /&gt;
** Velvety Sister (re retired)&lt;br /&gt;
** Luxurious Mother (re historical)&lt;br /&gt;
&lt;br /&gt;
==== location ====&lt;br /&gt;
** Beloved Blossom of Intricacies (pleasure region) egs: Wish Ever*, &lt;br /&gt;
** Amethyst Larks (ribald grief place) egs: Pastime*&lt;br /&gt;
==== times ====&lt;br /&gt;
** Wise Prophecies (solemn current)&lt;br /&gt;
** Wise Letter (reflective past)&lt;br /&gt;
&lt;br /&gt;
** Euphoric Silks (ribald future) egs: *Carnality, *Buzzard, Covers*&lt;br /&gt;
** Watchful Prophecy (ribald past) egs: Tulip*&lt;br /&gt;
&lt;br /&gt;
==== morals ====&lt;br /&gt;
** Fair Clearing (light moral re peace) &lt;br /&gt;
** Pristine Tresses (light teach moral) egs: Independence*, Introspection*, &lt;br /&gt;
** Legendary Prophecies (dramatic teach moral) egs: *Harmony, &lt;br /&gt;
** Earthen Mountain (light moral) egs: *Commerce, &lt;br /&gt;
** Lesson of Intricacy (solemn moral) egs: *Individual*, &lt;br /&gt;
==== hunt ====&lt;br /&gt;
** Glens of Autumn (reflective re hunt) egs: Feasts Misty, *Immoral Leopards, *Grief*, *Juggler, &lt;br /&gt;
** Grizzly Hawk (pleasure hunt) egs: *Friend Rings, &lt;br /&gt;
** Livid Tribe (reflective complaint hunt)&lt;br /&gt;
==== lover ====&lt;br /&gt;
** Tenderness of Suitors (reflective grief re lover) &lt;br /&gt;
** Fabulous Butterfly (riddle grief lover) egs: Helm and the Wraths, &lt;br /&gt;
&lt;br /&gt;
** Tulips of Smiling (general)&lt;br /&gt;
==== family ====&lt;br /&gt;
** Convenient Grower (solemn re family)&lt;br /&gt;
** Fresh Beginning (reflective re family)&lt;br /&gt;
** Tile of Bushels (pleasure re family)&lt;br /&gt;
==== alcohol ====&lt;br /&gt;
** Jesters of Cavorting (solemn renounce alcohol)&lt;br /&gt;
** Fruit of Contesting (riddle alcohol) egs: *Birth of Cage, *Grasp and Houses, &lt;br /&gt;
==== loyalty ====&lt;br /&gt;
** Truthful Covers (solemn praise loyalty)&lt;br /&gt;
==== mining ====&lt;br /&gt;
** Umber Turquoise (narrative complaint re mining)&lt;br /&gt;
** Boulders of Amethyst (re mining)&lt;br /&gt;
** Gold of Amethyst (riddle re mining)&lt;br /&gt;
==== agriculture ====&lt;br /&gt;
** Ape of Lakes (light re agriculture)&lt;br /&gt;
==== journey ====&lt;br /&gt;
** Way of Wheels (re journey)&lt;br /&gt;
** Wheel of Wanderers (re journey)&lt;br /&gt;
** Guilds of Pricing (narrative complaint journey)&lt;br /&gt;
** East Stranger (solemn re journey)&lt;br /&gt;
==== death/(im)mortality ====&lt;br /&gt;
** Skull of Bone (light amuse re death) egs: My Friend Dabbler, *Pale Fealties, Winnowers*, &lt;br /&gt;
** Ashen Burial (death) egs: *Dirt Fortells, *Helmet Wart*, &lt;br /&gt;
&lt;br /&gt;
** Fated Dust (satirize death)&lt;br /&gt;
==== war ====&lt;br /&gt;
** Sculpted Esteem (narrative re war) egs: Eggs Early, *See Joys, &lt;br /&gt;
==== general ==== &lt;br /&gt;
** Zephyr of Poets (reflective praise)&lt;br /&gt;
** Silken Savant (narrative) egs: *Sets on Luster, &lt;br /&gt;
** Scholars of Silkiness (solemn) egs: You Sang Letters!, &lt;br /&gt;
** Style of Pregnancy (light)&lt;br /&gt;
** Knowledge of Tresses (general) egs: Clasps and the Circle, &lt;br /&gt;
** Lark of Flowers (amuse audience) egs: Confusion*, Creation, Mightiness*, *Hideous Cup*, Wave*, *Weasels, &lt;br /&gt;
** Learned Prophet (general) egs: Cusps, Skinny Cross, *Romantic Candle, &lt;br /&gt;
** Poetic Glitter (light)&lt;br /&gt;
** Queen of Wonder (general) egs: Devourer: It Knows, *Legends, &lt;br /&gt;
** Prophecies of Poetry (dramatic) egs: Dirts and the Ferocious Church, Fiends and the Rainy Strings, &lt;br /&gt;
** Chartreuse Queen (narrative) egs: Doom Laborious, &lt;br /&gt;
&lt;br /&gt;
** Insightful Orbs (reflective)&lt;br /&gt;
** Embraces of Reasoning (complain subject)&lt;br /&gt;
** Skirt of Sisters (light)&lt;br /&gt;
** Musics of Reticence (light express pleasure)&lt;br /&gt;
** Mindful Suitor (light)&lt;br /&gt;
** Pregnancy of Reticence (riddle)&lt;br /&gt;
&lt;br /&gt;
==== devotional ====&lt;br /&gt;
** Accidental Lovers (devotional pleasure to Quabu)&lt;br /&gt;
** Humble Meditation (reflective praise Quabu)&lt;br /&gt;
** Island of Hail (riddle re Ume)&lt;br /&gt;
** Equity of Meditation (pleasure to Quabu)&lt;br /&gt;
** Symmetric Peace (narrative beseech Quabu)&lt;br /&gt;
** Mellow Butterfly (riddle praise Quabu)&lt;br /&gt;
** Clear Sun (reflective beseech Quabu)&lt;br /&gt;
** Mountainous Paddles (riddle pleasure w Mame)&lt;br /&gt;
** Peaceful Glens (pleasure Quabu)&lt;br /&gt;
** Balance of Stabilizing (dramatic re Quabu)&lt;br /&gt;
&lt;br /&gt;
=== Music Forms ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! id !! title !! style !! instruments !! vocals !! lyrics&lt;br /&gt;
|-&lt;br /&gt;
| || Umber Skirts || commemorate || shama, quoshas, cadi || singers || The Fancy Blossom&lt;br /&gt;
|-&lt;br /&gt;
| 97 || Lace of Verse || commemorate || bortu || singer || Zephyr of Poets&lt;br /&gt;
|-&lt;br /&gt;
|  || Fragrant Rhythm  || entertain || kul || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || Fragrances of Veneration || entertain ||  || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Azure Veneration || entertain  || tashem, kul || chanters || Tenderness of Suitors&lt;br /&gt;
|-&lt;br /&gt;
|  || The Embraced Tresses  || devotional || tulo, uzur ||  || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Incense of Sweetness || entertain || obxog, xuststu || singer || &lt;br /&gt;
|-&lt;br /&gt;
|  || The Rhythmic Larks || march  || quoshas, cadi || singer || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Rhythmic Intricacy (devotional) improvise w/ chanter, musod&lt;br /&gt;
* Umber Luxury (entertainment) The Goldenrod Dawn w/chanter&lt;br /&gt;
* Flute of Pantomimes (commemorate) Earthen Mountain w/singer&lt;br /&gt;
* The Satiny Cardinal Blossoms (commemorate) improvise w/changer&lt;br /&gt;
* The Pregnant Rhyme (march) improvise w/tomsu&lt;br /&gt;
* Poem of Bells (commemorate) any selection of lyrics w/singer&lt;br /&gt;
* The Fabulous Phrase (entertainment) improvise w/chanter&lt;br /&gt;
* Droplet of Lilacs (entertainment) w/chanter, tusm&lt;br /&gt;
* Wispy Lace (march) Skirt of Sisters w/speaker, cilom, nermum(s)&lt;br /&gt;
* Fuchsia Rhythm (entertainment) Musics of Reticence w/chanter(s), totsmab, ungu&lt;br /&gt;
* Rhymes of Playing (march) any poetic w/speaker, sponsmost&lt;br /&gt;
* Saffron Pantomime (entertainment) any poetic w/chanters, cadeni&lt;br /&gt;
* Trumpets of Scintillating (entertainment) any poetic w/chanters obxog, xuststu&lt;br /&gt;
* Sparkle of Silkiness (entertainment) w/ lam, morul, tozor&lt;br /&gt;
* Droplet of Styling (Entertainment) w/ bor, tashem(s), tozor&lt;br /&gt;
* Rhythmic Lyrics (entertainment) Legendary Prophecies w/ chanter, bebda(2), tekud&lt;br /&gt;
* Intricate Mother (devotional) w/ chanter(s)&lt;br /&gt;
* Sienna Sparkle (devotional) Luxurious Mother w/singer&lt;br /&gt;
* Sheen of Bewildering (entertainment) w/chanter&lt;br /&gt;
* Vermilion Plays (devotional) w/ macetha, icala, cacame, mase&lt;br /&gt;
* The Glittery Luxuries (devotional) w/ budo, quoshas, bortu&lt;br /&gt;
* Mellow Humility (devotional) w/ chanter, bortu, gibam, sloro&lt;br /&gt;
* Pregnant Glosses (entertainment) w/ nazweng, enthep&lt;br /&gt;
* The Queen of Wisps (march) The Mindful Suitor w/ chanter, mor, gamil&lt;br /&gt;
* The Sable Drums (entertainment) w/ firili, speaker&lt;br /&gt;
* The Satiny Cardinal Blossom (commemorate) w/chanter&lt;br /&gt;
* The Scintillating Music (entertainment) Knowledge of Tresses w/speaker, hustra&lt;br /&gt;
* The Suitor of Lilacs (entertainment) w/ chanter&lt;br /&gt;
&lt;br /&gt;
* Instruments&lt;br /&gt;
** Played: cadi, bortu[id#232], shama, &lt;br /&gt;
** Required: quoshas, kul, tashem+kan, tulo+uzur, obxog+xuststu, tomsu, tusm, cilom, nermum, totsmab+ungu, sponsmost, cadeni, lam, morul, tozor, bor, bebda, tekud, macetha, icala, cacame, mase, budo, gibam, sloro, nazweng, enthep, mor, gamil, hustra&lt;br /&gt;
** Stationary: quoshas, kul, tomsu, tusm, cilom, ungu, tozor, sloro&lt;br /&gt;
&lt;br /&gt;
=== Dance === &lt;br /&gt;
* Fragrant Tresses (group perform) The Azure Veneration&lt;br /&gt;
* Songs of Glittering (solo perform) The Incense of Sweetness&lt;br /&gt;
* The Cyclopean Sweetnesses (sacred solo) Rhythmic Intricacy (req chanter, musod)&lt;br /&gt;
* The Styles of Lathering (sacred solo) The Embraced Tresses&lt;br /&gt;
&lt;br /&gt;
* Goldenrod Style (group perform) Poem of Bells&lt;br /&gt;
* Laconic Song (partner perform) Wispy Lace&lt;br /&gt;
* Fragrant Festival (solo perform) Droplet of Lilacs&lt;br /&gt;
* Beige Droplet (group perform) Poem of Bells&lt;br /&gt;
* Saturnity of Brides (solo perform) Poem of Bells&lt;br /&gt;
* Cyclopean Poem (partner perform) Poem of Bells&lt;br /&gt;
* The Amethyst of Satin (sacred solo) Intricate Mother&lt;br /&gt;
* The Aquamarine Musics (sacred solo) Tenebrous Satin&lt;br /&gt;
* The Cerulean Song (solo celebrate) Earthen Mountain&lt;br /&gt;
* The Embraced Quiescence (war dance) The Satiny Cardinal Blossom&lt;br /&gt;
* The Luxury of Wisps (group perform) Poem of Bells&lt;br /&gt;
* The Meandering Periwinkle (war dance) The Pregnant Rhyme&lt;br /&gt;
* The Saturnity of Lace (group celebration) Flute of Pantomimes&lt;br /&gt;
* The Zephyr of Bewildering (group social) The Fabulous Phrase&lt;br /&gt;
* Luxury of Gloss (solo perform) Fuchsia Rhythm&lt;br /&gt;
* The Adorable Couple (war) Flute of Pantomimes&lt;br /&gt;
* The Adorable Velvet (war) The Sable Drums&lt;br /&gt;
* The Blossom of Embracing (war) The Queen of Wisps&lt;br /&gt;
* The Dead of Bone (sacred solo) Ghost of Bone&lt;br /&gt;
* The Festival of Plays (social) Droplet of Styling&lt;br /&gt;
* The Meandering Wonders (participation) Sparkle of Silkiness&lt;br /&gt;
* The Pantomime of Cherishing (war) Rhymes of Playing&lt;br /&gt;
* The Pantomime of Quiescence (war) Lace of Verse&lt;br /&gt;
* The Poem of Periwinkles (sacred solo) The Sienna Sparkle&lt;br /&gt;
* The Poet of Tulips (sacred solo) Vermilion Plays&lt;br /&gt;
* The Queen of Styling (war) Lace of Verse&lt;br /&gt;
* The Sparkles of Lace (social) Sheen of Bewildering&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Composed/Authored ====&lt;br /&gt;
* The Subtle Glows: Choreography - Fragrant Tresses&lt;br /&gt;
* Horn: Surely Nothing Happens: Poetry - Lark of Flowers&lt;br /&gt;
* We See Combination: Poetry - Droplet of Knowing&lt;br /&gt;
* The Climates and Anguish: Music - Lace of Verse&lt;br /&gt;
** The Birth of Brand: Lyrics - Zephyr of Poets&lt;br /&gt;
* Spring: Music - Lace of Verse&lt;br /&gt;
** And I Sang &amp;quot;Ring&amp;quot;!: Lyrics - Zephyr of Poets&lt;br /&gt;
* Pranks: The Night Weeps: Music - Fragrances of Veneration&lt;br /&gt;
* Charity: Nobody Can Say: Music - Rhythmic Intricacy&lt;br /&gt;
** The Birth of Cream: Lyrics - Glens of Autumn&lt;br /&gt;
* Complexity and the Bloody Rippers: Music - Umber Luxury&lt;br /&gt;
* Surely The Fool Laughs: Music - Fragrances of Veneration&lt;br /&gt;
** Spring Aquamarine: Lyrics - Island of Hail&lt;br /&gt;
* The Birth of Plots: Poetry - Grizzly Hawk&lt;br /&gt;
* And He Sang &amp;quot;Defenders&amp;quot;!: Poetry - Skull of Bone&lt;br /&gt;
* Moist Blight: Poetry - Droplet of Knowing&lt;br /&gt;
* We See Spike: Choreography - Songs of Glittering&lt;br /&gt;
* Lightnings and Depressions: Poetry - Amethyst Larks&lt;br /&gt;
* Treason and Nothing More: Music - Flutes of Pantomimes&lt;br /&gt;
** Socketed Leisure: Lyrics - Earthen Mountain&lt;br /&gt;
* Whiskers and the Strapping Berries: Choreography - Saturnity of Lace&lt;br /&gt;
* Assembly and the Hopeful Thrower: Choreography - Laconic Song&lt;br /&gt;
** Hatchets and Nothing More: Music - Wispy Lace&lt;br /&gt;
*** Beard Ever Onward: Lyrics - Skirt of Sisters&lt;br /&gt;
* The Stinky Flash: Music - Lace of Verse&lt;br /&gt;
** Saviors: Slowly The Sands Mourn There: Lyrics - Zephyr of Poets&lt;br /&gt;
* The Birth of Creek: Ashen Burial&lt;br /&gt;
* Aches: Fated Dust&lt;br /&gt;
* Mastery: Then The Sea Mourns: Poetry - Euphoric Silks&lt;br /&gt;
* Confederacies and the Diminishment: Choreography  Laconic Song&lt;br /&gt;
** We See Braid: Music - Wispy Lace&lt;br /&gt;
*** The Scaly Cudgel: Lyrics - Skirt of Sisters&lt;br /&gt;
* Pokers and the Worthless Butcher: Choreography - Luxury of Gloss&lt;br /&gt;
** Legends: Music - Fushcia Rhythm&lt;br /&gt;
*** Oily Eagle and Oblivions: Lyrics - Musics of Reticence&lt;br /&gt;
* Bitterness: Poetry - Watchful Prophet&lt;br /&gt;
* The Fist and Profanity: Choreography - Fragrant Festival&lt;br /&gt;
** Trifle and the Trim Stability: Music - Droplet of Lilacs&lt;br /&gt;
*** We See Hex: Lyrics - Tulips of Smiling&lt;br /&gt;
*** Prestige and the Bulwark: Lyrics - Euphoric Silks&lt;br /&gt;
* Abatement Disloyal: Choreography - Cyclopean Poem&lt;br /&gt;
** Creature: Slowly The Day Foretells There: Music - Poem of Bells&lt;br /&gt;
*** The New Nobles: Lyrics - Queen of Wonder&lt;br /&gt;
*** My Friend Dominions: Lyrics - Amethyst Larks&lt;br /&gt;
*** Funerals: Lyrics - Queen of Wonder&lt;br /&gt;
* We See Fleas: Choreography - Beige Droplet&lt;br /&gt;
** Sorcerer and the Dwelling: Music - Poem of Bells&lt;br /&gt;
*** The Sea Will Tell: Lyrics - Queen of Wonder&lt;br /&gt;
*** Only The Day Knows Afterward: Lyrics - Amethyst Larks&lt;br /&gt;
*** The Birth of Scorn: Lyrics - Queen of Wonder&lt;br /&gt;
* The Blockaded Quietness and Silk: Music - Rhymes of Playing&lt;br /&gt;
** Controls and the Sick Bulwarks: Lyrics - Guilds of Pricing&lt;br /&gt;
** Birth of Portal: Lyrics - Droplet of Knowing&lt;br /&gt;
* The Sun Sets on Gluttons: Music - Saffron Pantomime&lt;br /&gt;
** Intensity and the Insightful Dive: Lyrics - Pregnancy of Reticence&lt;br /&gt;
** We See Iron: Lyrics - Silken Savant&lt;br /&gt;
* The Birth of Mud: Music - Trumpets of Scintillating&lt;br /&gt;
** Clinch and Nothing More: Lyrics - Prophecies of Poetry&lt;br /&gt;
** Birth of Watches: Lyrics - Guilds of Pricing&lt;br /&gt;
** Failed Lull and Anguish: Lyrics - Guilds of Pricing&lt;br /&gt;
** Dents and Enchantments: Lyrics - Droplet of Knowing&lt;br /&gt;
* Sun Sets on Boot: Music - Sparkle of Silkiness&lt;br /&gt;
* The Sun Sets on Riders: Music - Rhythmic Lyrics&lt;br /&gt;
** Decorum: Then The Sands Laugh: Lyrics - Legendary Prophecies&lt;br /&gt;
* Pine Ruthless: Music - Intricate Mother&lt;br /&gt;
* Tightnesses: The Wind Will Tell: Music - Droplet of Styling&lt;br /&gt;
* My Friend Enchantments: Music - Sienna Sparkle&lt;br /&gt;
** Harshness and the Depression: Lyrics - Luxurious Mother&lt;br /&gt;
* Lance and Comedy: Music - Sheen of Bewildering&lt;br /&gt;
* Maligned Spring: Music - Flute of Pantomimes&lt;br /&gt;
** Crazy Creation: Lyrics - Earthen Mountain&lt;br /&gt;
* My Friend Poets: Music - Flute of Pantomimes&lt;br /&gt;
* The Fondled Pulps and Hurricane: Music - Mellow Humility&lt;br /&gt;
* Jaundiced Murk: Music - Sheen of Bewildering&lt;br /&gt;
* Acts and the Considerate Apogee: Music - Lace of Verse&lt;br /&gt;
* My Friend Lard: Music - Vermillion Plays&lt;br /&gt;
&lt;br /&gt;
== Re: Werebeast raws ==&lt;br /&gt;
&lt;br /&gt;
I disabled compressed saves in init.txt, then generated a new world, opened world.dat with text editor, and rewritten the raws to a text file by hand, since it wasn't possible for me to copy-and-paste the whole thing. So you may find a few typos in what I have written, but this shouldn't make much a difference. ~ [[User:TheCrazyHamsteR|TheCrazyHamsteR]] ([[User talk:TheCrazyHamsteR|talk]]) 21:49, 20 August 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Uzu_Bash&amp;diff=232511</id>
		<title>User:Uzu Bash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Uzu_Bash&amp;diff=232511"/>
		<updated>2017-08-24T16:43:54Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Arena/Adventurer Limits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Exp/attr gains====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||Read a book||+20 Analytical, Focus; +10 Linguistic||+30 Reading, Student (first time only)&lt;br /&gt;
|-&lt;br /&gt;
||Compose dance w/mus+lyrics||+1000 Creativity, +500 Linguistic and Music||+110 Writing, +50 Poetry, Musician and Dance&lt;br /&gt;
|-&lt;br /&gt;
||Write letter||+1 Analytical||+12 Writing, +50 Prose&lt;br /&gt;
|-&lt;br /&gt;
||play string (per turn)|| agil +10, crea +10, music +10||make music +1, play string +1, specific instrument +1, music form +1&lt;br /&gt;
|-&lt;br /&gt;
||sing (per turn)||foc +10, crea +10, music +10||make music +1, sing +1, music form +1&lt;br /&gt;
|-&lt;br /&gt;
||simulate (per turn)||foc +10, crea +10, music +10||make music +1, sing +1, music form +1 (+0 to instrument)&lt;br /&gt;
|}&lt;br /&gt;
double gain on 1st turn&lt;br /&gt;
singing doesn't increase speaking, poetry or poetic form&lt;br /&gt;
speaking doesn't increase ANYTHING and always bombs&lt;br /&gt;
&lt;br /&gt;
dance +10 str, agi, end, spa, kin&lt;br /&gt;
&lt;br /&gt;
====biped gaits====&lt;br /&gt;
elf&lt;br /&gt;
          : 214:428:642:900:1900:2900&lt;br /&gt;
      swim: 731:1525:2257:2990:4300:6100&lt;br /&gt;
     crawl: 675:1409:2069:2728:4000:5700&lt;br /&gt;
     climb: 585:1178:1692:2206:3400:4900&lt;br /&gt;
human&lt;br /&gt;
          : 225:450:6754:900:2900&lt;br /&gt;
      swim: 1254:4112:4723:5341:6433:7900&lt;br /&gt;
     crawl: 731:1525:2257:2990:4300:6100&lt;br /&gt;
     climb: 1755:-8567&lt;br /&gt;
&lt;br /&gt;
all beastfolk (as of 43.05, biped conversion scales to percentage difference; req more examination)&lt;br /&gt;
          : 293:521:711:900:1900:2900&lt;br /&gt;
 swim/crawl/&lt;br /&gt;
      climb: 731:1525:2257:2990:4300:6100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Food, energy, fat ===&lt;br /&gt;
[[File:unit.counters2.png|left|thumb|upright 2.0]]&lt;br /&gt;
* Hunger, Thirst and Sleepiness timers increment 1/tick, Stomach and Food Contents decrement 1/tick&lt;br /&gt;
* Each consumable unit increases Stomach Contents by 50k.&lt;br /&gt;
* A unit of food increases Food Contents and reduces Hunger equally. A unit of drink decreases Thirst.&lt;br /&gt;
** Some drinks (incl alcohol) increase Food Content as well.&lt;br /&gt;
** Not all Food Contents decrease Hunger (incl alcohol.)&lt;br /&gt;
* Food Contents are converted to Stored Fat 1/tick.&lt;br /&gt;
* Exhaustion increases and Stored Fat decreases at the rate of Energy usage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There isn't a stamina capacity, instead Exhaustion is increased until reaching limits of Tiredness (2k Exhaustion,) Over-Extertion (4k,) to Unconsciousness. These are determined by physical attributes and possibly the body plan of the unit. Exhaustion decreases at a rate most certainly determined by Endurance, and possibly other attributes and body plan factors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fat tissue layer thickness scales to Stored Fat, so it will modify speed gradually. Death by starvation won't occur until Stored Fat is completely depleted, so you can survive hunger as long as you have some. As of 43.05 layer insulation properties aren't used, but I expect that to change in future updates.&lt;br /&gt;
&lt;br /&gt;
As with muscle mass, fat mass scales to a creature's base size and fat percentage. A kobold could pig out until pot-bellied without dragging down his activity level, but a fattening bear man could slow down so much that he may as well sleep off the rest of the season.&lt;br /&gt;
&lt;br /&gt;
When a unit offloads from the local map, all counters are reset except Hunger/Thirst/Sleep timers and Stored Fat, so an adventurer has much more control over fat gains. If you wanted to add on the mass, you could sit around feasting and guzzling booze. If you wanted to trim down, you could offload the map immediately after consuming food or drinking alcohol, then return to local map to engage in any activity; even standing around talking has an Energy cost.&lt;br /&gt;
&lt;br /&gt;
==== Arena/Adventurer Limits ====&lt;br /&gt;
Arena, avg attr - These appear consistent for all races and body sizes. scale 86400 ticks/day, 50000 per unit consumed&lt;br /&gt;
&lt;br /&gt;
* Thirst - 57600, 115200, 172800 -9.1% gaits, 345600 Dehydrated -16.7% gaits, 864k Dead&lt;br /&gt;
* Hunger - 57600, 172800, 1209600 -9.11% gaits (-16.7% w/extreme thirst,) 2592000 Starving -16.7% gaits (23.1% w/ext thirst) stored fat burns 10x faster, 5184000 terminal&lt;br /&gt;
&lt;br /&gt;
5184000 is the highest you can survive without stored fat, but so long as you do, there's no further penalty. Max stored fat = 999999; 2,060.2k ticks between starving and terminal, burn rate effectively divides fat by 10.&lt;br /&gt;
&lt;br /&gt;
to do test fat counter in fast travel.&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Uzu_Bash&amp;diff=232510</id>
		<title>User:Uzu Bash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Uzu_Bash&amp;diff=232510"/>
		<updated>2017-08-24T14:57:35Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Arena/Adventurer Limits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Exp/attr gains====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||Read a book||+20 Analytical, Focus; +10 Linguistic||+30 Reading, Student (first time only)&lt;br /&gt;
|-&lt;br /&gt;
||Compose dance w/mus+lyrics||+1000 Creativity, +500 Linguistic and Music||+110 Writing, +50 Poetry, Musician and Dance&lt;br /&gt;
|-&lt;br /&gt;
||Write letter||+1 Analytical||+12 Writing, +50 Prose&lt;br /&gt;
|-&lt;br /&gt;
||play string (per turn)|| agil +10, crea +10, music +10||make music +1, play string +1, specific instrument +1, music form +1&lt;br /&gt;
|-&lt;br /&gt;
||sing (per turn)||foc +10, crea +10, music +10||make music +1, sing +1, music form +1&lt;br /&gt;
|-&lt;br /&gt;
||simulate (per turn)||foc +10, crea +10, music +10||make music +1, sing +1, music form +1 (+0 to instrument)&lt;br /&gt;
|}&lt;br /&gt;
double gain on 1st turn&lt;br /&gt;
singing doesn't increase speaking, poetry or poetic form&lt;br /&gt;
speaking doesn't increase ANYTHING and always bombs&lt;br /&gt;
&lt;br /&gt;
dance +10 str, agi, end, spa, kin&lt;br /&gt;
&lt;br /&gt;
====biped gaits====&lt;br /&gt;
elf&lt;br /&gt;
          : 214:428:642:900:1900:2900&lt;br /&gt;
      swim: 731:1525:2257:2990:4300:6100&lt;br /&gt;
     crawl: 675:1409:2069:2728:4000:5700&lt;br /&gt;
     climb: 585:1178:1692:2206:3400:4900&lt;br /&gt;
human&lt;br /&gt;
          : 225:450:6754:900:2900&lt;br /&gt;
      swim: 1254:4112:4723:5341:6433:7900&lt;br /&gt;
     crawl: 731:1525:2257:2990:4300:6100&lt;br /&gt;
     climb: 1755:-8567&lt;br /&gt;
&lt;br /&gt;
all beastfolk (as of 43.05, biped conversion scales to percentage difference; req more examination)&lt;br /&gt;
          : 293:521:711:900:1900:2900&lt;br /&gt;
 swim/crawl/&lt;br /&gt;
      climb: 731:1525:2257:2990:4300:6100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Food, energy, fat ===&lt;br /&gt;
[[File:unit.counters2.png|left|thumb|upright 2.0]]&lt;br /&gt;
* Hunger, Thirst and Sleepiness timers increment 1/tick, Stomach and Food Contents decrement 1/tick&lt;br /&gt;
* Each consumable unit increases Stomach Contents by 50k.&lt;br /&gt;
* A unit of food increases Food Contents and reduces Hunger equally. A unit of drink decreases Thirst.&lt;br /&gt;
** Some drinks (incl alcohol) increase Food Content as well.&lt;br /&gt;
** Not all Food Contents decrease Hunger (incl alcohol.)&lt;br /&gt;
* Food Contents are converted to Stored Fat 1/tick.&lt;br /&gt;
* Exhaustion increases and Stored Fat decreases at the rate of Energy usage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There isn't a stamina capacity, instead Exhaustion is increased until reaching limits of Tiredness (2k Exhaustion,) Over-Extertion (4k,) to Unconsciousness. These are determined by physical attributes and possibly the body plan of the unit. Exhaustion decreases at a rate most certainly determined by Endurance, and possibly other attributes and body plan factors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fat tissue layer thickness scales to Stored Fat, so it will modify speed gradually. Death by starvation won't occur until Stored Fat is completely depleted, so you can survive hunger as long as you have some. As of 43.05 layer insulation properties aren't used, but I expect that to change in future updates.&lt;br /&gt;
&lt;br /&gt;
As with muscle mass, fat mass scales to a creature's base size and fat percentage. A kobold could pig out until pot-bellied without dragging down his activity level, but a fattening bear man could slow down so much that he may as well sleep off the rest of the season.&lt;br /&gt;
&lt;br /&gt;
When a unit offloads from the local map, all counters are reset except Hunger/Thirst/Sleep timers and Stored Fat, so an adventurer has much more control over fat gains. If you wanted to add on the mass, you could sit around feasting and guzzling booze. If you wanted to trim down, you could offload the map immediately after consuming food or drinking alcohol, then return to local map to engage in any activity; even standing around talking has an Energy cost.&lt;br /&gt;
&lt;br /&gt;
==== Arena/Adventurer Limits ====&lt;br /&gt;
Arena, avg attr - These appear consistent for all races and body sizes. scale 86400 ticks/day, 50000 per unit consumed&lt;br /&gt;
&lt;br /&gt;
* Thirst - 57600, 115200, 172800 -9.1% gaits, 345600 Dehydrated -16.7% gaits, 864k Dead&lt;br /&gt;
* Hunger - 57600, 172800, 1209600 -9.11% gaits (-16.7% w/extreme thirst,) 2592000 Starving -16.7% gaits (23.1% w/ext thirst) stored fat burns 10x faster, 5184000 terminal&lt;br /&gt;
&lt;br /&gt;
5184000 is the highest you can survive without stored fat, but so long as you do, there's no further penalty. Max stored fat = 999999; 2,060.2k ticks between starving and terminal, burn rate effectively divides fat by 10. To have fat after the 5.184mil limit isn't even possible in principle. &lt;br /&gt;
&lt;br /&gt;
to do test fat counter in fast travel.&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Uzu_Bash&amp;diff=232509</id>
		<title>User:Uzu Bash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Uzu_Bash&amp;diff=232509"/>
		<updated>2017-08-24T14:37:27Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Arena/Adventurer Limits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Exp/attr gains====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||Read a book||+20 Analytical, Focus; +10 Linguistic||+30 Reading, Student (first time only)&lt;br /&gt;
|-&lt;br /&gt;
||Compose dance w/mus+lyrics||+1000 Creativity, +500 Linguistic and Music||+110 Writing, +50 Poetry, Musician and Dance&lt;br /&gt;
|-&lt;br /&gt;
||Write letter||+1 Analytical||+12 Writing, +50 Prose&lt;br /&gt;
|-&lt;br /&gt;
||play string (per turn)|| agil +10, crea +10, music +10||make music +1, play string +1, specific instrument +1, music form +1&lt;br /&gt;
|-&lt;br /&gt;
||sing (per turn)||foc +10, crea +10, music +10||make music +1, sing +1, music form +1&lt;br /&gt;
|-&lt;br /&gt;
||simulate (per turn)||foc +10, crea +10, music +10||make music +1, sing +1, music form +1 (+0 to instrument)&lt;br /&gt;
|}&lt;br /&gt;
double gain on 1st turn&lt;br /&gt;
singing doesn't increase speaking, poetry or poetic form&lt;br /&gt;
speaking doesn't increase ANYTHING and always bombs&lt;br /&gt;
&lt;br /&gt;
dance +10 str, agi, end, spa, kin&lt;br /&gt;
&lt;br /&gt;
====biped gaits====&lt;br /&gt;
elf&lt;br /&gt;
          : 214:428:642:900:1900:2900&lt;br /&gt;
      swim: 731:1525:2257:2990:4300:6100&lt;br /&gt;
     crawl: 675:1409:2069:2728:4000:5700&lt;br /&gt;
     climb: 585:1178:1692:2206:3400:4900&lt;br /&gt;
human&lt;br /&gt;
          : 225:450:6754:900:2900&lt;br /&gt;
      swim: 1254:4112:4723:5341:6433:7900&lt;br /&gt;
     crawl: 731:1525:2257:2990:4300:6100&lt;br /&gt;
     climb: 1755:-8567&lt;br /&gt;
&lt;br /&gt;
all beastfolk (as of 43.05, biped conversion scales to percentage difference; req more examination)&lt;br /&gt;
          : 293:521:711:900:1900:2900&lt;br /&gt;
 swim/crawl/&lt;br /&gt;
      climb: 731:1525:2257:2990:4300:6100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Food, energy, fat ===&lt;br /&gt;
[[File:unit.counters2.png|left|thumb|upright 2.0]]&lt;br /&gt;
* Hunger, Thirst and Sleepiness timers increment 1/tick, Stomach and Food Contents decrement 1/tick&lt;br /&gt;
* Each consumable unit increases Stomach Contents by 50k.&lt;br /&gt;
* A unit of food increases Food Contents and reduces Hunger equally. A unit of drink decreases Thirst.&lt;br /&gt;
** Some drinks (incl alcohol) increase Food Content as well.&lt;br /&gt;
** Not all Food Contents decrease Hunger (incl alcohol.)&lt;br /&gt;
* Food Contents are converted to Stored Fat 1/tick.&lt;br /&gt;
* Exhaustion increases and Stored Fat decreases at the rate of Energy usage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There isn't a stamina capacity, instead Exhaustion is increased until reaching limits of Tiredness (2k Exhaustion,) Over-Extertion (4k,) to Unconsciousness. These are determined by physical attributes and possibly the body plan of the unit. Exhaustion decreases at a rate most certainly determined by Endurance, and possibly other attributes and body plan factors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fat tissue layer thickness scales to Stored Fat, so it will modify speed gradually. Death by starvation won't occur until Stored Fat is completely depleted, so you can survive hunger as long as you have some. As of 43.05 layer insulation properties aren't used, but I expect that to change in future updates.&lt;br /&gt;
&lt;br /&gt;
As with muscle mass, fat mass scales to a creature's base size and fat percentage. A kobold could pig out until pot-bellied without dragging down his activity level, but a fattening bear man could slow down so much that he may as well sleep off the rest of the season.&lt;br /&gt;
&lt;br /&gt;
When a unit offloads from the local map, all counters are reset except Hunger/Thirst/Sleep timers and Stored Fat, so an adventurer has much more control over fat gains. If you wanted to add on the mass, you could sit around feasting and guzzling booze. If you wanted to trim down, you could offload the map immediately after consuming food or drinking alcohol, then return to local map to engage in any activity; even standing around talking has an Energy cost.&lt;br /&gt;
&lt;br /&gt;
==== Arena/Adventurer Limits ====&lt;br /&gt;
Arena, avg attr - These appear consistent for all races and body sizes. scale 86400 ticks/day, 50000 per unit consumed&lt;br /&gt;
&lt;br /&gt;
* Thirst - 57600, 115200, 172800 -9.1% gaits, 345600 Dehydrated -16.7% gaits, 864k Dead&lt;br /&gt;
* Hunger - 57600, 172800, 1209600 -9.11% gaits (-16.7% w/extreme thirst,) 2592000 Starving -16.7% gaits (23.1% w/ext thirst) stored fat burns 10x faster, 5184000 terminal&lt;br /&gt;
&lt;br /&gt;
5184000 is the highest you can survive without stored fat, but so long as you do, there's no further penalty. to do test fat counter in fast travel.&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Uzu_Bash&amp;diff=232508</id>
		<title>User:Uzu Bash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Uzu_Bash&amp;diff=232508"/>
		<updated>2017-08-24T14:33:28Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Arena/Adventurer Limits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Exp/attr gains====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||Read a book||+20 Analytical, Focus; +10 Linguistic||+30 Reading, Student (first time only)&lt;br /&gt;
|-&lt;br /&gt;
||Compose dance w/mus+lyrics||+1000 Creativity, +500 Linguistic and Music||+110 Writing, +50 Poetry, Musician and Dance&lt;br /&gt;
|-&lt;br /&gt;
||Write letter||+1 Analytical||+12 Writing, +50 Prose&lt;br /&gt;
|-&lt;br /&gt;
||play string (per turn)|| agil +10, crea +10, music +10||make music +1, play string +1, specific instrument +1, music form +1&lt;br /&gt;
|-&lt;br /&gt;
||sing (per turn)||foc +10, crea +10, music +10||make music +1, sing +1, music form +1&lt;br /&gt;
|-&lt;br /&gt;
||simulate (per turn)||foc +10, crea +10, music +10||make music +1, sing +1, music form +1 (+0 to instrument)&lt;br /&gt;
|}&lt;br /&gt;
double gain on 1st turn&lt;br /&gt;
singing doesn't increase speaking, poetry or poetic form&lt;br /&gt;
speaking doesn't increase ANYTHING and always bombs&lt;br /&gt;
&lt;br /&gt;
dance +10 str, agi, end, spa, kin&lt;br /&gt;
&lt;br /&gt;
====biped gaits====&lt;br /&gt;
elf&lt;br /&gt;
          : 214:428:642:900:1900:2900&lt;br /&gt;
      swim: 731:1525:2257:2990:4300:6100&lt;br /&gt;
     crawl: 675:1409:2069:2728:4000:5700&lt;br /&gt;
     climb: 585:1178:1692:2206:3400:4900&lt;br /&gt;
human&lt;br /&gt;
          : 225:450:6754:900:2900&lt;br /&gt;
      swim: 1254:4112:4723:5341:6433:7900&lt;br /&gt;
     crawl: 731:1525:2257:2990:4300:6100&lt;br /&gt;
     climb: 1755:-8567&lt;br /&gt;
&lt;br /&gt;
all beastfolk (as of 43.05, biped conversion scales to percentage difference; req more examination)&lt;br /&gt;
          : 293:521:711:900:1900:2900&lt;br /&gt;
 swim/crawl/&lt;br /&gt;
      climb: 731:1525:2257:2990:4300:6100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Food, energy, fat ===&lt;br /&gt;
[[File:unit.counters2.png|left|thumb|upright 2.0]]&lt;br /&gt;
* Hunger, Thirst and Sleepiness timers increment 1/tick, Stomach and Food Contents decrement 1/tick&lt;br /&gt;
* Each consumable unit increases Stomach Contents by 50k.&lt;br /&gt;
* A unit of food increases Food Contents and reduces Hunger equally. A unit of drink decreases Thirst.&lt;br /&gt;
** Some drinks (incl alcohol) increase Food Content as well.&lt;br /&gt;
** Not all Food Contents decrease Hunger (incl alcohol.)&lt;br /&gt;
* Food Contents are converted to Stored Fat 1/tick.&lt;br /&gt;
* Exhaustion increases and Stored Fat decreases at the rate of Energy usage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There isn't a stamina capacity, instead Exhaustion is increased until reaching limits of Tiredness (2k Exhaustion,) Over-Extertion (4k,) to Unconsciousness. These are determined by physical attributes and possibly the body plan of the unit. Exhaustion decreases at a rate most certainly determined by Endurance, and possibly other attributes and body plan factors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fat tissue layer thickness scales to Stored Fat, so it will modify speed gradually. Death by starvation won't occur until Stored Fat is completely depleted, so you can survive hunger as long as you have some. As of 43.05 layer insulation properties aren't used, but I expect that to change in future updates.&lt;br /&gt;
&lt;br /&gt;
As with muscle mass, fat mass scales to a creature's base size and fat percentage. A kobold could pig out until pot-bellied without dragging down his activity level, but a fattening bear man could slow down so much that he may as well sleep off the rest of the season.&lt;br /&gt;
&lt;br /&gt;
When a unit offloads from the local map, all counters are reset except Hunger/Thirst/Sleep timers and Stored Fat, so an adventurer has much more control over fat gains. If you wanted to add on the mass, you could sit around feasting and guzzling booze. If you wanted to trim down, you could offload the map immediately after consuming food or drinking alcohol, then return to local map to engage in any activity; even standing around talking has an Energy cost.&lt;br /&gt;
&lt;br /&gt;
==== Arena/Adventurer Limits ====&lt;br /&gt;
Arena, avg attr - These appear consistent for all races and body sizes.&lt;br /&gt;
&lt;br /&gt;
* Thirst - 57600, 115200, 172800 -9.1% gaits, 345600 Dehydrated -16.7% gaits, 864k Dead&lt;br /&gt;
* Hunger - 57600, 172800, 1209600 -9.11% gaits (-16.7% w/extreme thirst,) 2592000 Starving -16.7% gaits (23.1% w/ext thirst) stored fat burns 10x faster, 5184000 terminal&lt;br /&gt;
&lt;br /&gt;
5184000 is the highest you can survive without stored fat, but so long as you do, there's no further penalty. to do test fat counter in fast travel.&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Uzu_Bash&amp;diff=232507</id>
		<title>User:Uzu Bash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Uzu_Bash&amp;diff=232507"/>
		<updated>2017-08-24T13:00:28Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Arena/Adventurer Limits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Exp/attr gains====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||Read a book||+20 Analytical, Focus; +10 Linguistic||+30 Reading, Student (first time only)&lt;br /&gt;
|-&lt;br /&gt;
||Compose dance w/mus+lyrics||+1000 Creativity, +500 Linguistic and Music||+110 Writing, +50 Poetry, Musician and Dance&lt;br /&gt;
|-&lt;br /&gt;
||Write letter||+1 Analytical||+12 Writing, +50 Prose&lt;br /&gt;
|-&lt;br /&gt;
||play string (per turn)|| agil +10, crea +10, music +10||make music +1, play string +1, specific instrument +1, music form +1&lt;br /&gt;
|-&lt;br /&gt;
||sing (per turn)||foc +10, crea +10, music +10||make music +1, sing +1, music form +1&lt;br /&gt;
|-&lt;br /&gt;
||simulate (per turn)||foc +10, crea +10, music +10||make music +1, sing +1, music form +1 (+0 to instrument)&lt;br /&gt;
|}&lt;br /&gt;
double gain on 1st turn&lt;br /&gt;
singing doesn't increase speaking, poetry or poetic form&lt;br /&gt;
speaking doesn't increase ANYTHING and always bombs&lt;br /&gt;
&lt;br /&gt;
dance +10 str, agi, end, spa, kin&lt;br /&gt;
&lt;br /&gt;
====biped gaits====&lt;br /&gt;
elf&lt;br /&gt;
          : 214:428:642:900:1900:2900&lt;br /&gt;
      swim: 731:1525:2257:2990:4300:6100&lt;br /&gt;
     crawl: 675:1409:2069:2728:4000:5700&lt;br /&gt;
     climb: 585:1178:1692:2206:3400:4900&lt;br /&gt;
human&lt;br /&gt;
          : 225:450:6754:900:2900&lt;br /&gt;
      swim: 1254:4112:4723:5341:6433:7900&lt;br /&gt;
     crawl: 731:1525:2257:2990:4300:6100&lt;br /&gt;
     climb: 1755:-8567&lt;br /&gt;
&lt;br /&gt;
all beastfolk (as of 43.05, biped conversion scales to percentage difference; req more examination)&lt;br /&gt;
          : 293:521:711:900:1900:2900&lt;br /&gt;
 swim/crawl/&lt;br /&gt;
      climb: 731:1525:2257:2990:4300:6100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Food, energy, fat ===&lt;br /&gt;
[[File:unit.counters2.png|left|thumb|upright 2.0]]&lt;br /&gt;
* Hunger, Thirst and Sleepiness timers increment 1/tick, Stomach and Food Contents decrement 1/tick&lt;br /&gt;
* Each consumable unit increases Stomach Contents by 50k.&lt;br /&gt;
* A unit of food increases Food Contents and reduces Hunger equally. A unit of drink decreases Thirst.&lt;br /&gt;
** Some drinks (incl alcohol) increase Food Content as well.&lt;br /&gt;
** Not all Food Contents decrease Hunger (incl alcohol.)&lt;br /&gt;
* Food Contents are converted to Stored Fat 1/tick.&lt;br /&gt;
* Exhaustion increases and Stored Fat decreases at the rate of Energy usage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There isn't a stamina capacity, instead Exhaustion is increased until reaching limits of Tiredness (2k Exhaustion,) Over-Extertion (4k,) to Unconsciousness. These are determined by physical attributes and possibly the body plan of the unit. Exhaustion decreases at a rate most certainly determined by Endurance, and possibly other attributes and body plan factors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fat tissue layer thickness scales to Stored Fat, so it will modify speed gradually. Death by starvation won't occur until Stored Fat is completely depleted, so you can survive hunger as long as you have some. As of 43.05 layer insulation properties aren't used, but I expect that to change in future updates.&lt;br /&gt;
&lt;br /&gt;
As with muscle mass, fat mass scales to a creature's base size and fat percentage. A kobold could pig out until pot-bellied without dragging down his activity level, but a fattening bear man could slow down so much that he may as well sleep off the rest of the season.&lt;br /&gt;
&lt;br /&gt;
When a unit offloads from the local map, all counters are reset except Hunger/Thirst/Sleep timers and Stored Fat, so an adventurer has much more control over fat gains. If you wanted to add on the mass, you could sit around feasting and guzzling booze. If you wanted to trim down, you could offload the map immediately after consuming food or drinking alcohol, then return to local map to engage in any activity; even standing around talking has an Energy cost.&lt;br /&gt;
&lt;br /&gt;
==== Arena/Adventurer Limits ====&lt;br /&gt;
Arena, avg attr&lt;br /&gt;
Thirst - 57600, 115200, 172800 -8.1% gaits, 345600 Dehydrated -1.67% gaits, 864k Dead&lt;br /&gt;
Hunger - 57600, 172800, 1209600, &lt;br /&gt;
This appears consistent for all sizes and races.&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Uzu_Bash&amp;diff=232506</id>
		<title>User:Uzu Bash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Uzu_Bash&amp;diff=232506"/>
		<updated>2017-08-24T12:10:28Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Food, energy, fat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Exp/attr gains====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||Read a book||+20 Analytical, Focus; +10 Linguistic||+30 Reading, Student (first time only)&lt;br /&gt;
|-&lt;br /&gt;
||Compose dance w/mus+lyrics||+1000 Creativity, +500 Linguistic and Music||+110 Writing, +50 Poetry, Musician and Dance&lt;br /&gt;
|-&lt;br /&gt;
||Write letter||+1 Analytical||+12 Writing, +50 Prose&lt;br /&gt;
|-&lt;br /&gt;
||play string (per turn)|| agil +10, crea +10, music +10||make music +1, play string +1, specific instrument +1, music form +1&lt;br /&gt;
|-&lt;br /&gt;
||sing (per turn)||foc +10, crea +10, music +10||make music +1, sing +1, music form +1&lt;br /&gt;
|-&lt;br /&gt;
||simulate (per turn)||foc +10, crea +10, music +10||make music +1, sing +1, music form +1 (+0 to instrument)&lt;br /&gt;
|}&lt;br /&gt;
double gain on 1st turn&lt;br /&gt;
singing doesn't increase speaking, poetry or poetic form&lt;br /&gt;
speaking doesn't increase ANYTHING and always bombs&lt;br /&gt;
&lt;br /&gt;
dance +10 str, agi, end, spa, kin&lt;br /&gt;
&lt;br /&gt;
====biped gaits====&lt;br /&gt;
elf&lt;br /&gt;
          : 214:428:642:900:1900:2900&lt;br /&gt;
      swim: 731:1525:2257:2990:4300:6100&lt;br /&gt;
     crawl: 675:1409:2069:2728:4000:5700&lt;br /&gt;
     climb: 585:1178:1692:2206:3400:4900&lt;br /&gt;
human&lt;br /&gt;
          : 225:450:6754:900:2900&lt;br /&gt;
      swim: 1254:4112:4723:5341:6433:7900&lt;br /&gt;
     crawl: 731:1525:2257:2990:4300:6100&lt;br /&gt;
     climb: 1755:-8567&lt;br /&gt;
&lt;br /&gt;
all beastfolk (as of 43.05, biped conversion scales to percentage difference; req more examination)&lt;br /&gt;
          : 293:521:711:900:1900:2900&lt;br /&gt;
 swim/crawl/&lt;br /&gt;
      climb: 731:1525:2257:2990:4300:6100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Food, energy, fat ===&lt;br /&gt;
[[File:unit.counters2.png|left|thumb|upright 2.0]]&lt;br /&gt;
* Hunger, Thirst and Sleepiness timers increment 1/tick, Stomach and Food Contents decrement 1/tick&lt;br /&gt;
* Each consumable unit increases Stomach Contents by 50k.&lt;br /&gt;
* A unit of food increases Food Contents and reduces Hunger equally. A unit of drink decreases Thirst.&lt;br /&gt;
** Some drinks (incl alcohol) increase Food Content as well.&lt;br /&gt;
** Not all Food Contents decrease Hunger (incl alcohol.)&lt;br /&gt;
* Food Contents are converted to Stored Fat 1/tick.&lt;br /&gt;
* Exhaustion increases and Stored Fat decreases at the rate of Energy usage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There isn't a stamina capacity, instead Exhaustion is increased until reaching limits of Tiredness (2k Exhaustion,) Over-Extertion (4k,) to Unconsciousness. These are determined by physical attributes and possibly the body plan of the unit. Exhaustion decreases at a rate most certainly determined by Endurance, and possibly other attributes and body plan factors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fat tissue layer thickness scales to Stored Fat, so it will modify speed gradually. Death by starvation won't occur until Stored Fat is completely depleted, so you can survive hunger as long as you have some. As of 43.05 layer insulation properties aren't used, but I expect that to change in future updates.&lt;br /&gt;
&lt;br /&gt;
As with muscle mass, fat mass scales to a creature's base size and fat percentage. A kobold could pig out until pot-bellied without dragging down his activity level, but a fattening bear man could slow down so much that he may as well sleep off the rest of the season.&lt;br /&gt;
&lt;br /&gt;
When a unit offloads from the local map, all counters are reset except Hunger/Thirst/Sleep timers and Stored Fat, so an adventurer has much more control over fat gains. If you wanted to add on the mass, you could sit around feasting and guzzling booze. If you wanted to trim down, you could offload the map immediately after consuming food or drinking alcohol, then return to local map to engage in any activity; even standing around talking has an Energy cost.&lt;br /&gt;
&lt;br /&gt;
==== Arena/Adventurer Limits ====&lt;br /&gt;
Avg Human Arena&lt;br /&gt;
Thirst - 57600, 115200, 172800 -8.1% gaits, 345600 Dehydrated -1.67% gaits, 864k Dead&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Werebeast&amp;diff=232484</id>
		<title>DF2014 Talk:Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Werebeast&amp;diff=232484"/>
		<updated>2017-08-23T00:21:32Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* adv mod times and durations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bite Mechanics ==&lt;br /&gt;
Has anyone figured out the exact details of when a werebite infects someone? I recently had a mechanic bitten and shaken horribly before a friendly lumberjack disemboweled the werewombat assailant. The shaking inflicted massive injuries, but the bite itself only bruised the skin before grasping. The mechanic did not turn, and (barely) managed to survive the recovery process. Can anyone confirm a case in which a werebite both:&lt;br /&gt;
&lt;br /&gt;
1) Failed to break the skin, and&lt;br /&gt;
&lt;br /&gt;
2) Succeeded in infecting the victim?&lt;br /&gt;
&lt;br /&gt;
It'd be VERY nice to know if your dwarves are going to go postal in a month immediately after the battle, rather than AFTER putting them through surgery and carrying out lengthy quarantine procedures.&lt;br /&gt;
&lt;br /&gt;
== adv mod times and durations ==&lt;br /&gt;
&lt;br /&gt;
It's difficult to be precise, but the full phase appears to last 1.75 days. On 25th Granite it begins immediately at midnight and continues to sunset of the 26th. On 13th Limestone it appears to start around 03:00 and end around 21:00 the 14th. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 05:49, 20 July 2017 (UTC)&lt;br /&gt;
* Sandstone 10 at sunset until Sandstone 12,  ~3 hrs before sunset.  [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 04:11, 29 July 2017 (UTC)&lt;br /&gt;
* Timber 8, 3hrs to sunset until noon of Timber 10. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 09:37, 10 August 2017 (UTC)&lt;br /&gt;
* Moonstone 6 at noon until ~3 hrs after dawn on Moonstone 8. Start transformations appear to occur at the same time as the previous end transformation. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 00:55, 18 August 2017 (UTC)&lt;br /&gt;
* Opal 4 3 hrs after dawn until Opal 6, 3 hrs before dawn. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 00:21, 23 August 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Uzu_Bash&amp;diff=232463</id>
		<title>User:Uzu Bash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Uzu_Bash&amp;diff=232463"/>
		<updated>2017-08-21T18:20:37Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Exp/attr gains====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||Read a book||+20 Analytical, Focus; +10 Linguistic||+30 Reading, Student (first time only)&lt;br /&gt;
|-&lt;br /&gt;
||Compose dance w/mus+lyrics||+1000 Creativity, +500 Linguistic and Music||+110 Writing, +50 Poetry, Musician and Dance&lt;br /&gt;
|-&lt;br /&gt;
||Write letter||+1 Analytical||+12 Writing, +50 Prose&lt;br /&gt;
|-&lt;br /&gt;
||play string (per turn)|| agil +10, crea +10, music +10||make music +1, play string +1, specific instrument +1, music form +1&lt;br /&gt;
|-&lt;br /&gt;
||sing (per turn)||foc +10, crea +10, music +10||make music +1, sing +1, music form +1&lt;br /&gt;
|-&lt;br /&gt;
||simulate (per turn)||foc +10, crea +10, music +10||make music +1, sing +1, music form +1 (+0 to instrument)&lt;br /&gt;
|}&lt;br /&gt;
double gain on 1st turn&lt;br /&gt;
singing doesn't increase speaking, poetry or poetic form&lt;br /&gt;
speaking doesn't increase ANYTHING and always bombs&lt;br /&gt;
&lt;br /&gt;
dance +10 str, agi, end, spa, kin&lt;br /&gt;
&lt;br /&gt;
====biped gaits====&lt;br /&gt;
elf&lt;br /&gt;
          : 214:428:642:900:1900:2900&lt;br /&gt;
      swim: 731:1525:2257:2990:4300:6100&lt;br /&gt;
     crawl: 675:1409:2069:2728:4000:5700&lt;br /&gt;
     climb: 585:1178:1692:2206:3400:4900&lt;br /&gt;
human&lt;br /&gt;
          : 225:450:6754:900:2900&lt;br /&gt;
      swim: 1254:4112:4723:5341:6433:7900&lt;br /&gt;
     crawl: 731:1525:2257:2990:4300:6100&lt;br /&gt;
     climb: 1755:-8567&lt;br /&gt;
&lt;br /&gt;
all beastfolk (as of 43.05, biped conversion scales to percentage difference; req more examination)&lt;br /&gt;
          : 293:521:711:900:1900:2900&lt;br /&gt;
 swim/crawl/&lt;br /&gt;
      climb: 731:1525:2257:2990:4300:6100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Food, energy, fat ===&lt;br /&gt;
[[File:unit.counters2.png|left|thumb|upright 2.0]]&lt;br /&gt;
* Hunger, Thirst and Sleepiness timers increment 1/tick, Stomach and Food Contents decrement 1/tick&lt;br /&gt;
* Each consumable unit increases Stomach Contents by 50k.&lt;br /&gt;
* A unit of food increases Food Contents and reduces Hunger equally. A unit of drink decreases Thirst.&lt;br /&gt;
** Some drinks (incl alcohol) increase Food Content as well.&lt;br /&gt;
** Not all Food Contents decrease Hunger (incl alcohol.)&lt;br /&gt;
* Food Contents are converted to Stored Fat 1/tick.&lt;br /&gt;
* Exhaustion increases and Stored Fat decreases at the rate of Energy usage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There isn't a stamina capacity, instead Exhaustion is increased until reaching limits of Tiredness (2k Exhaustion,) Over-Extertion (4k,) to Unconsciousness. These are determined by physical attributes and possibly the body plan of the unit. Exhaustion decreases at a rate most certainly determined by Endurance, and possibly other attributes and body plan factors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fat tissue layer thickness scales to Stored Fat, so it will modify speed gradually. Death by starvation won't occur until Stored Fat is completely depleted, so you can survive hunger as long as you have some. As of 43.05 layer insulation properties aren't used, but I expect that to change in future updates.&lt;br /&gt;
&lt;br /&gt;
As with muscle mass, fat mass scales to a creature's base size and fat percentage. A kobold could pig out until pot-bellied without dragging down his activity level, but a fattening bear man could slow down so much that he may as well sleep off the rest of the season.&lt;br /&gt;
&lt;br /&gt;
When a unit offloads from the local map, all counters are reset except Hunger/Thirst/Sleep timers and Stored Fat, so an adventurer has much more control over fat gains. If you wanted to add on the mass, you could sit around feasting and guzzling booze. If you wanted to trim down, you could offload the map immediately after consuming food or drinking alcohol, then return to local map to engage in any activity; even standing around talking has an Energy cost.&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Uzu_Bash&amp;diff=232462</id>
		<title>User:Uzu Bash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Uzu_Bash&amp;diff=232462"/>
		<updated>2017-08-21T18:14:38Z</updated>

		<summary type="html">&lt;p&gt;Uzu Bash: /* Food, energy, fat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||Read a book||+20 Analytical, Focus; +10 Linguistic||+30 Reading, Student (first time only)&lt;br /&gt;
|-&lt;br /&gt;
||Compose dance w/mus+lyrics||+1000 Creativity, +500 Linguistic and Music||+110 Writing, +50 Poetry, Musician and Dance&lt;br /&gt;
|-&lt;br /&gt;
||Write letter||+1 Analytical||+12 Writing, +50 Prose&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
elf&lt;br /&gt;
          : 214:428:642:900:1900:2900&lt;br /&gt;
      swim: 731:1525:2257:2990:4300:6100&lt;br /&gt;
     crawl: 675:1409:2069:2728:4000:5700&lt;br /&gt;
     climb: 585:1178:1692:2206:3400:4900&lt;br /&gt;
human&lt;br /&gt;
          : 225:450:6754:900:2900&lt;br /&gt;
      swim: 1254:4112:4723:5341:6433:7900&lt;br /&gt;
     crawl: 731:1525:2257:2990:4300:6100&lt;br /&gt;
     climb: 1755:-8567&lt;br /&gt;
all beastfolk&lt;br /&gt;
          : 293:521:711:900:1900:2900&lt;br /&gt;
 swim/crawl/&lt;br /&gt;
      climb: 731:1525:2257:2990:4300:6100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
||play string (per turn)|| agil +10, crea +10, music +10||make music +1, play string +1, specific instrument +1, music form +1&lt;br /&gt;
|-&lt;br /&gt;
||sing (per turn)||foc +10, crea +10, music +10||make music +1, sing +1, music form +1&lt;br /&gt;
|-&lt;br /&gt;
||simulate (per turn)||foc +10, crea +10, music +10||make music +1, sing +1, music form +1 (+0 to instrument)&lt;br /&gt;
|}&lt;br /&gt;
double gain on 1st turn&lt;br /&gt;
singing doesn't increase speaking, poetry or poetic form&lt;br /&gt;
speaking doesn't increase ANYTHING and always bombs&lt;br /&gt;
&lt;br /&gt;
dance +10 str, agi, end, spa, kin&lt;br /&gt;
&lt;br /&gt;
=== Food, energy, fat ===&lt;br /&gt;
[[File:unit.counters2.png|left|thumb|upright 2.0]]&lt;br /&gt;
* Hunger, Thirst and Sleepiness timers increment 1/tick, Stomach and Food Contents decrement 1/tick&lt;br /&gt;
* Each consumable unit increases Stomach Contents by 50k.&lt;br /&gt;
* A unit of food increases Food Contents and reduces Hunger equally. A unit of drink decreases Thirst.&lt;br /&gt;
** Some drinks (incl alcohol) increase Food Content as well.&lt;br /&gt;
** Not all Food Contents decrease Hunger (incl alcohol.)&lt;br /&gt;
* Food Contents are converted to Stored Fat 1/tick.&lt;br /&gt;
* Exhaustion increases and Stored Fat decreases at the rate of Energy usage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There isn't a stamina capacity, instead Exhaustion is increased until reaching limits of Tiredness (2k Exhaustion,) Over-Extertion (4k,) to Unconsciousness. These are determined by physical attributes and possibly the body plan of the unit. Exhaustion decreases at a rate most certainly determined by Endurance, and possibly other attributes and body plan factors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fat tissue layer thickness scales to Stored Fat, so it will modify speed gradually. Death by starvation won't occur until Stored Fat is completely depleted, so you can survive hunger as long as you have some. As of 43.05 layer insulation properties aren't used, but I expect that to change in future updates.&lt;br /&gt;
&lt;br /&gt;
As with muscle mass, fat mass scales to a creature's base size and fat percentage. A kobold could pig out until pot-bellied without dragging down his activity level, but a fattening bear man could slow down so much that he may as well sleep off the rest of the season.&lt;br /&gt;
&lt;br /&gt;
When a unit offloads from the local map, all counters are reset except Hunger/Thirst/Sleep timers and Stored Fat, so an adventurer has much more control over fat gains. If you wanted to add on the mass, you could sit around feasting and guzzling booze. If you wanted to trim down, you could offload the map immediately after consuming food or drinking alcohol, then return to local map to engage in any activity; even standing around talking has an Energy cost.&lt;/div&gt;</summary>
		<author><name>Uzu Bash</name></author>
	</entry>
</feed>